Have long loved the idea of the Modron - aliens to the mortal realms that are stuck to the rigidity of law. Or perhaps, it is the thought of the outsiders, torn between their lawful-bound rules and the particulars of living in the mortal's world. These Nyssian Bound, are those who are 2nd or 3rd generation, still stuck to the same outer planar rules, yet they are fully mortal creatures.
Modron, Nyssian Bound
These Modrons are outsiders from a lawful plane that were mortally injured on Nyssa, an alien world and unable to continue with their mission. While their internal repair functions eventually repaired them, the few who were abandoned here learned to function on this prime world.
They are best described as self-aware bio-mechanical units, built for a specific work function not social interactions. Most have grey metal-skin, on a box-like body with small legs, arms and other features. Within their shell, they do have fleshy organs, which can bleed and get sick. Their joints, skin and internal bones are all metal.
Being socially awkward, they rarely know what to do or say, so they stand out in other mortal communities. Yet, due to knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules. At a certain point they learned how to generate their own kin, then they create small & specialized communities that rarely number more than 23 units.
When Modrons meet others of its kind, they are almost always immediate enemies, while both may be lawful neutral, it is rarely enough to offset their mistrust of strangers. Unless their functions directly oppose each other, they will not get into physical combat. If they ever physically touch peacefully, they reflexively share everything about their learning and their own individual pasts. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.
The starting goal of a Bound Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Bound Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among the prime world kind.
Bound Modrons that adventure do so because their unit has been either been hampered or the individual has been assigned to learn about an aspect of the world and travelling or adventuring is the best way to do this.
Modrons
-2 Charisma, +2 Constitution, +2 Intelligence: Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.
Box-like body, They have a face on the upper part of the box, small legs at the bottom, small wings on their shoulder portion relative to their face, their skin . All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them. Nyssian Modrons match the Quadrone description regardless of their HD.
Nyssian Modrons do not change shape or form, most retain their box-like regardless of their HD or level, which is very distinct from Modrons on other planar worlds who transform when ready to ascend levels or HD. Modrons that travel the multiverse may learn how to change their form but they lose the ability if they return to another primal location.
Alignment: Modrons are devoted to lawful neutral aligned beliefs.
Medium: As a Medium creature, Modron has no special bonuses or penalties due to its size.
Speed: Modron base land speed is 30 feet. They may gain a fly speed (see Wings).
Darkvision: Modrons can see 60 feet in the dark.
Racial Skills: A Modron's outsider levels give it skill points equal to 5 / HD. Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival. They gain a +2 racial bonus on Knowledge (Mechanical) or Disable Device checks. In their first five HD, any knowledge skills taken, is automatically doubled.
Metal Body: Modrons have construct traits but are treated and detected as mortal creatures. While they are healed normally by positive energy, they take half the standard benefits from cleric healing spells from chaotic aligned individuals. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Modrons need to eat and sleep at half the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Matched Parts: As sentient constructs, Modrons are created by bursts of magical energies into fully formed but inactive bots. These are awakened into living, sentient, metal bodies by divine, mental or magical energies directed into them, usually by other Modrons or allies. Every standard Modron have perfectly matched parts, so they can replace arms, legs and wings if needed.
Racial Feats: They gain one feat at first level, and a new one every 2nd HD
Automatic Languages: Modron (A standard, non-written language.) It will speak a common tongue of the region they are in. It usually uses either common or dwarven for their written language.
Bonus Languages: Choose more based on intelligence score - Phaetox, Minotaur, Elven, Dwarven, Celestial, Infernal, and Undercommon.
Natural Armor: Modrons gain +1 natural armor at 1 HD. As they increase in levels, their armor becomes more hardy and they increase in natural armor benefits. They are unable to wear standard metal armors. Metal armors can be sculpted to fit their body template, but it provides little protection to mid or higher level Modrons. They do not gain benefits wearing standard armors, though some do wear sculpted magical armor types or AC granting magic pieces such as rings or capes.
Regulate: A Modron is able to perform difficult actions with surprising regularity. They can take 10 on any single d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round. They must select what each usage can be utilized for, each usage they can select a new action.
Wings: Even at their lowest HD, they possess a pair of small wings on their metal limbs, but are incapable of supporting themselves in flight, but they can minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 40 feet (good). At 15th HD it becomes 60 (perfect.) They gain +2 to their fly skill / HD at 6 HD and higher. Some Modrons forego wing advancement - if they choose this they gain +1 in AC at 6th, 9th & 15th HD instead.
Socially Awkward: A Modron is socially awkward for anyone not in their circle, taking a -2 to social interactions with any skill check to non-allies. Once a Modron has been introduced and is socially familiar to an individual, (5+ times) they lose the -2 social interaction penalty
Aligned Being (Ex): Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures in combat interactions. They also take a -2 penalty on saving throws against chaos aligned spells and effects in non-immediate combat scenarios..
Nyssian Bound: Treat Nyssa as the prime world for Bound Nyssian Modron Units
Energy Resistance Select One: Acid, Cold, Fire 5.
Detect Law or chaos: A Rogue Modron can detect presence of law or chaos at a range of 120 feet once per HD / level
2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 5% every additional HD level. At 11th level and higher, this bonus changes to 1% each new level.
3rd: Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting, chaos and illusion
spell effects.
Increase Attacks and Saving Throws as clerics of the same HD
Nyssian Modron HD
1st level Metal Body, +2 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling; Increase Dmg, Replacaple Parts, Nyssian Bound
2nd level + 1 AC, +5 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid, Cold or Fire 5, Gain Feat
3rd level + 1 AC, +5 on skill points, +2 on one of Dex, Con or Int; Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures), +5 on skill points, Regulate Action (2/day); Increase Dmg
5th level + 1 AC Armor, +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +5 on skill points
7th level +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures), +5 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor
10th level +5 on skill points, +2 on one of Dex, Con or Int; Increase Dmg
11th level +12 on skill points, Choose Energy Resistance Acid, Cold or Fire 20, +5 on any selection ability scores (no more than +2 on any one), Gain Feat, + 3 AC Armor
Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non core HD they are unable to further advance in their natural Modron class levels again.
After 12th HD their most preferred class options are: Fighter, Monk, or Sorcerer.
A 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.
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Sunday, 17 February 2019
Thursday, 14 April 2016
Clockwork Clicker (Winder)
I like clock-works. In a fantasy world, this is the only type of low-level construct that is common place in my setting. I created the default one as the (N)PC humanoid one awhile ago. This one presented here will most likely be the small tinker one. It can be done for a larger, strong base, but it so works like a wind-up toy.
Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10
OFFENSE
Speed Flight 30 ft., (Average)
Melee Peck +3 (1d3)
STATISTICS
Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding
ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none
SPECIAL ABILITIES
Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.
Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.
This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.
A typical clockwork clicker or winder is roughly the shape of a small doll or animal, usually 2 feet tall or long and weighs 10 pounds. The stat block here represents an avian companion, but other animal forms and movements are possible. They originated from clerics of Zathera, and became a collectors items. Eventually some mechanist found a way to instill them with a semblance of life-energy, and have been used as mechanical servants ever since.
Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.
Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,
For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.
Upgrade: Every 5 HD they get a +2 to any one of the following: Natural Armor, one skill check, +5 on any movement type, attack with one weapon, damage with one weapon or gain a new feat if they have all of the qualifications.
Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.
1 HD = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces
1 HD = Small Weapon (Base 1d3)
5 HD = Medium Weapon (Base 1d6)
10 HD = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)
If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.
