tag:blogger.com,1999:blog-2063389007720488932024-02-07T12:03:34.931-08:00Discrete DiceA gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes. GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.comBlogger306125tag:blogger.com,1999:blog-206338900772048893.post-52826362405544299112019-03-25T16:16:00.001-07:002019-03-25T16:16:18.101-07:00Korleth - Underground ice predator<h3 id="toc0">
Korleth</h3>
N(E) Medium Aberration<br />
<b>Init</b> +0 <b>Senses</b> Darkvision 60 ft.; Perception +8,<br />
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DEFENSE</div>
<b>AC</b> 23 touch 10, flat-footed 23 (+13 natural)<br />
<b>hp</b> 45hp (7d8+14 con)<br />
<b>Fort</b> +4, <b>Ref</b> +2, <b>Will</b> +4<br />
<b>Immune Cold;</b> <b>DR 10</b> / missile<br />
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OFFENSE</div>
<b>Speed</b> 20 ft., Swim 40 ft.<br />
<b>Melee</b> Claw +12 (1d8+7) or 2 claws +9 (1d6+5)<br />
<b>Ranged</b> Club +5 (1d8+7 )<br />
<b>Special Attacks</b> Surprise, Rend<br />
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STATISTICS</div>
<b>Str</b> 24, <b>Dex</b> 10, <b>Con</b> 15, <b>Int4</b> , <b>Wis</b> 8, <b>Cha</b> 8<br />
<b>Base Atk</b> +5 <b>CMB</b> +12 <b>CMD</b> 22<br />
<b>Feats</b> Power Attack, Imp Bull Rush,<br />
<b>Skills</b> +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival<br />
<br />
<b>Languages</b> Korleth<span style="font-size: 12px;"> </span><br />
<b>Environment </b>Icy Terrain<br />
<b>Organization </b>Gang (2-8), Tribe 21-40<br />
<b>Advancement </b>8-12 HD (Large Size); 12-17 HD (Large Size)<br />
<b>Treasure Value </b>None<br />
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SPECIAL ABILITIES</div>
<br />
<strong>Surprise:</strong> Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.<br />
<br />
<strong>Rend:</strong> If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.<br />
<div>
<br /></div>
<div>
Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.</div>
<br />
They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.<br />
<strong><br /></strong>
When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.<br />
<strong><br /></strong>
<strong>Combat:</strong> Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.<br />
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-58213118441637859732019-03-25T16:13:00.000-07:002019-03-25T16:13:35.251-07:00Psionic Ferret (Sniffers)<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">These small sized mammals are the preferred way for many non-psionics groups to hunt for Thellans or psionic using humans. Technically they are Arrantics, or non-super intelligent animals gifted with psionic abilities. An important aspect is that they do not train to utilize psionics, but learn them as natural skills.</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Psionic Ferret (Sniffers)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Tiny Size Magical Beast</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Hit Dice: 3d8 (13 hp)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Initiative: +3 (dexterity)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Speed: 30 ft</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">AC: 18 (+2 size, +3 Natural, +3 Dexterity)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Base Attack / Grapple: +3 / +7</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Attacks: +4 Bite (1d3+1)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Full Attack: +4 Bite (1d3+1)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Special Attacks: Attach</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Special Qualities: Immune to spell detection, Scent</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Saves: Fort +3, Ref +5, Will +3</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Abilities: Str 4, Dex 16, Con 10, Int 6, Wis 14, Cha 14</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Skills: Acrobatics +10, Hide +13, Move Silently +9, Perception +9, Empathy +4</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Feats: Mental Leap (40 ft), Track Psionic, (Free) Prionic Charge</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Climate/Terrain: Any wilderness or Urban</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Organization: Solitary or Pod (3-6)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Challenge Rating: 1</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Treasure: None</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Alignment: Usually Neutral </span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Advancement Range: 4-8 HD (Small)</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><i>A grey skinned weasel on a leash smelling the pub’s patrons, looking for something</i>…</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Appear the same as a normal ferret except for its purple eyes and a look of intelligence. Few still live wild as they have long been captured and trained for their unique ability to detect psionics by their smell. It was the Elves who first noticed their unique sensory abilities but it was the dwarves who breed and domesticated the ferrets. It is unknown if the ferrets were always heralded for their ability to detect psionics or simply their observation powers in general. Sniffers are easy to both breed and train but their playfulness lead them to become favorite pets of dwarven nobility. While often used by those who hate or fear psionics, the animals don't have this trait - psionicists often keep them as pets, the same as others.</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><b>Combat</b>: In the wild, psionic ferrets survive mostly by hunting small rodents, insects and shrubbery. They do this in small packs, while carefully observing the creatures around them for subtle signs of danger. Whenever a threat appears they hide, and do their best to simply avoid any trouble and when they cannot hide, they flee by any means possible. As pets, they survive by pleasing their masters in the duties they perform. For those who fear psionics they couldn't do better by having one of these beasts near them. Once trained (DC 20), they can detect psionics and inform their trainer by a prearranged sign. Most sniffers can learn up to 6 tricks, but some leaarn many more.</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Psionics: </span><span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">PSP Points: 25; </span><span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Manifest as 3rd level; Power DC 12+(Charge) 1d4 </span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;">Powers Known: Detect Psionics (No PSP cost, Always active), heighten senses, body equilibrium, wall walker, touch sight. </span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><b>Detect Psionics</b>: Has a 250 foot range as a psionic power. Their natural smelling capacity has a 100 foot range, so even if a creature can hide their psionic powers using psionics or magic, the ferret can still smell it naturally, just in a slightly lessened range</span><br />
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
<span style="font-family: "georgia" , "times new roman" , serif; font-size: x-small;"><br /></span>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-15287155428763229312019-03-25T16:11:00.001-07:002019-03-25T16:11:25.517-07:00Tigore or Psionic TigerMy default rule in games is anything that has "magical" powers but are either not attached to a divine power or "smart" enough for sorcerer powers are psions. The rules I use are close enough in flavour to 3rd edition psionics.<br />
<br />
Most creatures manifest agaisnt their opponents, who must roll their DC. In this case, DC 13 is their base.<br />
<br />
Tigore<br />
<br />
N Large Size Magical Creature (Psionic)<br />
Init +3 Senses Low light vision, Scent, Darkvision 60 ft.; Perception +5<br />
<br />
DEFENSE<br />
<br />
AC 18 touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)<br />
hp 51hp (6d10+18 con)<br />
Fort +8, Ref +8, Will +2<br />
<br />
OFFENSE<br />
Speed 50 ft.<br />
Melee Bite +10 (1d6+5); 2 claws +7 (1d8+6)<br />
Special Attacks Imp Grab, Pounce, Rake, Psionics<br />
<br />
STATISTICS<br />
Str 21, Dex 17, Con 17, Int 5, Wis 10, Cha 13<br />
Base Atk +6 CMB +12 CMD 25<br />
Feats Imp Natural Attack, Psionic Grapple, Multiattack<br />
Skills +8 Acrobatics, +8 Climb, +13 Stealth, +8 Swim, Bonus Stealth + 12<br />
Languages None<br />
<br />
ECOLOGY<br />
Environment Any Non-Urban<br />
Organization Hunting Pack (2-6)<br />
Treasure Value None<br />
<br />
Psionic tigers or Tigores appear the same as a standard tigers except their skin is green with black stripes, which helps them hide in the forest domain. They have the ability to quite literally change their stripes to camouflage themselves. These large aggressive creatures while not motivated by malice are quick and deadly hunters. They stalk weaker creatures in the forest, using their natural and psionic strengths to take down their foes.<br />
<br />
Due to their beautiful thick fur coats, these creature’s hides are desired status symbols by many nobles, and some are willing to pay up to 2,000 crowns (gold pieces) for an unspoiled coat. Large females are often hunted down in hopes of capturing baby cubs - only those raised from birth by a trainer can potentially be loyal to the trainer.<br />
<br />
<b>Combat: </b>Tigores attack using stealth, speed and power. They have all of the standard abilities of a tiger along with some lethal psionic abilities. They have incredible patience, willing to wait dozens of hours for the perfect pounce.<br />
<br />
<b>Rake</b>: If both front claws hit on a jump attack, they get an additional rake attack<br />
<br />
<b>Rake Attack</b>: +6, Damage:1d6+6<br />
<br />
<b>Psionics</b>: Manifester Level=6th, PSP 35, DC 13+<br />
<br />
<b>Powers</b>: Energy Adaption, Body Equilibrium, Chameleon, Create Sound, Jump (+50 ft)GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-22656492761272786652019-03-24T09:47:00.000-07:002019-03-24T09:47:57.697-07:00Centourax - twenty-foot long centipedeCities are by far the safest place in my world, thousands of people come together in areas protected from the cold, undead and other threats. One of the side benefits is that there are lots of places where beasts can thrive - underneath the city is a very common one, and that's where the Centipede Maurax, or Centourax reside.<br />
<br />
These are very long centipedes, (though classified as medium sized creatures) they usually find a place with water and start building tunnel complexes. If they grow large enough, the tunnels can be large enough for small, medium or sometimes even large creatures to walk thru them.<br />
<br />
<b>Centourax</b><br />
Medium Abberation<br />
AC 15 .(+5 natural)<br />
Hit Points 2 HD (7 hp)<br />
INIT -1<br />
SPEED 30 ft, Run 50 ft, Tunnel 5 ft<br />
Attack tentacle +4 1d6 dmg<br />
Fort +4 / Reflex +0 / Will +1<br />
Dmg Reduction 1/2*<br />
Skills: Perception +5, Stealth +8, Climb +16, Craft +2<br />
Feat: Co-Ordinate, Fast Retreat<br />
CMB +7, CMD +16 (fast centipede, foot long)<br />
Environment: Underground<br />
Alignment: - Neutral<br />
Advancement HD 3-8 (Medium); 9-16 HD (Large)<br />
Increase HD Dmg for every Advancement (1d8 @ 3-8; 1d10 @ 9-16)<br />
<div>
<br />
<b>Special Defenses</b>: Centipede Maurax can be affected by mental, mind or control matter but the effect lasts no more than one minute.<br />
<br />
Feat: Co-Ordinate: Gain +1 in craft skills for every 5 workers that work together on the same project.<br />
Feat: Fast Retreat: Once a day a Centourax can do a straight run for three rounds to avoid potential danger<br />
<br /></div>
Twenty-foot long centipede, 50 plus small legs, around one foot tall and wide with eight inch maxilla (mouth tentacles), small but very sharp mandibles with black outer shell with yellow squares throughout it's skin.<br />
<br />
They work in groups towards a common goal, most times they have no obvious leader just a shared consciousness that co-ordinates activity. They prefer eating meat as it helps them grow, but they can survive on grubs and mushrooms if it's easier to obtain.<br />
<br />
Damage Reduction: 1 point,GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-62580004733115544672019-03-24T09:42:00.000-07:002019-03-24T09:42:22.972-07:00Wis-Ants<br />
<div style="margin-bottom: 0cm;">
<span style="font-size: small;"><b>Wis-Ants </b></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">Size Small</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;"># Appearing 50-80 </span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">AC 12,
Typical </span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">HD 1-3; 75% are 1 or 2 HD</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">Attack: Mandible +3 1d2+1 dmg </span></div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">Str 6 Con</span> 10 Dex 12 Int 8 Wis 7 Cha 4 </div>
<div style="margin-bottom: 0cm;">
<span style="font-size: small;">Skills: </span>Perception +5, Stealth +9 or Craft (Building)+8</div>
Feats: Social Integration, Tracking<br />
Environment: Any but water or cold<br />
Treasure: Incidental<br />
Alignment: Neutral<br />
<br />
<br />
These are small sized ants but highly intelligent. Quite capable with their intricate crafting skills. Most reside far underground in armies that number in hundreds of individual ants that work together to complete tasks.<br />
<br />
<b>Social Integration</b>: When groups of twenty or more Wis-Ants work together on a problem, add +1 on their collective intelligence, wisdom, attack or building skills for each ten Wis-Ants are involved. .GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-63973641635463743372019-03-21T06:26:00.000-07:002019-03-21T06:26:16.441-07:00Psionic OtyughA psionic version of the terrible trash monster found in many dungeons. They still hunt the same places but they clean themselves off. Like many of my beasts, it is psionically enhanced.<br />
<br />
V'Otyugh<br />
<br />
CR 3<br />
N Medium Aberration<br />
Init +0 Senses Darkvision 60 ft.; Perception +8<br />
<br />
DEFENSE<br />
AC 17 touch 10, flat-footed 17 (+7 natural)<br />
hp 26 hp (4d8+8 con)<br />
Fort +3, Ref +1, Will +5<br />
Immune disease<br />
<br />
OFFENSE<br />
Speed 20 ft.<br />
Melee 2 Tentacles +4 (1d6+3)<br />
Special Attacks Psionics, Constrict (1d6+3), Imp Grab<br />
Special Qualities: All Around sight<br />
<br />
STATISTICS<br />
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8<br />
Base Atk +3 CMB +6 CMD 16<br />
Feats Mindlink plus one other<br />
Skills +8 Perception , +3 Survival<br />
Languages Understand basic lizard or common<br />
<br />
ECOLOGY<br />
Environment City Tunnels, Sewers or Swamps<br />
Organization Solitary<br />
Treasure Value Half<br />
Advancement By HD 5 - 8 (Medium), 9-12 (Large)<br />
Alignment: Neutral (30% can range from NG to NE)<br />
<br />
A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.<br />
<br />
It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers<br />
<br />
They are usually solitary creatures, but they can make allies that reside in the same territory.<br />
<br />
Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.<br />
<br />
Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic<br />
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance<br />
Enhanced: Cleanse<br />
<br />
Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.<br />
<br />
<b>New Psionic Power</b><br />
<br />
Cleanse<br />
Level: 1<br />
Display: Mental<br />
Manifesting Time: 1 Standard Action<br />
Range: Touch<br />
Target: One Living Creature<br />
Duration: Instantaneous<br />
Saving Throw: Nil<br />
Power Resistance: Yes<br />
Base Point Cost: 1<br />
<br />
This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.<br />
<br />
Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.<br />
<br />
<br />
<div>
<br /></div>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-21021587430630176332019-03-21T06:25:00.000-07:002019-03-21T06:25:52.582-07:00Psider - Devious Psionic Spider CarnivoresAlways loved using my psionic creatures. The general rule is for creatures that couldn't get into a class, if they have magic type abilities it's better fit them into the psion role as opposed to a cleric or wizard.<br />
<br />
<b>Psider</b><br />
<br />
Large Size Beast (Psionic)<br />
<br />
Hit Dice: 8d10+24 (60 hp)<br />
Initiative: +2<br />
Speed: 30 ft, Climb 30<br />
AC: 18 (+7 natural, -1 size, +2 Dex), 11 touch, 15 flat-footed<br />
BAB ase Attack/Grapple: +8 / +18<br />
Attack: +14 (Bite, 2d8+7)<br />
Full Attack: +14 (Bite, 2d8+7) or 2 legs +10 (Smash 1d8+6)<br />
Reach: 10 ft / 10 ft<br />
Special Attacks: Poison, Webs, Psionics<br />
Special Qualities: Dark Vision, Tremorsense 60 ft, Vermin Traits, PR 21<br />
Saves: Fort: +6, Ref: +8, Wis: +5<br />
Abilities: Str 23, Dex: 14, Con: 16, Int: 15, Wis: 10, Cha: 10<br />
Skills: Craft (Webbing)+8, Climb +16, Stealth +7, Jump +20, Move Silently +7, Perception +11<br />
Feats: Mental Leap (+10), Psionic Bite, Psionic Focus (Auto)<br />
Environment: Caverns, Dungeons, Dark Icky Places<br />
Organization: Solitary, Pair, Bridge <br />
Challenge Rating: 7<br />
Treasure: Standard<br />
Alignment: Usually Neutral Evil<br />
Advancement: By character class<br />
<br />
Psiders are devious psionic carnivores that hunt the lower recesses of many dungeons. They seek prey to devour as well as for psionic enlightenment, seemingly going out of their way to trap psionicists or spellcasters alive in their web prisons. They appear as standard large sized spiders, with light grey, green or purple fur on their backs and lower sides. Many colour their legs red or yellow depending upon their rank within the web. These psionic spiders are intricate planners, carefully planning both
their beautiful webs and their deadly tactics to inflict maximum
devastation.<br />
<br />
Until they activate a psionic power, few can tell the danger they truly face. <br />
<br />
Combat<br />
Psiders begin combat by controlling the environment around them, often using control light to minimize their prey’s chance at detecting them. Next they may use their webs to capture foes, or their psionic energy push to inflict as most damage as possible from a distance. When possible they drop from high distances, inflict their poisonous bite then jump away before others can counter-attack. If there is more than one psider, one will always attack first as the others watch their foes, if someone heals the poison damage, they strive to eliminate the healer.<br />
<br />
Poison: DC 16, 1d8 Str/1d8 Str<br />
<br />
Web: Entangle: DC 16 Escape Check, Strength Check DC 20; HP 16.<br />
<br />
Web Coccoon: If they grapple a large or smaller victim for ten consecutive rounds, or if they hold an unconscious person, they can wrap thousands of silky strands around a victim. Those entrapped must make a DC 50 to escape the cocoon via either a strength check or escape artist check. No spells or powers can be used while entombed (no somatic, verbal or material manipulation is possible.)<br />
<br />
Psionics: Powers of an 8th level Psion; PSP: 50; DC 10+(1d10)<br />
Detect Psionics, Catfall (100 ft), Grease (Psionic), Wall-walk, Control Light, Charm (Psionic), Brain Lock, Energy Push (2d6), Escape Detection<br />
<br />
Skills: Psiders gain a +8 bonus to climb and jump skills. These creatures are fantastic natural jumpers, always able to take ‘10’ on any jump check; assume they roll a 40 on jump checks. (+10 for Mental Leap)<br />
<br />
Psionic Bite: Any time a psider is able to gain their focus, they inflict +2d6 additional dmg with their bite.<br />
<br />
<br />
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-22643262249216836122019-03-21T06:23:00.000-07:002019-03-21T06:23:10.165-07:00Dramillios or Dram - the wizard's nation<span style="font-family: arimo, sans-serif; font-size: x-small;">While not a heavily utilized region in my games, this is a defining part of my game world. It is a central nation of humans where refugees can always be welcomed or tolerated. Magic can be purchased, both clerical and wizard items and spells. When Wizards speak of Towers that teach their followers, this is one of the few places in the mortal realms that follow ancient traditions. Huge churches, with enormous congregations reside, but many of them are pagan, worshiping dual or more gods, many times with competing purposes. Wizards may hold official status, but bards, rogues and the warriors hold much more unofficial wealth and influence. </span><br />
<h1 class="western" lang="en-US">
<span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Dramillios</b></span></span></h1>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">Known
throughout as the wizardly nation. Spellcasters live here for many
reasons, primarily due to the Academies; which openly teach magical
skills for anyone with the crown or coin to pay for it. Another is
the acceptability of the magical arts. Perhaps most importantly, is
that Wizard’s have helped shape this nation and consider it above
all others their home.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">This
was the second oldest lake nation - founded by humans returning home
after fleeing to Lyrria for immediate protection from the great
freeze. With the knowledge of Sollus and help from the elves in
creating a magical barrier to ward off the undead, the Lyrrian humans
wanted to rebuild their former nation. To do this they needed help,
and they knew they could no longer depend on their Elven allies who
faced their own battles to keep the faerie realm free from the ice
tyrants. Thus they turned to the outcast wizards, in their own midst
to help them. The magical arts have often flourished in human
communities, but it was done so in secret, for if it was not an
outright crime it was socially unacceptable. Even the ancient
Hembrian nation, wizards were a lower class, bound by many
constraints over what they could or could not do. </span></span></span>
</div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><br /></span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"> </span>
</div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">The
original Dramillian counsel knew that to survive they must overcome
the oldest of superstitions; they must not only tolerate the wizard’s
presence but also help them prosper. They asked Barath, the most
infamous wizard of his day for assistance in defending their lands.
