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 Revised Deities (3.5e): Beshaba, Lady Doom
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LordofBones
Master of Realmslore

1527 Posts

Posted - 22 Sep 2024 :  16:31:27  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
I will shamelessly admit that I stole so many things wholesale from Pathfinder’s Witch and Dreamscarred Press’s Malefex. Curse and ooga-booga bad juju builds just don’t have that many things going for them in 3.5.

BESHABA
The Maid of Misfortune, Black Bess, Lady Doom, the Maid of Misrule, Tyche’s Unpleasant Daughter
Intermediate Power of the Abyss
Symbol
A rack of sharp-pointed black antlers on a red triangular field
Realm Blood Tor (Abyss/13th)
Alignment Chaotic Evil
Aliases Shaundakul, the Treacherous Lurker in the Sands (Anauroch, among the Bedine)
Superior none (AO)
Allies Hoar, Tempus, Zinzerena (distant)
Foes Brandobaris, Erevan Illesere, Haela Brightaxe, Lathander, Shaundakul, Tymora, Vergadain
Servants none
Servitor Creatures bebiliths, bodaks, cockroaches (normal, devastation and fiendish), evil fey, eyewings, fetches, homunculi, insane watchghosts, luck-eaters, rats (normal, fiendish and dire), tanar’ri (alu-fiends, succubi, quasits)
Manifestations a giant head wreathed in snow white, swirling hair laughing maniacally with her features twisted into a sneer of madness; stout weapons and walls suddenly giving way; freak accidents and coincidences; a grotesque shadow where no shadow should be, accompanied by faint, far off, maniacal laughter
Signs of Favor Beshaba’s Boon (only to clergy higher ranked than novices)
Worshipers assassins, auspicians, capricious individuals, gamblers, hexblades, rogues, sadists, the unlucky, the vengeful, warlocks, witches
Cleric Alignments CE, CN, NE
Specialty Priests Doommaster
Holy Days Midsummer, Shieldmeet
Important Ceremonies the Marking, the Passing
Portfolio accidents, bad luck, misfortune, random mischief
Domains Abyss, Chaos, Envy, Evil, Fate, Luck, Lust, Madness, Spite, Trickery, Wrath
Favored Weapon Ill Fortune (scourge)

BESHABA
Female Hexblade 20, Sorcerer 15, Dread Witch 5, Auspician 10, Fatespinner 5, Nightmare Spinner 5
CE Medium Outsider (Extraplanar, Evil)
Divine Rank 13
Init +27 (+19 Dex, +8 Superior Initiative), Supreme Initiative; Senses 13-mile-radius; Listen 92, Spot 110; remote sensing (10 locations), portfolio sense
Aura divine aura (Will DC 74; 1,300 ft.), horrific aura (Will DC 36); Languages can communicate with any living creature; Dark Speech
____________________________________________________________________________________________________________

AC 89, touch 63, flat-footed 70 (+21 deflection, +19 Dex, +13 divine, +1 Dodge, +26 natural); uncanny dodge as a 60th level rogue, miss chance 63%
hp 1,540 (20d10 + 10d8 + 30d4 plus 1,140), divine shield 22/day (130 hp); DR 35/epic, good and cold iron
Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, electricity, energy drain, fear, imprisonment, mind-affecting effects, non-lethal damage, paralysis, poison, rebuking, sleep, stunning, transmutation, and turning
Resist acid 33, fire 33; SR 81
Fort +66 Ref +60 Will +61 (+82 fear effects); arcane resistance (+21 vs spells and spell-like effects)
____________________________________________________________________________________________________________

Speed 60 ft. (12 squares)
Melee ill fortune +84/+84/+79/+74/+69 (1d8 + 36 plus 3d6 unholy and 1 negative level vs good plus 1 Con/19-20/x2 plus curse plus 6d6 unholy and 2 negative levels) and
Melee malice +77/+77/+72/+67/+62 (2d4 + 11 plus 3d6 chaos and 1 negative level vs lawful plus 1 Str/20/x2 plus 6d6 chaos and 1 negative level vs lawful) or
Melee spell +68 or
Ranged spell +72
Space 5ft.; Reach 5 ft.
Base Atk +40; Grp +68
Atk Options abyssal fury 13/day (+4 attack and -2 AC for 5 rounds), divine blast 24/day (13 miles, 34d12 damage), lucky blow 1/day, sympathetic strike 13/day (deal up to 300 points of damage dealt to Beshaba in the last round as a melee touch attack); Arcane Strike, Battlecaster Offense, Deft Opportunist, Dreadful Wrath (DC 61), Improved Combat Reflexes, Spell Opportunity
Special Actions alter reality, alter size, aura of unluck 3/day (24 rounds), clarity of madness 13/day (+30 to single Wisdom-based skill check or Will save), deadly nightmare 3/day (DC 36), delay fear at will or 2/day, dire hexblade’s curse at will (Curse of Distraction, Curse of Failure, Curse of Ignorance, Curse of Paranoia, Curse of Sloth, Curse of the Softened Blade), fearful empowerment 2/day, fickle finger of fate, good fortune 13/day (reroll any roll and take the new result), horrific aura 21/day (DC 36), inspire fear 24/day (DC 36), luck infusion, luck of the gods 1/day, lust 14/day (+60 Cha for 1 round), mark of fortune 1/day, nightmare phantasm 24/day, quick cast 5/day, resist fate 1/day, seal fate 1/day, spin destiny, spin fate (5 points), spirit chill, tyche’s curse 2/day (DC 29), wrath 14/day (-2 Wis and +1 Cha up to a maximum of -60 Wis and +30 Str for 60 rounds)
Combat Gear ill fortune, malice