If under -20 HP, a knowledge check (clockwork DC 25 or engineering DC 35) will reactivate the clockwork, bringing it to 1 hit point. This takes 24 hours to complete and 100 gold pieces per hit point below -20 for replacement parts.
Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10
OFFENSE
Speed Flight 30 ft., (Average)
Melee Peck +3 (1d3)
STATISTICS
Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding
ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none
SPECIAL ABILITIES
Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.
Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.
This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.
Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.
Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,
For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.
Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.
1 HD = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces
1 HD = Small Weapon (Base 1d3)
5 HD = Medium Weapon (Base 1d6)
10 HD = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)
Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.
Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects. They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them.
They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell.
If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.
Labels:
3.5,
Clockwork,
D&D,
D20,
Lawful-Aligned,
Modron,
Neutral,
Nyssa,
Pathfinder
Wednesday, 6 April 2016
Phaetox, Advanced Creautre Class
The Phaetox is one of my oldest playable PC races, used as a flying bastion of strict order in a world of chaos and destruction. My version is loosely based on the Phaeton from the Dragon Lance setting, which itself was based on the Greek myth of the same name. While they have a significant benefit - flight, the harsh penalty of not being able to lie in even the smallest way was a great trade off to minimize power-gaming.
This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.
PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.
Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.
Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.
Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.
Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.
Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.
Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.
Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.
Adventurers: The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.
Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.
Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff
HD Adjustment Table
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con), Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)
Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.
Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures
Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.
Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods and illusions
Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand
Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster
Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival
Preferred Classes: Fighter, Monk, Ranger, Sorcerer,
Restricted Classes: Barbarian and Cleric
Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.
This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.
PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.
Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.
Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.
Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.
Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.
Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.
Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.
Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.
Adventurers: The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.
Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.
Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff
HD Adjustment Table
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con), Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)
Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.
Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures
Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.
Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods and illusions
Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand
Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster
Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival
Preferred Classes: Fighter, Monk, Ranger, Sorcerer,
Restricted Classes: Barbarian and Cleric
Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.
Labels:
D&D,
D20,
Flame,
Lawful-Aligned,
NPC,
Nyssa,
Pathfinder,
Phaetox,
Racial Class,
Winged
Tuesday, 22 December 2015
Bish - Nation in the Southlands
Bish
Everyone on Nyssa has heard the ancient tales of Hembria - the infamous wizard nation that most people believe started the great winter. Virtually all peoples of the domain fell under their shadows long ago... but not all. A few outpost nations remained free of the tyranny and out of these renegades, and out of these, only one still stands, Bishollo - the people of the falls live on.
West of the old south, southeast of the Ferrensil Forest stands this ancient land. Starting at the Great Bish Falls - it's temperate forest and gentle surging rivers expand and cross the whole sub-continent. Dire animals are the greatest threats spoken of here, and no dragon or other great beast stalks the land, even Rowena’s minions are rare in this realm, the standard undead types are found but none of the powerful ice variety. There is only one city Vromel, and civilized territories owe fealty to the ruling Prince.
How and why these people are protected from the cold is the basis of their culture and way of life, the Codex. From the onset of civilization people all over Nyssa have argued over who the gods were and how best to represent them. The obelisk is a universal Nyssian symbol of faith. In all other locations each religion has their own obelisk a free standing monument to the one ideal, usually to a specific divinity. Not so in Bishollo, here the gods are not seen as distinct but always a unity. The idea of many obelisks is foreign to these people, just all gods sit at one heavenly table people worship at the one obelisk, and this is the mile high Codex. This is the core of all Bish peoples and races, their faith, and their protection from the cold.
The Bish share most of the views on the magical frequency but here they call it the Surge. Anywhere else on Nyssa, the frequency emerges somewhat randomly, spreading out like mild ripples of energy and colours without form. In Bish, because mana emanates outward from the one obelisk, there is a continual gush, as a bright colourful wave, repeating several well-known patterns, dispersing mana to the mortal world. Near the Codex the strongest known magical energies in the domain exists, and at certain times spells can be cast with spectacular results. This ever-circling aura is so overpowering that many clerics spend their entire lives in Vromel, at one of the many temples that reside around the Codex.
Proximity to the surge has many other consequences, because the surge comes from the gods, anyone of piety with enough worship, prayer, sacrifice or devotion, can cast a spell at least once in their lifetime. These free magic’s are a thing of wonder and many people await their whole lives before approaching the codex and asking for a "favor" or spell. But just because one asks, doesn't necessarily mean that the favor asked is the one requested, nor even if one may be given at that time. Often those who just lost a parent or lover will come asking for fates to be reversed, only to find no deity is listening to their prayer. Others have their wish granted, not just once, but many times, who or how these spells are granted are beyond a mortal to decipher.
Another affect of the Codex is the closeness of the faiths. All of the gods have open, non-walled temples, facing the obelisk and in the path of the surge. This means that they can all cast enhanced spells at their temples, but because their traditional enemies can as well, magic is not seen as a destructive force, merely one that gives aid and succor. The light and dark here are more of competitors, and few priests dare use force or violence in their contests with the other followers of the gods. This unity has created a great upheaval in the political power the clerics wield. They control Vromel's army, bureaucracy, major guilds, educational facilities and most importantly the monarchy. They manage the city and do so to benefit themselves, the ruling theocracy. Openly, it does not matter which god you worship, as long as you are able to summon priestly might. Secretly, however, wars of favor are still played out by some "holy" and "unholy" men for positions of prestige.
In all of their secretive campaigns, one foe remains true, wizards remain anathema - enemies of the state, purged, at all costs. No spell tower (the traditional Nyssian method if wizardly education) has arisen in Bishollo in over three thousand years, and public executions are still permitted when one is caught casting an arcane spell. The reason for their mistrust is the same as everywhere else - the Great Winter. It came here, catching everyone unaware, and plunging the land into a long deadly winter, but here the ice retreated back past the mountains, never to re-appear. However, their mistrust has not abated, these people view arcane magic as perverted magic and sinful, and if they do not try to destroy wizards outright, they will certainly thumb their noses at the individual, or alert the Standing Knights. Wizards from the outside world are usually arrested upon arrival, thrown in jail and subjected to torture.
Sorcerers do not fall prey to the same mistrust, for while wizards must deliberately choose the arcane arts, sometimes individuals are blessed with a natural aptitude and this is not to be shunned, rather it's to be celebrated. There is always some hesitation at first, did the individual seek out the magic or otherwise attempt to steal it from the gods, spell casters must go through an arduous process if they wish to reveal their unique abilities as sorcerous. The most celebrated sorcerers are who manifested their powers as infants and teens because they are too young to have studies the magical arts, it is always assumed that these individuals are authentic and are not subject to the same scrutiny as their elderly compatriots. There are many folk tales of sorcerer-heroes, given their power from the gods, come to save the people during great crisis. Most often the hero has red hair and from a barbarian tribe.
The priests may control the city, but warriors maintain peace in the hinterlands. Rangers, paladins and even barbarians are tremendously important in the regions and towns, and except for a wondering monk, few preacher-like types are rarely seen. In fact, there is little magic outside of Vromel, and few divine spellcasters ever bother to go adventuring. This creates a huge problem for the outlanders, for while powerful magics can be cast in the city; outside they are left defenseless to creatures that cast spells. It is due to the loyalty of the people that they work together to end these threats.
None of the “popular” races are enemies with each other, but some like or dislike each other more than the others, and of course, there are always those who are hated even by their own kind. Humans, who call themselves the Bishine, are the most dominant divine spell-casters and merchants, and they rule their six provinces from the capital, Vromel. Conflicts between the provinces are outlawed, but flare-ups sometimes occur for lucrative property (especially mines and the rune forests) between local Lords. Officially, all owe fealty and their taxes to the Prince of the City – but most Princes do not attempt to enforce taxes on any province except for Pron – the Prime. Four other confederate nations exist on the Bish peninsula; all are organized along racial lines. While all of them are considered allied nations, each of them (non-officially at least) realize that Vromel rules all, and go out of their way not to antagonize the military masters of the realm, as the humans have invaded the smaller nations to eliminate a perceived threat.