Barath, an elderly mage even at this point, took a long time before
answering their request. His request of the counsel was not funding
or even power, but for autonomy. Wizards would be left alone in their
magical study in return ALL WIZARDS stayed out of internal affairs.
This open acceptance would later be codified as the Wizard's Oath and
this more than anything else has intertwined wizards with the fate of
Dram.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">Yet
this oath has not always been kept. On at least three occasions
wizards have led coups to depose or control the Grand Counsel. Each
time the traitors have been defeated by their own kind: wizards who
hold onto the creed of the oath as their strongest belief. Most
wizards deeply admire the nation and its principals and ensure the
Grand Counsel is free from all subversion. To ensure the adherence to
the Wizard's Oath, since the death of Barath, wizards have elected a
Solomo or judge among their own. They have the power to bind or exile
any wizard who breaks the oath if not the spirit of the oath. Also,
since the Wizard's have no political power it is also the Solomo's
duty to either sit in or choose a wizard to act as advisor to the
Grand Counsel. It is important for the Solomo not to show favoritism
or get involved with political affairs, as they are bound to the
counsel itself. Solomo's who interfere with the counsel are asked to
leave counsel chambers leaving wizards without a voice or ear to the
workings of the counsel. With all of this said, Wizards still
comprise less than 2% of the adventurer population. They are heard
and seen and involved in all aspects, but many more facets must be
understood to comprehend Dram.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">Jammer
crews often say, "no need to visit all the spires - just go to
Dram." As the central nation, this has always been a home to any
refugee that needs one. It is seen as the safest haven from the cold
and the tyrants - and as such everything can be found within these
metropolises</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">One
might think that due to the influx of so many beings conflicts
between these peoples might be rampant, it isn't due to the
GENTLEMAN'S CODE. At its heart it states that all beings are equal
under the law. Prejudice isn't outlawed; merely racial conflicts are
confined to non-violent means. Those who break this edict face exile,
not just from the city but the confines of the sollus. But even more
than this, the code is virtue and etiquette, those who are so
close-minded can be shunned, risk losing business or jobs or even
friends. </span></span></span>
</div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">Competition
is core to the Dram mind-set. Whether it be in the arts, business or
the military arts - one must be better than your neighbors. Those who
are rich flaunt "it"; those who are not so rich try even
harder to flaunt "it" just to show that they have "it".
Image is everything, and the nobles and businessmen pay a small
fortune to wear what is fashionable or hot. Minx collared furs, high
black riding boots, Anthril Lances, Verchine earrings, or a purple
feathered flying griffon...if the IN CROWD has it, and then anyone
who is anyone must acquire it. </span></span></span>
</div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div align="LEFT" class="western" style="background: #ffffff; border: none; line-height: 100%; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-style: normal;"><span style="font-weight: normal;">Gambling
is a beloved Drammish pastime; rolling bones, cards, knives,
especially on the sports competitions that are held once a Ten-Day.
These warriors’ competitions were once important military
spectacles to keep the public in military form, now they are a time
for circumstance, pomp, politicking and favoritism. Thousands crowd
inside arena to bet on their favored wrestling and dueling gladiators or the sports: mace
throwing, running, jumping, riding, and spear throwing.</span></span></span></span></span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">Faith,
like race, is both open and tolerated. Open because people can choose
any deity, even those who are shunned elsewhere for dark, vile or
even evil practices. What you believe means less than what laws you
choose to break. Shion, the god of thieves has temples in Dram, where
hooded followers sneak in to make their sacrificies and learn their
lessons, yet thievery is still illegal, and punishments are harsh.
Soo too with every other chaotic or evil gods are tolerated, the
lessons are tolerated, but action to break the laws will mean getting
punished. Lawful and bulging obelisks exist beside empty chaotic
ones.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;">For
those from the outside, this luxurious life is quite different to the
bleak isolated living of the spires or the burden of constantly
finding sollus to keep the cold away. They have accomplished their
wondrous society by the Great Sollus Towers, three gigantic towers
that soar more than a mile high each, and have a hundred pound of
sollus in each. They provide the warmth for the entire region; enough
so that there is no need for the Green Towers, shul and shum can be
grown from the earth. One might wonder if the nation has such a
supply that they need to worry about having such a huge supply
needlessly to warm hundreds of miles unnecessarily; of course for the
common person they let the Grand Counsel worry about such trivial
matters.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 0; text-decoration: none; widows: 0;">
<br /></div>
<div class="western" style="font-style: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><u><b>Laws</b></u></span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Taxes</b>:
Paid once a ten-day, reasonable rates; though most pay with service not coin (5%, 10%, 20%)</span></span></span></div>
<div class="western" style="font-style: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Towers</b><b style="font-weight: normal;">: </b>Prevalent in nearly every faction of society, hold great influence and wealth</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Prostitution</b>:
Officially sanctioned; more expensive, but extremely discrete</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Weapons</b>:
Soldiers, knights & Sell-swords but only in cities with a bond.</span></span></span></div>
<div class="western" style="line-height: 100%; orphans: 2; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b style="font-style: normal; text-decoration-line: none;">Jube</b>: officially banned, but tolerated in seedy areas for consumption, the law still convicts for trafficking</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Magic
Items</b>: Open, as long as it doesn't do mind control, summoning outer planar or undead</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Necromancy</b>:
banned, ruthlessly enforced by Jackalla who also hunt undead</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Slavery</b>:
Technically banned, cannot purchase, but owners still have limited
rights</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Thievery</b>:
Imprisonment or loss of rights.</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Psionics</b>:
Banned but ignored under similar magical tolerance </span></span></span>
</div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Wizard
Spells</b>: Rigidly controlled but most are open. Nobles are given
more freedom.</span></span></span></div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Clerical
Spells</b>: Taxed 50% at any obelisk or 75% at Temples<br /><b>Sorcerer
Spells</b>: Treated the same as clerical spells<br /><b>Gambling</b>:
Open; with many competiing guilds </span></span></span>
</div>
<div class="western" style="font-style: normal; font-weight: normal; line-height: 100%; orphans: 2; text-decoration: none; widows: 2;">
<span style="color: black;"><span style="font-family: "arimo" , sans-serif;"><span style="font-size: x-small;"><b>Duels</b>:
Any free-man (or woman) can duel on Sword Day, otherwise soldiers,
knights, men of standing and nobles. Note it is illegal for a
non-noble to duel a noble unless it is sanctioned during Sword Day.
This is the only way to legally kill a noble.</span></span></span></div>
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-53328109157282059672019-03-20T06:43:00.002-07:002019-03-20T06:43:25.697-07:00Tabueen - Ice Nomads also called Wastelanders <h1 class="western">
<span style="font-size: 11pt;">Tabueen - Ice Nomads</span></h1>
<div class="western">
<span style="font-size: 11pt;">Few people still roam the lands as true nomads. Vegetation has become extinct in all
but the sollus isles and spire-lands, and the wandering animals left are strong
beasts very capable of defending themselves from the
most accomplished hunters. With few options remaining, most <span style="font-size: 14.6667px;">nomadic people </span>were destroyed, turned savage or settled down to move past their previous traditions.</span></div>
<div class="western">
<br /></div>
<div class="western">
One tradition left is to survive by raiding, living by taking
what they can from the sollus towns. Most think of the Wastelanders
who have learned to survive by attacking anyone, beast or villager
that dares leave the protection of the sollus. They view life as a
struggle, and they take what they need. Often trying not to kill or
have strict codes about who they may attack and when. Some raiding tribes do
make allies with the "settled peoples", knowing the
importance strategic friends can mean. Those in the sollus islands also realize that it is beneficial to have allies with these powerful
raiding peoples, both to attack their foes and to help in protecting
the towns. Often the tribes need a place to rest in the most
dangerous of storms as well as a place to sell their spoils. These
people also served as early warnings for oncoming giant, dragon or undead
hordes. Most tribes are chaotic, neutral or both, taking what they need. Life is not for the weak, and they
destroy anything not as strong as they.</div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">A
significant departure from these raiders are the Tabueen, ice nomads
that have found a unique method of survival. Who the Tabueen were
before the great winter came, is unknown. The most popular belief is
they were among the exiles, searching for sanctuary in the newly
discovered spires. According to the Tabueen, what they found at first
were dragon-bears, winged magical beasts that choose this group of
exiles as their prey. For too many years, these great beasts would
devastate the people, killing one or dozen at a time, and neither
their warriors nor sorcerers could do anything to stop them. Even once
these people found the spires, the dragon-bears attacked with no
mercy, forcing the tribes to continue running, trying to stay ahead
of these terrible beasts.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">According to their legends, In one of
their many attempts to escape, they found three parallel gorges in
the snow, not too deep, and much more solid than other ice paths. The paths, being much
sturdier provided much better travel ways, and headed in the same
direction they wanted to go, the tribe decided to use them. The
tribes discovered small blue mushrooms along the pathway, nourishing
and plentiful and in some cases even magically boosted. The gorges turned to ice tunnels and the people
continued to use them, believing them sacred. </span>
</div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">What happened
next changed the people forever, the tunnels went on for days until
they meet up, into one huge underground tavern, with even more
diverging tunnels. The shamans declared the tunnels holy,
claiming them to be safe from the dragon-bears. From this central
cavern they could reach far into the domain, but this would be their
home base, a meeting point where all the Tabueen tribes could
gather. </span><span style="font-size: 11pt;">Within the
huge ice cave they found signs of life. Pictograms and carvings, both
of the traditional ice dwarf inhabitants, and of blue ice wyrms
that traveled both beneath and above the ice. It was these who created the tunnels
and paths, and the shamans declared these beasts the holy totem, to
be worshiped and venerated as a way of life.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">The old and
the weak rested in the central cavern, while the warriors and mystics
traveled in the many tunnels. There they found holes leading to both
the above world and deep caves beneath the ice itself holding open
water and mushrooms of even greater size and potency. They met other
inhabitants of the caves, some as allies, and others as vicious
enemies that they fought in order to use the same tunnels as a means
to get around the ice-underworld.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">Their
greatest of mystics soon found the snow whales or balashi, swimming
up above on the loose snow on the surface. These huge majestic beasts
spent days above, sunning them, gathering in groups, and singing
long, beautiful music. The mystics knew it was these sounds the Tabueen were always driven by, the great peaceful beasts called to
the Tabueen, for the totem needs their followers as much as the
people needed them. The reason soon became clear, as these snow
whales, very abruptly the herd broke apart and swam away in many
different directions, as they seen their old foe, the dragon-bears
come, but they came to hunt the whales. The mystics called out to
their new benefactors, trying to discern what their new allies
needed. </span>
</div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">The images
were not of battles outside the tunnels but inside of them. The snow whales
could hide from the tyrants, by swimming far beneath the snow and
ice. But the many creatures that also traveled the tunnels fought the
whales in close, by surprising the creatures and giving them nowhere to
go. The shamans knew their role would be to keep them free of the
vermin. In return, they would gain the sole use of the ice tunnels
and the many caverns that cropped out from them. The Tabueen found
their home, not free of the all dangers, but one that provided the
nomads with a living and a purpose. And they have stayed in the
tunnels for thousands of years...protecting it and trading with many
of the subterranean and other travelers they meet.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;"><b>Rule:
Tribal</b>, L</span><span style="font-size: 11pt;">ed by eldest shaman (most often a sorcerer) in general paths, but the day-to-day leadership can be from any tribe member that has proven themselves in both gathering, hunting and making allies. Druids worship spirits but there are also clerics who follow one of the more traditional deities. Unlike in many other places, they are never in dispute over purpose or devotion, sometimes they don't smoothly align in terms of action.</span><br />
<span style="font-size: 11pt;"><br /></span>
<span style="font-size: 11pt;"><b>Tribes:</b> are usually fairly small in number, rarely more than two hundred. Almost every member has a class level or two. Males usually tend towards warrior and rogue classes, women toward rogue and sorcerer or druid.</span><br />
<span style="font-size: 11pt;"><br /></span>
<span style="font-size: 11pt;">Their hunters and warriors travel on the ice-top, always patrolling for enemies. They rarely fight among their own kin but it does happen for the best under-tunnels filled with resource rich buillish (snow mushrooms.)</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;"><b>Allies:</b>
Dwarves (all), Balashi, </span></div>
<div class="western">
</div>
<div class="western">
<span style="font-size: 11pt;"><b>Tribal
Enemies:</b> Orcs, Ogres, Walren, Wolves, White Ravii, Ice Rats</span><br />
<span style="font-size: 11pt;"><b>Common Threats:</b> Undead, Dragon Bears, Frost-eyes (white beholders) & ice hags</span></div>
<div class="western">
<br /></div>
<div class="western">
<b><span style="font-size: 11pt;">Classes: </span>
</b></div>
<div class="western">
<b><br /></b></div>
<div class="western">
<span style="font-size: 11pt;"><b>The
Swallowed Ones.</b> Individuals that have been swallowed by the balashi
emerge with great wisdom and knowledge. They have a
telepathic link with the creatures and are revered in their tribe for
their closeness with the Kapuntuc. (Equivalent of paladins)</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;"><b>Druidic
priests.</b> Summon the spirits to advise and heal. Though they do not
actually summon the spirit of the Kapuntuc, as it is considered
disrespectful.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;">No wizards,
but sorcerers are </span><span style="font-size: 11pt;">possible. These spellcasters rarely travel with
the tribe; they are hermits that protect the most important central
caves. Known to brew magical potions, as well as use the Necil ice
forges to create the magical weapons needed by the tribe.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;"><b>Suvoen:</b>
Rangers, born singing the whales holy songs and must learn their
tribal tongue as a foreign language. They are raised by other suvoen,
and travel with the whales as soon as they are old enough. Main duty
is to travel on top of the ice, searching for enemies that might
strike at their people or the kapuntuc. Often set up small trades or
try to discover anyone other than the dragon-bears that hunt the
kapuntuc.</span></div>
<div class="western">
<br /></div>
<div class="western">
<span style="font-size: 11pt;"><b>Basic
Belief: </b>The tunnels are theirs alone. Believe that all people need a
territory and will go out of their way to avoid trespassing, but they
want the same isolation and respect for their tunnels. Otherwise they
are extremely reclusive, and though will help innocents or weak
individuals, they rarely share their information about anything
beneath the ice.</span></div>
<br />
<div class="western">
* * * * * * * * * * * * * * * * * * <br />
<br />
Sollus - According to local tradition, sollus stone is part of the broken sun that was destroyed. Casting a simple light spell is enough to provide a gentle heat for a few months. Very valuable.<br />
<br />
Spires - Mile high plateau islands<br />
<br />
Wastelanders - Nyssian term for barbarians who hunt the icelands<br />
<br />
Blue Magic - All items blue coloured have the healing property. </div>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-67807860819274946542019-03-20T06:42:00.003-07:002019-03-20T06:42:40.472-07:00Kazeen Hound - Psionic Blink Dog<br />
They are essentially golden haired psionic blink dogs.<br />
<br />
<br />
Kazeen Hound - Psionic Blink Dog<br />
Creature<span style="white-space: pre;"> </span>CR3<br />
NG Medium Magical Beast<br />
Init +3 Senses Darkvision 60 ft.; Perception +6<br />
<br />
DEFENSE<br />
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)<br />
hp 34hp (4d10+12 con)<br />
Fort +7, Ref +7, Will +4<br />
Defensive Abilities DR 3/Evil<br />
<br />
OFFENSE<br />
Speed 50 ft.<br />
Melee Bite +5 (1d6+1)<br />
Special Attacks Sneak Attack +2d6<br />
<br />
STATISTICS<br />
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 14<br />
Base Atk +4 CMB +5 CMD 18<br />
Feats Track, Iron Will, Run<br />
Skills Sense Motive +5, Perception +10, Survival +10<br />
<br />
ECOLOGY+<br />
Environment Kazurn Plains<br />
Organization Solitary, Pack (4-16)<br />
