Wednesday, 16 July 2014

Casna : Lord of law, Master of Order, the Eternal Enforcer, Giver and Keeper of Justice

Casna  

Alignment: Lawful Neutral
Follower's Alignment: Any non-chaotic
Associated Colour: Purple
Holy Days: Every Month (15 times a year)
Sacrifice: Tithe (20%) or one day of service a month
Familiar Form: Avian (Owl)
Domains: Law, Community, Protection, Nobility
Oaths: Obedience, Loyalty, Minor Faith, Challenge
Priests: usually referred to as Lords or Lawgiver

This force or Ultimate Order is known by many titles: the Lord of law, Master of Order, the Eternal Enforcer. God of Justice; Casna is the force of justice and truth in a cruel unjust land. He is the patron of Sash Knights and others who struggle against chaos and maintain order in remote communities.

Casna is one of the oldest and most well respected gods of the south; his followers can make allies with both ends of good and evil, as long as they obey the laws. He is a fair god, eternally steady as long as order is maintained and everyone is equal under the eyes of the law. He is patron to many orders of monks, also to sash knight and the legion warriors. They stand vigilant; unbending to cries of goodness or to cruelty; they ensure the laws are obeyed regardless of the cost.

Yet, most people knowing the cost of being thrown out of the town are quick to obey the edicts of the law-makers. While cynics say that the laws are obeyed only as long as the Casnian knights are watching, the knights are beholden to their word, knowing that to punish the law-breakers they must catch them. His few wizard followers are almost always urban ones, often experts in matter of law, time and divination. Many of his clerics are assigned to rural areas to maintain peace and good relations with others of the lawful demeanor.
                                                                                                             
The colour purple is greatly associated with this god; and many creatures created to serve the enforcers have this colour for their fur, skin scale or eyes. The two most well-known servants are the purple beholder and purple dragons that are extremely loyal to the faithful. However the most common are the watcher (a purple owl) and a sniffer (psionic weasel) that are continually helping to defend the urban faithful. Priests usually wear purple vestments; while knights commonly use purple shields.

His familiar form is usually the owl; that keeps an ever-present eye on spell-casters who break the law or who unlawfully summon creatures. Few obelisks in urban areas do not have at least a dozen of these animals.

His avatar form is a Sash Knight who comes to fight the forces of chaos. Unlike most other avatars, he is commonly found fighting great threats with the armies from other faiths, especially those of Japeth, Quanna and Keran. Chaos and destruction are the foes Casna and his faithful despise and they will work with other lawful groups to eliminate these threats. During these troubling times, his knights and priests gather to meditate, pray or work to ensure their success.

Casna’s Code

No one is above
The law stands firm
All else means naught
Illusion and fantasy will fail
For Truth is absolute
Justice unbending
Order is the goal
And the method is our trial
Respect & obedience are our tools


Saturday, 5 April 2014

Primal - Racial Animal Humanoid


My Primal racial class is a mix of human and animals. I've always thought that lycanthropes are a mixed bag, but this was a way to avoid the whole curse-thing attached to them. These are beasts that are driven to adventure, trying to stay true to both their animalistic natures as well as the adventurer. Were-creatures always have the impending doom of their insatiable hungers and preying on the weak. Primals should be the opposite of that. Yes, they are trying to keep their presence quiet, but they don't represent a threat of carrying a curse.

Primal (Bear)

CR 2
Align: N Humanoid
Init +0; Perception + 5

DEFENSE
AC 14, touch 10, flat-footed 12 (+2 natural)
hp 9 (2d10-2)
Fort +6, Ref +3, Will +3

OFFENSE
Speed 30 ft.
Melee Short Sword +4 (1d8+2) or Claws +4 (d4+2)

TACTICS
Morale 12

STATISTICS
Str 14, Dex 10, Con 16, Int 9, Wis 12, Cha 10
Base Atk +2; CMB 4; CMD 14
Feats Iron Will
Skills Acrobatics +5, Survival +6, Handle Animal +5, Intimidate +5,
Weapons: Short Sword or Dagger (Typical)
Languages Elven & Common

Primals appear as furred humanoid animals, mixing animal traits and physical features with humanoid intelligence. Some foolish urban folk believe these are lycanthropes but were-beasts do not naturally exist on Nyssa. Instead these wild beings inhabit a primal existence. Many exist on the fringes of human society and are spoken of in whispers if at all. Their closest allies are usually rangers or druids, those like themselves that balance both the wild and civilized aspects of their nature.

