T O P I C R E V I E W |
LordofBones |
Posted - 25 May 2024 : 07:44:08 BANE The Black Lord, the Black Hand, the Lord of Darkness, the Dark One Greater Power of Acheron Symbol A black fist emanating green rays from between the fingers, or (older) upright hand, palm out, fingers together, usually on a red field Realm Black Bastion (Acheron/Avalas) Alignment Lawful Evil Aliases none Superior none (AO) Allies Hextor, Kiputtyo (dead), Maglubiyet, Mask, Myrkul (dead) Foes Cyric, Helm, Kelemvor, Mellifleur, Mystra, Oghma, Savras Servants Bhaal (dead), Iyachtu Xvim (dead), Loviatar, Talona; Fzoul Chembryl (Chosen) Servitor Creatures baatezu of all types, banedead, baneguards, banelar nagas, baneliches, bats (normal, dire and fiendish), beasts of Bane, beholders, cats (always black with green eyes), death knights, death tyrants, dogs (always black; normal and fiendish), dragons (black, fang, green and rust), glooms, hellhounds, hordlings, incarnates of pride, malephants, simpathetics, vultures (normal, dire, behemoth and fiendish) Manifestations eyes of red blazing flame surrounded by darkness; a black, taloned hand whose touch is like ice reaching out of a cloud of darkness Signs of Favor the imprint of a giant footprint from a mailed boot beneath which the very earth is charred; the discovery of a single black sapphire (favor) or the presence of red powder, often powdered carnelian (disfavor); bloodstones, emeralds, hematite Worshipers autocrats, blackguards, conquerors, dictators, evil martial champions, evil spellcasters, oppressors, those who seek the rule of harsh law, paladins of tyranny, tyrants, warlords Cleric Alignments LE, LN, NE Specialty Priests Dreadmasters Holy Days none Important Ceremonies dependent on clergy, none with specific dates Portfolio fear, hatred, tyranny Domains Beguilement, Destruction, Domination, Evil, Hatred, Law, Planning, Pride, Retribution, Tyranny Favored Weapon Black Hand of Bane (gauntlet/morningstar)
BANE Male Paladin of Tyranny 40, Wizard 15, Nightmare Spinner 5, Dread Witch 5 LE Medium Outsider (Extraplanar, Evil, Lawful) Divine Rank 17 Init 41, Supreme Initiative; Senses 17-mile-radius; Listen 77, Spot 77; Battlesense; remote sensing (20 locations), portfolio sense Aura divine aura (17 miles, Will DC 81), despair (1,700 ft), horrific aura; Languages can communicate with any living creature; Dark Speech ______________________________________________________________________
AC 110, touch 58, flat-footed 97 (+18 armor, +22 deflection, +13 Dex, +17 divine, +30 natural) hp 1,735 (40d10 + 25d4 plus 1,235), divine shield 22/day (170 hp); DR 40/epic, good and silver Immune ability damage, ability drain, banishment, acid, death effects, disease, disintegration, energy drain, fear, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking, sleep, stunning, transmutation, and turning Resist cold 37, electricity 37; SR 81 Fort 112 Ref 99 Will 101 (123 against fear); +5 against good spells or spells cast by good characters ______________________________________________________________________