Spell-like Abilities (CL 60th; +1 ability damage, ability drain, chaos, evil and level drain spells)
At will – aid, align weapon, animate objects, augury, babau slime (DC 47), balor nimbus, bestow curse (DC 47), bestow wound (DC 45), blasphemy (DC 51), bodak’s glare (DC 52), bolts of bedevilment (DC 49), break enchantment, bull’s strength, cause fear (DC 45), chaos hammer (DC 48), charm person (DC 45), clairaudience/clairvoyance, cloak of chaos (DC 52), cloak of hate (DC 50), confusion (DC 48), create undead, crushing despair (DC 45), death knell (DC 46), desecrate, destruction (DC 51), disguise self, dispel good (DC 49), dispel law (DC 49), entropic shield, false vision, finger of death (DC 52), fire in the blood, foresight, freedom of movement, geas/quest, greater shout (DC 52), greater teleport, harm (DC 50), implosion (DC 53), imprison soul (DC 53), insanity (DC 51), invisibility, lesser confusion (DC 45), lesser planar ally, limited wish, maddening scream, magic circle against good, magic circle against law, magic jar (DC 50), mantle of pure spite, mark of justice, mass bull’s strength, mind blank, miracle, mislead (DC 50), moment of prescience, nondetection, pact of return, phantasmal killer (DC 50), plane shift (DC 49), poison (DC 48), polymorph any object (DC 52), presdigitation, pronouncement of fate (DC 48), protection from energy, protection from good, protection from law, rage, ray of enfeeblement, refuge, rhino’s rush, righteous might, screen (DC 51), scrying (DC 48), shatter (DC 46), shout (DC 48), simulacrum, slay living (DC 49), spell turning, status, storm of vengeance (DC 53), summon monster III (chaotic evil only), summon monster V (chaotic evil only), summon monster VII (chaotic evil only), summon monster IX (chaotic, evil or chaotic evil only), symbol of persuasion (DC 49), sympathy (DC 52), tenser’s transformation, time stop, touch of idiocy, touch of madness (DC 46), trap the soul (DC 53), true strike, vampiric touch, vision, unholy aura (DC 52), unholy blight (DC 48), weird (DC 53), wish, word of chaos (DC 51)

Hexblade Spells Known (CL 17th or 30th vs SR; +1 ability damage, ability drain, chaos, evil and level drain spells; +2 DC fear spells)
4th (8/day) – cursed blade, dimension door, horrid sickness (DC 58), spell theft, unseen strike.
3rd (8/day) – fracturing weapon, hood of the cobra (DC 59), hound of doom, nightmare terrain (DC 57), nondetection.
2nd (8/day) – crisis of confidence (DC 56), eagle’s splendor, false life, mirror image, shadow double (DC 56).
1st (9/day) – armor lock (DC 54), bloodletting, mage burr (DC 54), phantom threat (DC 55), treacherous weapon (DC 54).

Sorcerer Spells per Day (CL 47th or 60th vs SR; +1 ability damage, ability drain, chaos, evil and level drain spells; +2 DC fear spells)
21st (3 +1 Illusion /day) – DC 74 or 75 for enchantment, illusion and necromancy spells
20th (3 +1 Illusion /day) – DC 73 or 74 for enchantment, illusion and necromancy spells
19th (3 +1 Illusion /day) – DC 72 or 73 for enchantment, illusion and necromancy spells
18th (3 +1 Illusion /day) – DC 71 or 72 for enchantment, illusion and necromancy spells
17th (4 +1 Illusion /day) – DC 70 or 71 for enchantment, illusion and necromancy spells
16th (4 +1 Illusion /day) – DC 69 or 70 for enchantment, illusion and necromancy spells
15th (4 +1 Illusion /day) – DC 68 or 69 for enchantment, illusion and necromancy spells
14th (4 +1 Illusion /day) – DC 67 or 68 for enchantment, illusion and necromancy spells
13th (5 +1 Illusion /day) – DC 66 or 67 for enchantment, illusion and necromancy spells
12th (5 +1 Illusion /day) – DC 65 or 66 for enchantment, illusion and necromancy spells
11th (5 +1 Illusion /day) – DC 64 or 65 for enchantment, illusion and necromancy spells
10th (5 +1 Illusion /day) – DC 63 or 64 for enchantment, illusion and necromancy spells
9th (10 +1 Illusion /day) – DC 62 or 63 for enchantment, illusion and necromancy spells
8th (10 +1 Illusion /day) – DC 61 or 62 for enchantment, illusion and necromancy spells
7th (10 +1 Illusion /day) – DC 60 or 61 for enchantment, illusion and necromancy spells
6th (10 +1 Illusion /day) – DC 59 or 60 for enchantment, illusion and necromancy spells
5th (11 +1 Illusion /day) – DC 58 or 59 for enchantment, illusion and necromancy spells
4th (11 +1 Illusion /day) – DC 57 or 58 for enchantment, illusion and necromancy spells
3rd (11 +1 Illusion /day) – DC 56 or 57 for enchantment, illusion and necromancy spells
2nd (11 +1 Illusion /day) – DC 55 or 56 for enchantment, illusion and necromancy spells
1st (12 +1 Illusion/day) – DC 54 or 55 for enchantment, illusion and necromancy spells
Cantrips (6/day) – DC 53 or 54 for enchantment, illusion and necromancy spells