Treasure Value Standard<br />
SPECIAL ABILITIES<br />
<br />
Ability (Ex)<br />
Natural Blink (1=Front, 2-3 Right Flank, 4-5 =Left Flank, 6-8 Behind - Usable once every round<br />
<br />
Kazeen hounds are medium sized, golden coloured canines gifted with psionic abilities. They are usually found in the icy Kazurn plains, but they originate in the Tallene spirelands. These beasts use their abilities to help good aligned creatures out of danger, protecting weaker beings from monster ambushes. They are psionic Nyssian versions of Blink Dogs, and many good aligned adventurers seek them out as companions.<br />
<br />
These hounds teleportation abilities are legendary and are perhaps the fastest animals in terms of ability to travel from one location to another. They have a Master Teleportation ability they use if they are at less than 20% of their maximum hp.<br />
<br />
Psionics: PSPs: 50, DC: 13 + (1d8) level; 4th level Psions<br />
<br />
Powers: Adrenalin Control, Catfall (80 ft), Heightened Senses, Immovability, Life Detection, Dimension Door, Energy Adaptation (Cold, 10 dmg), Aversion (Baying). Master Teleportation (Focus, 5th lev)<br />
<div>
<br /></div>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-34901102782234673372019-03-20T06:41:00.001-07:002019-03-20T06:41:59.449-07:00Quators - Tenderfoot HalflingsIn the Spirelands, many nations and cities rise and fall, and empires that once stood strong for a hundreds of years are now forgotten. One of the few exceptions to this, is Hegemony, a nation state that was made up of Phaetox and Minotaurs, seeking a stable lawful state a chaotic land. It rose to prominence, as the city became a haven for many outcasts who were looking for a place to call home. But it was a group of Tenderfeet (halflings) that came to lead the city in defenses that many still recall. While weak individually, they excelled in hit and run tactics in small groups. They remain fiercely loyal to the ideals and to the city itself.<br />
<br />
The phaetox and minotaurs still reside in the city and keep their vows yet while some still believe in the lofty goals their collective loyalty often lie elsewhere. The Quators still believe in the nation and maintain the continual defense of the cities. The reside in the orange grasslands that surround the city, as there are a dozen villages of less than a hundred halfling inhabitants.<br />
<br />
Quatorian (Tenderfoot Halfling)<br />
Small fey, chaotic good<br />
<br />
Armor Class 17<br />
Hit Points 51 (7d8 + 7)<br />
Speed 20 ft., swim 20 ft.<br />
<br />
STR 9 (+0)<br />
DEX 19 (+4)<br />
CON 13 (+1)<br />
INT 10 (+0)<br />
WIS 15 (+2)<br />
CHA 13 (+1)<br />
<br />
Skills Stealth +8, Acrobatics +5, Animal Handling +5, Knowledge (Nature) +5, Perception +5; either Persuasion +6 or Survival +6<br />
Condition Immune to Perception & Identification Spells<br />
Senses passive Perception 15<br />
Languages Common, Sylvan<br />
Challenge 3 (700 XP)<br />
<br />
Invisibility: When not wearing medium or heavier armor, and more than 40 feet from an opponent, they gain +10 to their stealth checks<br />
<br />
Blasting Arrows: When with 5 or more other Quatorian Halflings shooting missile weapons at the same, at the same victim, they gain +1 in damage for each arrow that hits. Must be lead by a 6HD or higher leader.<br />
<br />
ACTIONS<br />
Multiattack. The Quatorian makes two attacks with their dagger or sling.<br />
<br />
Trip or Disarm: A Quatorian gains +4 on attempts to either trip a medium sized or disarm them.<br />
Every Quatorian must specialize in one of these specialized attack routines.<br />
<br />
Defensive Bonus Quatorian's gain +6 (instead of the standard +4 bonus) to avoid being tripped<br />
<br />
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-70495135913739616582019-03-20T06:41:00.000-07:002019-03-20T06:41:44.169-07:00The Two Solitudes <br />
Two great solitudes exist in my game world: one is of the sollus and the other, the spires. More than eighty per cent of all people of the domain live in one of these two ways. They are less regions but ways of life. <br />
<br />
In the exodus, people abandoned their towns due to the great Tyrant purge, when for a period of two hundred and fifty relentless years the tyrants attempted to obliterate all civilization. The people fled to every corner of the domain, searching for sanctuary. In the north, the people found the spires. These are enormous stone plateaus many more than a mile high, whose top is protected from the cold. They have long been found in the winded canyon, formerly areas inhabited by the animals or flying beasts. With the help of rangers and others, the people soon began to find them everywhere in the north, as if awoken from a slumber by the pleas of the people. Using spell, rope and flying beast, the people reached the top. Once they did, the people claimed it as their home and defended it as their own. Space and ecology was severely limited, and the balance was so delicate, no spire could support more than fifty thousand inhabitants and most far fewer then that. Thus each spire became a island nations, inwardly focused and shut off from the rest of the world.<br />
<br />
As refugees found one spire inhabited, it was easier to travel to the next spire rather than fight the defenders of a spire. Yet this protection limited themselves in other ways. Each spire became inwardly focused, and survival of their people meant they turned away from a greater ideal. Each became an island, of one people, of one culture, and they cared little to travel. Most became self sufficient, and dared not risk the wrath of either the tyrants or the raiders by traveling the wind-torn land. The vast number of spires, scattered over the entire north of the domain, ensured survival for many species. The tyrants cared little for individual scattered villages, unable to raise an army to threaten them. <br />
<br />
Separated by distance, unable to travel, isolated from everyone else, the races became vulnerable to each other. Orcs, Salamanders, Minotaurs, and others banded together to raid spires. Though not easy or quick, over time, the lone spires always fell to the battle hardened ways of the sell-swords. The people may have been protected from some of the evils of the domain, but danger was everywhere...<br />
<br />
In the south, survival took on another means. The Lyrrian elves first used their magic to protect not only their forests, but also the newly arrived immigrants that came to their forest for protection. Even with the help of their fey allies, the people were still vulnerable to the whims of the terrible tyrants, who attacked the settlements without fear of retaliation. Their problem was two fold. Not only must they defend against the tyrants, but also the cold and ice prevented traditional methods of livelihood. The people could struggle to do one, but against these two foes ensured eventual doom.<br />
<br />
It took hundreds of years before some unknown wizards or priest discovered a simple solution. A common stone, sollus, long used to light underground corridors provided heat and protective glow, but it did not burn. Using simple magics, the magic of the stone was enhanced providing this warmth to a much larger area. The elves gathered this stone, and raised it in towers, which provided enough warmth to grow shum and shul. With this basic need taken care of, the elves, along with their humanoid allies united to fight the tyrant raids. Though they could not defeat the army of tyrants they were able to put them to a stalemate, and give them enough time to grow and able to face the next invasion. <br />
<br />
Over time, the use of this warmth stone changed people's lives. It became the center of all civilization. Provided just enough warmth to grow the basic foodstuffs, and enabled the people to fight rather than continually flee the tyrant attacks. The exodus was finally ending. Yet, this lifesaver came at a terrible price. Simple spells could enhance the heat and the radius of the sollus, but they also decayed the stone. With a finite life, cities could be held prisoners of their own supply. And the cold could over-take them once again, so the people warred over this simple stone. A delicate balance now exists, but people have fought a multitude of wars, as each group has fought for supremacy and control of the sollus. Empires have arisen and fallen. Even now war can emerge from seemingly ancient grudges, but the people have always found ways to unite once again, either from an outside force or from an enemy in their own presence. Life continues.<br />
<br />
There are many cities and races that use sollus, but two major paths exist. The first is represented by Greater Lyrria in the center of the domain, near the great elven forest of Lyrria. The second is a human dominated area known as the old south. This was actually the last region believed to use sollus stone. So close to the tyrant' s home, these people knew they must be united. The military became core, and the people tempered by fear and discipline built a mighty nation, Mandos, has existed for thousands of years. The battle-king is chosen from the warlords, but his rule is absolute when he has rule. And thus the oldest continual nation and culture still flourishes, thus the name - the old south. Thus the two extremes. Either a strictly lawful and well-defined culture of respect and order, seeing themselves as a united people or a chaotic mish-mash as many peoples fight for the stone in games of strength and bloodshed. The Old South was homogenous, and they kept to old traditions to keep the focus alive.<br />
<br />
These are obviously not the only places, but it is where and how most races survive. A few isolated valleys are protected from the cold in other ways. Some have ancient forest spirits keeping the cold at bay. In the far west, the Sea of Stones is devoid of all cold and ice, a jungle paradise as many believe, but worship the great enemy – the dragon. And Phastia, an ancient nation that in an attempt to defeat the cold brought unending heat and fire, ravaged by their own pride. Shaer-Lai is on another continent, a land some call Asian, but it fell a long-time ago, now it is merely a dead land, with undead princes bickering with few living Samurai there to serve them.<br />
<br />
Yet life, in this land continues. Through the cold or the worst of the tyrant purges, the struggle of life in all of its various forms continues.GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-85968974634603441692019-03-14T06:01:00.000-07:002019-03-14T06:01:06.018-07:00The Beast without Beauty<br />
Have been doing fey write-ups for a while. This isn't one I've used, but will slip into one of my games as a cursed Lord. In my game world, he has met a "Beauty" many times, but one hasn't fallen for him yet, so he is cursed to continue doing his duty - protecting the nearby villages.<br />
<br />
<br />
The Beast CR 10<br />
XP 9,600<br />
LE (LG) Medium outsider (native, shapechanger)<br />
Init +9; Senses darkvision 60 ft.; Perception +14<br />
<br />
DEFENSE<br />
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)<br />
hp 115 (10d10+60)<br />
Fort +9, Ref +12, Will +8<br />
DR 10/Blessed Silver; SR 25<br />
<br />
OFFENSE<br />
Speed 40 ft., Running on all fours - 50 ft<br />
Melee Two Claws +16/+11 (1d10+4/ X3, 15–20)<br />
Special Attacks Detect thoughts, Cursed Charm<br />
<br />
Spells Known (CL 7th, Sorcerer)<br />
3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)<br />
2nd (7/day)—web, invisibility, minor image<br />
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image<br />
0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation<br />
<br />
STATISTICS<br />
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17 / 5 (see below)<br />
Base Atk +10; CMB +13; CMD 29<br />
Feats Combat Expertise, Dodge, Improved Critical (Claws), Improved Initiative, Power Attack<br />
<br />
Skills Bluff +20, Diplomacy +16, Knowledge (Local) +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Knowledge<br />
Languages Common, Infernal, Undercommon, Angelus<br />
SQ change shape (true self, animal form)<br />
<br />
ECOLOGY<br />
<br />
Environment Property<br />
Organization solitary<br />
Treasure Triple (art, gems, other treasure)<br />
<br />
SPECIAL ABILITIES<br />
<br />
Detect Thoughts (Su) The Beast can detect thoughts as per the spell of the same name (CL 18th). He can suppress or resume this ability as a free action. When he uses this ability, on his property, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.<br />
<br />
Cursed Charm (Su) When near either females or anyone he has an attraction towards, the beast loses all charm and civility, as he can do little but roar out words and commands. If forced into a conversation treat the Beast as having a 5 in charisma. Attraction is used not just sexually, but those he either wants something from or is obligated to.<br />
<br />
Change shape: The Beast has three forms, human, as a humanoid beast similar to a werewolf and a wolfhound. He has no control of what he changes into. Normally he will patrol as a wolf for speed, but if he needs to confront foes, he will change to the werewolf form. Only alone, does he change back into human.<br />
<br />
* * * * * * <br />
The Beast is a cursed liege who is doomed to protect his crumbling castle and lands from invaders. Once thought that the kiss of a beautiful woman could cure the curse, but this has failed many times. He has lived at least three lifetimes, and none remember his true name, most just call him The Beast or Lord. He appears as a hairy beastly monstrosity, with horns, long ears, sharpened claws and fur.<br />
<br />
He still feels the call of his homeland, and every night he patrols the small villages around his keep. Outsiders he believes is a threat he will tear apart. In these nights, away from his keep he radiates a Lawful Evil alignment. Yet, when inside his keep and is peaceful, he has a good alignment. Those who know his tale believe this was his original alignment, as he doesn't hurt anyone unless they try to steal or hurt those under his protection.<br />
<br />
What few realize is that inside his castle, he transforms back into his human self until he is called back into action. He does not communicate with anyone, and if he is seen or spoken to, he will change back into his Beast form in a mere moment. On occasion he will use his magic to animate dishes or other household items so that he can amuse himself or guests. While he does not engage visitors, he will sometimes allow visitors to stay a night or two in the castle, as long as they don't steal or break the many artefacts inside. If ever asked why he was turned into the Beast, he simply says that he failed, with no further details.<br />
<br />
Even if the Beast is killed in battle, he re-appears back at his castle within two weeks. There is something keeping his spirit bound to the land. He is given respect by fey and outsiders that go through his property. He has access to a teleportation circle, magical labs and prison.<br />
<br />
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-62822093402466091992019-03-13T04:47:00.000-07:002019-03-13T04:47:22.800-07:00Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.<br />
<br />
<b>Rokan</b><br />
<br />
Small Size Magical Beast<br />
Hit Dice: 82 hp (11d8 + 33 con)<br />
Initiative: +9 (small), +2 (Large)<br />
<br />
Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)<br />
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18<br />
Base Attack/Grapple: +3/+10 (Large form only)<br />
Attack: Bite+11 (2d6+5) (Large Size only)<br />
Special Attack: Grapple +15 (3d6) (Large Size only)<br />
2nd Special Attack: Back Slap +10 (2d8+5)<br />
Base Atk +12 CMB +10 CMD 25 (Small)<br />
<br />
Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric<br />
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)<br />
Saves: Fort +10 Ref +12 (+8 when large) Will +3<br />
<br />
Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size<br />
<br />
Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)<br />
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion<br />
<br />
Environment: Magical Nexi or Evil Temples<br />
Organization: Solitary<br />
Challenge Rating: 12<br />
<br />
Treasure: Double Standard<br />
Alignment: Neutral Evil<br />
Advancement: by character class (always Sorcerer)<br />
<br />
<b>Radiate protection from Good 20 ft radius</b>: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.<br />
<br />
<b>Aura of Fear</b>: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.<br />
<br />
Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;<br />
<br />
The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.<br />
<br />
They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.<br />
<br />
<b>Combat</b>: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.<br />
<br />
They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.<br />
<br />
<b>Typical Spells </b>as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*<br />
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile<br />
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate<br />
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch<br />
4th level: Shout, Bestow Curse, Stoneskin<br />
5th level: Dismissal, Feeblemind<br />
6th level: Disintegrate (item only)<br />
<br />
<b>Set Form</b>: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.<br />
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GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-12775596067451806262019-03-12T05:49:00.000-07:002019-03-12T05:49:52.685-07:00Plague Rats – Prestige class of the city of Shenth I have wanted to have a prestige class like this one for awhile. It's specifically only for one area of my game world, the city that once contained a plague that can never be fully eradicated. It exists just beneath the surface, with these rats doing what they can to treat the victims and ensure fewer people are infected.<br />
<br />
Plague Rats – Prestige class of the city of Shenth. Named for the rats that carry the deadly plague that once nearly destroyed the city, but have been a constant threat for more than three hundred years. More than half of the members are dwarfs, as they were the ones who originally contracted the disease. They are honoured, despised and pitied by the other citizenry at the same time; these exterminators are needed, but due to the ever-present rotting smell emanating from them, they are more like a secret cabal of the near damned, tolerated as long as they are far away.<br />
<br />
Unlike other prestige classes there is only way to join this group; contract the disease. Most people who contact this disease never become plague rats, but the plague carriers when they originally contracted the disease do not resist the contagion, thus their bodies adapts to become stronger with the disease than it ever did before. Most carriers never advance in the prestige class, but they can to enable them use the effects of their disease to their advantage.<br />
<br />
Appear as a common person of their race, except they have small red boils on their hands that flare up and drip blood when they are scared or sick. When first infected these boils appear through-out their body but then settle down over a few weeks time as their body adjusts.<br />
<br />
Hit Dice: D6 (unless their previous class is higher)<br />
Requirements: To qualify to become a plague rat is to either roll a one on a saving throw or to deliberately forego a saving throw<br />
