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The Demented One
2006-10-27, 05:07 PM
Mustakrakish
Finntroll, the Horned King, Rivfader, the Sleeping Apocalypse
Greater Deity
Symbol: A horned skull engraved with musical notes
Alignment: Chaotic Evil
Portfolio: Giants, music, savagery
Worshippers: Bards, giants, lycanthropes
Domains: Chaos, Destruction, Evil Strength
Favored Weapon: Warhammer

Mustrakrakish is an ancient deity older than almost any of the current pantheon. Dagon, oldest of the primordial Obyrith demons, is said to have been contemporary with the Horned King. Mustakrakish is said to sleep deep within the depths of the multiverse, awakening for never more than the slightest of instants. Many giants, lycanthropes, and similarly savage beings praise Mustakrakish as a progenitor of sorts, a creator figure said to have brought murder and viciousness to the world. A rare few bards and musicians also praise the god they know as the Fintroll, inspired by him to write savage ballads unlike any other songs. While he never awakens, even in his sleep Mustakrakish can grant spells to his priests, who praise him in bestial hymns. Some bard-priests of Mustakrakish, known as the Dire Skalds, are said to be capable of playing music so vicious it can momentarily awaken the Sleeping Apocalypse, allowing them to directly call on him to grant a boon

The Demented One
2006-10-27, 05:08 PM
Aspect of Mustakrakish
Size/Type: Gargantuan Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 18d8+90 (162 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 23 (-4 size, -1 Dex, +18 natural), touch 5, flatfooted 23
Base Attack/Grapple: +18/+29
Attack: Slam +25 melee (2d6+10)
Full Attack: 2 Slams +25 melee (2d6+10) and 2 Horns +19 melee (1d8+5) and Bite +19 melee (2d8+5)
Space/Reach: 20 ft./20 ft.
Special Attacks: Howl of terror, improved grab, swallow whole, tamed by music
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., low-light vision, regeneration 5
Saves: Fort +16, Ref +12, Will +13
Abilities: Str 30, Dex 8, Con 20, Int 4, Wis 14, Cha 14
Skills: Climb +32, Intimidate +23, Jump +32, Listen +21, Spot +21
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Improved Initiative, Lightning Reflexes, Weapon Focus (Slam), Ability Focus (Howl of Terror)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 21-25 HD (Gargantuan), 26-32 HD (Colossal)
Level Adjustment: –

Aspects of Mustakrakish are physical manifestations of the Horned King, vicious harbingers sent to revel in destruction on earth. Because Mustakrakish cannot send forth his aspects while asleep, they appear very rarely. Few forces can awaken him long enough for him to send them forth, but the Dire Skalds are said to be capable of playing an ancient ballad of such power that it can awaken the god and summon an aspect, and some artifacts and gods are said to be capable of awakening him. An Aspect of Mustakrakish is a titanic beast resembling a troll, with a blood-red hide and curling, ram-like horns of immense size. They are utterly savage and capable of nothing but destruction.

Howl of Terror (Su)
As a standard action, an Aspect of Mustakrakish may unleash a bone-shaking, bowel-quavering cry. All creatures within 60 ft. of it, except for giants and Dire Skalds, must make a DC 23 Will save or be panicked for 2d4 rounds. Even if they save, they are shaken for 1 round. An aspect must wait 1d4 rounds in between uses of this ability. This is a mind-affecting fear effect.

Improved Grab (Ex)
To use this ability, an Aspect of Mustakrakish must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex)
An Aspect of Mustakrakish can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the aspect’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aspect’s gizzard can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Regeneration (Ex)
Acid, fire, and good-aligned weapons deal normal damage to an Aspect of Mustakrakish. An aspect ceases to regenerate while it is asleep.

Tamed By Music (Ex)
An Aspect of Mustakrakish can be lulled to sleep by music. A bard within 60 ft. of an aspect may expend a use of bardic music to begin playing a song to lull the aspect to sleep. Each round of the song, the aspect must make a Will save, DC 10 plus one-half the bard’s class level plus the bard’s Cha modifier, or fall asleep. If it falls asleep, it remains in that state for as long as the bard plays, and for five rounds thereafter. However, if it is damaged while asleep, it immediately wakes.