Sorcerer Spells Known
9th – abyssal rift (DC 62), bigby’s crushing hand, crushing fist of spite (DC 62), energy drain (DC 63), maw of chaos (DC 62), mindrape (DC 63), reality maelstrom (DC 62).
8th – blackfire (DC 62), familiar geas (DC 62), greater arcane fusion, greater bestow curse (DC 62), otto’s irresistible dance (DC 62), polymorph any object (DC 61), superior invisibility.
7th – antimagic ray (DC 60), choking cobwebs (DC 60), death by thorns (DC 60), energy ebb (DC 61), evil glare (DC 63), nybor’s stern rebuke (DC 63), solipsism (DC 61).
6th – aura of terror (DC 62), dream casting (DC 60 or 62 with fear variant), eyebite (DC 60 or 62 with fear variant), eyes of the oracle, heartfreeze (DC 60), karmic retribution (DC 60), spectral touch (DC 60).
5th – baleful polymorph (DC 58), cacophonic burst (DC 57), curse contagion (DC 58), dancing blade, feeblemind (DC 58), fever dream (DC 58), friend to foe (DC 58), incite riot (DC 58), phantasmal thief.
4th – aboleth curse (DC 58), alliance undone (DC 57), bestow curse (DC 58), enervation, fear (DC 60), finger of agony (DC 58), nybor’s mild admonishment (DC 60), phantasmal killer (DC 60), phantasmal wasting (DC 60).
3rd – bedevil (DC 56), blade of pain and fear (DC 56), cruel disappointment (DC 59), curse of the putrid husk (DC 59), karmic backlash (DC 56), phantasmal strangler (DC 59), power word: maladroit, power word: weaken, rain of terror, rotting curse of urfestra (DC 56), unluck (DC 56).
2nd – arcane turmoil (DC 55), bane (DC 58), black karma curse (DC 56), blindness/deafness (DC 56), doom (DC 58), escalating enfeeblement, magical backlash (DC 55), nybor’s gentle reminder (DC 58), phantasmal assailants (DC 58), power word: sicken, tasha’s hideous laughter (DC 56), touch of idiocy.
1st – bigby’s tripping hand (DC 54), combat readiness, critical strike, glimpse of fear (DC 57), grease (DC 54), incite (DC 55), inhibit (DC 55), karmic aura (DC 54), nerveskitter, parching touch (DC 55), power word: pain.
Cantrips – arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, read magic, touch of fatigue (DC 54), unnerving gaze (DC 54)

Epic Spells per Day 6 arcane, up to Spellcraft DC 120; Epic Spells Known Beshaba knows and has created many spells that deleteriously alter fate and probability, as well as spells that brutally cripple her victims without killing them.
____________________________________________________________________________________________________________

Abilities Str 40, Dex 49, Con 48, Int 46, Wis 38, Cha 53
SQ absorb fear, arcane resistance, armored mage, avatar (10), bonus spells, dark companion, deny fate, forced omens, greater master of terror, immortality, master of terror, mettle, permanent infusion (melee attack rolls), reflective fear
Feats Arcane Strike, Battlecaster Offense, Chain Spell, Combat Casting, Combat Reflexes, Curse of Distraction (B), Curse of Failure (B), Curse of Ignorance (B), Curse of Paranoia (B), Curse of Sloth (B), Curse of the Softened Blade (B), Curse of the Stricken (B), Dark Speech (B), Deft Opportunist, Dodge, Dreadful Wrath, Empower Curse (B), Foe of the Unlucky, Great Fortitude, Greater Two Weapon Fighting, Heighten Spell, Imperious Command, Improved Initiative, Improved Two Weapon Fighting, Iron Will, Lightning Reflexes, Quicken Spell, Rapid Metamagic, Reach Spell, Repeat Spell, Retributive Spell, Smiting Spell, Spell Focus (enchantment, illusion, necromancy), Unnatural Will (B), Two Weapon Fighting, Weapon Finesse, Weapon Focus (scourge)
Epic Feats Epic Spellcasting (B), Epic Weapon Focus (scourge), Improved Combat Reflexes, Improved Heighten Spell, Perfect Two Weapon Fighting, Spell Knowledge (curse of the putrid husk, rotting curse of urfestra), Spell Opportunity, Supreme Initiative
Salient Divine Abilities Alter Form, Arcane Knowledge, Divine Dodge (63%), Divine Glibness (CL 73rd, 23 creatures no more than 130 ft. apart), Divine Hexblade (new salient divine ability), Divine Spellcasting, Divine Weapon Focus (scourge), Divine Weapon Specialization (scourge), Evil Eye (unique salient divine ability), Know Secrets (Will DC 74), Lay Curse (13 creatures, Will DC 74), Lay Quest (13 creatures), Maleficarum (unique salient divine ability), Power of Luck (13 creatures per day), Shapechange, Supreme Initiative, Wave of Chaos (CL 73rd, 130 ft. spread, Will DC 74), Word of Doom (unique salient divine ability)
Skills Appraise 71 (77 gems and jewels, poisons), Balance 121, Bluff 117, Concentration 115, Craft (gemcutting, poisonmaking) 114, Diplomacy 102, Disable Device 91, Escape Artist 82 (86 escaping rope binds), Gather Information 90, Intimidate 133, Knowledge (arcana, nobility and royalty, local, religion, the planes) 114, Profession (gambler) 110, Listen 92, Search 114, Sense Motive 92, Sleight of Hand 72 (78 under observation), Spellcraft 120, Spot 110, Tumble 92, Use Rope 77 (81 binds)
Possessions ill omen, malice

Absorb Fear (Su) Beshaba can turn her own fear, whether natural or mystical in origin, into extra power for her spells. Any time she is exposed to a condition that could make her shaken, all her spells function at +1 caster level; if the condition could make her 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 21 rounds, whichever is less. These bonuses are treated in all ways as though she had failed the save. In other words, if she is subject to a spell that causes panic on a failed save but only frightens those who make the save, she gains the bonus from being panicked even if she makes the save.