Class Skills: as original class<br />
Weapon and Armor Proficiency: as original class<br />
Saving Throw: Advance as original class<br />
Spells: If they previously had spells, they advance<br />
<br />
1st level: Plague Carrier; Detect Disease; +1 charisma to infected<br />
2nd level: Recognize stage of Disease; speak with animals; +1 level in all abilities of original class 3rd level: Absorb Disease; +3 charisma to infected; +1 level in all abilities of original class <br />
4th level: Transmit Disease ; +1 level in all abilities of original class <br />
5th level: Adapt Disease; +5 charisma to infected; +1 level in all abilities of original class <br />
<br />
<b>Plague Carrier</b>: The individual is infected with the Shenth plague, and outside of divine intervention, they will always carry the plague within themselves. A carrier never suffers ill effects from the plague. They are passive carriers, as anytime a previously unexposed humanoid touches the individual; they must make a Fort save vs DC 2 to avoid catching the plague. If they pass this saving throw, they are immune to the disease, if they fail, see the Shenth plague entry.<br />
Those who pass take an immediate -2 on their constitution and charisma for the next six hours. Those who fail their saving throw slowly starts to blossom with the red boils, and must make a DC 16 every day or suffer -1 cumulative charisma and constitution until either reaches 5, then they reverse and slowly increase to its natural point.<br />
<br />
<b>Detect Disease</b>: per the spell in the player’s handbook; as an innate spell.<br />
<br />
<b>Charisma bonus</b>: The infected will automatically recognize a carrier, and will respond positively to him or her, gaining extra bonuses as they increase in level.<br />
<br />
<b>Recognize Disease</b>: Plague rats may make a spot check (DC 12) to determine if someone has been affected by the disease, how long they have had it and at what stage of infection they are in.<br />
<br />
<b>Speak with Animal</b>: used primarily to speak with the rats that inhabit the lower levels of the city<br />
<br />
<b>Absorb Disease</b>: Upon laying their hands on an individual affected by the plague, they are able to cure the inflicted and remove the plague from anyone except another plague rat. Any charisma loss however is permanent. If someone doesn't want to be cured, they cannot be cured through this method.<br />
<br />
<b>Transmit Disease</b>: While plague rats are always passive carriers, at this stage, a plague rat can infect others with the plague with full effects without touching them. Those whom the plague rat wishes to infect can be within forty feet and the plague rat can see them. Upon two rounds of concentration, the victim must make a Fort DC 15 or be affected with the disease.<br />
<br />
<b>Adapt Disease</b>: Perhaps the most insidious of all their powers, at this stage, the plague rat can adapt the disease so that it will affect one type of creature. So, they can change the plague to effect elves or giants only. It takes ten minutes of uninterrupted activity to adjust their body chemistry. They use this so they can more easily blend in.<br />
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GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-45839272510065500302019-03-11T06:16:00.000-07:002019-03-11T06:16:19.253-07:00Shenth - Free City in the Sea of StonesOne of the first cities I tried to create. It's an area that I have used in stories, but never long, as a starting point, a place to hire a ship or get their mission. Shenth has a long stories history but its also in the centre of trade, pirating and war in the Sea of Stones, in the between two major nations. <br />
<b><br /></b>
<b>Shenth </b>- Free City in the Sea of Stones<br />
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<b>Population</b>: 300,000 (275,000 on the cliff-side) <b>Distribution</b>: Human 70%, Dwarf: 20%, Minotaur 4%, Various remainder<br />
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<b>Official Rule</b>: Towerocracy, Influenced by the High Nobility<br />
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<b>Unofficial Rule</b>: the Ring: a group of wealthy Tharon merchants who attempt to keep the city goods flowing freely to ports outside of Tharon control.<br />
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<b>Current Mayor</b>: Lord Alexander Valdreth (Human Noble, Known patronage to the Ring & church of Keran)<br />
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<b>Well Known City Features</b>: Barracks, Noble Estates, Bridge Arena, Docks, Lifts, Sanctuary of the Pains, Open Market, Old Districts, Silent Graveyard, Dwarven Baths, The Solomo Library, Unicorn’s Garden<br />
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<b>Towers</b>: Sorrow, Song-House, Stars, Seed, Law, Wyvern, Guild, Bell, Pleasure, Clock<br />
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<b>Obelisks</b>: Keran, Japeth, Quanna, Casna, Orelleo, Holon, Horned One, the Pains, Shi-Lo<br />
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<b>Temples</b>: Rosetti & Keran<br />
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<b>Unofficial and Unsanctioned History</b><br />
<b><br /></b>
<b>Rule</b>: The six high noble families maintain control of much of the cities wealth and military. However, more than seventy years ago, in 956 AT, during an attack with the Tor’ecke charr tribe, the nobles once again faced with rebellion due to taxation. To stop civil war they gave each of the guilds (or towers) a seat at the counsel table. In return for their loyalty and fees, each of the major towers have a vote on city issues. The mayor is determined by the noble families, and it is he that determines his deputies as well as having veto power (anything less than 80% can be vetoed by the mayor.) While a tower-master may be voted as mayor, it is extremely unlikely. The current mayor is Alexander di Valdreth.<br />
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<b>History</b>: It is best known for a Plague spread by the water rats infecting all areas of the city. A small group of its citizens regularly patrol and kill the many rats or other small animals. It is also the primary reason why the city knights are permitted to deal with the Lower Citizens with brute force, for suspicion of carrying the Plague.<br />
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<b>City Features</b><br />
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<b>Noble Estates</b>: lands to the west of the city, on a out crop that holds each of the high nobles estates. Each is a sprawling mansion with other buildings that are rigidly patrolled by the individual nobles private armies. Only individuals with connections to the nobles are allowed entry, upon pain of arrest during the day. Those found wandering at night are killed or captured on sight. Each of these estates function as a small town, having almost all of the necessary requirements for daily life, except of course for certain luxuries and services. Five of the six noble families have their estates here, as well as four other recognized lesser nobles but still wealthy families.<br />
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<b>Bridge Arena</b>: In the shadows of the largest lifts, this arena was created during the epidemic as a way of proving their worth and health before enter Cliffside. Now it is used by gladiators to prove their prowess in battle. Each week on Sword Day (every 9th day in the 10th day week) , fantastic non-lethal battles occur to determine favour of the nobles, as well as to allow the common citizenry to gamble. The current champion is: Vuneros (Minotaur, 16th level fighter,) who has won more than twenty battles for House Xannos. Any kind of battle is allowed, including magical duels, but these are especially rare. Entry fee is 1sp.<br />
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<b>Dockside</b>: The lower area of the city. Twelve large wharves converge, allowing up to two hundred ships to dock at one time. Mostly dwarves, minotaurs and humans are in this section of town, but criminals and other unmentionables also inhabit this terrible place. There are few patrols that occur in this section of the city, as guardsmen are often ambushed. Most merchants have their own private mercenaries to ensure safe passage of goods. Anything illegal can be found here, if you know where to look. Only the bravest, most foolish or the most poor would dare stay at one of the lousy inns in this section of the city at night, knowing they could be stolen away or used in dark, esoteric rituals/<br />
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<b>Lifts</b>: cranes that lift merchandise and people the two thousand feet from the docks into the Cliffside. Minotaurs and ogres are the most common wheelmen, who physically turn the gigantic elevator cranks; however, there are also three magical lifts. The standard lift cost is 1sp per pound for merchandise or 3gp (flat) for living creatures. This is the most common form of taxation in the city. Nobles do not have to pay for their merchandise, as all own their personal or family lifts, also, many towers control their own lifts, so their members do not have to pay. There is usually a one to three hour wait for a lift. The crane guild runs 13 out of 16 lifts, but they do not own them.<br />
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<b>Sanctuary of the Pains</b>: While many other areas of the Sea of Stones have suffered from the De'Sh Plague, no other location has had to deal with the disease like this city. It has found peace, and this is<br />
a monument and hospice to the sacrifices and torments of the plague victims. Up to 100 infected can wait here until their symptoms are cured; this usually takes anywhere from 1-3 months. The cost is free, but it is also mandatory on order of the city counsel. There is always between 10-20 plague carriers here, waiting to help the infected, share their knowledge as well as destroy any rats or any other animal carrier. Sorkasin (Male Dwarf Monk / Rogue) is the current leader of this group. He also acts as the unofficial speaker of the dockside to the counsel.<br />
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<b>Open Market</b>: An area outside of the gates on the Cliffside, where trade is brisk and rumored as brutal. Officially since the market is outside the city, it is also outside of the city control. Anything goes here, at least in theory, and the City Knights continuously warn those who do use the market of buyer beware. Unofficially, the trade is cheaper, of a higher quality, and safer than anything found inside the gates. The merchants want to build the trade, and go out of their way to ensure quality and repeat business. While they should be left alone by the City Knights, they are harassed continuously. The city resents this growing form of trade done outside of their hands.<br />
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<b>Tower of Sorrow</b>: There is no graveyard in the city rather one enormous mortuary called the Sorrow Tower serves the purpose. It is just inside the western gate, very near the noble estates. It is run by the Sorrow Guild, who are professional morticians, mourners & undead slayers. Typical burial costs 1sp, but the services range up to 500 gp, depending upon the status of the individuals involved. Most of the guild are 3rd to 5th level experts (morticians) but up to 10% of the guild are adventuring classes, who actively hunt undead. It is the only known Sorrow Guild that do not have Jackalla serving there, visitors from away find it highly suspicious, but they suffer from the vile plague in the city.<br />
The current speaker of this guild is Morven Kul-lutho (Human Male, 11th level Rogue, CE) a quiet, insensitive, bald man who was once a famous slayer. He demands absolute loyalty from the undead slayers in his command, and he meets his followers in absolute darkness to hear their reports and speaks only when he has to.<br />
His current lover, Rebbinna de Fluer (Female Half-Elf, 7th level Bard, NG) is known to many of the noble classes as a dirge singer and her services are well sought out by mourning familes. She is respected by the city guards, nobility and undead slayers alike. Some believed she must be charmed to willingly stay with this unkind, unsophisticated bastard.<br />
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<b>City Tower</b>: Beside the obelisk of Japeth, this is the building that holds a majority of both the knights and weaponry. While not over-imposing, what few citizens realize is that the majority is underground, in caverns that were once home to lizardith lands. Patrols are organized on the sea, in the sky, on land and below it. Specialists serve five days a month, in order to avoid paying taxes. Bureaucrats also work here, but jammed into rooms and many are forced to change on a monthly basis - records are never a priority.<br />
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<b>Solomo Library</b>: This is an arcane library, one of the oldest in the Sea of Stones. This guild has unsurpassed danger and certainly not a safe place for beginning students. While there are many rumours of what goes on here, there is one thing that is understood by the wizards, the city nobles are to remain unharmed. What research or trade happens here is unimportant to the nobles, as long as they remain in the seat of power. Wizard wraiths apparently watch all activities and do not hesitate to kill those who break this one law. Spell-casters of all manner come here, if they can either gain the attention of another wizard of their exploits, or simply find one to bribe. There are known celestials and demonic figures who inhabit the tower, neither able to exit by any typically known means. All outsiders who find their way here are controlled via a powerful geas to serve as teachers and guides for a quota of their time. Another item of great mystery is how the wizards choose a speaker to represent their interests, some say it is done by intrigue and murder, while others say it is done by chance. Either way, their speakers rarely hold their job for more than three years before they are replaced by another. The current speaker, or Solomo as they call themselves, is Vule-Anne (Female Elf) who is remarkable for her beauty as well as a pink pseudodragon familiar who travels with her and seems to know dirty limericks that amuses everyone who hears it. The library itself does not sell magical items, however, individuals may sometimes accept commissions to create scrolls or potions.<br />
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<b>Unicorn’s Garden</b>: A glade of tremendous beauty and solace; it is the circling garden surrounding most of the cliff side city. This is one of the few places of comfort to the citizens, and many peoples come here to find comfort among the chaos. The small forest was once home to a wondrous unicorn druid that helped the citizens during the early Cliffside years. This place is a favorite among the nobles, children and workers alike who come here to cavort. There is believed to be a fey gate located here, although, it’s location seems to change on a weekly basis. A small group of rangers meet here daily to discuss issues of the outside world. Patrols in and around the garden were once common, but they have learned to stay clear of the place since many city knights have become permanently lost if they harass some of the fey or other visitors. Rumors abound of a healing fountain that can heal anything short of a death and this is why the nobles vigorously help to defend it from development. Abby-Gail (Female Charity) is a bard and generous benefactor who spends much of her time among the fey and others here. She is an excellent source of knowledge, and helps good aligned adventurers willing to help the poor in the city.<br />
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<b> Local Terms</b>:<br />
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Push-Off: *&$#-off, or jump in a lake would be the equivalent; meaning, leave me alone or I’ll push you off the cliff<br />
Hares: Widows who reside in the city<br />
The Mazes: somewhere you don’t want to be i.e. the plague mazes at port-side<br />
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<b> Local Organizations</b><br />
<b>The Ring:</b> a group of Tharon merchants who throw around coin to keep slaves & drugs running into their home bases. They maintain a strong pirate tradition that is officially illegal – unofficially, they control the waters so the Shenth merchants don’t have to.<br />
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<b>Merchants of Flesh</b>: Necromantic organization based in the port-side, who create fleshings (lesser golems) to sell to the highest bidders. While not illegal, it is distateful and nobody readily admits to using these beings in their crypts. Yet many nobles and merchants alike use them as they are incredibly loyal and you don't have to feed or pay them.<br />
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<b>4th Finger</b>: A strong mercenary group that hires mostly Minotaurs for protection work (some say extortion) to help defend Tharon and other visitors to the city. They are a big hit at the arenas. They are named after a Sea of Stones faerie tale about only needing a giants’ 4th finger to accomplish a task.<br />
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<b>The Grey</b>: A wizard organization that helps promote magic outside of Tharon, or, that is what they claim. They have often raised small groups of soldiers to help rescue each other. They have a small tower in the edge-side, where they can look down at two of the magical lifts that they control.<br />
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<b>Sons of Honour</b>: Tharon and Lazell men of stature who are pushing for union of the two nations. They are good aligned, and have loose connections with the good aligned churches.<br />
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<b>Greater Noble Families</b><br />
<b>House Xannos</b>: A family of wizards & warlocks, known for their brutal slayings of the father (per Tharon tradition.) Their grey-black cloaked wizards have long been seen cavorting in the darkness of the Solomo Library, and most years they have at least one of their members in the seat of honour there. They have worked with many faiths over the years, but work with Keran only when the money pays well. It is unknown if they have a primary business anymore, as they are fabulously wealthy and do not seem to need to work to maintain their power. The current speaker for this house is Thalos di Xannos, a powerful wizard who specializes in force magics.<br />
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<b>House Lothan</b>: There was a time whenever anybody thought of the port-side, they thought of the Lothan. These were the ultimate sailors and traders that took a terrible beating during the last plague. Just as they have always done, they have emerged in a great spectacle, as they sponsored several large expeditions to Zale in Phastia. The current leader is Lemm di Lothan (Human Male, 12th lev Rogue, CE) – a fat, lazy man who seems to have the knack for knowing which boats to sponsor and which ones to turn down. But there might be more to this dullard than appears, as he was mugged more than a year ago and took out four assailants himself, before going back to drinking his shum.<br />