They have communities in wild places, unknown to all but a few allies. They prefer to live naturally in balance with the land, a majority are hunters or farmers, but some are called on  to action to help protect their homes and kin. Many Elven villages have small numbers of these wild-ones, as they fit into most societies if given a chance.

The four most common primal varieties are listed but others are possible. Their communities are usually consisting of one primal species, but they always harbor any exile, especially their own kin.

Racial Levels

Base 2 HD
Attack and save as rangers of the same level
6 points every level for skill points
+2 to natural AC, track, natural attack ; Plus as noted below.

Tiger: +4 strength, Claws: 1d4 dmg; Racial Modifiers +4 Acrobatics, +4 Stealth
Bear: +2 Strength, +2 Constitution; Claws: 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Wolf, +2 Strength, +2 Constitution; Bite 1d4 dmg;  Racial Modifiers +4 Perception, +4 Survival
Rat +4  Dexterity; Immune to Natural Disease; Racial Modifiers +4 Climb +4 Survival

3 HD   Calm Animals; Resist Elements 5; Ferocity
4 HD   Control animals; Evasion, Ability Boost, Beast Shape I
5 HD   Summon Animals (2-4 of their own kind, 3/day); +2 on natural AC; Resist Elements 10
6 HD   Increased Ferocity 2, Ability Boost, Beast Shape II
7 HD   Dominate Non-Intelligent animals & monsters; +2 on natural AC
8 HD   Increased Ferocity 3; SR 10, Ability Boost; Resist Elements 15
9 HD   Beast Shape III; +2 on natural AC, Summon Pack (1/day; 5-15 members)
10 HD  Increased Ferocity 4, Ability Boost; Resist Elements 20

Calm Animals: Able to put animals and other low intelligent creatures at ease with their calming presence, and have them not attack the Primal or their allies. If the Primal or any of their ally takes an aggressive action, the effect is immediately dispelled. If there is an obvious advantage for the attacking side, no saving throw is needed. Otherwise, use Will DC 13+ Wisdom Bonus+ HD of caster to avoid the effect

Ability Boost: +2 to any ability score

Control animals: Able to give a basic command in a language that animals understand that lasts for five founds + one round / level of the Primal. Will DC 14+ Wisdom Bonus+ HD of caster to avoid command

Dominate Non-Intelligent animals & monsters: Give orders to animal and low level creatures. The more the targets understand the primal. the better commands are given. Some are base instructions (stay, help, etc) but much more advanced and detailed orders can be given if they share a language. The effects last for up to 24 hours. Saving Throw: Will DC 16+ Wisdom Bonus+HD of caster

Increased Ferocity
Ferocity Level 1; Gain an extra 1/2 strength damage when using their natural weapons
Ferocity Level 2: Increase base damage to 1d6+ Hit Silver
Ferocity Level 3: Increase base damage to 1d8 Able to hit +1 plus double natural strength bonus
Ferocity Level 4: Increase base damage to 2d6 + Hit +2

Primals are able to either take their natural HD abilities or class levels. Once they take a class level they are unable to increase further in their natural creature levels.

Preferred Classes: Barbarian, Druid, Fighter, Ranger, Rogue or Sorceror

Monday, 17 March 2014

Nyssian Leprechaun

In celebration of the day, the Leprechaun the way I run them in my game world. The biggest difference is that these sprites have found a way to force peace between themselves and others. They still trick anyone, but they do so for fun and not profit. Many evil creatures avoid contact with a Leprechaun, as they know they simply can do no violent action after meeting one.

Nyssian Leprechaun CR 2
XP 600
Any Non-Evil or Non Lawful; Small fey
Init +5; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (2d6+2)
Fort +2, Ref +7, Will +6
DR 1/cold iron; SR 15

OFFENSE
Speed 20 ft.
Melee club +4 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)

Spells: Gain +1 to casting level for every level gained
Options: dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)

STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 (Typical)
Base Atk +2; CMB –1; CMD 12
Base Feats Improved Initiative, Weapon Finesse
Skills: They gain +1 on every major skill rank every level, +1 on their minor ranks every second level
Major Skills: Any four; Minor any six
Typical skills: Bluff,  Escape Artist,  Knowledge (nature), Knowledge (religion), Perception, Perform (comedy), Perform (dance), Sense Motive, Sleight of Hand , Stealth,
Racial Modifiers +4 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan, Faerie, Elemental
SQ leprechaun magic