Beshaba can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. She must make this choice the instant she is subject to the fear effect, and once she has made her choice, she must cast the spell within 21 rounds. She can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked.

If she is subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—she must decide whether to keep the original effect or replace it with the new one; Beshaba cannot benefit from more than one fear effect at a time.

Alter Reality Beshaba is an embodiment of divine power and reality is hers to alter as she sees fit. This effectively functions as the wish spell that costs her no XP and requires a standard action to implement. In effect, this allows Beshaba to duplicate any effect as long as it relates to her area of influence. For example, she can duplicate any class skill, ability or spell that relates to luck and misfortune. She can create curses, cause calamities and manipulate the lives and fates of mortals to fail at a critical juncture. She can turn surges of fortune into catastrophes and bring to life nightmares from the darkest dreams.

The Maiden of Misfortune can create temporary, nonmagical objects, magic items or creatures for up to 13 hours, and can also create permanent nonmagical objects. She can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.

Alter Size As a free action, Beshaba can assume any size from Fine to Colossal. She also can change the size of up to 1,300 pounds of objects she touches.

Arcane Resistance (Su) Beshaba gains a bonus equal to her Charisma bonus (+21) on saving throws against spells and spell-like effects.

Armored Mage (Ex) Beshaba avoids arcane spell failure for her spells so long as she wears light armor, medium armor, bucklers or light shields.

Aura of Unluck (Su) Three times per day, Beshaba can create a baleful aura of misfortune. Any melee or ranged attack made against her while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for 24 rounds.

Avatar Beshaba can have up to ten avatars at any given time. Beshaba rarely walks Faerûn in avatar form, but when she does appear, it is as an impossibly tall and thin, yet voluptuously graceful woman whose long, flowing, unbound hair is snow-white and whose face bears the loveliness of lost Tyche—yet her eyes, yellow and red-rimmed, blaze with madness, and her skin shifts slowly and continuously in hue from dead white to mauve and back again.

Bonus Spells (Ex) Beshaba has one extra spell slot per spell level, which can be used only to cast an illusion spell.

Dark Companion Beshaba can create a panther-like companion that shares her speed and it acts during her turn each round, spun from the darkness of the night. Any enemy adjacent to her dark companion takes a -2 penalty on its saves and to its AC. It follows her mental commands perfectly - in effect, it is merely an extension of her will. Beshaba has traded her familiar away for this ability.

The dark companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion's 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. It is treated as a 5th level spell and automatically reforms at the goddess’s side 24 hours later if dispelled.

A dark companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from Beshaba at the start of her turn, or if she ever loses line of effect to it, it instantly reappears adjacent to her.

Deadly Nightmare (Su) Three times per day, Beshaba can create a mind-affecting fear death effect that can make a living creature literally drop dead. She can target one living creature within 30 feet of her, which must succeed on a Will save (DC 38) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature who exceeds 120 Hit Dice is unaffected by this power.

Delay Fear (Su) Beshaba can choose to delay the onset of any fear effect she imposes on someone else, such as by casting a cause fear spell. She can delay the onset up to 21 minutes. She must determine the onset time when casting the spell, and she cannot later change your mind.

Similarly, twice per day, she can delay fear effects affecting her. If she fails her save against a fear effect, she can delay its onset for 21 rounds. She still gains the advantages granted by the absorb fear class feature, even though she is delaying the negative effects.

Deny Fate (Ex) Beshaba has a better chance of beating the odds should she ever be rendered unconscious and dying. Once per day, on the first occasion when she must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.

Dire Hexblade's Curse (Su) Beshaba can unleash a curse upon a foe as a swift action at will. The target must be visible and within 60 feet. Her target takes a -7 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 13 days thereafter. A successful Will save (DC 74) halves the effect. Any effect that removes or dispels a curse eliminates the effect of this curse.

Divine Blast Beshaba can create a ray of divine power that extends for up to 13 miles, dealing up to 34d12 points of damage, as a ranged touch attack with no saving throw. Beshaba can unleash a divine blast 24 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Beshaba’s divine blasts generally take the form of shadowy bolts tinged red or yellow accompanied by faint, far-off laughter.

Divine Shield As a free action 22 times per day, Beshaba can create a shield that lasts 10 minutes and stops 130 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Beshaba is naturally immune to does not count towards the shield’s limits.

Evil Eye (unique salient divine ability) Beshaba’s eyes, yellow and red-rimmed, blaze with madness. Beings that meet her gaze, regardless of distance, take a –6 luck penalty on one of the following (her choice): AC, ability checks, attack rolls, saving throws, or skill checks for up to 60 rounds.

More insidiously, however, is how the Evil Eye renders its victims vulnerable to Beshaba’s mental manipulations. Whenever she desires, she can force any creature under the effect of Evil Eye to succeed at a Will save (DC 74). If the victim is male and fails its saving throw, it is charmed (as charm monster). If she targets a female victim, however, then the creature is driven into an indiscriminate rage and attacks the closest friend or foe as though affected by a rage spell. In lieu of either effect, Beshaba can also choose to drive her victims to permanent insanity (as insanity).