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<b>House Vadash</b>: This family has long been the whispered threat that would attempt to take over the city. While the other families have their area of interest, the Vadash has theirs in a little bit of everything. Their soldiers guard four of the major gates, and having 3 of the current four generals of the city, they essentially control the barracks as well. Yet, they also have a string of wizards and priests under the family banner, let alone the monks and thieves. This family openly deals with the Keranic faith and is not afraid to make demands of the church. Evelynn dem Vadash, (Priest of Keran, Female Tiefling) has lead this group within the city for over 100 years, and doesn’t look like she has aged a day. Rumours abound of her fathers heritage, but her mother was the last speaker who groomed Evelynn for her position.<br />
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<b>House Honour-Heart:</b> The honours are perhaps the only saving grace this city has had in the eyes of the good aligned. They have remained to the ideals of Quanna, despite living in one of the bleakest places in the Sea of Stones. While others might see their position as hopeless, they have won many battles versus evil and corruption in the city, and just the fact that the city hasn’t become a province of Tharon shows this to be true. Their speakers are chosen for a five year period, and then are elected among their kin – the only family to chose their leader in this way. The current speaker is Corven Honour Heart (Paladin, Knight of the Gold Sash / City Knight, Human Male) who is an elderly devout man who spends as much of his time at the obelisk of Quanna as he can, neglecting family business to be among the faithful. Nobody questions him, as he has earned this in his long quest for both his city, his faith and his family.<br />
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<b>De Fluer (Flower): </b>Powerful merchant family based in Shenth. They are nationalists who resent Tharon intrusion, although they stop short of calling for violent action. They are calling for the city to look into making allies with the Chavon elves, others call this too dangerous and a way to aggravate the Tharons. Cuzzel de Fleur has recently come to his post as leader of the clan, as his father was killed in defense of their merchant dealings.<br />
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<b>Lesser Nobles </b>(17 families of wealth or distintion)<br />
<b>Di Fitzens</b>: Notorious land-owners who at one time controlled up to 40% of the property of the city. They have a strong allegiance to the Shion Cult (Thief guild.) The current leader, a notorious pirate in his earlier years is Troi di Fitzens and is known to be ruthless in all his dealings.<br />
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<b>Di Corrovel</b>: House of Dwarven merchants, well connected in the Tharon Empire<br />
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<b>Di Neicht</b>: Human Tharon exiles, who are openly promoting building the Shenth dominion, unlike most of their kind who believe that Shenth should remain as-is.<br />
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<b>De Butelle</b>: Merchants who have connections with several aquatic races. Many of their kind have mated with sea elves. Lasai de Butelle (Sea-kin) is known for her famous songs about the tragedy of war and the harshness of the sea.<br />
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<b> Religious Groups</b><br />
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People all over the realm worship the same deities, some by different names, but the portfolios and basic principles remain the same. The most typical religious structure is an obelisk, which is devoted to a deity or in rare cases an ideal such as freedom or prosperity. Not just symbolic, obelisks are literally the source of all magical energy in the domain - if no obelisks stood no magic energy would be available, for clerics. wizards or any classes.<br />
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There is often no official group that holds services at obelisks, rather recognized people of good standing give a sermon or speech every ten-day / week. Followers need to go to an obelisk or give offerings on a specific basis but not necessarily attend service. Most people are pagan, showing respect to a deity if an issue or problem they face falls under their portfolio. Many clerics can worship one or many deities, paladins worship only one and the majority follow Japeth.<br />
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Temples are the largest religious structures, and these have followers that serve the deity in set manners and customs. These do have a set organization dedicated to running their daily and weekly activities unlike the obelisks.<br />
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This is the only Rosetti temple in the sea of Stones and one of the largest Keranic temples. Those who serve or pay tithing to Keran, do so to alleviate cursing or potential evil prospects. Many widows, prostitutes and unwed mothers offer gifts of service to Lady Love (Rosetti), but always discretely at night. Officially any widows from city sanctioned battles may reside here free of charge if they have children.<br />
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Keran, LE God of Night and Fright, Evil - Sacrifice to alleviate fear & Nightmares<br />
Japeth: LG, God of Bravery, Patron of Paladins - To plan strategy and for personal courage<br />
Quanna: LG, Goddess of Light - Followers look to for guidance in fealty and matters of conscious<br />
Casna: LN, Lord of Laws - Enforce rigid laws and organization, or to help change persecution<br />
Orelleo: CN, Lord of Travel and Trade, Patron of Businessmen and Sailors- To plan trips, especially long voyages<br />
Holon: N, Sacred One, Druid Patron For fertility, sicknesses, grow plants and animal health<br />
Horned One: LE, Minotaur God of Strength, Battle and Fertility - Before Battle, especially duels<br />
The Pains: NE, Goddesses of Suffering, Torture and Sickness - Offer to alleviate symptoms<br />
Shi-Lo: LN, God of Contemplation, Patron of Martial Arts - Monks are his faithful<br />
Rosetti: N, Goddess of Love, Romance and Beauty - personal matters or issues of infidelity<br />
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<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-64324631783419108222019-03-09T06:50:00.000-08:002019-03-09T06:50:09.360-08:00Fesh Swamp EncountersThe Fesh Swamp lands is located in the Northern Veck, an area that once supported multiple large communities of various humanoid populations, half of them trading with each other, the others always looking for ways to gain military advantage. When the Creeping initially happened, few understood what it meant, and didn't put up any resistance because they didn't realize the threat nor did they know what they stood against.<br />
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The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.<br />
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Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.<br />
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A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.<br />
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Fesh Encounters<br />
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d%<span style="white-space: pre;"> </span> Result<br />
01 Creeping Doom (DC 12 or 15 or 18+)<br />
02 Vanglore (Humanoid shapeshifters, #2-8, 3+, LE)<br />
03 Aranea<br />
04 Green Render (as Grey Render with camoflage, )<br />
05 Lizardith, Civilized #2-9, HD 2 or 3, Align LN (85%)<br />
06 Muter<br />
07 Winged Monkey<br />
08 Basilisk<br />
09<span style="white-space: pre;"> </span> Cultists (Stone, Snake, Tentacle, Web, Vine) # 2-5, HD 1-3, Human or Lizardith<br />
10 Abandoned Site (home belonging to a farmer, recluse, witch, seer, artist)<br />
11 Dead (true) hammered to tree or chained down<br />
12 Blue Bees # 9-16, HD 2<br />
13 Oxylla 2d12<br />
14 Green-skinned Swamp Beavers<br />
15 Tenderfoot #2-9, HD 2 or 3, Align NG (85%), Patrol<br />
16 Trap (Pit, Falling Logs, Falling Net)<br />
17 Tree-Giant (1d3), As cloud Giant<br />
18 Small Stream (Entryway, , Road)<br />
19 Minotaur 2d2<br />
20 Camp Site ( # 5-20, Any Primary)<br />
21 Ogre #2-5, HD 3-5, Align LE (85%)<br />
22 Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)<br />
23 Satyr<br />
24 Jackalla (2d4, Undead Patrol)<br />
25 Otyugh<br />
26 Card Soldiers<br />
27 Goblins<br />
28 Doscilli<br />
29 Vined Soldier<br />
30 <span style="white-space: pre;"> Holy Site (80% Obelisk, 20% Church, Any non-evil)</span><br />
31 Wood Statue (25% Wood Golem)<br />
32 Ood <br />
33 Pool (10-20 ft radius, 100 ft depth)<br />
34 Giant Snake ???<br />
35 <span style="white-space: pre;"> </span>Clockwork (1d6 Fighter 2-4th level; Align LN)<br />
36 Dianoga<br />
39 Dire crocodile 1d3<br />
40 <span style="white-space: pre;"> </span>Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)<br />
41 Chund<br />
42 Assassin Vine<br />
43 Synast with 2-5 Servants<br />
44 Shambling Mound<br />
45 Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)<br />
46 Razorvine<br />
47 <span style="white-space: pre;"> </span>Piercer (10d10), over a 30 - 100 square ft radius<br />
48 Swarm (Bat, Rat, Leech, Stirge)<br />
49 Bugbear<br />
50 Faeire Stone or Flower Circle (Nymph, Pixie,Grig)<br />
51 Skin Devils<br />
52 <span style="white-space: pre;"> </span>Troll (2d5)<br />
53 Little Piggies<br />
54 Chuul<br />
55 Lizardith, Savage #2-9, HD 2 or 3, Align LE (85%)<br />
56 <span style="white-space: pre;"> </span>Wrapping Deaths (Psi-Cloakers) 2d5<br />
57 Giff (2d5, HD 3+, LN)<br />
58 Girallon<br />
59 Boggards 2d6<br />
60 <span style="white-space: pre;"> </span>Lepers or Refugee Camp (20-70, HD 1-2, N)<br />
61 Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??<br />
62 Primal<br />
63 Spectator (see below)<br />
64 Jawatha <br />
67 Large Hanging Web-Coccoon<br />
68 Tame<br />
69 <span style="white-space: pre;"> </span>Sinking bog hole (DC 13)<br />
70 Patrol Camp Site (# 11-30, Level 1-3, Any Race)<br />
71 Tennianos<br />
72 <span style="white-space: pre;"> </span>Jungle Elf (2d4 , Level 2-5, NG)<br />
73 Gammorec (2d4 , Level 2-5, NE)<br />
74 Nyssian Imp<br />
75 Shal<br />
76 Owlbear<br />
77 Sharavan<br />
78 <span style="white-space: pre;"> </span>Escaped slaves (#2d8, Roll Below, N, )<br />
79 Dire crocodile 1d3<br />
80 <span style="white-space: pre;"> Slaver Camp (</span># 11-30, Level 2-3, Any Race)<br />
81 Ferrasil (Green Minotaurs, N, #2-8, HD 3+)<br />
82 Psider<br />
83 Vottinna<br />
85 Green slime<br />
86 Green Hag<span style="white-space: pre;"> </span>CR 5, NE<br />
87 Lamia<br />
88 Hag<br />
89 Manticore (1d2)<br />
90 Large Bridge<br />
91 Spirit naga<br />
92 Callanna<br />
93 Undead, Carcass #2d6, NE, HD 1-3<br />
94 Black pudding 2d4<br />
95 Lillend<br />
96 Prickett<br />
97 Coatl<br />
98 Sylph or Dryad<br />
99 Ravok<br />
00<span style="white-space: pre;"> </span>Ogre-mage<br />
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Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,<br />
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec<br />
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<br />
Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.<br />
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01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie<br />
02-04 Lizardith, Savage - Spears<br />
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4<br />
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds<br />
07 Elf, Jungle Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers<br />
08 Ogre #1d4, 3+ HD, LE<br />
09 Ghoran - Sentient Plant Humanoid<br />
10 Changeling- Small fey that can use magic<br />
11 Thorne-Kin<br />
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts<br />
13 Leshy Small, plant humanoids, druidic, wonderful planters<br />
14 Clockwork- Sentient, Free-thinking Machines<br />
15 Jackalla-Jackal Headed Humanoids, Undead Hunters<br />
16 Troll<br />
17 Quillian - Quill throwing Porcupine Humanoids<br />
18 Elf, Jungle***<br />
19 Leaf-Kin Sentient plant humanoid<br />
20 Tenderfoot - Halflings<br />
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21 Callanna</div>
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22 Gammorec</div>
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23 Satyr</div>
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24 Giant</div>
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-77948010504606543992019-03-01T04:34:00.000-08:002019-03-01T04:34:03.735-08:00Battle Mage: The Mandorrian War Wizard. One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.<br />
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<b>Battle Mage: The Mandorrian War Wizard. </b><br />
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<b>Role</b>: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far. <br />
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<b>Requirements</b>: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos<br />
May be either Wizard or Sorcerer<br />
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<b>Hindrances</b>: Cannot gain or replace a familiar if they do not have one<br />
Can cast spells from no more than four spell schools<br />
Can know no more than eight spells per level<br />
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<b>Benefits</b>: Automatic access to the War Domain; treat as arcane spells<br />
<span style="white-space: pre;"> </span> Use d6 for hp; Gain Saving Throws as spellcaster<br />
Gain proficiency of all simple Martial Weapons<br />
Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills<br />
Gain new Spells and spell level as per their Caster Level<br />
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<b> Abilities by Battle Mage Level</b><br />
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1st Wear padded armor without Arcane Spell Failure Gain +1 Level<br />
2nd Wear leather armor without Arcane Spell Failure Gain +1 Level<br />
3rd Wear studded leather without Arcane Spell Failure Gain +1 Level<br />
4th Gain Endurance and Diehard Gain +1 Level<br />
5th Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat<br />
6th Wear chain mail or breastplate without Arcane Spell Failure Gain +1 Level<br />
7th Wear splint mail or banded mail without Arcane Spell Failure Gain +1 Level<br />
8th Inscribe Spell-Gem Gain +1 Level<br />
9th Wear half-plate without Arcane Spell Failure Gain +1 Level<br />
10th Craft Magic Arms and Armor Gain +1 Level<br />
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Endurance & Diehard: Per standard PhB<br />
Inscribe Spell-Gem: Per Nysarian Meta-Feats<br />
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.<br />
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<b>War Domain</b>: May switch a memorized spell with a war domain spell at will<br />
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1 Magic Weapon<br />
2 Spiritual Weapon<br />
3 Magic Vestment<br />
4 Divine Power<br />
5 Celestial Strike (stats as Flame Strike)<br />
6 Blade Barrier<br />
7-9 Player Option for what War Spells to be added<br />
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-70707230001140685042019-02-28T06:28:00.000-08:002019-02-28T06:28:07.844-08:00Gravity Domain<b id="docs-internal-guid-a5b7a61c-7fff-7972-332a-b96c449b2fde" style="font-weight: normal;">Can't really remember if I posted this before. But here we go!</b><br />
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity Domain</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Granted Powers</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">: You can increase or decrease an object’s weight by 50%; you can use these abilities a total number of times per day equal to 3 + your Charisma modifier.</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">0. </span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Minor Gravity Resistance</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">1.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Delay Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">2.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Increased Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">3.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Negate Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">4.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity Arc</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">5.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Null Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">6.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Centre of Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">7.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Reverse Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">8.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity’s Full Weight</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">9.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity Well</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Minor Gravity Resistance</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 0, Sor/Wiz 0</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 free action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (100 ft. + 10 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller freefalling object </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 round/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">An object no heavier than ten pounds will float in midair. The caster can move the object by grasping it and moving it normally, but when they take their hand off the item, it will stay put. If another creature moves the object, it will move as normal, but, the spell end. Used by some spellcaster while drinking in pubs, or for reading spells from scrolls.</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Delay Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 1, Sor/Wiz 1</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 swift action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (100 ft. + 10 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller creature </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 round/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: Will negates (harmless)</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell leaves the target hanging in midair, for the subject is temporarily immune to the effects of gravity. Unless they are able to touch an object to direct their movement, or until acted upon by another creature or force (rope, weapon, etc) the subject is unable to move from their suspended position. </span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Increased Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 2, Sor/Wiz 2</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (100 ft. + 10 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller freefalling object </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 min/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: Will negates (harmless) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell increases the effects from gravity, making it difficult to move. Any creature that fails it's saving throw, will have their movement reduced by ten however it can never less than 5 ft per round. It also imposes a -5 skill penalty on all movement or dexterity based skills. All missile attacks will likewise take a -2 penalty during this period. The caster affects an additional person for every three caster levels.