SPECIAL ABILITIES

2nd: Shillelagh (at will), SR 15,
3rd; At will: Choose 3 new minor spells; DR 3; Peace of the Goblet, Gain Feat
4th At will: Choose any 4 new minor spells; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
5th: Colour Spray; DR 5; Speed 30; Peace of the Path, Gain Feat
6th: Immune to Intoxication or Charms; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
7th: Fabricate; DR 7; Speed 40; Faerie Peace; Luck (1 / day), Gain Feat
8th: Major Creation, Find Treasure; Peace of the Forest, Gain Feat
9th: Trade Luck (3 / day):  DR 10; Speed 50; Gain +6 (total) to any three ability scores (Dex, Int, Wis, Cha), Gain Feat

Peace of the Goblet: Leprechaun are mischievous creatures, but they are never intentionally cruel. Their peace abilities are sometimes used to trick opponents, but they NEVER cheat or attack someone that even another leprechaun has made a peace pact with. Their initial ability comes into place if they share fare with another traveler and make an offer, if it is accepted, then the leprechaun and their partner(s) are into a non-aggression pact. If their `friend`wishes to  attack or take an aggressive action, they must beat a Will DC 20.  This effect lasts for one day.

Peace of the Path: Like PotG, except the peace pact is extended to anyone that shares a small beneficial action to any other faerie traveler. Warning of weather or pirates, getting out of the way, the smallest act creates a peaceable intent between the leprechaun and other travelers. Their would be foes must beat a Will DC 25 to break the peace.  This effect lasts for one day.

Faerie Peace: Like PotG except it is automatically extended to all faeries, elven folk or those who visit faerie communities. So, while Leprechauns are notorious for their tricks, they are always allies with their faerie kin.

Peace of the Forest: Like Faerie Peace, except this extends to the entire forest. Anyone that is an ally, or that has been helped by elves, cannot take harmful action. This extends to everyone in a group. So if there is even one faerie ally, none would be able to find or deliberately take harmful action; if they try they must beat a Will DC 30.  This effect lasts for one day after the peaceable ally is still in a group.

Luck: Add + 20 on any individual saving throw in the next 12 hours

Trade Luck: Like luck, except they can give individual instances of luck to someone else.  The recipient can wait no more than 24 hours before utilizing this given luck. Most times they give this luck for a favour or gift.


Sunday, 9 March 2014

Quanna - High Goddess, Queen of Light, Mistress of Flight, She who Soars

Quanna 

Goddess of Light, Mistress of Flight, Queen of the Gods

Alignment: Lawful Good
Follower's Alignment: Any non-evil
Associated Colour: Gold or Bright Yellow
Holy Days: Every Week
Sacrifice: Tithe (10%) or two hours of service
Familiar Form: Avian (dove)
Domains: Air, Good, Healing, Protection, Sun
Followers: All, Good Aligned people, Tenderfeet, City Folk, Farmers
Rank: Usually called Sisters, Most places only ordain female priestess. Males that are in command position are often Paladins or Knights

The Shining One, the light-bringer, the one holy sun. Her faith is simple and unquestionable, just as the light is. She looks down upon all the mortal children and blesses them with her wisdom, her heat, her light and her glory. Unlike many other faiths, hers does not have a specific focus as the other good holy gods, instead.hers is the center, the ideal, which unites all good aligned beings to a common cause.

Her followers fight evil in all its many forms: injustice, social impropriety, prejudice, and greed. She strives to establish peace and community to all beings, regardless of origin. Yet because of their broad range of activity they rarely fall into the constructs of battle. Often the Quannian preacher will go into an evilly aligned community and talk of peace, harmony and fellowship. Or they may work against unjust laws to rectify a constraint against a particular race. They struggle to defeat enemies without shedding blood, for all beings are children under the sun. And the loss of life is an unhappy, unjoyous act that is to be avoided if possible. This does not mean they are simple pacifists, they understand the danger of leaving oneself open to attacks. The church uses members of all races and professions, including openly professed wizards and thieves in their employ.

Since they operate in so many levels all across the domain, they are also despised by evil; sought out by evil creatures to be executed and tortured. The dark-magi understands what the light means to the people and they will always work against her to dim if not extinguish the light. They fear the hope her faith brings, and the church’s ability to bring all people and all races together to defeat a common foe.