And, for all their "unity" there is a great deal of threats to Bishollo. While dire animals are the worst known to the commoner there are far greater secrets known to the royal hunters and knights. The bleak-lands, the northern-most region, has for thousands of years been covered gray-black stone is emerging from the bowels of the earth, which destroys all plant-life. The Bish have lived their entire history near the aside this barren land, as it acted just as much as a protector as a threat. Recently, the bleak-lands have begun to expand, and many strange chaotic beasts capable of performing terrible spells or brute acts of force are appearing. It has taken the army some time to determine what they have known now, and the theocracy knows nothing of the approaching danger. While some of the citizens are aware of what is happening, few consider it a threat as the Knights and the Codex have long protected them, and most feel confidently that they will continue to do so.
Animals: Boars, Shard-Birds, Shard-Bullettes, Kazurn hounds,
Steeds: Horses, Hederaks, Griffons
Races: Human, Jivine Elf, Ubine Dwarves, Tenderfeet (Halflings), Gnoll, Quillian, Kinzarri (Phaeton), and Lizardith
Enemies: Ogres, Shard-beasts, Prism, Cult of the Vine, Cult of the Gorgon, Gobbers, Kenku, Hand of the Shadows
Ubine: The Bish Dwarves reside in the south, throughout the Thunderlands and the Therrik Mantle. They are a rich race with connections to many other races and groups in the peninsula. They have a healthy mercantile tradition, and readily use the cat-kin and Oromian merchants that come to them for trade. In times past, the dwarves were more ready to take to the caravan, but this has steadily decreased over the last hundred years.
The noble families, Axe, Shield, Stone & Barrel speak, and vote as a single voice, and this block is one of the first the Imperial League attempt to sway in military matters. They usually double the numbers required by the Treaty for the Border Patrols. The Shield family which is the strongest block does not elect non-Shield representatives to the speaker position, Other clans can beseech this dominant one, and is tradition for the Shield to respect the requests by the other dwarves.
Jivine: The Bish elves are perhaps the longest continuing inhabitants of the Bish peninsula, as their monuments from the past dot the landscape. However, out of all the major races, they are rarely away from the Jesh, their forest homeland in the northwest. While some sages claim that their numbers have dropped in the last two hundred years, the elves do not divulge the truth. They show their loyalty to the Senatas in the means dictated by the Treaty, but they steadfastly refuse to allow anyone inside the forest. Bish Elves are wild elves, which have druid, ranger, rogue and sorcerer as their preferred classes. Their Vilne emeralds are considered the best spell-gems in the world, and they equip their heroes and sell them to their allies. They do not send representatives to the Senatas, unless requested for a specific vote, but they never raise objections either as long as their territory is respected. Once they tried to change attitudes on magic, but they don't speak up about it anymore. Their noble families are called Root, Fey and Vilne (green emerald).
Kinzarri: Are land bound, city dwelling phaetox, clustered to the Bish penisula. There are a few small cloud isles in the Bish, so they never developed a separate culture and distinction that their Phaeton cousins developed elsewhere. Heavily religious, they still follow the Phoenix, but they also have faith in other gods and powers. Most are loyal citizens who work in many types of craft businesses. The non warriors fly but usually only do so at sunrise or sunset, as they are unable to alight their flame wings for very long. The warrior caste has more authority, but those who have reached Status are rarely in the city, as they are busy on missions for the nation.They are very strict adherents of the culture they live within, the very last to upset their neighbours. The flame and wing are the two noble families.
Lizardith: An outsider culture and race that has not fully integrated with others, and while they are mistrusted they have proven their value over and over again. They have a culture, education and belief system is very different, Found in a few underground caverns, they are keen in studying peoples, faiths and magic. Many temples in Vromel have a few lizardith acolytes studying there. Monk, Cleric, Ranger and Rogue are their preferred classes, but for many of the tribal brutes, they only want to gain levels as barbarians. They do not recognize nobility, they select their four members by electing counselors to vote on political matters.
Battery: places, usually caves, where Iron-hearted are located until called upon to serve in battle
Bish: The subcontinent; anything from here is Bishollo
Bleaklands: dead lands, that are a border to the outside world and a home to many evil creatures
Blessing: Ability to cast a spell or a wish granted by the surge when at the Codex
Circle: Druidic cult that attempts to create nature sanctuaries and protect animals
Code: The list of laws and traditions that knights follow
Codex: Mile high obelisk located in Vromel
Cult of the Vine: cults that cause wild drunken orgies that sometimes cause great destruction.
Curse: Lycanthropy, it is punishable by death; sometimes known as Curse of the Moon
Dral: Good aligned, black-skinned elves, tremendously respected by the Bish
Fentorrik: An Iron-Hearted warrior that once commanded an army that destroyed Vromel
Ferric: Iron Mines in the eastern province well infested with gobbers
Gray: creatures that come from the bleaklands
Gromwell: Canyon homeland of the gnomes, this individual believed to be a legend
Hands: Members of the faithful
Handmaidens: term for priestesses of Quanna
Hunters: Rangers given permission by the crown to hunt in the preserves
Iron Hearted: War forged, created for war. Hundreds sleep ready to be awakened for service.
Jesh: The “Sleeping Forest” of the Jivine elves in the north
Knights: Well-respected cavaliers that serve various groups, some are Paladins
Legion: Elite warriors that continually patrol the bleak borderlands
Mandorrian: Waring nation across the eastern sea, often act as mercenaries
Muse: a fey being that inhabits the body for a brief time for an artistic performance. “Calling for a muse” is a dangerous thing, as the results are unpredictable at best.
Oasis of Thought: Little known monasteries that promote unarmed combat
Order: the title of the noble families that rule Bish, Order of the Green, Order of the Feather, etc
Oromians: Bearded merchants across the eastern sea that also control jammers (flying ships)
Patriarch: Leader of the council of churches; only the Prince holds more political power
Rage: A drug that causes bloodthirsty madness
Red Haired: Spellcaster or more specifically a sorcerer
Rez’l: titanspawn, a powerful lich hundreds of years ago that seized control of the iron forged
Rowena: Goddess of the undead, colloquially known as the Ice Bitch
Rune Forests: forests that contain magically enhanced wood used, spontaneously develop
Scarlet: Knights that directly serve the Prince of Vromel
Senatas: The ruling body, where the noble families meet to rule
Shadowy Hand: Group of cultists that kill good aligned clerics and paladins
Shard Mage: Outcasts sorcerers who travel to the bleaklands to gain power at a tremendous cost
Silver Claws: Group of good aligned gnolls that help to protect roadside shrines
Standing Knight: Knights who help protect the nation from wizards and outsiders
Surge: Magical energy, sometimes known as mana or the frequency
Thunderlands: Volcanic territory controlled by the Ubine Dwarves
Titan: heretics that actively attempt to destroy obelisks and kill anyone that serves the gods
Titanspawn: created creatures that serve the Titans, or, mortal followers of the Titans
Teeth or Tooth: Slang for rouges and thieves.