The Demented One
2006-10-27, 05:09 PM
Dire Skald of Mustakrakish
Few of Mustakrakish's worshipers are as powerful or feared as the Dire Skalds. The Dire Skalds are berserk fanatics of the Horned King, who live their lives in constant revelry and destruction. They learn secret, primordial songs from the dawn of the time, taught to them in their sleep by what they call the whisper of Mustakrakish. Drugs and drink are common addictions of the skalds, and many charge into battle raging drunk, wearing nothing but body paint and wielding their instrument like a battlehammer.

d8 HD

Requirements
To qualify to become a Dire Skald of Mustakrakish, you must fulfill all the following criteria.
Alignment: Chaotic Evil or Chaotic Neutral
Deity: Mustakrakish
Skills: Knowledge (Religion) 11 ranks, Perform 8 ranks
Languages: Must speak Giant
Spells: Must be capable of casting 3rd-level divine spells.
Special: Bardic Music class feature

Class Skills
The Dire Skald of Mustakrakish’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Hammer of the Trolls|+1 level of divine spellcasting class
2nd|+1|+3|+0|+3|Battle Dance|+1 level of divine spellcasting class
3rd|+2|+3|+1|+3|Beast of Midnight|+1 level of divine spellcasting class
4th|+3|+4|+1|+4|Wolf’s Hour|–
5th|+3|+4|+1|+4|Ballad of the War Mead|+1 level of divine spellcasting class
6th|+4|+5|+2|+5|Walk the Black Depth|+1 level of divine spellcasting class
7th|+5|+5|+2|+5|War Dance|+1 level of divine spellcasting class
8th|+6|+6|+2|+6|Night of Blood|–
9th|+6|+6|+3|+6|Songs of the End|+1 level of divine spellcasting class
10th|+7|+7|+3|+7|Awaken Mustakrakish|+1 level of divine spellcasting class
[/table]

Class Features
All the following are class features of the Dire Skald of Mustakrakish prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Spellcasting
Whenever you gain a new Dire Skald of Mustakrakish level except 4th or 8th, you gain new spells per day and spells known as if he had also gained a level in an divine spellcasting class he belong to before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Bardic Music
Whenever you gain a new Dire Skald of Mustakrakish level, you gain new daily uses of bardic music as if you had also gained. You do not gain any of the Bard’s new bardic music abilities.

Hammer of the Trolls (Su)
At 1st level, you gain the ability to distill a portion of Mustakrakish’s divine energy into what is known in the giant language as a trollhammaren, a hammer of the trolls. As a standard action, you may expend a single use of bardic music to summon forth a trollhammaren. The trollhammaren takes on the form of any masterwork musical instrument of your choice, as long as it can be held in two hands or less. In addition, it can be used as a weapon, in which case it functions as a masterwork warhammer. At 3rd level, your trollhammaren gains a +1 enhancement bonus. This enhancement bonus increases by one at every subsequent odd level. In addition, at 12th level, it gains either the anarchic or unholy special ability, at your choice. When you summon a trollhammaren, any you had previously summoned dissipate into nothingness. If your trollhammaren is destroyed, you can simply summon another one.

Battle Dance (Ex)
At 2nd level, you learn the dance of battle, known in the Giant tongue as the dans vid slaget. While performing bardic music, you may take a full-round action to both maintain the music and make a single attack.

Beast of Midnight (Su)
At 3rd level, you gain the ability to take on the form of the beast of midnight, also called the midnattens widunder. Whenever you begin playing bardic music, your size increases by one step, as the enlarge person spell. In addition, you are cloaked in rippling shadows, granting you a 10% miss chance. These effects last for as long as you play, and for five rounds thereafter.

Wolf’s Hour (Sp)
At 4th level, you learn the song of the wolf’s hour, the var timmen. Beginning this song requires a full-round action; at the end of your turn, 1d4+1 dire wolves or worgs appear within 30 ft. of you. They act on your initiative starting on the following round, fulfilling any commands you give it to the best of their ability. The summoned wolves remain for as long as you play and for five rounds thereafter.