Bright yellow is the colour of her priest’s vestments. They will also use gold, silver, blue and green as their edge. Quannians wear amulets or robes adorned with avians for they believe birds to be blessed, able to get nearer to the heaven, and thus closer to their Queen. Her familiar form is an avian, usually a golden hawk or eagle, flying high above, its shimmer hidden by the glow of the sun itself. It comes toward the faithful to show a true path, straight towards either the sought after foe or a safe haven. Many Wastelander Charr revere the golden dove a symbol of gentle passiveness, always leading the charr towards a sanctuary from the cold.

Her avatar form is usually a devout priest or soldier dressed in chain mail with a shield and mace of honour, always a precursor to battle. They come to give good aligned peoples a chance to prepare. If the foes attack, the avatar will hold off the enemy to give the faithful enough time to prepare their defenses. In fact, a lone cleric approaching a town or spire with a single raven or other carrion circling the rider is seen as an ominous sign of oncoming battle. Quanna is the eye and she sees all and will always give her people time to prepare.

Like many other Nyssian deities, the Quannian faithful do not have an official list of rules they must follow. Instead they have a code that they learn to recite in times of danger; this guides them to make the correct decision. Individuals may interpret the code differently. However as long as they truly and faithfully follow their heart, they are true to their Queen.

Quanna’s Code
The light shines
On all her children
All her equal
All are born to be free
Let no injustice
Fall on any of her children
For you must protect them
As they will protect you
The evil can never overcome
The light and the faith
You have in your hearts
Do good,
In your thoughts, actions and beliefs
And you too will have her blessing

Sunday, 23 February 2014

Ter Falcana - Magical Flying Avian

Ter Falcana   CR 10
N (NG)  Magical Beast
Init +7; Senses Perception +15

DEFENSE

AC 24, touch 24, flat-footed 7 (+7 Dexterity, +7 natural)
HP 85 (10d10 +30 hp)
Fort +9, Ref +14, Will +3
DR 5/magic, Cold, Electricity and Fire resistance 20. Immune to air spells

OFFENSE

Speed 10 ft., fly 90 ft. (Great)
Melee +10 Bite (1d12+2), +7 claws (1d8+1 claws)
Special Attacks  Dive: Triple damage with claws, Wounding with claws

STATISTICS

Str 14, Dex 24, Con 15, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD +29
Feats Aerial Dodge, Improved Critical (claws on 15+), Flyby Attack, Wing-Over, Improved Initiative
Skills Fly +24, Perception  +15, Special: Knowledge (Geography) +20, Fly +12
Languages Avian, Common

Environment: Clouds, Mountain Peaks or the Plane of Air
Organization: Solitary or mated pair

Aerial Dodge: They gain a +4 on their armor class vs non-flying foes.  They also get this benefit to all saving throws versus non-flying foes.

A noble white eagle with a diamond beak and talons.

Ter Falcana are descendants of a great air elemental that appeared on the prime material plane and mated with an avian. They have a great hatred for dragons and will warn towns and good tribes of imminent attack. They speak avian, but understand common. Ter Falcanna can be psionically or magically contacted and beseeched to act as a companion for up to two weeks. They serve as an airborne set of eyes, a guide, or simply a good-aligned creature willing to share their knowledge of geography and any other matters that they have observed.

They inhabit cloud isles or remote mountain peaks amidst the strongest known winds. These ladies of the air rarely engage in combat, as their flight enables them to flee before virtually every confrontation.

Combat
When forced to engage in combat, they prefer to dive at their foes, tearing them apart with their diamond tipped claws. Once they inflict the wounds, they depart quickly, soaring into the clouds for cover.

Monday, 17 February 2014

Fae-Nom: Pathfinder Faerie Playable Character Race

This is the NPC faerie race that I use in my games. They usually reside in rural environments and while never loud or dangerous, they are always ready to lend a hand. 

Fae-Nom

Fae-Nom (Fae-Na is the singular) appear as shorter than average humans, though not as cherubic as Halflings or as quick as Elves. Most reside in rural areas and having atypical clothing of farmers, fishers or work-hands. They use simple tools that can also be used as weapons. Their simplistic appearance disguises their nature: fae beings with a dual bond to both the settlements and the Fae Wild-Lands.

Their existence in farming towns is known but little understood. They have the same desires as many civilized races to work, earn coin and enjoy the finer things in life – thus they have a pull to live in towns to earn these things. However, they can never truly abandon their connection to the Wild-Lands. Also, since this is the fey Homeland, they have a strong responsibility to keep it safe and free from external threats (orcs, undead, etc)

While many Fae-Nom live a blended lifestyle, a rare few, due to demand gain in experience, and turn literally into a more typical representation of faeries. They shrink in size, gain wings and gain more magical abilities, especially their dreaded fae strike.