Speed 60 ft. (12 squares) Melee black hand 117/112/107/102 (59 plus 18 acid plus 18 lawful plus 1 negative level vs chaos plus 18 unholy plus 1 negative level vs good plus 1 vile plus prone [Fort DC 79]/18-20/x3 +12 overwhelming plus death [Fort DC 62] plus 54 acid plus 54 lawful plus 3 negative levels vs chaos plus 54 unholy plus 3 negative levels vs good plus 3 vile) or Melee spell 100 or Ranged spell 93 Base Atk +45; Grp +65 Atk Options Awesome Smite, Brutal Strike, Combat Brute, Dire Charge, Improved Bull Rush, Improved Combat Reflexes, Improved Sunder, Intimidating Strike, Leap Attack, Power Attack, Shock Trooper; charging smite (+120), destructive smite 17/day (+4 atk, +65 damage), horrific aura 22/day (Will DC 37), smite good 23/day (+65 attack, +455 damage; all damage is vile damage), strike of retribution 17/day (one attack with maximum damage against someone that that has harmed Bane) Special Actions absorb fear, cause disease 12/week (as contagion), deadly chill 3/day (Will DC 37 or die), deadly touch (1430 damage/day, Will DC 64 half), delay fear at will or 2/day, divine blast 25/day (17 miles, 468 damage), fearful empowerment 2/day, inspire fear 25/day (5 rounds, Will DC 37 halves), hatred 17/day (+2 profane bonus to AC, attack rolls and saves against one opponent as a free action), nightmare phantasm 25/day, pride 17/day (reroll any save on a natural 1 and keep the new result), rebuke undead as a 37th level cleric 25/day (check 50, damage 71); Deflect Arrows, Dreadful Wrath (Will DC 66), Epic Divine Might, Exceptional Deflection, Imperious Command, Infinite Deflection, Reflect Arrows, Terrifying Warrior Combat Gear black hand of bane
Divine Spell-like Abilities (CL 65th; +1 compulsion, evil and law spells) At will – antipathy (DC 56), augury, banishment (DC 55), bear’s endurance, bestow curse (DC 52), bigby’s grasping hand, blasphemy (DC 56), calm emotions (DC 51), clairaudience/clairvoyance, command (DC 50), confusion (DC 54), contagion (DC 52), create undead, deathwatch, deep slumber (DC 53), desecrate, detect good, detect scrying, dictum (DC 56), discern lies (DC 52), discern location, disintegrate (DC 56), dispel chaos (DC 54), dispel good (DC 54), divine power, dominate monster (DC 58), dominate person (DC 53), doom (DC 50), eagle’s splendor, earthquake, enthrall (DC 51), fear (DC 53), fire shield, forbiddance (DC 54), geas/quest, greater command (DC 54), greater detect scrying, greater heroism, greater teleport, harm (DC 55), heroism, heroes’ feast, hold monster (DC 55), hypnotic pattern (DC 52), hypnotism (DC 50), implosion (DC 58), inflict critical wounds (DC 53), inflict light wounds (DC 50), magic circle against good, mark of justice, mass charm monster (DC 57), mass hold person (DC 57), mass inflict light wounds (DC 54), mass reduce person, mass suggestion (DC 56), modify memory (DC 55), monstrous thrall (DC 58), order’s wrath (DC 53), otto’s irresistible dance (DC 58), plane shift, protection from chaos, protection from good, rage, righteous might, shatter (DC 51), shield of faith, shield of law (DC 56), speak with dead (DC 52), spell turning, status, storm of vengeance (DC 58), summon monster IX (evil and lawful only), time stop, true domination (DC 57), unholy aura (DC 56), unholy blight (DC 53), wail of the banshee (DC 58).