Treaty: The agreement that forged Vromel as the capital, it sees each province and neighbouring nation pay tax as well as soldiers to help keep the border peace
Trueborn: creatures born without a hint of stain or impurity
Vilne: Emerald spell-stones
Vromel: The capital city near the center of the nation
Everyone on Nyssa has heard the ancient tales of Hembria - the infamous wizard nation that most people believe started the great winter. Virtually all peoples of the domain fell under their shadows long ago... but not all. A few outpost nations remained free of the tyranny and out of these renegades, and out of these, only one still stands, Bishollo - the people of the falls live on.
West of the old south, southeast of the Ferrensil Forest stands this ancient land. Starting at the Great Bish Falls - it's temperate forest and gentle surging rivers expand and cross the whole sub-continent. Dire animals are the greatest threats spoken of here, and no dragon or other great beast stalks the land, even Rowena’s minions are rare in this realm, the standard undead types are found but none of the powerful ice variety. There is only one city Vromel, and civilized territories owe fealty to the ruling Prince.
How and why these people are protected from the cold is the basis of their culture and way of life, the Codex. From the onset of civilization people all over Nyssa have argued over who the gods were and how best to represent them. The obelisk is a universal Nyssian symbol of faith. In all other locations each religion has their own obelisk a free standing monument to the one ideal, usually to a specific divinity. Not so in Bishollo, here the gods are not seen as distinct but always a unity. The idea of many obelisks is foreign to these people, just all gods sit at one heavenly table people worship at the one obelisk, and this is the mile high Codex. This is the core of all Bish peoples and races, their faith, and their protection from the cold.
The Bish share most of the views on the magical frequency but here they call it the Surge. Anywhere else on Nyssa, the frequency emerges somewhat randomly, spreading out like mild ripples of energy and colours without form. In Bish, because mana emanates outward from the one obelisk, there is a continual gush, as a bright colourful wave, repeating several well-known patterns, dispersing mana to the mortal world. Near the Codex the strongest known magical energies in the domain exists, and at certain times spells can be cast with spectacular results. This ever-circling aura is so overpowering that many clerics spend their entire lives in Vromel, at one of the many temples that reside around the Codex.
Proximity to the surge has many other consequences, because the surge comes from the gods, anyone of piety with enough worship, prayer, sacrifice or devotion, can cast a spell at least once in their lifetime. These free magic’s are a thing of wonder and many people await their whole lives before approaching the codex and asking for a "favor" or spell. But just because one asks, doesn't necessarily mean that the favor asked is the one requested, nor even if one may be given at that time. Often those who just lost a parent or lover will come asking for fates to be reversed, only to find no deity is listening to their prayer. Others have their wish granted, not just once, but many times, who or how these spells are granted are beyond a mortal to decipher.
Another affect of the Codex is the closeness of the faiths. All of the gods have open, non-walled temples, facing the obelisk and in the path of the surge. This means that they can all cast enhanced spells at their temples, but because their traditional enemies can as well, magic is not seen as a destructive force, merely one that gives aid and succor. The light and dark here are more of competitors, and few priests dare use force or violence in their contests with the other followers of the gods. This unity has created a great upheaval in the political power the clerics wield. They control Vromel's army, bureaucracy, major guilds, educational facilities and most importantly the monarchy. They manage the city and do so to benefit themselves, the ruling theocracy. Openly, it does not matter which god you worship, as long as you are able to summon priestly might. Secretly, however, wars of favor are still played out by some "holy" and "unholy" men for positions of prestige.
In all of their secretive campaigns, one foe remains true, wizards remain anathema - enemies of the state, purged, at all costs. No spell tower (the traditional Nyssian method if wizardly education) has arisen in Bishollo in over three thousand years, and public executions are still permitted when one is caught casting an arcane spell. The reason for their mistrust is the same as everywhere else - the Great Winter. It came here, catching everyone unaware, and plunging the land into a long deadly winter, but here the ice retreated back past the mountains, never to re-appear. However, their mistrust has not abated, these people view arcane magic as perverted magic and sinful, and if they do not try to destroy wizards outright, they will certainly thumb their noses at the individual, or alert the Standing Knights. Wizards from the outside world are usually arrested upon arrival, thrown in jail and subjected to torture.
Sorcerers do not fall prey to the same mistrust, for while wizards must deliberately choose the arcane arts, sometimes individuals are blessed with a natural aptitude and this is not to be shunned, rather it's to be celebrated. There is always some hesitation at first, did the individual seek out the magic or otherwise attempt to steal it from the gods, spell casters must go through an arduous process if they wish to reveal their unique abilities as sorcerous. The most celebrated sorcerers are who manifested their powers as infants and teens because they are too young to have studies the magical arts, it is always assumed that these individuals are authentic and are not subject to the same scrutiny as their elderly compatriots. There are many folk tales of sorcerer-heroes, given their power from the gods, come to save the people during great crisis. Most often the hero has red hair and from a barbarian tribe.
The priests may control the city, but warriors maintain peace in the hinterlands. Rangers, paladins and even barbarians are tremendously important in the regions and towns, and except for a wondering monk, few preacher-like types are rarely seen. In fact, there is little magic outside of Vromel, and few divine spellcasters ever bother to go adventuring. This creates a huge problem for the outlanders, for while powerful magics can be cast in the city; outside they are left defenseless to creatures that cast spells. It is due to the loyalty of the people that they work together to end these threats.
None of the “popular” races are enemies with each other, but some like or dislike each other more than the others, and of course, there are always those who are hated even by their own kind. Humans, who call themselves the Bishine, are the most dominant divine spell-casters and merchants, and they rule their six provinces from the capital, Vromel. Conflicts between the provinces are outlawed, but flare-ups sometimes occur for lucrative property (especially mines and the rune forests) between local Lords. Officially, all owe fealty and their taxes to the Prince of the City – but most Princes do not attempt to enforce taxes on any province except for Pron – the Prime. Four other confederate nations exist on the Bish peninsula; all are organized along racial lines. While all of them are considered allied nations, each of them (non-officially at least) realize that Vromel rules all, and go out of their way not to antagonize the military masters of the realm, as the humans have invaded the smaller nations to eliminate a perceived threat.
And, for all their "unity" there is a great deal of threats to Bishollo. While dire animals are the worst known to the commoner there are far greater secrets known to the royal hunters and knights. The bleak-lands, the northern-most region, has for thousands of years been covered gray-black stone is emerging from the bowels of the earth, which destroys all plant-life. The Bish have lived their entire history near the aside this barren land, as it acted just as much as a protector as a threat. Recently, the bleak-lands have begun to expand, and many strange chaotic beasts capable of performing terrible spells or brute acts of force are appearing. It has taken the army some time to determine what they have known now, and the theocracy knows nothing of the approaching danger. While some of the citizens are aware of what is happening, few consider it a threat as the Knights and the Codex have long protected them, and most feel confidently that they will continue to do so.
Animals: Boars, Shard-Birds, Shard-Bullettes, Kazurn hounds,
Steeds: Horses, Hederaks, Griffons
Races: Human, Jivine Elf, Ubine Dwarves, Tenderfeet (Halflings), Gnoll, Quillian, Kinzarri (Phaeton), and Lizardith
Enemies: Ogres, Shard-beasts, Prism, Cult of the Vine, Cult of the Gorgon, Gobbers, Kenku, Hand of the Shadows
Ubine: The Bish Dwarves reside in the south, throughout the Thunderlands and the Therrik Mantle. They are a rich race with connections to many other races and groups in the peninsula. They have a healthy mercantile tradition, and readily use the cat-kin and Oromian merchants that come to them for trade. In times past, the dwarves were more ready to take to the caravan, but this has steadily decreased over the last hundred years.