Personality: They are at heart rural simple folk, with a deep connection both to nature, the wild and the benefits of society. When threats appear, they are driven to protect both of their homes regardless of the cost. They try to avoid conflicts with allies, both within and outside of civilization.

Physical Description: Fae-Nom appear as five feet tall, humans with shaggy brown hair and farm clothing. They carry simple farm or fishing lifestyle weapons. Those who gain levels, become more typical of the fairies, with paler skin, tipped ears and eventually gossamer wings. They use very light weapons when needed.

Relations: Fae-Nom families usually reside in farms or rural areas, and few know of them even their friends. As they grow and gain in abilities, their adventures often help them build strong connections with halflings, elves, and dwarves as they all have a strong belief in keeping the home and nature safe. Humans rarely know the Fae-Nom are in their presence.

Alignment: They tend towards both goodness and neutrality. These peaceful folk are rarely officially organized in groups, most times individuals step forward to take heroic acts.

Lands: They have no territory of their own. They reside in larger human or elf communities.

Religion: Their faith is most often druidic, neutral or good aligned spirits that assist in agriculture, communities or fertility. They have many more druids than clerics.

Language: Druid, Halfling, Elf & the common tongue.

Adventurers: Technically, every Fae-Na is tasked to help keep the Wildlands free from corruption, thus, they help in patrols or called into action during times of peril. A hardy few, whether lucky or truly courageous, are defined by their bravery, and experience moments that enable them to grow into the wondrous examples of True Fae. These individuals travel to make allies, find magic or just to escape the monotony of their mundane farming existence.

Favored Class: Ranger, Druid or Rogue.


Fae-Nom

CR 2
NG Humanoid
Init +3; Perception +5

DEFENSE
AC 16, touch 13, flat-footed 13 
hp 9 (2d6+2)
Fort +1, Ref +6, Will +0

OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4-1)

TACTICS
Morale 12

STATISTICS
Str 8, Dex 16, Con 12, Int 10, Wis 9, Cha 15
Base Atk +1; CMB 2 CMD 13
Feats: Agile Maneuvers, Dodge
Skills Escape Artist +7, Knowledge (nature) +7, Perception, +5, Perform (Singing), +7, Sense Motive +4, Stealth, +8, Survival, +7
Weapons: Short Sword or Dagger (Typical)
Languages Elf, Halfling, Dwarven & Common

Fae-Nom Character Creation

Base: Medium Size
Spells: detect chaos,detect evil, detect magic, mage hand (1/day)
Str -4, Dex +4, Cha +4
Skills: Gain 6 skill points every level
Bonus Skills: +2 Survival & +2 Knowledge (Nature)
Racial Hit Dice: 2d6
Attack and saving throws as Rogue; + 6 skill points per HD

May gain either their racial levels or standard class levels. They may select standard class levels at any time, but when they do, they generally are unavailable to select racial levels again.

Racial Levels
3 HD Prestidigitation, Shield, Ghost Sound, Dancing Lights (3/day)
4 HD Invisibility (2/day), Hideous Laughter (3/day), Fae Strike Lev 1
5 HD Grow Wings (2/day, Fly Base Speed 30), Increase Ability Scores,
6 HD Detect thoughts & Entangle (2/day), Dispel magic (personal), Damage Reduction (Silver)
7 HD Perm Change Shape (Small Size + Wings at Will, Speed 40), Fae Strike Lev 2
8 HD Invisibility (at will), Lesser Confusion (2/day), Dispel Magic (Other)
9 HD Increase Ability Scores, Dimension Door (2/day), Fae Strike Lev 3
10 HD Dispel Magic (Area), Mirror Image (4 images, 2/day), Damage Reduction (Magic)
11 HD Major Creation, Increase Ability Scores, Perm Change Shape (Tiny, Speed 60)

All Spells are cast at their HD + Spell Level + Charisma Bonus. 

Typical Skills: Acrobatics, Bluff, Diplomacy, Escape Artist, Knowledge (nature, religion, magic), Perception, Perform (Perform, Singing, Dancing), Sense Motive, Sleight of Hand, Stealth, Survival, Use Magic Device; They Gain Fly +12 at 4HD

Increase Ability Score: Gain +2 in any two ability scores (Dex, Cha, Int, Wis)

Wings: Their small gossamer wings are out for 1 hour per HD. If they land or not in use for more than 10 minutes, they shrink into their body.