Wizard Spells per Day (CL 23rd, 63rd for [fear] spells, 64th for enchantment spells, 65th for enchantment [fear] spells; 40th vs SR, 80th for [fear] spells, 61st for enchantment spells and 81st for enchantment [fear] spells; +1 compulsion, evil and law spells; all spells are coercive and maximized) 9th (8/day) – anathema, bigby’s crushing hand, detonate (DC 59), lash of force (DC 59), mass hold monster (DC 72), mindrape (DC 70), weird (x2) (DC 61). 8th (9/day) – bestow greater curse (DC 58), blackfire (DC 58), chain dispel, flensing (DC 58), investiture of the horned devil, nybor’s wrathful castigation (x2) (DC 71), soul’s treasure lost (DC 58), stalking spell. 7th (9/day) – bigby’s grasping hand, emerald flame fist (DC 57), evil glare (DC 59), forcecage, nybor’s stern reproof (x2) (DC 70), solipsism (DC 57), stun ray (DC 57), symphonic nightmare (DC 70). 6th (9/day) – acid storm (DC 56), aura of terror, cloak of hate (DC 67), crushing sphere (DC 56), fleshshiver (DC 56), freezing glance (DC 67), imperious glare (DC 81), remorseless charm (DC 69), shadowy grappler (DC 56). 5th (9/day) – battletide (DC 55), greater electric vengeance (DC 55), incite riot (DC 66), mind fog (DC 68), morality undone (DC 66), phantasmal wasting (DC 57), retributive image (DC 55), vitriolic sphere (DC 55), wall of force. 4th (10/day) – crushing despair (DC 67), fear (DC 56), force claw, force missiles, grim revenge (DC 54), nightmare terrain (DC 54), nybor’s mild admonishment (x2) (DC 67), phantasmal killer (DC 56), sphere of terror (DC 56). 3rd (10/day) – adoration of the frightful (DC 61), arcane maul (DC 53), curse of the putrid husk (DC 55), dread word (x2) (DC 53), mystic lash (DC 53), phantasmal injury (DC 55), phantasmal strangler (DC 55), rain of terror, ray of the python (DC 53). 2nd (10/day) – bane (DC 67), blast of force (DC 52), claws of darkness, escalating enfeeblement, nybor’s gentle reminder (DC 65), phantasmal assailants (DC 54), stolen breath (DC 52), vision of fear (DC 52), wall of gloom, wave of grief (DC 63). 1st (10/day) – chill touch (DC 51), glimpse of fear (DC 53), hidden ward, incite (DC 64), magic missile, power word: pain, ray of enfeeblement, shock and awe, stupor (DC 62), whelm (DC 64). Cantrips (4/day) – arcane mark, detect magic, daze (DC 61), read magic. Epic Spells per Day 6 arcane; up to Spellcraft DC 125
Paladin of Tyranny Spells per Day (CL 30th; 47th vs SR; +1 compulsion, evil and law spells; all spells are coercive and maximized) 4th (6/day) – divine retaliation, fracturing weapon, investiture of the narzugon (DC 44), investiture of the orthon, unholy storm, valiant spirit. 3rd (7/day) – deeper darkness, inflict serious wounds (x2) (DC 43), investiture of the amnizu, investiture of the erinyes (DC 43), investiture of the harvester devil, investiture of the steel devil. 2nd (7/day) – crown of smiting, death knell (DC 42), devil’s eye, divine presence, execration (DC 42), turn anathema, zeal. 1st (7/day) – blade of blood, boneblast (DC 41), demonflesh, devastating smite, divine sacrifice, mark of the outcast (DC 41), resurgence. ______________________________________________________________________
Abilities Str 50, Dex 36, Con 48, Int 50, Wis 40, Cha 55 SQ avatar, divinity, greater master of terror, immortality, reflexive fear, school mastery (enchantment), tyranny (+1 DC of compulsion spells) Feats Awesome Smite, Brutal Strike, Cleave, Coercive Spell, Combat Brute, Combat Reflexes, Commanding, Dark Speech (B), Deflect Arrows, Divine Might, Dreadful Wrath (Will DC 66), Extend Spell (B), Greater Spell Focus (enchantment), Imperious Command, Improved Bull Rush, Improved Critical (gauntlet), Improved Initiative, Improved Sunder, Intimidating Strike, Improved Unarmed Strike, Inspirational Leadership, Leadership (score 128), Leap Attack, Maximize Spell (B), Might Makes Right, Persuasive, Power Attack, Rulership, Shock Trooper, Scribe Scroll (B), Skill Focus (Intimidate), Spell Focus (enchantment) (B), Superior Unarmed Strike, Terrifying Warrior, Unnatural Will (B), Vile Martial Strike, Weapon Focus (gauntlet) Epic Feats Devastating Critical (gauntlet; Fort DC 62 or die), Dire Charge, Epic Divine Might, Epic Leadership, Epic Skill Focus (Intimidate), Epic Spell Focus (enchantment), Epic Spellcasting (B), Epic Weapon Focus (gauntlet), Exceptional Deflection, Great Smiting (x2), Improved Aura of Despair, Improved Combat Reflexes, Infinite Deflection, Legendary Commander, Overwhelming Critical (gauntlet), Reflect Arrows, Superior Initiative, Unholy Strike, Vile Smite, Widen Aura of Despair Salient Divine Abilities Alter Form, Annihilating Strike (Fort DC 79 or die; destroy 17,000 cubic feet of matter), Automatic Metamagic (coercive spell), Battlesense, Call Creatures (Lawful Evil Outsiders; 17 creatures with up to 37 HD), Control Creatures (170 Lawful Evil Outsiders, Will DC 81), Divine Inspiration (dread, 17 creatures), Divine Skill Focus (Intimidate), Divine Spell Focus (enchantment), Divine Splendor (Fort DC 81 or die, 170 ft), Divine Storm (Fort DC 81, 17 damage), Divine Weapon Focus (gauntlet), Divine Weapon Specialization (gauntlet), Frightful Presence (Will DC 81, gesture), Know Secrets (Will DC 81), Lay Curse (Will DC 81), Lay Quest (17 creatures/day), Mass Divine Blast (85 creatures up to 17 miles apart, cone 1700 ft, burst 850 ft, cylinder 850 ft wide and 170 ft high), Possess Mortal (Will DC 81), Power of Truth (Will DC 81), Supreme Initiative, Supreme Tyrant (unique salient divine ability), Touch of Bane (unique salient divine ability) Skills Bluff 129, Concentration 124, Decipher Script 125, Diplomacy 159, Disguise 84 (92 acting), Forgery 82, Gather Information 92, Handle Animal 81, Intimidate 185, Jump 82, Knowledge (arcana) 125, Knowledge (architecture and engineering) 125, Knowledge (dungeoneering) 125, Knowledge (geography) 125, Knowledge (history) 125, Knowledge (local) 125, Knowledge (nobility and royalty) 125, Knowledge (religion) 125, Knowledge (the planes) 125, Listen 77, Move Silently 85, Ride 107, Search 117 (125 secret doors and compartments), Sense Motive 128, Spellcraft 125 (133 scrolls), Spot 77, Survival 77 (83 tracking, 85 avoid getting lost, extraplanar, underground), Use Magic Device 84 (100 scrolls) Possessions black hand of bane, cup of tears, dreadplate
Absorb Fear (Su) Bane can turn his own fear, whether natural or mystical in origin, into extra power for his spells. Any time he is exposed to a condition that could make him shaken, all his spells function at +1 caster level; if the condition could make him frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or 22 rounds, whichever is less. These bonuses are treated in all ways as though he had failed the save.
Bane can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. He must make this choice the instant he is subject to the fear effect, and once he has made his choice, he must cast the spell within 22 rounds. He can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked.
If he is subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—he must decide whether to keep the original effect or replace it with the new one; he cannot benefit from more than one fear effect at a time.
Charging Smite (Su) Bane has traded away his divine mount to empower his smite on a charge attack. If Bane smites on a charge attack, he deals +130 points of damage to any good creature he hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This replaces his divine mount ability.
Deadly Nightmare (Su) Bane can create a mind-affecting fear effect 3 times per day that can make a living creature literally drop dead. He can target one living creature within 30 feet of him, which must succeed on a Will save (DC 37) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature with more than 130 Hit Dice. This is a mind-affecting fear death effect.
Deadly Touch (Su) Bane can cause wounds with a successful touch attack. Each day he can deal up to 1430 points of damage. An opponent subjected to this attack can make a Will save (DC 64) to halve the damage dealt. Alternatively, he can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
Delay Fear (Su) Bane can choose to delay the onset of any fear effect he imposes on someone else, such as by casting a cause fear spell. He can delay the onset up to 22 minutes, must determine the onset time when casting the spell, and cannot later change his mind. Similarly, he can delay fear effects affecting him. If Bane fails his save against a fear effect, he can delay its onset for 22 rounds. He still gains the advantages granted by the absorb fear ability even though he is delaying the negative effects. He can invoke this version of delay fear twice per day.
