Table of Contents Barbarian: Path of the Cannibal .................................................................................................. 1 Neferat, the Man-Eater .............................................................................................................. 1 Bard: College of Masks................................................................................................................... 2 Persona.......................................................................................................................................... 5 Cleric: Entropy Domain .................................................................................................................. 6 Undolon, the Entropic Hierophant ....................................................................................... 7 Druid: Circle of Desolation .......................................................................................................... 8 Goril, King of Rot ....................................................................................................................... 9 Fighter: Umbral Knight ................................................................................................................ 10 Black Knight Roldin................................................................................................................. 10 Monk: Way of the Jiangshi............................................................................................................12 Siddhartha of the Bloodless ..................................................................................................12 Paladin: Oath of Heresy ................................................................................................................ 13 Ransom the Heretic .................................................................................................................. 14 Ranger: Abysswalker ...................................................................................................................... 16 Virgil the Abysswalker ............................................................................................................. 16 Rogue: Man Who Laughs .............................................................................................................. 18 The Pale Man .............................................................................................................................. 18 Sorcerer: Pale Master ................................................................................................................... 20 Patia the Pale ..............................................................................................................................21 Warlock: The Parasite ................................................................................................................... 22 X..................................................................................................................................................... 23 Wizard: School of Diabolism ...................................................................................................... 25 Senator Faust............................................................................................................................. 26

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

Evil Archetypes is published by Mage Hand Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.

Wizard Arcane Tradition The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Diabolism You have long considered that power is most often profane. Vile fiends, which reside in eternal pits of flame outside the mortal realm, wield power that puts the works of mortal men to shame. Yet, they are unequivocally evil and going so far as to strike a bargain with one is worthy of damnation. Through intense study of obscure summoning and binding rituals, you've reached out to the Lower Planes and have contacted a fiend yourself, not to parlay with, but to command.

Vile Knowledge By 2nd level, you are well versed in all manner of occult rituals and fiendish summons, and have advantage on Intelligence (Arcana) checks involving them.

Imp Familiar At 2nd level, you add the find familiar spell to your spellbook, if it was not there already. When you summon your familiar, you can instead summon an imp which obeys your commands as a familiar does. As a bonus action on your turn, you can command your imp familiar to perform an action or make an attack.

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Anchor of Hell At 6th level, as an action you can select 1 creature you can see within 30 feet to make a Charisma saving throw. On a failed save, for the next minute every foot the creature moves costs 1 extra foot. After using this ability, you must complete a short or long rest before using it again.

Devil’s Advocate By 10th level, you are exceptionally shrewd at infernal negotiations, and have advantage on Charisma (Persuasion) checks made against fiends. Additionally, the time required for you to cast the find familiar spell as a ritual to summon an imp is reduced to 1 action.

Form Pact Beginning at 14th level, by expending a spell slot of 3rd level or higher, a spell slot of 5th level or higher, and a pint of fresh blood, you can perform a ritual requiring 1 hour of concentration to summon a fiend from the lower planes. By sacrificing a living, intelligent creature to the fiend, or by sacrificing a great quantity of your own blood to the fiend (reducing your hit points by half your maximum, and reducing your Constitution score by 2 until you complete a long rest) you can gain one of the following benefits for the next 24 hours: • You can enlist the services of a fiend of challenge 5 or lower for a day. Roll initiative for the fiend, which has its own turns. The fiend disappears when it drops to 0 hit points or at the end of 24 hours. The fiend is friendly to you and your companions for the duration but otherwise acts according to its alignment. It obeys any verbal commands that you issue to it (no action required by you), but can interpret the command insidiously if proper wording isn't used. If you don’t issue any commands to the fiend, it defends itself from hostile creatures but takes no other actions. • You can gain resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration. • When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls. • You can cast any spell of 7th level or lower once in the next 24 hours without expending a spell slot or spell components. After making a pact, your pact must end and you must take a long rest before making another.

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Senator Faust Senator Faust is the envoy for a great devil, and is the perfect mastermind for a political campaign. His goals are nefarious, and his means are insidious, and, best of all, he can summon devils to challenge the party. It’s best to introduce Faust in the background, as the mastermind of the plot, and allow the party to follow their deduction to learn of him, and uncover his backstory. He’s a tragic figure (as is the classic character of literature he borrows his name from) and the party might choose to find a way to deal with the Advocate, to ensure that Faust is let free from his bargain.