Dispel Magic (Personal): These Fae are able to shed negative magical affects by concentrating. These effects must have affected themselves personally. They dispel at their HD / level plus their charisma-bonus. They are able to try and negate a single affect once every ten minutes.

Dispel Magic (Other Creature): Like Dispel Magic Personal except it is for other individuals. They can attempt to purge negative magical effects on another creature every hour.

Dispel Magic (Area Affect): Like Dispel Magic Personal except it can affect an area affect or any number of individuals within a 50 ft radius of the same negative effect or curse. They can attempt this once every day.

Fae Strike: Able to create a partially quasi-physical magical attack, used to distract opponents in the middle of combat. It usually manifests as a simple weapon attacking within 10 feet. If the attack is successful, the opponent is considered distracted. No special effects or tricks can be added with the Fae Strike. Fae-Nom are able to cast spells or attack the same round as using their Fae Strike affect.

Level 1: Fae-Nom's Dexterity bonus, Does 1 point of temp damage, Range 10 ft
Level 2: +2 plus Fae-Nom's Attack Bonus, Does 2 points of temp damage, Range 20 ft
Level 3: +4 to hit plus Fae-Nom's full attack Bonus, Does 3-6 points of temp damage, Range 50 ft

Friday, 7 February 2014

Lady Fatanus' Cards of Destiny

Lady Fatanus' Cards of Destiny

AD Ability to Heal Other (1/Day; never the same person more than once a month)
KD Gain 20,000 ex-points
QD Granted 2 Wishes
JD Angelic Intervention
2D Choose 1 Permanency Spell

AH Immune to Petrification
KH Gain +3 Weapon (with 3 weapon proficiencies with that specific weapon)
QH Gain a lover of the same alignment
JH Kill one type of monster upon command (200 ft range)
2H Comprehend All Spoken Languages

AS Charisma reduced to 4 immediately
KS Lose all wealth for a period of 6-13 months
QS Hatred between you and a Devil (Medium)
JS Defeat a Minor Death or permanently slain. You must find and invoke the minor death
2S Lose 10 points between intelligence & wisdom

AC Lose all AC Bonus or benefits (AC 10 regardless of armor worn)
KC Lose 30,000 Ex Points (Lose no levels.)
QC All exactly opposite aligned creatures attack you in preference
JC Make Dex Check or drop weapon each round or fall prone if using no weapon
2C You and everyone around you (1000 ft) is teleported to Lower Planes

J Red Enforced Quest, Pick again
J Black Lose 1-12 Hit Points - Choice of One More Pick

Friday, 20 December 2013

Basic Nyssian Assumptions


Fire spells, items or creatures do not exist on Nyssa.

Magic (often called the Frequency) comes from the gods, given to clerics directly. Obelisks are divine outlets by which the frequency comes to the domain. Any time obelisks are in towns they become the equivalent to churches; the central location for meeting.

Wizards are believed to (theoretically) steal the energy needed to cast spells. Psionicists and sorcerers create the frequency within themselves, sometimes they are called living obelisks.

0 & 1st level spells generally are not lost in cities, due to being near obelisks, for both clerics and priests. Must still memorize spells as normal. Larger obelisks sometimes enable additional spell levels not to be lost, but only for the faithful.

Clerics, except for death spells, require only one spell component - their holy symbol. If they lose access to their holy symbol, they cannot cast any spells. One virtual feat clerics receive at first level is create holy symbol which takes one hour of prayer. Clerics have 15 + wisdom modifier, of clerical spells in their prayer books by spell level they can cast. They can replace spells freely with other priests at holy sites.

Wizards gain 2 spells every level until 10th. They gain one spell per level until 15th. Wizards no longer gain spells
automatically every level past 15th level, they must research them.

Raise the Dead can ONLY be cast at an obelisk. There is no material components, but the god will not enable them to be cast on an opposed aligned creature or someone that has angered the gods. Most times a service is required. Reincarnation is much more popular, but the listing is significantly different and so is the mandatory service.

Teleportation spells require teleportation circles. It takes one uninterrupted hour to create one in sand or other physical element as a temporary circle. A permanent one can be created in stone. If an open circle, anyone can use, and will take them to a Matched Location or to any other Circle the caster has been to or is aware of. If sealed (requires a password to step into AND step out of) must contain the true name of anyone going to use it.

Weeks are also called ten-days or a cycle. The most important day is Sword Day, wherein adults must spend four hours in weapon training. This is also the day duels are held and gladiatorial combat usually occurs.