The noble families, Axe, Shield, Stone & Barrel speak, and vote as a single voice, and this block is one of the first the Imperial League attempt to sway in military matters. They usually double the numbers required by the Treaty for the Border Patrols. The Shield family which is the strongest block does not elect non-Shield representatives to the speaker position, Other clans can beseech this dominant one, and is tradition for the Shield to respect the requests by the other dwarves.
Jivine: The Bish elves are perhaps the longest continuing inhabitants of the Bish peninsula, as their monuments from the past dot the landscape. However, out of all the major races, they are rarely away from the Jesh, their forest homeland in the northwest. While some sages claim that their numbers have dropped in the last two hundred years, the elves do not divulge the truth. They show their loyalty to the Senatas in the means dictated by the Treaty, but they steadfastly refuse to allow anyone inside the forest. Bish Elves are wild elves, which have druid, ranger, rogue and sorcerer as their preferred classes. Their Vilne emeralds are considered the best spell-gems in the world, and they equip their heroes and sell them to their allies. They do not send representatives to the Senatas, unless requested for a specific vote, but they never raise objections either as long as their territory is respected. Once they tried to change attitudes on magic, but they don't speak up about it anymore. Their noble families are called Root, Fey and Vilne (green emerald).
Kinzarri: Are land bound, city dwelling phaetox, clustered to the Bish penisula. There are a few small cloud isles in the Bish, so they never developed a separate culture and distinction that their Phaeton cousins developed elsewhere. Heavily religious, they still follow the Phoenix, but they also have faith in other gods and powers. Most are loyal citizens who work in many types of craft businesses. The non warriors fly but usually only do so at sunrise or sunset, as they are unable to alight their flame wings for very long. The warrior caste has more authority, but those who have reached Status are rarely in the city, as they are busy on missions for the nation.They are very strict adherents of the culture they live within, the very last to upset their neighbours. The flame and wing are the two noble families.
Lizardith: An outsider culture and race that has not fully integrated with others, and while they are mistrusted they have proven their value over and over again. They have a culture, education and belief system is very different, Found in a few underground caverns, they are keen in studying peoples, faiths and magic. Many temples in Vromel have a few lizardith acolytes studying there. Monk, Cleric, Ranger and Rogue are their preferred classes, but for many of the tribal brutes, they only want to gain levels as barbarians. They do not recognize nobility, they select their four members by electing counselors to vote on political matters.
Terminology
Annash: Gardens that spontaneously arise whose harvest is magically enhanced, similar to potionsBattery: places, usually caves, where Iron-hearted are located until called upon to serve in battle
Bish: The subcontinent; anything from here is Bishollo
Bleaklands: dead lands, that are a border to the outside world and a home to many evil creatures
Blessing: Ability to cast a spell or a wish granted by the surge when at the Codex
Circle: Druidic cult that attempts to create nature sanctuaries and protect animals
Code: The list of laws and traditions that knights follow
Codex: Mile high obelisk located in Vromel
Cult of the Vine: cults that cause wild drunken orgies that sometimes cause great destruction.
Curse: Lycanthropy, it is punishable by death; sometimes known as Curse of the Moon
Dral: Good aligned, black-skinned elves, tremendously respected by the Bish
Fentorrik: An Iron-Hearted warrior that once commanded an army that destroyed Vromel
Ferric: Iron Mines in the eastern province well infested with gobbers
Gray: creatures that come from the bleaklands
Gromwell: Canyon homeland of the gnomes, this individual believed to be a legend
Hands: Members of the faithful
Handmaidens: term for priestesses of Quanna
Hunters: Rangers given permission by the crown to hunt in the preserves
Iron Hearted: War forged, created for war. Hundreds sleep ready to be awakened for service.
Jesh: The “Sleeping Forest” of the Jivine elves in the north
Knights: Well-respected cavaliers that serve various groups, some are Paladins
Legion: Elite warriors that continually patrol the bleak borderlands
Mandorrian: Waring nation across the eastern sea, often act as mercenaries
Muse: a fey being that inhabits the body for a brief time for an artistic performance. “Calling for a muse” is a dangerous thing, as the results are unpredictable at best.
Oasis of Thought: Little known monasteries that promote unarmed combat
Order: the title of the noble families that rule Bish, Order of the Green, Order of the Feather, etc
Oromians: Bearded merchants across the eastern sea that also control jammers (flying ships)
Patriarch: Leader of the council of churches; only the Prince holds more political power
Rage: A drug that causes bloodthirsty madness
Red Haired: Spellcaster or more specifically a sorcerer
Rez’l: titanspawn, a powerful lich hundreds of years ago that seized control of the iron forged
Rowena: Goddess of the undead, colloquially known as the Ice Bitch
Rune Forests: forests that contain magically enhanced wood used, spontaneously develop
Scarlet: Knights that directly serve the Prince of Vromel
Senatas: The ruling body, where the noble families meet to rule
Shadowy Hand: Group of cultists that kill good aligned clerics and paladins
Shard Mage: Outcasts sorcerers who travel to the bleaklands to gain power at a tremendous cost
Silver Claws: Group of good aligned gnolls that help to protect roadside shrines
Standing Knight: Knights who help protect the nation from wizards and outsiders
Surge: Magical energy, sometimes known as mana or the frequency
Thunderlands: Volcanic territory controlled by the Ubine Dwarves
Titan: heretics that actively attempt to destroy obelisks and kill anyone that serves the gods
Titanspawn: created creatures that serve the Titans, or, mortal followers of the Titans
Teeth or Tooth: Slang for rouges and thieves.
Treaty: The agreement that forged Vromel as the capital, it sees each province and neighbouring nation pay tax as well as soldiers to help keep the border peace
Trueborn: creatures born without a hint of stain or impurity
Vilne: Emerald spell-stones
Vromel: The capital city near the center of the nation
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District,
Good-Aligned,
Lawful-Aligned,
NPC,
Pathfinder,
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Political Region
Sunday, 20 December 2015
Iron Salamander
My gaming home world is one of various styles: high magic, high technology, social interaction, divine interactions, etc but one of the few sticky points is the unending threat of the cold. Large swathes of the land are still covered in the Icy Death, and getting around this is a significant challenge especially at lower levels.
While I have lots of unique creatures but there are a few classic ones that I shouldn't use as they violate the spirit of the themes. The Iron Salamander is one of those alternates to let me use the creature adjusted to fit my campaign world. So instead of the fiery salamander, this is the one I use, representing iron strength and metal sharpness.
Iron Salamander
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76 (8d10+32)
Fort +10 Ref +7 Will +6
DR 10 / Magic Immune Silver or 1st level Spells
Speed 30
Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8
Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76 (8d10+32)
Fort +10 Ref +7 Will +6
DR 10 / Magic Immune Silver or 1st level Spells
Speed 30
Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8
Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard
Tail
Metal Spray: Their tail is a continuous swirling slag of metal. Normally when they attack, their tail flails in the same direction, throwing spikes, doing damage as listed. They can have their ten foot long tail
to attack
another distinct direction, except they must make separate attack rolls in this circumstance.
Tracking Penalty: Iron Salamanders continuously shed small iron shavings, giving opponents tracking them gain a +4 on their attempts. These shavings usually disintegrate after 12 hours on prime worlds.
Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws
Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws
The Iron Salamander is an intelligent foe from another plane, that comes to many prime worlds to raid for resources and slaves. They are well known in many locations on Nyssa because they have long used portals to make lightning quick attacks to take what they need. Their standard routine is to take over a defensible short-term lair, gather their items and then depart.
They appear bright and shiny in their youth as their silver metal scales cover their serpentine body. As they age, their metal sharpens but the metal fades into an iron like rigidity and colour. Most of these Iron Salamanders work on sharpening their tails, both for decoration and for battle functionality. While they have expertly made weapons such as spears and war hammers, they relish using their tails in battle with weaker creatures.