Origin For all intents and purposes, Faust is a mad genius. He's a skilled politician, diplomat, and arcanist, all of which serve him well when bargaining with devils. Faust's story is a tragic one, that of a brilliant man trying to best fate. When he was still an apprentice wizard, Faust married young, and was deliriously happy (as young people are) but by the time he was mere months from becoming a Master of the Conjuration school, something was wrong. His wife developed a cough, and began to lose the feeling in her fingers. She eventually bore him a daughter, but perished in childbirth, and the child was born very ill. Clerics, healers, and other wizards visited in turn, but none could do anything to alleviate the sickness. Faust, in his desperation, sought a solution from more powerful forces. He knew that if the gods would not help, the devils below would. But rather than summon one to the Material Plane to negotiate with, Faust chose a more daring option: with a dark ritual, he traveled alone to the Nine Hells and sought out a devil named the Advocate. Because he met the Advocate on his terms, he thought he could negotiate a better deal from the fiend, and perhaps could save his child from death. The Advocate suspended time in his domain, and negotiated with Faust for years. The two eventually came to an agreement that Faust believed to be free of any loopholes or disadvantages. He was wrong. Faust returned to the mortal realm not as a wizard, but as a senator, one of the most powerful in the land. This was just one of the many perks that Faust had bargained to achieve. Another was an imp familiar to assist him in his schemes. To complete his bargain with the Advocate, Faust must complete three monstrous tasks from his seat as senator. First, Faust must have the king assassinated by a profane dagger, and ensure that his brother, a wicked servant of the

Advocate, would ascend to the throne. Second, he must cause a great disaster within the nation, one that shall cost thousands of innocent lives in the Advocate's name. Lastly, he must open a gate to the Advocate's domain in the Nine Hells, allowing innumerable devils to stream forth into the mortal realm. Only then will Faust be able to remedy his child.

Senator Faust

Medium humanoid (human), lawful evil Armor Class 12 (15 with mage armor) Hit Points Speed STR 10 (+0)

DEX 14 (+2)

CON 14 (+2)

INT 20 (+5)

WIS 10 (+0)

CHA 16 (+3)

Saving Throws Skills Lorem ipsum dolor sit amet, labores intellegebat eos cu Damage Resistance Lorem ipsum dolor sit amet, labores intellegebat eos cu Senses passive Perception Languages Infernal, Common Challenge 13 (10,000 XP) Infernal Allies. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad. No usu commodo ancillae. In nam aliquip saperet persequeris, sed ei ubique persius. Has eius epicuri definitionem ad, cu magna utinam molestiae vis, usu an oporteat neglegentur. Inani graeci quaerendum ex mea, audiam platonem duo at, dolores consulatu posidonium et mel. nani graeci quaerendum ex mea, audiam platonem duo at, dolores consulatu p Magic Resistance. Faust has advantage on saving throws against spells and other magical effects.

Battling Faust Faust is a very difficult enemy to attack in part because he’s a powerful government official. He takes great care to disguise his malicious activity, so that any actions against him seem unjustified, illegal, and treasonous. In public, he is never far from a small detachment of well-trained guards, (NPC veterans) and even at home, a pair of personal guards are never out of earshot. But these protectors are nothing compared to the infernal allies that Faust can call upon. His work is deemed very important by the Advocate, and so a host of devils are automatically summoned to his location whenever Faust would prove to be in mortal danger. Of course, he makes good to never allow his infernal friends to expose him, so he rarely summons them in public places, unless the situation is truly dire or he is confident that he can deal with all the witnesses.

Spellcasting. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad. No usu commodo ancillae. In nam aliquip saperet persequeris, Cantrips (at will): Lorem ipsum dolor sit amet, labores intellegebat eos cu. 1st level (4 slots): 2nd level (3 slots): 3rd level (3 slots): 4th level (3 slots): 5th level (3 slots): 6th level (1 slots): 7th level (1 slots): 8th level (1 slots): 9th level (1 slots): *Faust casts these spells on himself before combat

ACTIONS Dagger. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad.

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Producers Dylan VInyard Kyle Bowley Zane Weber William Dunbar James F Thunberg Joshua Cates Jordan Snyder Jared

Joe Shine Eddie Freeman Sasquatch Brandon Tyler Fewell Vegard Marvik Helland Spencer Houston

Guðmundur Guðmundsson Kurt C Yost Anthony Zackary D Szechenyi Fernando Fonseca Blaine Conner Wes Decker

Travis Prosser Ryan Ely The Palm of Vecna Eike Schultz Patrick van der Linde Patrick Jackson Jared Masouras

License This material is being released under the Open Gaming License. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE

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