A successful saving throw renders the victim immune to the effects of Evil Eye for 24 hours.

Fearful Empowerment (Su) Twice per day, Beshaba can add the fear descriptor to any spell she casts that has some sort of visual manifestation. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC 38) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have.

Fickle Finger of Fate (Ex) Beshaba can affect the luck of others. Once per day, she may reroll one roll that another creature — friend or enemy — has just made. That creature must take the reroll, even if it is worse than the original roll. Fickle finger of fate takes place outside the normal initiative order, but Beshaba cannot use it if she is caught flat-footed. She must be able to see the recipient to use this ability.

Greater Master of Terror (Ex) The increased difficulty of all save DCs against all spells Beshaba casts with the fear descriptor increases from +1 to +2. In addition, her 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 of 51 Hit Dice or more is immune to her mastery of terror.

Horrific Aura (Su) Beshaba radiates an aura of terror. Creatures with 6 or fewer HD must succeed in a Will save (DC 36) or remain shaken as long as they are within 10 feet of her. A creature who successfully saves is immune to her horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.

21 times per day, Black Bess can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save (DC 36) 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 24 times per day, Beshaba 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 36) halves this duration. Multiple uses of this ability on the same creature don't stack.

Luck Infusion (Ex) Beshaba’s understanding of the intricacies of fate is so strong that she can twist luck and fate to give her certain abilities. Each morning while preparing spells, she chooses one of the following abilities, which lasts 24 hours, or until she next prepares spells:

• +1 luck bonus on melee attack rolls
• +1 luck bonus on ranged attack rolls
• +4 luck bonus on initiative
• +2 luck bonus on Fortitude save
• +2 luck bonus on Reflex save
• +2 luck bonus on Will save
• +2 luck bonus on save DCs of spells
• +2 luck bonus to AC
• +2 luck bonus on skill checks

Luck of the Gods (Ex) Beshaba can automatically succeed at one saving throw per day, regardless of the associated difficulty class. The automatic success must be declared before the given save is rolled, obviating the need to roll any save at all.

Lucky Blow (Ex) Once per day as a free action, Beshaba may call upon her connection to the forces of luck to grant herself one extraordinarily lucky attack roll. The decision must be made before the die is rolled. The attack gains +30 luck bonus.

Maleficarum (unique salient divine ability) Beshaba is the patroness of warlocks and witches and her power is expressed through curses and hexes. These maledictions are usable 13 times per day, target up to 13 creatures per day within long range or within her line of sight and require her to be able to verbalize her curse. Unless specifically mentioned, Lady Doom’s curses last indefinitely as long as she is able to perceive her victims, and a victim that is able to evade her attention for up to 13 days from the initial onset of her curse is then free of it unless Beshaba curses him again. Each curse requires a Will save (DC 74) to negate the effect unless specified otherwise and Beshaba can lift these curses at any time she desires.

Befouled Fortune: Beshaba can warp a victim’s luck, preventing it from benefiting luck bonuses or effects that grant it the ability to roll multiple times and take the higher result. The victim also can’t choose a die result, such as taking 10 or 20 in lieu of rolling.

Cursed Treasure: Beshaba can touch a piece of treasure or container filled with treasure and place a terrible curse upon it, choosing from any option available with bestow curse, greater bestow curse or souls’ treasure lost. The next creature (except for those Beshaba wishes to spare) to take the treasure or remove items from the container is affected by the curse, unless it succeeds at a Will save.

Exile: Beshaba can curse a creature and make it inimical to both animals and creatures of its kind. All animals and beings of the same race as the victim have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. The target also takes a –10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.

Fire, Water, Earth, Air: Upon invoking this curse, Beshaba must choose an energy type (acid, cold, electricity, fire, negative energy, positive energy, or sonic). If her target fails their save, they become vulnerable (+50% damage) to the chosen energy type. In addition, they lose all energy resistance they possess, and their energy immunities (from any source) are downgraded to resistance 30 against that energy type.

Out to Get Me: Beshaba can ravage her victim with paranoia and suspicion. Her target does not count as an ally to any creature for the purposes of flanking and targeting abilities, as well as determining the effects of abilities with an area of effect (no save). In addition, if the victim fails their save they may not waive their saving throws against other effects (this means, amongst other things, that they always roll a saving throw against harmless effects).

Upon Your House: Beshaba can bind her curses to entire bloodlines, damning them to an eternity of misfortune. When she invokes this curse, she can add the effects of any one of her other curses (including bestow curse and greater bestow curse). If the target fails its saving throw, then it and up to 13 blood relatives it has immediately suffers the effects of the corrupt spell love’s pain. Furthermore, those same relatives must succeed at a Will save or suffer the effect of the curse Beshaba has chosen. If the primary target dies from the damage, then any subsequent saving throw to resist the effect of the curse suffers a -4 penalty.

Beshaba has access to countless other unique curses of her creation; these merely represent a few select maledictions that she enjoys using. In addition, Beshaba stacks her hexblade and sorcerer levels for the purpose of her caster level in either class. She can also wield cursed items of any type without suffering any ill effects, and any malus inflicted by such items upon the wielder are bonuses when wielded by Beshaba.