They are similar to a military society where every citizen understands their role and may be called upon to help in a raid. They usually follow orders when it comes to raids or defense, but they are given flexibility otherwise. Most towns will raid once every two or three years, when their supplies start to run low. Communities are independent of one another but will typically help an allied community if they are not in the midst of planning or executing a raid.
Iron Salamanders are a non specific gender, they go through periods where they change their gender, usually a female in their earlier years and a male in their later ones. Most Iron Salamanders hatched during specific periods will share their role and gender with every other salamander during that same six to nine month period. Gender roles are not recognized, unless the female is pregnant, then it takes priority for the community and they have a five year refrain from taking part in raids.
The listed example is a base Iron Salamander, they can gain levels in fighter, ranger, rogue or sorcerer. Leaders are from all all classes, as they move upward in their society ranking for success in their missions - Salamanders respect cunning and strength above all else.
Labels:
Beast,
D&D,
D20,
Evil,
Forest,
Lawful-Aligned,
Monster,
NPC,
Nyssa,
Outer Planar
Tuesday, 29 September 2015
District - Sea of Stones
One of my districts that I have used in many games.
Sea of Stones
Sea of Stones
An area in the South East
naturally protected from the cold, containing the only known large body of
unfrozen water. A tropical temperature dominates with jungle
environments found on many small islands that dot the region. It is
also the last living vestige of the Hembrian Empire, the people
blamed for bringing the Great Winter to the land. Those who live here best exemplify the ancient traditions, both good and bad,
of the lost people.
Two main nations exist,
Tharon & Lazell, each represent an extreme opposite outlook.
Lazell is ruled by a mix of clerics and knights, voted into power by all of the
citizenry. Isolated to one island, they represent an ideal as they
are the only known location that has a compliant dragon population to
help keep them safe. They do not accept an influx of refugees or visitors, only those of noble heritage or those of extreme wealth are permitted to reside here, outside of their citizens.
The strongest nation,
certainly in terms of size and population is Tharon, a human empire
ruled by wizards, according to the ancient Hembrian customs. Everyone
in Tharon society belongs to a caste; wizards are on top, followed by
knights, priests, nobility, soldiers, guild-men and serfs. Each has a distinct
set of responsibilities, but only the male wizards truly have power.
Most bureaucracies in Tharon are determined by local counsel, and
controlled by a family clan or house. Both the clan and bureaucrats keep these lucrative
positions for as long as they prove successful.
The eldest male wizard has
complete control of their noble house if they can manage it. If they
cannot, family members may kill them without political or criminal consequence.
Family issues are considered an in-house problem, and only failure of
duty brings official prosecution. In fact, the eldest son is required
by tradition to kill their fathers to grab the ring of power. The
fathers do not resent them for trying, only for failing to do so. It
is a weird power game that most non-Tharons fail to grasp. Fratricide
is common, as positions within the family are also fought for as is
the political connections for specific bureaucracies. Women, as a
general rule are outside the political arena, thus, they are not prey
to the same kind of machinations. However, once women throw their hat into the
ring, they are fair game. Most women do not however play these games, many prefer to work behind the scenes to get wealthy rather than for
pure power. Others try to gain power by getting involved in the
church of Keran.
Beyond this, while other
Tharon nobles cannot directly use force to gain new positions, there
is much bloodshed and sponsored violence to eliminate other threats
and failures. Those playing this game must be careful, for while
murder in the family is ignored, between houses it is not; and
failure is punished on both the individual and the house.
On a wider scale, there
are seventeen districts each ruled by a Lord, and each has complete
authority in their region. While district competition is rife
violence is frowned upon the High Counsel. Each Lord has the
requirement to attend the High Counsel at least three times a year
where regional disputes are settled. They elect a High Lord, who
essentially acts as a judge between the regions, and has direct
taxation powers. The High Lord has, in theory, complete authority but
there have been times when these kings have been silently replaced if
they fail to act in the best interest of the Tharon people. Of
course, those who try with a coup must make sure they are successful,
as those who fail lose more than their power.
Knights fall under the
auspices of the local houses, while not officially the power-arm of
the nobility they are often treated as such. There are three kinds of
knights; lesser nobles who fail magical training, guild-sponsored
knights who serve a specific purpose for a special group, and lastly,
military knights who arose from successful service in the military to
be awarded their positions. All three types are in a given bureaucracy and serve their masters with great autonomy. Violence between knights is forbidden. The only way to grow beyond this
position is through valuable service.
Priests are next on the
line of power, but they serve a very limited function of succor, aid
and advice. While in previous times, the priesthood could also serve
as nobles, this was taken away as too many Keranic priests used their
position to serve the church before the needs of the nation. With
this being said, most family members do try to sponsor a few clerics
in addition to their wizards, as it is useful for the house
armies to access the healing and prophecy capacities. Most families tend to
worship two or three of the powers, and make sure that some of their
family members are in the hierarchies of these groups. Women, in
particular are asked to serve and almost 65 % of all clerics are
priestess. Often the youngest sisters of powerful older brothers in
line for the knife…or ready to backstab the father are asked to
serve. Sometimes, however, these priestess’ realize the futility of
the entire Tharon power structure, and turn away from their family
and their role, which is an utter disgrace to the house. Another role
the priests serve, especially the lawful ones of Casna, Zalia, and
Keran is to act as judges between houses in times when the local lord
does not have to get involved.
Next are the noblemen and women - most serve charities or non-military functions. This is probably the most ignored and safest positions, as there is very little violence for those who don't seek power. Left alone, they help guide the nation in their quiet ways. They are always encouraging trade and communication between both the island districts and various races. They are one of the few groups that can hire independent soldiers, body guards and bounty hunters as long as things are recorded in the bureaucratic towers. They are one of the few groups to have strong non-family connections, so knight, wizard, priest and guild-man all have a few nobles as comrades, ready to bribe to sway things their way.
Soldiers and guild-men are next, and these form the bulk of the lower classes. They do every role except for farmer, which is usually reserved for tenderfoot slaves. Guild-men in particular while having no significant rights do have great chance for wealth if they are cunning or just lucky. Commerce is open in Tharon, and while they can not compete with a Noble House directly, what often happens is that two or three Houses tear each other apart (either literally or just in business) while the lower guild-men come up through the middle, having a fine business in dealing with the non-nobleman. Business is cut-throat and many guilders like it this way, as Nobles are just as busy with politics to realize what is going on. An even more so, due to the strict Tharon laws, many items are expensive and there are vast amounts of crowns (gold coins) to be made with smuggling.
Soldiers serve either in a bureaucracy or serve as part of a house’s standing army. Their lot is cruel; they get paid little and asked to risk their life constantly. Many flee, and willing to risk their lives among the pirates and monsters of the seas as sailors, than serve in a death march. For those who survive, the chance of becoming a knight with a lower house and all the privileges awaits.
Soldiers and guild-men are next, and these form the bulk of the lower classes. They do every role except for farmer, which is usually reserved for tenderfoot slaves. Guild-men in particular while having no significant rights do have great chance for wealth if they are cunning or just lucky. Commerce is open in Tharon, and while they can not compete with a Noble House directly, what often happens is that two or three Houses tear each other apart (either literally or just in business) while the lower guild-men come up through the middle, having a fine business in dealing with the non-nobleman. Business is cut-throat and many guilders like it this way, as Nobles are just as busy with politics to realize what is going on. An even more so, due to the strict Tharon laws, many items are expensive and there are vast amounts of crowns (gold coins) to be made with smuggling.