</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Negate Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 3, Sor/Wiz 3</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S, M </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Close (20 ft. + 5 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller freefalling object </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 10 min/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell negates gravity, or more specifically the effects of weight on any one object or all objects within a 10 feet radius as designated by the caster. The original weight affected can be no more than 100 pounds per caster level. The spells seems to be designed to assist adventurers in the looting of lairs. This spell will not reduce weight for the effects of other spell limits, such as the listed weight for teleportation. Objects affected by this spell also inflict no damage if thrown or if it falls on a creature. The material component for casting this spell is a one pound or heavier paperweight which is destroyed in the casting.</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity Arc</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Telekinesis</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 4, Sor/Wiz 4</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 swift action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (100 ft. + 1 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller object </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 round/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: No</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell enables manipulation of a moving object’s gravity by increasing or decreasing its speed. If an item is sped up, such as an arrow or rock, the damage inflicted is multiplied by 1.5 and any reflex save to avoid is increased in difficulty by +4. If used to slow an item down, it will either half damage or add +4 to a reflex saving throw as the danger becomes much easier to avoid, whichever the manifester chooses. Only objects, which have no natural means of movement, can be affected by this power, living creatures, undead or constructs are immune to the effect. The caster can affect any one object for the duration of the spell; but if they do so, they are unable to cast another spell that round as it requires all of their focus. </span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Null Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 5, Sor/Wiz 5</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (100 ft. + 1 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Area: Up to one 10-ft. cube per two levels (S)</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 min/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: No </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell creates an area where the effects of gravity are nullified, there is no up or down in this area of weightlessness. Objects less than twenty pounds, not affixed will start to float upwards. Creatures immediately feel lighter in weight, they gain +20 to all movement based skills (jump, climb, balance, etc). Creatures who jump for height reach their maximum height but will then hang in the air. Creatures moving in a downward direction have the effects of a featherfall spell on them. If caught midair, they are affected as if a delay gravity spell has been cast on them. While useful in an outdoor setting, inside a building or in an underground setting the spell is devastating effect; as characters can jump off the walls or ceiling, using their momentum to inflict greater damage, or to attack and then jump upwards to get away! </span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Centre of Gravity</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 6, Sor/Wiz 6</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S, M </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Medium (200 ft.+100 ft / 3 levels higher than 12) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Area: Up to one 10-ft. cube per two levels (S)</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: 1 round/level</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None; see text</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: No</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell changes the flow of gravity, instead of everything falling down, objects “fall” towards a centered point of gravity as defined by the spellcaster at the rate of 60 feet per round, even if they have to fall upwards to do so. This point must be a stationary point or person within the range of the spell. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens.</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Creatures gain their size adjustment to resist the effect of this spell. </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">If this spell is centered on a person, the subject gets a will save to avoid the effect. If cast on a creature, the feel no negative effects from gravity, however, they will take 1d10 damage from random debris hitting them. If weapons or animals fly towards them, adjudicate normally. </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">The spellcaster is immune to the effects of this spell for the first round only, after that point however, they can grab onto an object to prevent themselves from falling. Bracing yourself and not moving will give a +4 to a creature’s reflex saving throw. Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check. Creatures who can fly or levitate can keep themselves from falling; but if they move more than 1/3 their normal fly speed, they must make the save.</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">There is nothing intrinsically dangerous or lethal about this spell, creatures or objects are simply forced to move towards the center of the gravity well; however, a cunning a spellcaster will position the centre of gravity down a pit where spikes, poisonous snakes or much worse awaits. </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">The material component for casting this spell is a small iron ball which is dropped; when the ball hits the ground the spell is cast. If the ball is caught or is prevented from hitting the ground/floor, the spell is effected negated.</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Reverse Gravity</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">:</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> 7th lev Spell (see SRD for more details)</span></div>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity’s Full Weight</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 8, Sor/Wiz 8</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S, M </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: Close (20 ft. + 5 ft./level) </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Targets: One Large or smaller freefalling object </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: Permanent</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: Fort Negates</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell increases a creature and all the objects they weigh 500%, preventing most creatures from either using weapons or even moving. This spell is often cast when their target is in water or ice, causing them to crash downwards. The material component for this spell is a bullette scale.</span></div>
<b style="font-weight: normal;"><br /></b>
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<span style="background-color: transparent; color: blue; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre;">Gravity Well</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Transmutation</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Level: </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-size: 8pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Clr 9, Sor/Wiz 9</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Components: V, S, M </span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Casting Time: 1 standard action</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Range: 300 ft radius</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Duration: Three Rounds</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Saving Throw: None; see text</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Spell Resistance: Yes</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">This spell changes the flow of gravity, similar to centre gravity, except the new gravity point is within a planar gate, and anything that fails their saving throw gets thrown into a random spot on a new plane as designated by the spellcaster. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens. Creatures who can fly or levitate can gain no advantage from their flight. Creatures gain their grapple size adjustment to resist the effect of this spell.</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Characters bracing themselves and not moving will give a +4 to a creature’s reflex saving throw. Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check to avoid being lost to the force of gravity. The spellcaster and anyone touching the spellcaster for the full three rounds are immune to the effects of this spell; but if the touch ends for a moment, the creature must make a saving throw as normal. </span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">The material component for casting this spell is a small ball comprised of a material from the plane that the spell would send their victims to, otherwise, this spell material works the same as the centre gravity spell. </span></div>
<b style="font-weight: normal;"><br /></b>
<br />
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">-------------------------------------------</span></div>
<br />
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">On a sidenote, I used swift action and not free action because of a decision my players and I made together. Spells, like featherfall, should be considered swift, because you can cast them when it’s not your turn but this also prevents you from being able to cast more than one spell a round. If the general feeling among the critics on this board is that it should be left as a free action, I will make the change!</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 9pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><br /></span></div>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-13629314463351357832019-02-28T04:35:00.000-08:002019-02-28T04:35:39.750-08:00Chavon (Wild, Jungle or Green Elf) Green-skinned & haired wild elf<div style="margin-bottom: 0cm; page-break-after: auto; page-break-before: auto;">
These are the Jungle elves native to the Sea of Stones location in my game world. Seen as savage by settled peoples, as they disdain organized culture or societal trappings. While allies say they reject anything that brings harm to the environment, others say it's just as much about boredom and repeated foibles. They ally to those who adventure and fight the same causes as themselves. While many have magical skills they are more renown for their skills with bow and forest subterfuge.<br />
<b><br /></b>
<b>Chavon (Jungle Elf)
</b></div>
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Medium Size Humanoid
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Hit Dice: 2d8 (10 hp)
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Initiative: +2
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Speed: 30 ft
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AC: 16 (+2 Dex, +4 leaf armor), 12 touch, 12 flat-footed
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Base Attack/Grapple: +2 / +2
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Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
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Full Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
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Space/Reach: 5 ft / 5 ft
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Special Qualities: Chavon Traits</div>
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Saves: Fort: +2, Ref: +3, Wis: +1
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Abilities: Str 12, Dex: 15, Con: 10, Int: 12, Wis: 10, Cha: 13
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Skills: Climb +4, Perception +5, Perform (Sing and Dance)
+5, Hide +5</div>
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Feats: Weapon Focus (Bows)
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Environment: Sea of Stones
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Organization: Hunting Party (11-20) or Tribe (100-400)
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Challenge Rating: 1+</div>
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Treasure: Standard
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Alignment: Usually Chaotic Neutral (40% tend toward Good)</div>
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Advancement: By character class
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Level Adjustment: +1
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Base Level: 2 HD, Typical NPC Level 5-8 HD<br />
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<i>Your compatriots are already dead, pierced by a dozen arrows from
this deadly green skinned archer.</i></div>
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<i><br /></i></div>
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Slender, green skinned elves that live in the jungle forests of the
sea of stones. Most wear green camouflage clothing or cloaks covered by leaves and other foliage to better their subterfuge. Most have dark green skin, and light green hair.<br />
<br />
Elusive and extremely chaotic, they shun laws or anything else that attempt to
control or enslave others. Their society rejects permanent settlements preferring to live as nomads, in harmony
with nature and their animal cohorts. Most tend to be vegetarians, but they as a society allow the individual to choose - this is the same as all other important life choices.</div>
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Their enemies call them savage but their allies see them
as a graceful and loving people who openly display emotions and never hesitate to fight for
the causes they believe in. The Chavon don war-paint, leafy armor and sing wondrous battle cries before
combat, after combat or when involved in any major activity.</div>
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The Chavon have many more children in comparison with other elven-kin but oddly baby elves have never been seen. Many outside the tribe believe the young are the spirits of the fallen reincarnated within the forest, another theory is that they are actually plant humanoids and are grown in the ground as pods until old enough to walk. They will often welcome the children of allies or even their foes into their tribe, until they are claimed or ready to make a decision. Chavon strongly value the option of choices over any specific one.<br />
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One of the few elven peoples that have both barbarians and spell-casters in their families, most societies tend to go one way, but the Chavon believe it is best for the individual to chart their own course. Their light green skin is a result of both their eating habits and rituals - most go to a dark tan if removed from their jungle environment. Lighter skinned elves will change colour if they live with the Chavon and follow the same rituals, tactics and eating habits.<br />
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<b>Combat
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Chavon have many tactics, but they often mesh illusions, animal
companions with the use of their
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bows for lightning fast guerrilla strikes before retreating to safety.
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<b style="font-family: 'times new roman';">Chavon Racial Elf abilities by level</b><span style="font-family: "times new roman";">:</span><br />
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+2 Dexterity, +2 Charisma, –2 Constitution: Elves are fast in body and spirit, but their physical form is weaker.<br />
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Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.<br />
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Normal Speed: Elves have a base speed of 30 feet.<br />
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.<br />
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Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.<br />
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Elven Sharp-Eye: Elves receive a +2 racial bonus to confirm critical attacks on archery style attacks<br />
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Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.<br />
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Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word "elven" in its name as a martial weapon.<br />
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Languages: Elves begin play speaking Common, Fey and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Gnoll, Gnome, Goblin, Minotaur, and Phaetox for any extra languages<br />
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<span style="font-family: "times new roman";">Optional Bonus for all Chavon *</span><br />
<span style="font-family: "times new roman";">1st level: Treat as fey if a spell or effect is beneficial to fey, otherwise as humanoid</span><br />
<span style="font-family: "times new roman";">1st Level: Immune to charm person spells</span><br />
<span style="font-family: "times new roman";">1st Level: Gain +5 on Perform or Stealth Skill Checks</span><br />
2nd Level: Jump (level X 10 ft; total excess distance they can jump per day)</div>
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3rd Level: <span style="font-family: "times new roman";">+1 </span><span style="font-family: "times new roman";">/ level </span><span style="font-family: "times new roman";">to survival checks in Jungle Forest</span><span style="font-family: "times new roman";"> </span><span style="font-family: "times new roman";"> </span><br />
4th Level: Cat Climb & Cat-Fall (level X 20 ft / HD); +3 to confirm critical attacks with bow</div>
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6th Level: +20 to hide checks in <span style="font-family: "times new roman";">Jungle F</span>orest (when not in medium or heavier armor)</div>
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8th Level: Non-Detection in <span style="font-family: "times new roman";">Jungle </span>Forest areas; +6 to confirm critical attacks with bow</div>
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10th Level: Freedom of Movement in <span style="font-family: "times new roman";">Jungle </span>Forest areas</div>
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If these optional abilities are gained, they are +1 ECL; if they are not taken +0 ECL </div>
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Favored Classes: Barbarian, Bard, Druid, Ranger, Rogue, Sorcerer, Wizard
(Illusionist or Enchanter).