Divinity Bane is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit. Alter Reality: Bane may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Bane can have up to 20 avatars at any given time. Bane prefers never to be seen in person and hence almost never sends a pure avatar to the Realms. He possesses mortals from time to time to serve as his ersatz avatars, preferring young and good-looking men of slim build, cultured tastes, wealth, and power—often bored young noblemen. Any person Bane possesses quickly assumes the appearance of a handsome, black-haired man of oily looks and a derisive, even cruel, manner. Divine Blast: Bane can create a ray of divine power that extends for up to 17 miles, dealing up to 468 points of damage, as a ranged touch attack with no saving throw. Bane can unleash a divine blast 22 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Bane’s divine blasts generally take the form of blasts of lightning tinged black, red or green. Divine Shield: As a free action 22 times per day, Bane can create a shield that lasts 10 minutes and stops 170 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Bane is naturally immune to does not count towards the shield’s limits.
Fearful Empowerment (Su) Twice per day Bane can add the fear descriptor to any spell he casts that has some sort of visual manifestation. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC 37) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. His save DC bonuses from master of terror apply to this spell.
Greater Master of Terror (Ex) Bane’s fear-based spells are more potent. The save DC of any spell he cast with the fear descriptor increases by 2. This bonus stacks with Spell Focus. Furthermore, he adds the spells bane and doom to his arcane spellcaster list as 2nd-level spells. In addition, he has a +10 bonus to Intimidate skill checks.
Bane’s fear spells are now so potent that they can even affect individuals normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell's effect. Only a target whose HD exceed his caster level by 4 or more is immune to his mastery of terror.
Horrific Aura (Su) Bane radiates an aura of terror. Creatures with 6 or fewer HD must succeed in a Will save (DC 37) or remain shaken as long as they are within 10 feet of Bane. A creature who successfully saves is immune to his horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.
22 times per day Bane can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save (see above) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This touch attack, unlike the standard aura, functions against creatures of any HD and can even affect individuals normally immune to fear.
Inspire Fear (Su) As a standard action 25 times per day, Bane can create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The target becomes shaken for 5 rounds; a successful Will save (DC 37) halves this duration. Multiple uses of this ability on the same creature don't stack.
Nightmare Phantasm (Su) 25 times per day, when Bane cast a figment or glamer spell, he can choose to weave a thread of nightmare phantasm into it as a free action. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the original spell's duration or effectiveness. No creature can be affected by the nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.
Reflective Fear (Su) Any fear effect against which Bane successfully saves is immediately targeted back at the source. He still gains the benefits of absorb fear. If the source of the fear effect fails its save, everyone else who might have been subject to the fear effect (such as his companions) immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.
School Mastery (Enchantment) For 24 hours after an enchantment spell Bane casts expires, the target of his spell takes a -2 penalty on all Will saves made to resist his spells or spell-like abilities. He may affect only one creature at a time in this way. If his enchantment spell affected multiple targets, he must choose one creature against whom the penalty applies. Whenever an enchantment spell he casts expires while such a penalty is active, the old penalty immediately disappears. Bane has given up the ability to summon a familiar for this mastery.
Spirit Chill (Su) Creatures affected by a fear effect caused by Bane (whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes panicked takes 3d6 points of nonlethal damage.
Supreme Tyrant (unique salient divine ability) Bane is the Black Lord of the Realms. He is their ultimate conqueror and ultimate tyrant. This fearsome authority resolves in the following manners:
All Are Equal: The tyrant does not discriminate, for all are meant to serve. Bane can smite any alignment. When he smites a non-outsider and successfully hits, the creature is subject to a combined blasphemy and dictum. An outsider that has been smote is subject to a banishment spell, treating both Bane and his weapon as objects it hates. Bane deals 3 extra points of damage per Hit Dice with his smites, and he may do so an additional 10 times per day.
Autocrat: As the supreme tyrant of Toril, Bane possesses combat prowess reflecting that might. He calculates his ability to smite, his deadly touch ability and his effective paladin of tyranny bonus feats using the totality of his Hit Dice. Bane adds all spells from the school of enchantment and spells with the fear descriptor to his arcane spell list, using the totality of his Hit Dice to determine his caster level for such effects.