Mark of Fortune (Su) Once per day, Beshaba can "lend" some of her luck to an ally by tracing a sigil upon the back of the companion's right hand or appendage. By doing so, she gives her ally one of the abilities of her luck infusion power. She may not give her ally the same ability that she has chosen for the day, nor may she give her ally the same ability as her permanent infusion power.

Immediately after tracing the mark, a mirror image of the sigil appears on Beshaba’s left hand or appendage, granting her a penalty that exactly mirrors the ally's bonus. If one of the two marks of fortune is dispelled or suppressed (such as by an antimagic field), the other is disrupted in the same way. No creature may benefit from more than one mark of fortune at any one time.

Master of Terror (Ex) Beshaba’s fear spells are more potent. The save DC of any spell she casts with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, she adds the spells bane and doom to her sorcerer spell list as 2nd-level spells.

In addition, she is adept at making people uneasy with the right word, expression, or gesture. Beshaba has a +10 bonus to all Intimidate skill checks.

Mettle (Ex) Beshaba can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. When unconscious or sleeping, she does not gain the benefit of mettle.

Nightmare Phantasm (Su) When Beshaba casts a figment or glamer spell, she can choose to weave a thread of nightmare phantasm into it as a free action 24 times per day. 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 her nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.

Permanent Infusion (Ex) Beshaba has selected the melee attack roll luck infusion effect as a permanent extraordinary aspect of her character.

Quick Cast Beshaba can cast 5 hexblade spells each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

Reflective Fear (Su) Any fear effect against which Beshaba successfully saves is immediately targeted back at the source. She 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 immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.

Resist Fate (Ex) Beshaba embraces her extraordinary good luck. Once per day, she can reroll one roll that she has just made. She must abide by the result of the reroll, even if it's worse than the original roll.

Seal Fate (Su) Beshaba can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, Black Bess selects a target creature he can see within 30 feet with less than 60 Hit Dice. The creature receives either a —10 penalty or a +10 bonus on its next saving throw, as decided by her. If the selected target has more Hit Dice than Lady Doom, the ability doesn't work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature's fate is no longer sealed.

Spin Destiny (Ex) Beshaba clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell's save DC, but she can now add spin to any skill check, attack roll, or saving throw that she attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows her to adjust the DC of his spells. She must apply the bonus before making the roll.

Spin Fate (Ex) Beshaba understands that "chance" is not as random as many believe it to be, and she can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, Lady Doom can use 5 points of spin. As a free action, she can use stored spin to boost the save DC of a spell she casts, adding some or all her spin to the DC, on a point-for-point basis. Once she uses up his spin for the day, her ability to tinker with probability in this fashion is also exhausted for the day. Her spin is replenished whenever she successfully regains her spells for the day (whether through rest, preparation, or prayer).

Spirit Chill (Su) Creatures affected by a fear effect Beshaba causes (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.

Tyche's Curse (Sp) Twice per day, Beshaba may bestow Tyche's curse upon a single target within close range (25 ft. + 5 ft./2 levels). The target receives a Will save (DC 29) to negate the effects. Should he fail, he finds that the strands of good luck flee from him — he becomes clumsy, forgetful, and less effective than usual. This has the effect of a bestow curse spell, except that the duration is 10 minutes.

Word of Doom (unique salient divine ability) Beshaba sometimes manifests as a white-haired disembodied head whose maniacal laughter brings misfortune and death upon all who do not worship her. Any creature that hears her laugh suffers the effects of wail of the banshee (Fort DC 74). Beshaba may suppress this effect if she desires.

Far more insidiously, Beshaba’s laugh is a harbinger of ill fate. Up to 13 times per day, the Mistress of Curses may curse up to 13 creatures that have heard her laugh to suffer the Word of Doom. A creature can have only one Word of Doom active at any given time and is immune to that same effect for up to 13 tendays afterwards if it succeeds at its saving throw:

Curse of the Spinning Wheel: This powerful curse seizes a creature's heart, causing imminent death. When Beshaba utters this curse, she must specify the circumstances for it to take effect, although such clauses will always come to pass by divine will and such deaths are neither peaceful nor easy. When this curse is invoked, the creature is initially unaffected until the conditions of the curse are met.

When the clauses for the curse to take effect are met, the cursed creature receives a Will save (DC 74) to negate the effect. If this save fails, the creature becomes fatigued the first round of the curse. On the second round of the curse, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fortitude save (DC 74). Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 + 60 points of damage. Whether or not the saves are successful, a creature cannot be the target of this curse again for 13 weeks afterwards.

Dead Man Walking: When Beshaba invokes dead man walking, the victim loses any and all energy resistance, damage reduction, fast healing, hardness, immunities, and regeneration they possess unless they succeed at a Fortitude save (DC 74). They may not gain energy resistance, damage reduction, fast healing, hardness, immunities, or regeneration while under the effects of this malefaction. Creatures or objects without a value in an ability score (such as undead and Constitution) still cannot suffer damage, drain, or penalties to that ability score.

Dire Prophecy: Beshaba can curse a victim so he is doomed to die (Will DC 74 negates). For as long as the curse persists, the target takes a –4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks for up to 13 weeks. While the curse persists, Black Bess may end it by bringing its full force upon her victim all at once. Doing so gives the victim a -60 penalty to his Armor Class or on any single attack roll, opposed ability or skill check, or saving throw. She must decide to apply this penalty before the roll to be modified is made. If Beshaba does not have line of sight to the target, the full force of the curse occurs when most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time.