Soldiers serve either in a bureaucracy or serve as part of a house’s standing army. Their lot is cruel; they get paid little and asked to risk their life constantly. Many flee, and willing to risk their lives among the pirates and monsters of the seas as sailors, than serve in a death march. For those who survive, the chance of becoming a knight with a lower house and all the privileges awaits.
At the bottom of the
soldiers are two forms of scum: sailors and slaves. Sailors are
treated as miscreants in Tharon, there to serve on the waters and be
tucked away in the worst areas of the cities. They risk their lives
every time they go to sea. Their pay is significant, but then again
it has to be to get anyone in the open water. When they are on land,
they live to drink and whore and waste their lives with jube and
crake…and then when out of coin, to go back to the sea. This is
actually the only half way decent life an elf can make officially in
Tharon; usually they are killed when coming into the Common. But this
is also a great way for criminals and escaped slaves to make a
living.
Below even sailors, are slaves, or better put anyone other than human, dwarf or Minotaur. Tharon are slavers and do not give these non-humans full rights. Tenderfeet have an open bounty for capture. Elves are usually killed on sight, unless they are under a sea captain. Anyone else, they are usually captured, imprisoned and if they are not found to have a useful skill, are put to work in the fields. This is their life, unless they can escape.
Below even sailors, are slaves, or better put anyone other than human, dwarf or Minotaur. Tharon are slavers and do not give these non-humans full rights. Tenderfeet have an open bounty for capture. Elves are usually killed on sight, unless they are under a sea captain. Anyone else, they are usually captured, imprisoned and if they are not found to have a useful skill, are put to work in the fields. This is their life, unless they can escape.
Dwarves are the only race
to have full rights within Tharon, and one of the reasons is that
Tharon need the political and commerce connections that many Dwarven
nations can provide. They are seen as guilders without guild, and
do not need papers to walk freely in the cities. Many cities in fact
have Dwarven ghettos, or the largest, actual embassies. Dwarven knights and
mercenaries, while having no place under Tharon law, flourish for the same reason as guildmen - they can be trusted to do their job, and not betray their employer for wealth or prestige..
Minotaurs were the only significant threat the Tharon Empire ever
faced. (Lazell is a political & philosophical enemy, while they
may have fought skirmishes, they have never been at war.) However,
more than five hundred years ago, after a millennium of war the
Tharons finally won. They respected the Minotaurs for their
strength and battle prowess, and rather than reducing them to mere slaves, they created a place for these hulks in their
society. As spell-less creatures, Minotaurs serve a unique role
for the nobles, body guards, without the usual fear of magical
reprisals. Those who grow to maturity serve the nobles directly
for significant pay.
Laws
Taxes: Paid once a
ten-day, depending upon role. Reasonable rates; most pay with service not coin
Prostitution: Officially
sanctioned; much cheaper and non-reported in port areas
Weapons: Soldiers and
knights only. Sell-swords only with a mark of standing.
Jube and other drugs:
officially banned, but readily available in port areas
Magic Items: officially
banned, many are readily available
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Any non-Tharon
human or dwarf; without a Mark of Freedom, can be seized for service
Thievery: Imprisonment or
loss of rights.
Psionics: Banned and
imprisoned/killed on sight
Wizard Spells: Rigidly
controlled. Non-Tharon Nobles will be arrested on sight.
Clerical Spells: Taxed 300% at any obelisk or Temple
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; but no official guilds
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; but no official guilds
Duels: Only 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.
Style:
The Sea of Stones is reminiscent of the Greek islands during the days
when their city states ruled the Mediterranean. In terms of the military,
nothing comes close to threatening their rule; while the green elves,
giants, and lizardith harass the fringes, they are insignificant
challenges to Tharon dominance of the region.
The greatest danger
nobleman face is internal, as the rich and powerful outwit each other
for wealth and favor. While there are many laws that prevent
virtually any danger or vice, corruption is rampant, many cities have
marketplaces set up to cater to the needs and whims of the criminal
element. Assassins, poison, black magic, and even marks of authority
or nobility are available without too much effort. Nobody
acknowledges what lurks beneath the veneer of Tharon society.
Officially, adventurers
exist to protect the borders, but many make their living by facing
each other in the alleyways at night, sneaking into their rival houses, sabotaging trade or even planting evidence of betrayal. For those that can play the game, there is much profit to be
made. The two side activities are pirating and adventuring in the desert Pharonic lands where there seems to be an endless supply of riches to find. Nobles lead in both of these activities, sometimes publicly but most often quietly. Virtually every noble house has at
least one pirate ship, and they attack their rivals, especially
traders in other districts. As long as cities are safe, and are not
invaded, the royal houses allow the petty nobles to play their games.
Coin is not the most
important tenet of Tharon society, but it is critical. Nobility
understand that wealth is a means of showing and acquiring power.
Territorial gain is exceedingly limited, as to the south the phastian
desert lies, to the north and east – the wasteland, and to the
west, the Endless Sea itself. So, those who provide tribute, are the
ones who keep the favor of the royalty.
Labels:
D&D,
D20,
District,
Evil,
Faerie,
Horn-Kin,
Lawful-Aligned,
NPC,
Pathfinder,
PC,
Political Region
Tuesday, 8 September 2015
Nyssian Creature Listing
One of my favorite things about gaming is the creation of both the story adventures and monsters, well, especially the creatures. I have so many new, different or just modified creatures that I will make up on the spot. Others I have been using for a long time, some more than 20 years. Others, are creatures I thought of and wrote up just for my blog posting. In case you want to peruse, the listing of what I posted to the blog over the last few years to this game blog are below. Many more are to come!
(A) Alt Creature - Nyssian Version of creature
(B) Base Race - Generally open to players
(C) PC Race - Open to players but not at lower levels
(F) Fan devotion
1 Jahlen - Golden Horned Ram Humanoid (Horn Kin) (B)
2 Charr - Barbarian with supernatural tribal weapon (B)
3 Nyssian Piercer (A)
4 Purple Owl - Favoured Creature of Lawful Forces
5 Leaf-Kin, Children of the Forest (C)
6 Medusa Elder - More snakes, more spells (A)
7 Phaetox - Flame Winged Phoenix Humanoids, Unable to tell lies (B)
8 Shal - Enhanced Lizardith-female
9 Nyssian Imp - Long-Tailed Imp (A)
10 Chaonaos - Orb of Magical Chaos
11 Nyssian Troll (A)
12 Clockwork - Golem Like Intelligent Machine (C)
13 Snow Nymph (A)
14 Nareg Gargoyle (A)
15 Cat Sphinx - Common pet, smart and magical
16 Wooren - Furred, Strong Armed, Noble Savage aka wookies
17 Gammorec - heavy-set, green brutish thugs aka Gammorean or Alt Orcs (A)
18 Jawatha - Desert bandits & Traders - Jawas
19 Tuthken -Desert Nomads & Raiders -Tusken Raider
20 Primal - Racial Animal Humanoid aka Lycanthropes (A)
21 Nyssian Leprechaun (A)
22 Ter Falcana - Magical Avian
23 Fae-Nom: Faerie Race (C)
24 Necrites - Undead Character Race (C)
25 Shandar-Kai - Shadowy Urban Fey
26 Favoured of Keran - Warrior Servant of an Evil God
27 Lego d20 - Small-sized block humanoid (F)
28 Lizardith - Lizard Man PC (B)
29 Vottinna - Blue Skinned, Magic-Item Destroying Humanoid
30 Elemental Options - Pick Your Own: Plug and Play Beasts (A)
31 Charity and Hopes - Angelic figure spreads goodwill with magical butterflies
32 Giff - Heavy Hippopotamus Humanoid (A)
33 Abandoned - Lost Dabus, From Planescape, surviving in mortal lands (A)
34 Cenobite - Cool Horror Movie Monster (F)
35 Skin Devils - Ability Score Thieves
36 Tenderfeet (Nyssian Halflings) (A)
37 Tame - Avian Headed Noble Creature with artistic bent
38 Sharavan - Pleasure Genie
39 Minion -- Communal Yellow-Skinned Golem-like Servant (F)
40 Rogue Modron - Abandoned Visitor from Lawful Worlds (C)
41 Corona Salarius - Magical Aura that helps adventurers
42 Sand Dwarves (Zinth) Dwarves whose magical abilities revolve around sand (B)
43 Spawning creatures and their never lonely Creator Mistress
44 Orynix - Gazelle Humanoids (Horn-Kin) (B)
45 Nyssian Centaur (A)
46 Orange Slaad (A)
47 Nyssian Beholder (Black, Blue, Gold, Purple, Red, Black) (A)
Labels:
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Class,
D&D,
D20,
Evil,
Good-Aligned,
Lawful-Aligned,
Monster,
NPC,
Pathfinder,
PC,
Racial Class
Sunday, 6 September 2015
Pack of Useful Items (Simple Magic Item)
I am planning to institute this as a gifted item for all players of 3rd level or higher, especially for one shot games.
