Vormus
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Vormus
(Deity)
(Deity)
Basic Information
Title(s) | King Vormus the Redeemed |
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Domain | War, Revenge, Loyality, Redemption, Death |
Power level | Deity |
Status | Alive |
Alignment | Lawful |
Worshippers | Criminals, Dishonored, Undead, Those who seek revenge, Those who actively fight the undead. |
Player Options
Classes | Undead, Paladin, Cleric, Bard, Witch |
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Restrictions | Must forsake everything to push back the undead. Must donate excess gold. Must follow a strict code of purity. Class name is replaced with Black Cloak Crusader. Must wear black cloak |
Boons | Black cloaks will assist you. Shapeshift into wraith. Freely travel into the Ethereal Realm. Increased damage against undead. May destroy turned undead with a fate roll. Revive at the cost of a level. Immune to Soul Addiction. Subject to multiple banes. |
Restrictions
- Followers of Vormus must forsake everything they own to their mission to push back the undead forces.
- A character only carries gold needed, rest are donated to any other temple.
- A strict code of purity must be followed, forsaking vices entirely.
- The player's classes are dropped in name (mechanics are still used) and instead are referred to as a black cloak crusader.
- The character must wear a black cloak.
Bane
- Hated by Mournheim
- Gold gives 0xp
- Distrusted by everyone (reaction modifier reduced be 3)
- Con modifier is not added when rolling for level hp.
- Unable to own property or set up a stronghold/temple/academy ect.
Boons
- Black cloak undead will assist you willingly in the ethereal realm.
- Able to shapeshift into a personalized wraith form
- Freely travel into the ethereal realm
- All damage dealt to undead are considered a dice higher
- Roll fate after turning an undead, positive results (depending on the power of the undead) will result in a destroy undead instead or a turn.
- When you die you return to life in an hour with your hp maximum rolled back a level
- You gain a wraith poleaxe (normal weapon stats, still a wraith weapon)
- Immune to soul addiction
Wraith Forms
- The paladin - Pink (Damage done by wraith weapon increases by 1d6)
- The warlock - *Purple (Access to a ranged 1d10 spell cantrip)
- The ranger - Green (Able to see in both realms at once, ethereal realm considered a favored fighting terrain (+2 to hit))
- The bard - Turquoise (Have a drum instead of a poleaxe, a wraith mace used to beat it. At the start of combat able to give 3 allies +1d4 to hit and wisdom bonus is doubled for saving throws. Requires the use of the instrument.)
- The brute - Yellow (Crits have a 2/6 chance of knocking an opponent back or into the air)
- The priest - White (Cloak is white with black markings of Vormus. Able to sacrifice a spell slot to heal target for 1d8 x slot level. Additionally the user of the wraith form rolls his/her hd to get charges per day. These charges can be used to heal your hd to target ally. Replace poleaxe with a quarter staff)
- The warrior - Red (Replace poleaxe with two sickles. Both count as wraith weapons and double the critical damage dealt)
- The assassin - Black (Access to backstab, hide in shadows, move silently similar to a thief. +2 Modifier to being detected. Wraith weapon becomes a single dagger)
- The elemental - Orange (All fire damage is treated as physical in regards to immunity. +1d4 Fire damage)
- The warden - Brown (+3 AC)
- The guardian - Grey (Enemies within 5ft of you deal half damage.)
- The tactician - Gold (Able to transfer xp drained to another character. Gain 1 ability or spell from that character until the end of the day.)
- The cleric - Silver (Able to revive a character once a day. Gain +2 to hit / +1 damage for each ally below half hp)
All wraiths have the following abilities:
- Immune to physical damage
- Able to phase through walls
- Can be turned