Horror Unending: The victim of horror unending bears the brunt of Beshaba’s raw, unending rage and must make a Fortitude saving throw (DC 74) against each round at the beginning of its turn until its duration ends or Beshaba dismisses the effect. It suffers 1 negative level and suffers 3 points of damage to each ability score whenever it fails its save. Horror unending lasts for 13 rounds and if the victim saves three times, the curse ends.

In addition, up to 13 times per day, Beshaba can subject beings that have heard her laugh to a -13 penalty to all ability checks, attack rolls and saving throws for 1d6 days. Creatures so affected must also succeed at a Will save (DC 74). For the next 13 days, creatures that have failed their saving throw must re-roll the effects of any ability check, attack roll or saving throw and take the worse of the two results. In addition, any beneficial or helpful variable numeric effect bestowed upon the character in that duration grants its lowest possible value, while any harmful or deleterious effect is maximized.

Possessions
Beshaba carries Ill Omen, a +8 cursespewing, hexburst, keen and wounding scourge of speed and unholy power. Attack rolls by ill omen treat all luck bonuses to Armor Class possessed by the victim as penalties. Ill Omen leaves ragged, bleeding wounds that eventually become grotesque scars on its victims and Beshaba can cause any of these wounds to erupt into the Black Mark unless they succeed at a Will save (DC 74).

The Black Mark: If the victim fails their save, it manifests a black antler pattern on their hands, chest or other appendages that radiates an aura of misfortune that channels the effect of Beshaba’s hexblade curse to all allied creatures within 60 ft.

In addition, should the victim be struck by Beshaba or be affected by any of her abilities or spells that allow a saving throw, it gains 1 negative level each time. For every 2 negative levels inflicted on the victim, allied creatures gain 1 negative level while Beshaba gains a +1 bonus on attack rolls, damage rolls, and saving throws.

As a free action, Beshaba can cause the mark to erupt, forcing the victim to succeed at a Fortitude save (DC 74) or die as it is ripped apart by thorns from the inside-out. This ends the effect, regardless of whether the victim succeeds on the saving throw. Beshaba can have up to 13 creatures under the effects of the Black Mark at any given time.

Beshaba also carries Malice, a +4 heartfinder, vexing and weakening goad of anarchic power and speed that she wields in one hand. Strikes by malice absorb luck bonuses and transfer them to the weapon as bonuses to attack and damage rolls unless a Will save (DC 74) is made. Malice always deals lethal damage.

Both weapons are treated as light weapons for the purpose of Weapon Finesse.

Other Divine Powers
As an intermediate deity, Beshaba automatically receives a die roll of 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
Senses Beshaba can see (using normal vision or darkvision), hear, touch, and smell at a distance of 13 miles. As a standard action, she can perceive anything within 13 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hours.
Portfolio Sense Beshaba can sense any act of accident, mischief or misfortune the instant it happens and retains the sensation for 13 weeks after the event occurs.
Automatic Actions Beshaba can use any skill related her portfolio as a free action if the DC for the task is 25 or lower. She can perform up to 10 such free actions each round.
Create Magic Items Beshaba can any kind of cursed magic item or any item that creates or empowers curses or misfortune as long as the market price does not exceed 200,000 gp.

NEW SALIENT DIVINE ABILITY

Divine Hexblade
Prerequisites:
Hexblade level 20th
Benefit: The deity’s hexblade curse is usable at will. She adds her divine rank to the saving throw DC to resist the effect. Her hexblade curse lasts for a number of days equal to her divine rankand a successful save still inflicts half her curse’s penalty instead of negating the effect.

Additionally, the deity gains Curse of Distraction, Curse of Failure, Curse of Ignorance, Curse of Paranoia, Curse of Sloth, Curse of the Softened Blade, Curse of the Stricken and Empower Curse as bonus feats.
Suggested Portfolios: luck, curses

NEW SPELLS

Curse Contagion
[Kalamar: Player’s Guide 3.0 p168]
Transmutation
Level: Bard 5, Cleric 4, Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 action
Range: Medium
Effect: 20-ft. radius sphere
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: Yes
You bestow a curse that gives a single target in the area of effect a -4 luck penalty to all attacks for one round. After the initial round, curse contagion affects a different target of your choice within the original area of effect, changing targets on your initiative each round (choosing a new target is a free action) and continuing to do so for the duration of the spell. If no creatures are in the spell's area of effect on your initiative of any round, the spell ends. If you do not choose a target, the curse randomly selects a new target at the beginning of each round.

Glimpse of Fear [Dragon Magazine 333 p71]
Illusion (Phantasm) [Fear, Mind-affecting]
Level: Cleric 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / 2 levels)
Target: One living creature
Duration: 1 round/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
The caster plunges the creature directly into a waking nightmare, immersing it in a world of fear for a brief instant. The change happens so fast, that most creatures do not consciously sense it at all, but a failed Will save, means the sudden shift in perception registers long enough to leave the creature shaken for 1 round per caster level. A shaken creature suffers a -2 penalty on attack rolls, saves, skill checks, and ability checks. Sightless creatures and creatures immune to fear are unaffected by this spell.
In addition, a creature that fails its Will save, also takes a -4 penalty on all Will saves to resist spells with the fear descriptor, for the duration.