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GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-19392411813802667272019-02-26T05:21:00.001-08:002019-02-26T05:21:07.439-08:00Stone Ball (Round Puppy)Stone Ball (Round Puppy)<br />
<br />
Medium-Size Elemental<br />
Hit Dice: 1d8+3 (7 hp)<br />
Initiative: +1<br />
Speed: 50 ft.<br />
AC: 15 (+3 Dex, +2 Natural), touch 5, flat-footed 5<br />
Attacks: Smash +3 melee<br />
Damage: Smash 1d6+1<br />
Face/Reach: 5 ft. by 5 ft<br />
Special Attacks:<br />
Special Qualities: Blindsight, Immune to Mind Effects<br />
Saves: Fort +2, Ref +0 Will +0<br />
Abilities: Str 12, Dex 12, Con 16, Int 4, Wis 10, Cha 13<br />
Skills: Survival +8<br />
Feats: Sniffing (+5 to survival checks involving tracking a living creature)<br />
Climate/Terrain: Any land or Undearearth<br />
Organization: Solitary<br />
Challenge Rating: 1<br />
Treasure: None<br />
Alignment: Always neutral (80% tend towards NG)<br />
Advancement: By Class (Bard, Fighter, Druid, Artificier)<br />
<br />
While not particularly large or threatening, this is a perfectly round stone ball that is mentally attached to an owner, usually a spell-caster and circles its owner looking for playtime. It barks and sniffs like any puppy, except this is a stone sphere. It fiercely protects their owners, just like a puppy would.<br />
<br />
If mentally questioned, it has the intelligence and interests of a standard puppy, protecting its owner, playtime and treats. It seems to be from the elemental plane of earth, but no one is quite sure how it comes to be a spell-casters familiar.GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-18074801195351502522019-02-25T04:45:00.003-08:002019-02-25T04:45:50.608-08:00Spirelands Wizard Prestige Class<br />
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<span style="font-family: Georgia, Times New Roman, serif;">One of the first Prestige Classes I created more than ten years ago, as apart of a whole group of spell-casters based on their region of origin. Inspired by a image I saw long ago of a spell-caster surrounded by magical energy which in my gaming vernacular is called frequency.</span></div>
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<b><span style="font-family: Georgia, Times New Roman, serif;"><br /></span></b></div>
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<b><span style="font-family: Georgia, Times New Roman, serif;">Spirelands Wizard Prestige Class</span></b></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Role</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:</span></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">
</span></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">The
frequency flows wild in the spirelands, and the rise and fall of the
magic influences those who practice the art. The energy you need to
cast your spells is all around you, and you can quickly gather the
energy in many differing ways. Some directly tap into the frequency,
others use their own stamina or power – but all for the same deadly
effect.</span></span></span></span></span></span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">Spire
wizards have great flexibility in their craft, but this comes at a
tremendous price, spire wizards cannot subtly cast spells, it is an
obvious to anyone in the area. </span></span></span></span></span>
</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;"><b>Requirements</b></span><span style="font-size: x-small;">:
Spellcraft +5; Knowledge (Local - Spirelands) +5</span></span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;"><b>Hindrances</b></span><span style="font-size: x-small;">:
</span><span style="font-size: x-small;">Summoning
magical energy is an obvious act, unable to surprise anyone. </span>
</span></div>
<div style="margin-bottom: 0cm; margin-left: 1.27cm; text-indent: 1.27cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">Cannot take a familiar. </span>
</span></div>
<div style="margin-bottom: 0cm; margin-left: 1.27cm; text-indent: 1.27cm;">
<span style="font-family: Georgia, Times New Roman, serif; font-size: x-small;">Never learn to scribe scrolls</span></div>
<div style="margin-bottom: 0cm; margin-left: 2.54cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">May
not take other meta-magic feats until they master this style</span><span style="font-size: x-small;">
</span>
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;"> </span><span style="font-size: x-small;">All
spells have a somatic component</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;"><b>Benefits</b></span><span style="font-size: x-small;">:
</span><span style="font-size: x-small;">May use
whichever is higher (Int, Con, Cha) to determine spell effects. </span>
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;"> </span><span style="font-size: x-small;">Use
no spell components until 7</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level (Class level)</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">1</span><sup><span style="font-size: x-small;">st</span></sup><span style="font-size: x-small;">
level: Concentration +1 / level. </span>
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">2</span><sup><span style="font-size: x-small;">nd</span></sup><span style="font-size: x-small;">
level Hear Frequency</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">3</span><sup><span style="font-size: x-small;">rd</span></sup><span style="font-size: x-small;">
level: Extended Casting I (First level spell only)</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">4</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Ignore Lesser Injury</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">5</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Silent Spell</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">6</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Extended Casting II (Second level spell only)</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">7</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Ignore Greater Injury</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">8</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Craft Talisman</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">9</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Extended Casting III (Third level spell only)</span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="font-size: x-small;">10</span><sup><span style="font-size: x-small;">th</span></sup><span style="font-size: x-small;">
level: Recapture Spell</span></span></div>
<div align="LEFT" style="background: #ffffff; border: none; font-style: normal; font-weight: normal; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; text-decoration: none; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Concentration</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
Spire wizards are deeply focused on their magical craft, thus they
gain +1 per </span></span></span></span></span>
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="color: black;"><span style="text-decoration: none;"><span style="font-family: Georgia, Times New Roman, serif; font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">level
on their ability to concentrate on spellcasting.</span></span></span></span></span></div>
<div align="LEFT" style="background: #ffffff; border: none; font-style: normal; font-weight: normal; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; text-decoration: none; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Hear
Frequency</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
You hear the magical frequency, and are aware of magic in all its
forms at all times. You are not always able to recognize the type of
magic beyond arcane, divine or psionic. If it is an obvious magic, no
action is needed, otherwise simple concentrattion is enough.</span></span></span></span></span></span></div>
<div align="LEFT" style="background: #ffffff; border: none; font-style: normal; font-weight: normal; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; text-decoration: none; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Ignore
Lesser Injury</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
Can ignore the pain caused by lesser injuries (max 25% of their hp)
able to cast a spell normally without making a concentration check
once a day.</span></span></span></span></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Ignore
Greater Injury</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
Can ignore the pain caused by significant injuries (max 50% of their
hp) able to cast a spell normally without making a concentration
check once a day.</span></span></span></span></span></span></div>
<div align="LEFT" style="background: #ffffff; border: none; font-style: normal; font-weight: normal; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; text-decoration: none; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Extended
Spell-casting I</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
If able to spend one minute per spell level, a spire caster is able
to slowly build up the energy before casting. By casting in this way
they do not lose the magical energy impression in their minds, thus
they do not lose this spell from their current spell repertoire. If a
wizard in under duress, they are unable to benefit from this effect.
Likewise, if they are interrupted at any point while preparing to
cast, they lose the benefit and the memorized spell.</span></span></span></span></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Silent
Spell</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
Per standard feat</span></span></span></span></span></span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><b>Craft
Talisman</b></span></span></span></span><span style="color: black;"><span style="text-decoration: none;"><span style="font-size: x-small;"><span style="font-style: normal;"><span style="font-weight: normal;">:
Per Nysarian meta-magic feats.</span></span></span></span></span></span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><br />
</span></div>
<div align="LEFT" style="background: #ffffff; border: none; line-height: 100%; margin-bottom: 0cm; orphans: 2; padding: 0cm; page-break-after: auto; page-break-inside: auto; widows: 2;">
<span style="font-family: Georgia, Times New Roman, serif;"><span style="color: black;"><span style="font-size: x-small;"><b>Recapture Spell Energy</b></span></span><span style="color: black;"><span style="font-size: x-small;">: Once a day, if able to make a Spellcraft check (DC 15+ level of spell X three) they are able to recapture spell energy that they have already cast.</span></span></span></div>
<br />GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-12848683785547338632019-02-24T08:31:00.001-08:002019-02-24T08:31:42.686-08:00Neth Canyon, Encounter Table Plus HistoryThis is an area I haven't fully explored in game. I know it is apart of a once prosperous mining area that helped support a formerly strong military operation. The Phaetox (Lawful, Flamed Winged Humanoids that are incapable of lieing) were in wars with the miners after they realized it was a lost cause, but I haven't determined exactly why - yet. There are lots of people struggling to earn a living, they are extremely hostile to anyone trying to steal their claims. Some monsters are frozen both in Callite (think Calcium), Ice or something else.<br />
<br />
Most times this is simply a launch-off point for adventurers, asking to ferry or protect miners either going in or going out of the canyon..<br />
<br />
<b>Neth Canyon</b><br />
<br />
The Neth is a legendary dangerous mining region in the the Sal-Venth region within the Lower Spirelands. It was once apart of the Cortezan Empire, as one of several prosperous regions that had strong regional representation on the Corzan High Counsel. Once the wars with the Phaetorox peoples began, taxes and militarization increased to continually beef up defenses. At some point the valleys Drel mines no longer turned a profit, as the cost of patrols far exceeded what could be culled from the mining and most of the operations slowly shut down.<br />
<br />
Individual mining groups persisted for a long while, hoping to strike a Drel vein so rich that it could be maintained but none did for long. It is a place where many believe a fortune can be made, if they are lucky enough or quick enough or can elude the patrols. But others - old soldiers and miners alike, believe the danger is never worth it, as the Phaetox are relentless, and execute anyone they find. The Phaetox state their reasons plainly without passion, having settlers in these canyons cause them problems. They certainly know the usefulness of Drel, and in the past fortunes were made but their people pay the price for the miners disturbing the lethal havar and are no longer willing to pay the high price, so they do what must be done to shut all operations down.<br />
<br />
Yet, while large operations shut down, small groups still go into the valley looking for veins or lost stockpiles of both minerals and other stuff. Even more bizarre, because of it's long continual history of mining, this is one of the places most known by planar travelers, so it is one spot outsiders can come as it is on their (outdated) astral maps. They often come into abandoned towers for a few weeks, rest up, resupply and then head out again. All obelisks in the valley are larger, more complex with significantly more potential for arcana than average ones found in most cities. .<br />
<br />
Multiple small towns still eke out a living, trading and supplying the carvans or traders that still go into the valley. Many are independent, run by those who reside there, they strongly avoid entanglements with larger empires or nations . No empire technically runs the land but the local Phaetox Vuvarix try to control travel what goes into and out of the valley but unless trouble happens leave well enough alone.<br />
<br />
<b> % Finding</b><br />
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">01-02 </span><span style="font-family: "times new roman"; white-space: pre-wrap;">Undead (See Table Below)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">03-04 </span>Verrik <span style="font-family: "times new roman"; white-space: pre-wrap;">(1d3, 4-6 HD, LE or LN)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">05-06</span><span style="font-family: "times new roman"; white-space: pre-wrap;"> Jackalla (2d5, 4-6HD, LN)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">07-09 </span><span style="font-family: "times new roman"; white-space: pre-wrap;"> Giant (1d3, Cloud or Ice)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">10-12 Wagon (80% Derelict, 20% Damaged)
13-14 </span>Goblinoid <span style="white-space: pre;"> </span>(40% Bugbear, 60% Goblin; 2d6)<br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">15-16 Tame (1-2)
17-20 Clockwork (2-4; Miner or Defender)
21-22 Elemental Wave (1d3, Medium to Large Elementals)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">23 Black Spectator (Usually 4-5 eyes, # 1-2)
24-25 Chund (5-8)
26-27 Manticore (1-2)
28-30 Harpy (1-2) or Gargoyles (5-8)
31-32 Minotaur Gang (3-4)
33-34 </span>Slassan Hunters<br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">35-36 Ice Hag
37-39 Miner Camp (11-20, Roll on Humanoid Table)
40-46 Bandits (11-20, Roll on Humanoid Table)
47-60 Patrol (11-20, Roll on Humanoid Table)
61-62 Merchants (21-40, Roll on Humanoid Table)
63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">69-70 Lycanthrope (Bear, Boar, Tiger, Wolf)
71-72 Ter Falcanna or Griffon
73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph)
77-78 </span>Cyclops<br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">79-80 Wyvern or Ythrak
81-82 </span>Harrid<br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">83 Snow Cloakers
84-86 Displacer Beast
87-88 Ogre (3-4)
89-90 Grey Render
91-92 Ice Piercers or Other Hazard *
93-94 Psider
95-96 Callanna
97-98 Lillend or Ramadeen
99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table)
101-104 Small Village (Humanoid, 50-200, roll on humanoid table)
105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table)
109-114 Bandits (Neutral or Evil; Roll on Humanoid Table)
115-120 Religious Procession (11-20; </span><span style="font-family: "times new roman"; white-space: pre-wrap;">Roll on Humanoid Table</span><span style="font-family: "times new roman"; white-space: pre-wrap;">)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">121-130 Circus or Band (31-50; </span><span style="font-family: "times new roman"; white-space: pre-wrap;">Roll on Humanoid Table</span><span style="font-family: "times new roman"; white-space: pre-wrap;">)</span><br />
<span style="background-color: transparent; font-family: "times new roman"; vertical-align: baseline; white-space: pre-wrap;">131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6)
140+ Abandoned Drel Mine Site; Roll on Humanoid Table;
</span><br />
<div>
<span style="background-color: transparent; color: black; font-family: "times new roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div>
<span style="font-family: "times new roman"; font-size: 12pt; white-space: pre-wrap;">Roll % dice, add to the last number rolled.</span><br />
<span style="background-color: transparent; color: black; font-family: "times new roman"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">After you roll over 80, start again at 0 Base</span><br />
<br />
<br />
<b><u>Humanoid</u> </b><br />
<b>Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12</b><br />
2-4. Dwarf (LN, # 11-20, CR 2+)<br />
5-6. Lizardith <span style="white-space: pre;"> </span>(N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)<br />
7. Ratfolk (CR 1+, N, # 9-16, Small Rat like humanoids)<br />
8. <span style="white-space: pre;"> </span>Gnomes <span style="white-space: pre;"> </span>(CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)<br />
9. <span style="white-space: pre;"> </span>Githzerai <span style="white-space: pre;"> </span>(NG; 50% Warriors; 50% Monks, 2d4)<br />
10-11<span style="white-space: pre;"> </span>Elven Patrol (CR 5+, N(G), # 12-18)<br />
12-13 <span style="white-space: pre;"> </span>Fey Band (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)<br />
14 Clockwork<br />
15 -17 Phaetox Patrols (LN, #5-8, Lev 2-4)<br />
18 <span style="white-space: pre;"> </span>Tengu Traders CR 2+, N(E), # 1-10<br />
19. <span style="white-space: pre;"> </span>Human Traders CR 5+, N, # 11-30<br />
20. Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)<br />
<br />
21. Catfolk, <span style="white-space: pre;"> </span>(CR 2+, N, #1d8)<br />
22. Shabti CR 1+, N, #1d3 Golden Humanoids, reborn<br />
23. Nagaji CR 1+, LN, #5-8 Reptillian Snake Humanoid<br />
24+ Charr CR 1., CN, #1d8 Ritually scarred humanoid<br />
<br />
<br />
<u>Undead</u><br />
2 Wight<br />
3 Wraith<br />
4 Ghoul or Ghast<br />
5 Shadow<br />
6 Corpse Wraith<br />
07-10 Cadaver *<br />
11 Mummy (CR 4 - as Swamp Mummy)<br />
12 Necrocraft<br />
<div>
13 Unfinished *<br />
14 Flesh Ghoul<br />
15 Restless - Undead Template (Roll on Humanoid Table)<br />
16 Jackalla (Undead Hunters, 1d3, 4-6 HD, LN)<br />
<br /></div>
</div>
GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-63848485220942778982019-02-23T07:02:00.000-08:002019-02-23T07:02:04.006-08:00Moss DryadThis is the below earth version of the dryad, that resides in caverns beneath the earth. Many are found on the edges of dwarven territory and use their skills to help good aligned beings, that are either lost or adventuring.<br />
<br />
Moss Dryad<br />
CG Medium Sized fey<br />
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10<br />
<br />
DEFENSE<br />
<br />
AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)<br />
hp 33 (6d6+12)<br />
Fort +5, Ref +9, Will +7;<br />
DR 5/cold iron<br />
<br />
OFFENSE<br />
Speed 30 ft.<br />
Melee Dagger +7 (1d4) or Short Sword (1d6)<br />
Range: Bow +7 (1d6)<br />
Space 10 ft.; Reach 5 ft.<br />
Spell Like Abilities as 9th level Druid<br />
Constant - Speak with Spider (touch)<br />
At Will - Mushroom Shape, Meld with Walls<br />
3/day - Charm Person, Entangle (vines), Walk thru walls - 1 minute slow absorption<br />
1/day - Web<br />
<br />
STATISTICS<br />
<br />
Str 10, Dex 19, Con 15, Int 14, Wis 12, Cha 16<br />
Base Atk +3; CMB +13; CMD 22 (26 vs. trip)<br />
Feats Gret Fortitude, Weapon Finesse, Stealth<br />
Skills Climb +9, Craft (Wine or Sculpting)+11, Escape Artist+15, Handle Animal+10 (+18 for spider and kin), Knowledge (Nature)+11, Perception+11, Stealth+15, Survival +8<br />
Languages Common, Fae and Dwarf<br />
<br />
ECOLOGY<br />
<br />
Environment Any Underground<br />
Organization solitary or pair<br />
Treasure Standard<br />
<br />
Mushroom Shape: Can affect a mushroom by boosting its efficiency by 50%, either increasing its size, taste or other qualities<br />
<br />
A Moss Dryad is an underground version of the Dryad fey that resides in forests. This fey is a bit more quiet and reserved, as they are often near horrific monsters who are constantly hunting & killing. They maintain a distance from the evils while engaging in their fun.<br />
<br />
They are usually dressed more conservatively, in grey robes, that covers their body and hair. When they are comfortable and feel safe they often disrobe to hop into warm baths. They have bright green hair, eyes and fingernails. Most try to maintain a pale white skin, but it is difficult as they need an equal measure of both sunlight and moonlight. They are often gifted magic items from adventurers they help, so most will have magicked daggers, bows or armor granting devices.<br />
<br />
Moss Dryads require a bed of moss, but since few know much about the plant that grows almost everywhere their presence can be missed for years before they are ever noticed. Moss Dryads maintain good relationships with a variety of creatures, not just good or neutral aligned ones. While generally peaceful, many Moss Dryads have gone on sprees of retaliation on vile residents of the caves if their friends are killed.<br />