Ballad of the War Mead (Sp)
At 5th level, you gain the ability to play the ballad of the war mead, a fabled brew called krigsmjöd by the giants. While playing the ballad, you and all allies within 30 ft. of you gain fast healing 1. This lasts for as long as you play, and for five rounds thereafter. At 8th level, the fast healing increases to 3, and at 10th level, it increases to 5.

Walk the Black Depth (Sp)
At 6th level, you gain the power to travel through the black depth that Mustakrakish lies sleeping in, known as the svart djup. By spending thirty minutes in performance and expending a use of bardic music, you can travel through these depths, as the shadow walk spell, with a caster level equal to your class level. However, you do not travel through the Plane of Shadow, but through the strange demiplane where Mustakrakish sleeps.

War Dance (Ex)
At 7th level, you learn a greater form of the dance of battle knwon as the dans vid krig. As a full-round action, you may both maintain a bardic music effect you are performing and make a full attack.

Night of Blood (Su)
At 8th level, you are endowed with the power of the blodnatt, the night of blood said to herald the coming of the apocalypse. While playing bardic music, whenever a creature dies within 30 ft. of you, you sap its life force, granting you a +6 profane bonus to Charisma for as long as you play the song and for five rounds thereafter.

Songs of the End (Su)
At 9th level, you learn the visor om slutet, the song of the end. Too fierce to be played by itself by any mortal, you can still use chords from it in other songs. While playing bardic music, you may expend a use of bardic music and take a full-round action to both maintain the song and play one of the chords. This unleashes a 30 ft. radius burst, centered on you, that deals 8d6 points of cold damage and 8d4 points of sonic damage to all other creatures caught in it, with a Reflex save, DC 10 + ½ your character level + your Cha modifier, for half damage. In addition, creatures that fail their Reflex save are permanently deafened.
You may only use this ability once in the duration of any bardic music effect.

Awaken Mustakrakish (Su)
At 10th level, you learn the legendary ballad capable of awakening Mustakrakish and summoning one of his aspects. Avgrunden Öppnas is the Giant name of the song of awakening, translated as “the Abyss opens.” Beginning this song requires a full-round action; at the end of your turn, an Aspect of Mustakrakish appears within 30 ft. of you. It acts on your initiative starting on the following round, fulfilling any command you give it to the best of its ability. The summoned aspect remains for as long as you play and for five rounds thereafter.

Halcyon_Dax
2006-10-27, 09:56 PM
Woooo DethKlock rules!

*Throws Dethphone*

The Demented One
2006-10-27, 10:13 PM
Woooo DethKlock rules!

*Throws Dethphone*
You win a cookie made of solid steel with chunks of congealed blood.

Grey Paladin
2006-10-28, 05:45 PM
Pure awesome, It has this old classic Grey Hawkish quality to it . . its looks like something TSR would think up.

The Demented One
2006-10-30, 08:54 PM
Pure awesome, It has this old classic Grey Hawkish quality to it . . its looks like something TSR would think up.
You know, that's probably right, although I personally think this feels a bit more Planescapish than Greyhawk.

Grey Paladin
2006-10-31, 09:59 AM
The prestige class is epically well done, Flavorful yet powerful, Though I would've make it a pure bard prestige class.

fangthane
2006-11-01, 05:52 PM
Something like the Awakening seems a bit powerful for an ability which can be used (apparently) at any time and without reservation... Perhaps it should be limited to 1-3 times per day in addition to taking one perform check? (I don't like the idea of making it cost 1 perform use per round maintained, but that'd be another alternative)

There're also some grammatical you/he agreement issues in the descriptive text :)

wormwood
2006-11-03, 12:12 PM
If you want to talk about influences... someone has definitely read their Lovecraft.

fangthane
2006-11-03, 04:05 PM
Dunno about the lovecraft angle... I was wondering about Vainemoinen's chances against something like Moustacheraker. :)

illathid
2006-11-03, 04:46 PM
This is great. All very cool, fluff and crunch wise. You have 1 typo though, in Ballad of the War Mead you say it increases at lvl 11. There is no lvl 11 of the dire skald.

The Demented One
2006-11-03, 05:03 PM
If you want to talk about influences... someone has definitely read their Lovecraft.
Besides the whole Necronomicon, this doesn't have terribly much to do with the big H.P. More of a Dethklok/Finntroll reference, with only the slightest tinge of Lovecraft.