Edict: Bane can channel his vitriol and contempt for all things into a dreadful authority. This effectively functions as a rod of epic rulership affecting up to 1,700 Hit Dice of creatures per day, and creatures with an Intelligence score of 30 and above are allowed a Will save (DC 81) to negate the effect. If any creature is given an order that is contrary to its nature, then it is allowed a Will save (DC 81) to resist the command, although the mental backlash of breaking free from Bane’s influence leaves the creature staggered and nauseated for 1 minute.
Tyranny: To be in Bane’s presence is to know the authority of the tyrant, to feel that awful weight and presence bearing down on one’s mind and soul. His aura of despair extends to 1,700 feet and all creatures within the aura suffer a -8 penalty to all attack rolls, caster level checks, skill checks and saving throws, and a further -17 penalty to saving throws made against fear effects and compulsions. Creatures immune to compulsion and fear effects must succeed at a Will save (DC 81) or lose their immunity for 24 hours. On a successful saving throw, they are still stripped of their immunity but only for as long as they remain within Bane’s presence.
Creatures that Bane counts as allies or subordinates instead gain a +8 bonus to attack rolls, caster level checks, skill checks and saving throws; this is increased to +17 against fear effects and compulsions not cast by Bane.
Touch of Bane (unique salient divine ability) Bane’s very touch corrupts both the living and the dead. Up to 17 times per day, Bane can cause any creature he strikes with a melee or ranged touch attack to warp and mutate, gaining the Beast of Bane (as the Beast of Xvim) template and dealing vile damage with its smite good ability. Such creatures are perfect specimens of their kind and additionally gain the Paragon Creature template as described in the Epic Level Handbook. Beasts of Bane created in this manner are unconditionally loyal to Bane. Corpses affected by the Touch of Bane rise as baneguards with the Paragon template. They serve Bane unconditionally and cannot be turned or rebuked.
Possessions
The Black Hand has become so intertwined with Bane that it refers to both god and weapon. The priceless jewels that encrust this black gauntlet are said to be the collective manifestation of every gem that has ever been mined at the whim of a tyrant’s lash. This +10 acidic blast mighty cleaving gauntlet of axiomatic power has all the powers of a mace of ruin and an unholy despoiler. Any creature that has been struck by the gauntlet must succeed at a Fortitude save (DC 79) or fall prone in submission before Bane until the end of its next turn. At his whim, the gauntlet can take the form of a bejeweled black morningstar. In either form, the weapon has a crit range of 19-20 and a critical multiplier of x3.
The Black Lord sometimes carries the cup of tears, a jeweled goblet filled with tears of all that. An evil creature that sips from the cup gains a +4 profane bonus to attack and damage rolls, skill checks, caster level checks and saving throws for 24 hours and additionally benefits from the heal spell. A Lawful Evil creature that drinks from the coup has the bonuses doubled and is healed to maximum hit points instead.
The dreadplate is Bane’s personal armor – a set of black plate wreathed in kingly black-and-red robes. It is a +10 full plate of heavy fortification and negating with no maximum Dexterity bonus or arcane spell failure chance.
Other Divine Powers As a greater deity, Bane automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Bane can see (using normal vision or darkvision), hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio Sense Bane is aware of any act of tyranny, fear or hatred regardless of the number of people involved up to 17 weeks in the past and 17 weeks in the future. Automatic Actions Bane can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower, or Intimidate if the DC is 47 or lower. He can perform up to twenty such free actions each round. Create Magic Items Bane can craft any magical item that associated with tyranny, hatred or fear, intimidation or the domination of minds, and any associated with blackguards and paladins of tyranny, including artifacts.
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1 L A T E S T R E P L I E S (Newest First) |
Galuf the Dwarf |
Posted - 26 May 2024 : 03:51:39 Impressive!
But yeah, Nightmare Spinner and Dread Witch seem somewhat fitting for the Lord of Darkness, namely after he inherited his son Iyachtu Xvim's portfolio of fear.
Fun fact: I made a homebrew Cleric Domain of Fear for him (and a few other deities). You'll find it in my thread of said domains. |
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