Most people are pagan, meaning they worship more than one god. Only Paladins are required to worship at least one god. It is standard practice to make an offering to any obelisk you go to or pass by; it is considered extremely rude not to. You can use any god from any setting…. Most good aligned people say they follow the Quadrane (Quanna, Japeth, Darras & Mathai)

Hembria was an ancient magical empire that spanned the domain; Hembrian is vernacular for anything old.

Guilds are also known as Towers and they commonly hold seats of power in communities. Rather than one-person one vote, each tower has one vote on the governing counsel. Some common towers: sollus (gardens), song (Bardic), sorrow (mortuaries), silence (martial arts), Solomon (wizards), law (bureaucracy), Trade (merchants), war (military). Many others exist. In theory they are equal in the power, but this rarely works without political entanglements.

Dragons are generally called Tyrants, only two known types of dragons are native: purple & ice.

Drow do not exist in Nyssa. (There is a good-aligned, highly musical black skinned Elf called the Dral.)

Psionics exist on Nyssa; they are heavily located in one known area of the world, rare elsewhere.
Talented: pseudonym for psionic. Tallene are psionic humans.

Coinage: Oromians (the nation of sailors) mint all Nysarian coins. All bear official seals of the local government (City, Region or Nation) and a Tyrant. Wing/Seal, is the equivalent to Heads/Tails. One slight difference, if the coin is subsequently lost, it should not be looked for. This is called an offering to Fatanus (Lady Luck.) Common (Copper), Noble (Silver), Crown (gold), Lord (Electrum) are the names.

Constructs have at completion maximum HD. For example, an 8 HD flesh golem would have 80 hp. Most constructs are intelligent, part of the elemental spirits that are bound in their creation. All can speak in a limited fashion, but they can be given much more advanced directions.

Guns were once utilized, heavily in some sections of the world. For some reason, around five hundred years ago they fell into disrepute, no known reason. They still work, and some Smokers use them, but they are despised. Most must go to specialized collectors to buy ammunition. Guns themselves cannot be made magical, however, ammunition can be enchanted.

There are no stars in the night sky, rather there are four constant moons. Another seven moons can be seen at differing times. The seasons of the year are based on Curen’s (Prime Moon) position; Rising, Peak, Descent, Dearth. The other moons are: Drelth (Red), Frel (Blue); Kredant (Green).

While slavery is common in many parts of the world; it’s much closer to forced service. Most are criminals, prisoners of war, or of a differing race. In all but the most evil nations, children are granted freedom at birth (along with their mothers). Halflings are the most common type, next followed by Ogres, Goblins, Gnolls and Minotaurs; dwarves are the least common. Good aligned characters may not keep slaves; but not required to rescue slaves. Lyrria has an open door gate policy, the law does not enforce return, so they are essentially immediately free.

Rapine Creatures: Salamanders, Minotaurs and Gargoyles are a neuter sex; they can create brute drones or forcefully mate with other humanoids to reproduce unique combinations.

Rule of the fist. In most civilized areas large bladed weapons, missile weapons, martial weapons or exotic weapons are illegal to carry on the street. Everyone can use a dagger, staff or fist. In some areas, the list also includes free use of the rapier. Beating someone up (unless an elder, child or invalid) is very rarely criminal.

Spice, is the word used for illicit drugs, some varieties are: Bliss, rage, dream, jube, pixie dust, and angel blood. They are illegal in most lawful societies, but they are available.

Taint rules are found on Nyssa. Association with undead or demonic beings may cause the physical body to rot away or become deformed.


Undead are a constant threat. Any corpse not properly interned will arise as undead in 3-12 days. Jackalla, servants of Anubis serve as undertakers in 95% of all communities and are obsessed with destroying undead. Usually found in Sorrow Towers, large mortuaries, that serve as their mortuaries.

Sunday, 15 December 2013

incremental levels

Incremental Levels

Characters gain incremental levels instead of true levels, which are your levels divided into four segments: Skills & Feats,  Attack Bonus,  Hit Points and Spells / Other. 

When you gain a quarter of the experience you can gain any one of these bonuses for the level instead of waiting for the full amount for all benefits.

You do not need to gain all these segments to advance in an area. For example, a spell caster can gain new spells but not have the normal max hit points as they may have maximized spells instead of other areas.  

You can gain no more than 2 extra levels in a particular segment higher then your lowest segment level (i.e. 3 levels total). 

We are using the slow advancement based on the class table below.