Rain of Terror [Dragon Magazine 348 p76]
Necromancy [Fear, Mind-affecting]
Level: Cleric 3, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Effect: 100 ft-radius emanation, centered on you
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
You cause a terrifying, unnatural rain to begin falling from the sky. All creatures other than you within the area of effect, take a penalty on Will saves made to resist fear effects. This penalty is equal to -1 per four caster levels (maximum -5). In addition, you gain a +10 bonus on Intimidate checks while within the area of effect of this spell.
The rain can manifest in a variety of grotesque and horrifying ways, from torrents of hot blood to a hail of writhing snakes. Regardless of the form, this grotesque rain has all the effects of normal rain, reducing visibility by half, imposing a -4 penalty on ranged attacks, Listen, Spot, and Search checks, and extinguishing flames (automatically dousing unprotected flames and a 50% chance to snuff protected flames). The animals and effects of this spell are summoned, not illusory, but you have no control over them. Living creatures that rain down are 50% likely to survive. Thus, after a rain of toads, half are alive and hopping around and the other half dead, killed by the impact. None of these creatures are dangerous or able to harm anyone, yet their presence is no less unnerving. Roll on the following table to see how the rain manifests. If you make a DC 20 Concentration check, you may determine when type of manifestation.

1d8 Type of Rain
1 Black, putrid water
2 Ash
3 Steaming blood
4 Toads
5 Dead bats
6 Snakes
7 Spiders
8 Reroll 2d8 for a combination of two rains


NEW FEATS (Dragon #339)

Curse of Distraction
Prerequisite(s):
Curse Ability, any other hexblade feat
Benefit: When you use your hexblade curse ability, your victim must make a concentration check vs DC 15 + Spell level in order to cast a spell. A greater hexblade curse increases the curse to 20 + Spell level, a Dire curse increases the DC to 25 + Spell level.

Curse of Failure
Prerequisite(s):
Curse Ability
Benefit: When you use your hexblade curse ability, you may choose to impose a -4 penalty on the saves of the chosen saving throw attempted by your victim. A Greater hexblade curse increases the penalty to -6 and a dire curse increases it to -8.

Curse of Ignorance
Prerequisite(s):
Curse Ability
Benefit: Choose 2 skills, when using your hexblade's curse ability, you may impose a -5 penalty on both of these skill checks that your chosen victim makes. A greater curse increases the penalty to -10, a dire curse increases it to -15.

Curse of Paranoia
Prerequisite(s):
Curse Ability, any other hexblade feat
Benefit: When using your hexblade's curse ability, the bonus your allies gain for flanking your victim increases to +3. A greater curse increases the bonus to +4, a dire curse increases it to +6.

Curse of Sloth
Prerequisite(s):
Curse Ability, any other hexblade feat
Benefit: When using your hexblade's curse ability, you can choose to cut your victim's movement by one quarter (round down). This affects all forms of movement. A greater curse cuts movement by one half, a dire curse cuts movement by 3/4 (5' minimum).

Curse of the Softened Blade
Prerequisite(s):
Curse Ability, any 2 other hexblade feats
Benefit: When using your hexblade's curse ability, you can reduce the effectiveness of one of your victim’s weapons, decreasing the the damage done by 2 points. A greater curse decreases the damage by 4, a dire curse decreases the damage by 6 (Weapon damage cannot be less than 1 point).

Curse of the Stricken
Prerequisite(s):
Curse Ability, any 2 other hexblade feats
Benefit: When using your hexblade's curse ability, you can reduce the protective ability of your victim’s armor, decreasing the armor bonus by 2 points. A greater curse decreases the armor bonus by 4, a dire curse decreases the armor bonus by 6 (Armor bonus cannot be less than 0).

Empower Curse
Prerequisite(s):
Curse Ability
Benefit: Your hexblade curse bestows penalties 1 point greater than normal for your level.

Foe of the Unlucky
Prerequisite(s)
: Curse Ability
Benefit: You may use a daily use of your hexblade curse ability to force an enemy who just confirmed a critical hit to reroll the confirmation roll. He must take the results of this second roll. You cannot use this ability more than once per round.

NEW MAGIC ITEM PROPERTIES (Dragon #339)

Hexburst: Hexburst is a weapon special ability. A hexburst weapon can channel the power of the hexblade’s curse directly into damage. Any time a hexblade scores a critical hit with a hexburst weapon he may expend a daily use of his hexblade's curse to deal an additional +2d6 points of damage. He may only expend one daily use of his hexblade's curse in this manner.
Faint evocation; CL 5th; Craft Magic Arms and Armor, creator must be a hexblade; Price +1 bonus.

Vexing: Vexing is a weapon special ability. When wielded by a hexblade, a vexing weapon allows the wielder to transfer some or all of the weapon's enhancement bonus into a penalty on an opponent. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon. He must then succeed at a touch attack against his intended target. If he succeeds at this touch attack he deals no damage but instead applies the penalty he has chosen to his target. This penalty affects the target's attack rolls, skill checks, ability checks, and Armor Class. The penalty lasts until the end of the wielder’s next turn.
Strong necromancy; Cl 14th; Craft Magic Arms and Armor, bestow curse; Price +1 bonus.

Edited by - LordofBones on 22 Sep 2024 17:16:24

Galuf the Dwarf
Senior Scribe

USA
568 Posts

Posted - 22 Sep 2024 :  19:28:28  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Hexblade, huh? Interesting touch. I can DEFINITELY see her with levels in Fatespinner and to a lesser extent Auspician. Nightmare Spinner and Dread Witch are a bit of a stretch with her for me, though, I'll admit.

Tymora, though, I can see her being rather like her Faiths & Pantheons statistics but with all 5 levels of Fortune's Friend from Complete Scoundrel as well.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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