All players have a small, unadorned Pack of Useful Items when examined has virtually no weight or items within. Any item from the players handbook of worth less than 20 gp, less than 1 foot in diameter and 10 pounds in weight and are considered common and non-magical to their home location is assumed to be in their pack. It is a standard action to reach into their pack to grab any single item a player will want. The owner can retrieve any specific item 2 times a day (or 4 for small items) but no more than 10 items total can be retrieved on any given day. These packs will only work for their owner or an ally, if stolen, they cease functioning after 24 hours. Items that are not listed in the players handbook are not available until added by the character. Some items, the DM can rule, are too rare to be added to the pack. Items such as cloaks, which can be folded into a one foot diameter, can be summoned in this way.
These items are assumed to be payments for previous missions completed for churches or magic users. Individuals with oaths of poverty or other restrictions with wealth may not have one of these crafted items. These gifts are meant to assist the character in completing missions, not to make wealth, trying to summon items just to sell will make the pack go inert.
Aura faint (gray or rust) or moderate (tan) conjuration; CL 7th
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp
All players have a small, unadorned Pack of Useful Items when examined has virtually no weight or items within. Any item from the players handbook of worth less than 20 gp, less than 1 foot in diameter and 10 pounds in weight and are considered common and non-magical to their home location is assumed to be in their pack. It is a standard action to reach into their pack to grab any single item a player will want. The owner can retrieve any specific item 2 times a day (or 4 for small items) but no more than 10 items total can be retrieved on any given day. These packs will only work for their owner or an ally, if stolen, they cease functioning after 24 hours. Items that are not listed in the players handbook are not available until added by the character. Some items, the DM can rule, are too rare to be added to the pack. Items such as cloaks, which can be folded into a one foot diameter, can be summoned in this way.
These items are assumed to be payments for previous missions completed for churches or magic users. Individuals with oaths of poverty or other restrictions with wealth may not have one of these crafted items. These gifts are meant to assist the character in completing missions, not to make wealth, trying to summon items just to sell will make the pack go inert.
Aura faint (gray or rust) or moderate (tan) conjuration; CL 7th
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp
Labels:
D&D,
D20,
Good-Aligned,
Lawful-Aligned,
Magical Item,
Misc,
Monster,
NPC,
Pack,
Pathfinder
Friday, 17 July 2015
Rogue Modron
Rogue Modrons were originally outsiders from a lawful plane that were mortally injured on the Nyssian world and unable to continue with their unit. While their internal repair functions fixed them, they were abandoned and are now alone on an alien world.
They are self-aware mechanical units, built for a specific work function not social interactions. Being awkward, they rarely know what to do or say, thus they stand out in mortal communities. Knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this point, they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules.
If they do not reach an acceptable status point in a hierarchy organization after a certain amount of time, a Rogue Modron usually leaves and strikes it out as an adventurer, seeking fortune, fame and portals to other worlds. If they do reach mid-levels of authority, they are content, and subtlety try to influence law and order in the organization and the world around them.
When Rogue Modrons meet others of its kind, they are instant allies. They physically touch, and immediately share everything about their learning and their own individual pasts. They never engage in combat or take actions to directly interfere with their kin even if ordered to by their mortal comrades. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.
The ultimate goal of a Rogue Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Rogue Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among non-kin.
Rogue Modrons
-2 Charisma, +2 Constitution, +2 Intelligence: Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.
Box-like body, Face on the upper part of the box, Small legs, Small Wings on their shoulder portion relative to their face. All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them.
Medium: As a Medium creature, a Rogue Modron has no special bonuses or penalties due to its size.
Rogue Modron base land speed is 30 feet. They eventually gain a fly speed (see Wings).
Darkvision: can see 60 feet in the dark.
Racial Skills: A Rogue Modron's outsider levels give it skill points equal to 7 / HD. Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Fly, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival.. The rogue Modron gains a +2 racial bonus on Knowledge (Mechanical) and Disable Device checks.
Metal Body: Modrons have some construct traits. While they are healed normally by positive energy, they take half benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Rogue Modrons need to eat and sleep at quarter the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe.
Automatic Languages: Rogue Modron. (A non-standard, non-written language based on the Modron Mother tongue.) While unique to the individual rogue modron, others of its kin fully understand
it instantly. Likewise it is 50% likely any Lawfully aligned creature will also understand it.
Bonus Languages: Phaetox, Minotaur, Elven, Draconic, Dwarven, Celestial, Infernal, and Undercommon.
Natural Armor: Rogue Modrons gain +1 natural armor. As they increase in levels, their armor becomes more hardy. They are unable to wear standard metal armors. Non-metal armors can be sculpted to fir their body template, as it provides little protection to mid or higher level Modrons.
Regulate: A Rogue Modron is able to perform difficult actions with surprising regularity. They can take 10 on any d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of Regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round.
Wings: They possess a pair of small wings on their metal limbs. At low levels they are incapable of supporting themselves in flight, but they minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 50 feet (good).
Socially Awkward: A Rogoue Modron is at best socially awkward for both the modron and non-modron's kin alike, taking a -2 to social interactions with any skill check to non-allies.
Energy Resistance Select One: Acid, Cold, Fire 10.
Detect Law or chaos: A Rogue Modron can detect presence of law or chaos. at a range of 120 feet.
2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 10% every additional level. At 11th level and higher, this bonus changes to 1% each new level.
Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting effects and illusions.
Rogue Modron HD
1st level Metal Body, +1 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling
2nd level + 1 AC, +7 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid, Cold or Fire 5, Gain Feat
3rd level + 1 AC, +7 on skill points, +2 on one of Dex, Con or Int, Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures), +7 on skill points, Regulate Action (2/day)
5th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +7 on skill points
7th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures), +7 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
10th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int,
11th level + 3 AC Armor, +12 on skill points, Choose Energy Resistance Acid, Cold orFire 20, +5 on any ability score (no more than +2 on any one)
Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non HD they are unable to further advance in their natural Modron class levels again.
Favored Class: Cleric, Fighter, Monk, or Sorcerer.
Labels:
D&D,
D20,
Lawful-Aligned,
Modron,
Monster,
Pathfinder,
PC,
Racial Class,
Summon
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