Friday, 25 October 2013

Not So Undead - The Unfinished Race

Almost in time for All Hallow's Eve, a not so dead undead. Just think of someone who had died in battle or adventure, but simply arises, without explanation or reason. Who or how these beings come to being is up to you, but these are individuals that caused a glimpse of the "Other Side" and have returned. They are always hiding as they are neither fully part of either the living or the Dead communities. Fully sentient but with the foul appearance and horrible smell of their much better known counterparts.

The Unfinished 

CR 2
N Humanoid
Init +1; Perception +6

DEFENSE
AC 16, touch 10, flat-footed 15 (chain mail 5)
hp 9 (2d10-2)
Fort +3, Ref +1, Will +2

OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4+1)

TACTICS

Morale 12

STATISTICS
Str 13, Dex 12, Con 9, Int 10, Wis 14, Cha 8
Base Atk +1; CMB 2 CMD 13
Feats:  Alertness, Endurance
Skills: Perception +3, Survival +3, Knowledge (Religion) +6, Stealth +6 and Sense Motive +5

Typical Weapons: Short Sword, Long Bow or Dagger
Languages: Jackalla, Dwarven & Common

The Unfinished (also sometimes called Necrites) appear as walking corpses, just entering rigor mortis. Most wear little clothing, and have little in the way of arms or other equipment. Since they appear as undead, they are greatly feared, shunned if not outright fought. However, their transformation and escape from the final death, they gain in both knowledge and sagacity. Many of these individuals become clerics of death gods or rogues, as they spend so much time in dungeons and other shadowy places of death and wealth. They have an significantly decreased appetites, surviving on a diet of fare found in dungeons: rats, bats or snakes but they can consume as per their original background. Since they are not traditionally born into existence, they do not have the same pull of romantic companionship.

Low level or mindless undead generally ignore the Unfinished unless they take action opposite to their base goals. More powerful, calculating undead often desire the Unfinished as their servants; evil ones often serve willingly.  It is not known whether the Unfinished die their own versions of a natural death, as most succumb in battle. Since they seem to find no respite in any location, locked between life and death, most Unfinished seem to find their place as adventurers.

Racial Levels: Racial levels work the same as class levels, they gain the benefits as listed. They can always take a non-racial class but they are then unable to rise in their racial class any further.

2 HD      +2 Wis, +2 Int, -2 Con, -4 cha;
               Pact of Tranquility
               Dual Nature
               Dmg Reduction 2 / blades;
              Gain BAB & Saving Throws as Cleric
              Gain Skill Ranks as Ranger (use Cleric or Ranger Skill List)
              +2 on knowledge (religion), Stealth and Sense Motive

Pact of Tranquility: They are never able to use a spell, feat or ability that enables them to command               or charm undead. While rarely allies,their nature prevents them from affecting their kin in a                             negative way

Dual Nature: Treat any spell or affect as a positive if it would affect either undead or living                             humanoid. If acting as either, cannot later act as the other during the same encounter on saves vs                   necromancy and undead effects

3 HD +2 Wis or + 2 Dex; Chill Touch 3 / day
4 HD Speak with Spirits or undead 3/day; +4 saves vs on necromancy and enchantment spells
5 HD Resist cold & electricity 10; +2 Wis or + 2 Dex
6 HD Death Pact I; Protection from Energy (10) 3 / day
7 HD +2 Wis or + 2 Dex; Damage reduction 5 / blades
8 HD Immune to Poison, Vampiric Touch 3 /day
9 HD Death Pact II; Damage reduction 5 / magic weapons of +2 or lower; +2 Wis or + 2 Dex;
10 HD Resist cold & electricity 20; Immune to necromantic and energy draining undead attacks; Treated as undead except they cannot be turned

+1 HD or level        Gain one level of a standard class

Death Pact I: Non-intelligent undead creatures of your HD or lower will not attack you (and your group if you are leading them) unless the group takes some sort of offensive or threatening move agaisnt them. It will take 24 hours of any pack member not seeing / interacting with any member of your group before the DPI is available again. You can have three times your HD as protected allies under your protection, if any take action all of you take face the potential attack of the angered undead.

Death Pact II: Intelligent undead creatures of your HD or lower will not attack you (and your group if you are leading them) unless the group takes some sort of offensive or threatening move agaisnt them. If you do break the pact, that intelligent undead will never have the treaty with you again. You can have three times your HD as protected allies under your protection, if any take action all of you take face the potential attack of the angered undead.