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GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0tag:blogger.com,1999:blog-206338900772048893.post-7569648533754868112019-02-22T04:50:00.000-08:002019-02-22T04:50:26.555-08:00The Narox: The Warring Spires<br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">This is probably the default mini-setting in my world, a wild place where no one is in charge, lots of </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">races bundled together, old empires, and new ones always bumping into each other. Celestial, demonic,</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">and just plain weird shite is crammed in here, struggling for dominance. </span></span><span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">The Narox: The Warring Spires</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Located</b>: Northeast of the free Chavox to the most westerly spires of the Tyrant Wastes</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Rule</b>: None. It is a broad land open land that have spires, huge mile high bolts of rocks that are essential </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">land islands high above the cold wastes.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Description</b>: This land is the opposite of Lyrria in which a large numbers of various races live side-by-</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">side in relative harmony. Here various groups exist over a huge geographic region, all with the same </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">goal, domination of the spires and extermination of the other races and groups. This is not done with the </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">ideal of hatred; rather it is done through expediency. Spires are about territory, there is a limited amount </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">of space high above, and the only means to acquire more is to drive another race or people off theirs, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">whichever way they can. And so they war, endlessly, for another spire for another foothold in this cold </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">desolate land.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Only one large nation exist in this jumble of spires stretching for most of the northern end of the domain, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">known as </span></span><span style="font-family: "times new roman"; white-space: pre;">Dacia, a human feudal nation, just North of the Valline in the Reaches. They are the heart </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">of </span></span><span style="font-family: "times new roman"; white-space: pre;">the Narox, a central region of commerce and schooling. Only here does the frequency flow true and </span><br />
<span style="font-family: "times new roman"; white-space: pre;">obelisks freely rise. Knights of the Griffon maintain order and fiercely patrol for any signs of impending </span><br />
<span style="font-family: "times new roman"; white-space: pre;">attacks. Elsewhere the battle is open, but here it is all beneath the surface. As the central pivot, this is </span><br />
<span style="font-family: "times new roman"; white-space: pre;">where most of the scheming is done, supplies are bought and sold, sell-swords are hired, and magical </span><br />
<span style="font-family: "times new roman"; white-space: pre;">devices are smuggled in. Although the Dacian's do not view themselves as masters or overseers of </span><br />
<span style="font-family: "times new roman"; white-space: pre;">anyone else, they certainly attempt to stop any other group from gaining superiority in the rest of the </span><br />
<span style="font-family: "times new roman"; white-space: pre;">region. As a collective, the Dacian Empire understands that they are stronger than any other race, but not </span><br />
<span style="font-family: "times new roman"; white-space: pre;">if any one force controls the rest of the region. Clerics, Sorcerers and Knights equally share the duties </span><br />
<span style="font-family: "times new roman"; white-space: pre;">with almost as many monks and rangers also help in keeping this place safe.</span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Elsewhere, warriors rule the land. Gargoyles, Gammorrecs (Orcs), Minotaurs, Gith, Human, Dwarf and </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Jahlen, all fight to defeat the others. All groups are constantly preparing for battle, defending themselves </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">or attacking a foe. Nobody understands when or how this all began, these groups have always existed and </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">battled each other. It is safe for no one to travel these lands and peace happens only when these groups </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">take a momentary sigh from battle, in preparation for the next.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Legends have it that all this territory was once the Jahlen's homeland, which controlled over two hundred </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">spires, in small towns and tribes. But when this changed is unknown. They now control less than forty </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">and their numbers are still shrinking. Four of the largest populated spires have </span></span><span style="font-family: "times new roman"; white-space: pre;">made union with a </span><br />
<span style="font-family: "times new roman"; white-space: pre;">Minotaur clan and a nearby Elven city to attempt to carve out a home for themselves. </span><span style="font-family: "times new roman"; white-space: pre;">Isolated from the </span><br />
<span style="font-family: "times new roman"; white-space: pre;">Dacian nation, they struggle to keep their ties and fight off the rest. This Ginil union has </span><span style="font-family: "times new roman"; white-space: pre;">lasted more </span><br />
<span style="font-family: "times new roman"; white-space: pre;">than forty years, and is searching for ways to have stronger ties with either other Jahlen spires </span><span style="font-family: "times new roman"; white-space: pre;">or Dacia </span><br />
<span style="font-family: "times new roman"; white-space: pre;">itself.</span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Githyanki, have three spires, fortunately all scattered, in destroyed towns. They use their otherworldly </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">abilities to scry and overwhelm the few survivors in war-torn areas. Their numbers are not large, but they </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">make use of magic for devastatingly quick raids, usually to assassinate a powerful leader or steal magic. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Their reason for being in the realm is unknown, and their presence is quite upsetting for many Dacian and </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Lyrrian wizards, fearing a new planar invasion.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Minotaurs now control eight spires, formerly all united by the Nuthong Empire that was once a direct </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">threat to Dacia both in terms of size and military strength. Due to a coup, they have splintered into four </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">major groups, all obsessed more with recapturing the crown then uniting themselves. However, it is </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">believed certain members of the Dacian elite, knowing what could happen given the Minotaur’s </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">impressive military strength, supported the coup. These four groups are slowly starting to put former petty </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">differences, realizing they are losing their territory to the outsiders.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Belthanen is a unique confederation of exiles from Knothia formed three hundred years ago by Minotaur </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">outcasts who joined with human mystic monks, not to expand but to keep the three spires from falling </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">into </span></span><span style="font-family: "times new roman"; white-space: pre;">the enemies' hands. The reason why these Minotaurs felt compelled to help these humans is often </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">debated; some believe the monks have an artifact belonging to the Minotaur’s patron. While this keeps </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">all Minotaurs from attacking these two spires, many others are compelled to find out the secrets by </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">taking this magic or artifact by force. Alas, these monks are incredibly strong, able to defeat most </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">threats through personal combat... yet they know that they cannot defeat an onslaught of any race, their </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">numbers are too small and, the next raid could be too large and spelling doom.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">It is the Gammorrec or Orc threat that has caused more ripples than anything else in the last two </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">hundred years. They have long fallen to their stronger Minotaur forces and human magic, but they have </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">found something to give them a greater strength. Their numbers are increasing, and in the last forty years </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">have overtaken more then 25 spires. They may have been small spires, inhabited by mostly jahlen, but </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">they have a huge territory and come in waves every three years. They have caused the Minotaurs </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">at putting aside their petty differences, as well as causing much alarm in the Dacian outposts. The </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Gammorrec may not be organized into one military unit, but their chaotic battle plan is working well </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">enough, so that the three-orc tribes are leaving each other mostly alone, all branching out in different </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">directions.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Alas, it is the Genesh Empire that stands in their way. Nine spires, closely linked together, this is </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">another human empire that has long existed in this territory. They are better known as the beast-masters, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">as they have controlled various beasts for many differing tasks, such as transportation and defense of the </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">city, in ways matching the former wizard nation of Hembria. They are not great warriors and do not look </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">to expand their territory, not in such an obtuse manner anyway. They come in after great battles to clear </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">house, being a very conservative people. However, they are also ruthless and methodical. In small </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">numbers, even the Minotaurs can't stand up to the Geneshian war beasts. There have also been times </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">when they have periodically allied with the tyrants for one time attacks on rivals'. How and why this is </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">accomplished is unknown, yet they have not been punished by the tyrants for this, so if this was done </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">with the tyrant’s blessing is a terrifying possibility, one that the others hope doesn't happen too often.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">Aside from the Gammorrec powerhouse gargoyles threaten more spires than anyone else. They control </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">15 spires, and though they have no united empire behind them, like the Gammorrecs, they work </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">outward trying to limit their territorial battles. They continually fight the Dacians, perhaps more than </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">anyone else, and are unimpressed with this feudal nation. They have one powerful advantage, their </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">natural flight allows them quick travel, and ability to strike in large numbers. Their race are </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">disadvantaged by their inability to breed. These asexual creatures reproduce thru a hive, however this </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">process creates physically strong but low-witted drones. Individuals must forcibly mate with other </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">species. This is a haphazard condition at best, and has long caused inbreeding or violent bouts for </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">internal control. With some devastating attacks on their hives, Dacian knight crippled the beasts </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">breeding, </span></span><span style="font-family: "times new roman"; white-space: pre;">at least for one generation; this has stopped the battle for territory for a short time only. But </span><br />
<span style="font-family: "times new roman"; white-space: pre;">time will tell when these creatures will return in greater numbers, and this tactic may be a one-time </span><br />
<span style="font-family: "times new roman"; white-space: pre;">solution. </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">The Presappi dwarves reside in this region. They have long since stopped fighting for territory, but their </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">cruel raiding and nasty tactics are legendary throughout the domain. They have mastered tunnel warfare, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">and more than one army has been stopped due to midnight romps by these sell-swords. They are a wild </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">card, in a region known for chaos. Open for profit and used by anyone with the coin to hire him or her. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Oromians use them throughout Dacia, in replace of their own Merchant League, to punish anyone who </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">interferes with their franchise. Due to their treacherous natures, Dacians use them only when absolutely </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">necessary.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;">These are not the only spires and races in this region. There are some small spires, with a unique race or </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">population, hiding and franticly attempting to stay out of the faces of the stronger peoples. Great beasts </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">sometimes appear terrorizing a random spire or population, but this is rare in such a heavily populated </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">zone. Tyrant raids stopped over seven hundred years ago, however, as visiting Lyrrian wizards have </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">pointed out, they still come. But they do so as spectator rather than conqueror, enjoying entertaining </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">mass carnage.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>General Laws</b></span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Towers</b>: are Guilds or group of professionals. Most cities are run and controlled by the various Towers, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light), </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Paper (Bureaucrats), Merchant or Work. They work both for the nation but mostly their own rules guide.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Taxes</b>: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">usually coins or other pieces of value. You pay once every two months, so entry more than once in that </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">identity and role: I use the base: Low (5%), Medium (15%), High (30%.) <i>Right to Travel</i>, which </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">prevents taxation on </span></span><span style="font-family: "times new roman"; white-space: pre;">their horse or person when entering the gates. </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Gambling</b>: Small groups of card or dice rollers take and place bets at specific time and places, </span></span><span style="font-family: "times new roman"; white-space: pre;">they often </span><br />
<span style="font-family: "times new roman"; white-space: pre;">flee when Lawful groups appear not that they are breaking laws but do not want to be </span><span style="font-family: "times new roman";"><span style="white-space: pre;">observed. </span></span><br />
<span style="font-family: "times new roman"; white-space: pre;">Casinos are temples of Fatanus (Lady Luck), are located in large communities. There is </span><span style="font-family: "times new roman"; white-space: pre;">a fee to </span><br />
<span style="font-family: "times new roman"; white-space: pre;">enter </span><span style="font-family: "times new roman"; white-space: pre;">the Casino, and taxes happen as soon as winning happen, not when you leave the building, </span><span style="font-family: "times new roman"; white-space: pre;">usually </span><br />
<span style="font-family: "times new roman"; white-space: pre;">10-15% flat charge but it can be more. Minotaurs and Clockworks are the most common guards. </span><br />
<span style="font-family: "times new roman"; white-space: pre;">Magic is strongly hampered by fields. If you cheat and are caught - you die, all casinos use this rule.</span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Jube</b>: This is the most known and feared drug usually referred to as Spice, often called the Dream Spice. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">It is rarely illegal to consume, but to create or transport is strongly discouraged. While most other types </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">don't arrest anyone if not causing issues for others. Those who use jube, fall into the dream world, losing </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">control and seeing images of bliss, horror or truth. Many other stories are told of things that can happen.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Prostitution</b>: By Tower and Open. Nearly every general fetish is accommodated. Payment varies from </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">20 crowns to 200 or more gp depending upon the desired service. Celestial or Devilish or Elemental </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">entertainers are </span></span><span style="font-family: "times new roman"; white-space: pre;">available in most large cities. Protection is guaranteed, so is discretion. There is little </span><br />
<span style="font-family: "times new roman"; white-space: pre;">social stigma in using or being apart of Towers of Pleasure, and a few can earn lucrative pay.</span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Religion</b>: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">takes a flat fee from all taxes paid. Quanna (LG), </span></span><span style="font-family: "times new roman"; white-space: pre;">Keran (LE), Casna (LN), Darras (NG) & Japeth (LG)</span><br />
<span style="font-family: "times new roman"; white-space: pre;">are the most common. </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Slavery</b>: More accustomed to indentured service than purely slavery, freed after a set period of service </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">(15 years.) Children cannot be held enslaved, women and </span></span><span style="font-family: "times new roman"; white-space: pre;">progeny are always freed at birth. Halflings,</span><br />
<span style="font-family: "times new roman"; white-space: pre;">Ogres, Cat-Kin, Gnolls, & Goblins are the most common </span><span style="font-family: "times new roman"; white-space: pre;">beings held; In Lawful Bound communities </span><br />
<span style="font-family: "times new roman"; white-space: pre;">only Nobles with <i>Right of the Chain</i> may purchase slaves. </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Weapon Laws</b>: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">the same laws with the use of bow. Most professional adventurers have a license which usually costs </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">from 5 to 50 gp for a year; citizens are apart of the standing army. Some locations have the <i>Right to </i></span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><i>Carry</i>; where Nobles can carry weapons without license.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Dueling</b>: Most places have at least one day a week where anyone can duel without a witness. Nobles </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">a non-noble or adventurer, but there will be questions if someone dies in a duel. <i>Right of Honour</i> gives </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">questioned, and legal experts often find a way to arrest or banish them.</span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Arena</b>: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">five duels must happen over a month or more. One of the few areas where magic combat openly occurs. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Magic</b>: There are few general rules regarding wizardly magic use. Some magic and users are heavily </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">restricted, to the point where nearly every high level spell-caster stays away. In most cities, clerics and </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion, </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">enchantment, etc) may be blocked. </span></span><span style="font-family: "times new roman"; white-space: pre;">Magic trinkets such as wands are often seized at the gate, to be </span><br />
<span style="font-family: "times new roman"; white-space: pre;">handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable </span><br />
<span style="font-family: "times new roman"; white-space: pre;">metals, then they are taxed at obvious value.</span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;"><br /></span></span>
<span style="font-family: "times new roman";"><span style="white-space: pre;"><b>Nobility</b>: Nobles represent those of power and stature, most often from wealth or past prestige. Many </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">nobles have unique rights that citizens cannot normally obtain. While the first generation most often </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">keep </span></span><span style="font-family: "times new roman"; white-space: pre;">the rights of their parents, it does not descend a second generation unless it is earned. Nobles </span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">have unique responsibilities. They cannot turn away from a request from an officer of the city or nation. </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be </span></span><br />
<span style="font-family: "times new roman";"><span style="white-space: pre;">able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.</span></span><br />
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GS Smithhttp://www.blogger.com/profile/00800205129662651976noreply@blogger.com0