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Showing posts with label Nyssa. Show all posts
Showing posts with label Nyssa. Show all posts

Sunday 17 February 2019

Modron, Nyssian Bound

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.


Thursday 7 February 2019

Quashi - Androgynous spell-casting humanoid surrounded in a coral exoskeleton

These are strange, coral wearing humanoids that inhabit remote places in my world. They act as both merchants and collectors of information. While they do not actually need to be foes, they often are, as their arrogance and self-centeredness sometimes means they ignore peaceful solutions to obtain the things they want.

Quashi
CN  Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities    DR    Immune    Resist
 OFFENSE
Speed 30 ft.
Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
 STATISTICS
Str 10 (8), Dex 13, Con 10 (7), Int 23, Wis 13, Cha 15
Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14,  Use Magic Device, +10

Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
 ECOLOGY
Environment Any Remote Region
Organization  Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
 SPECIAL ABILITIES
Resonating Crystal: After a round of melee or concentration, their crystal rods begin ringing a low hum. This resonating, causes a cumulative –1 penalty to attack rolls to foes. Spellcasters within 90 feet of this hum, must make concentration checks (DC: 10+level of spell + cumulative penalty) to cast spells. Quashi are immune to the hum of their kin's crystal.

Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.

Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.

Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.

Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.

Slender, androgynous humanoids with delicate features. They wear a stunning coral exoskeleton armor covers their head, arms, legs and most of their body. They carry a small crystal rod glowing brightly with magical energies, which levitates beside them if they need two hands. Their face and hands are pale, looking frail and gaunt.

Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.

They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.

Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.

Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.

*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.





Monday 4 February 2019

Choll - yellow skinned humanoids that choose their gender

This is the transgender type humanoid in my world. They are a race onto themselves, but are welcoming so others may find a home in their towns and culture. Choll always breed true, regardless of who they mate with. Their communities are hidden from enemies but open to anyone that seeks help in questioning their role or place in society, many spell-casters and artists find their way, for a while to seek solace or to find a new home.

Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.

Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society.  Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.

Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.

Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.

Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.

Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.

Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.

Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.

Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.

Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.

Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.

Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.

Choll 
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma

Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:

Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)

Level Adjustment: +1 CR

Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores

Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.

Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)

Specialized lash: Increase in damage and length increases to 20 ft

Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.

Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)

Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.

Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   * 

This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.

Monday 19 November 2018

Seymourian

A native and twisted plant form found in some of the deepest jungles of the land. While unsure of their origin, they have long been a nightmare to root out. These twisted entities try to manipulate the environments to control others to do their bidding.

Seymourian

NE Medium Plant
Init +2 Senses Low-light vision; Perception +6

 DEFENSE

AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)

 STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one

 ECOLOGY
Environment    Any Forest
Organization   Solitary or Pod (2-4)
Treasure Value  Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)

 SPECIAL ABILITIES

Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.

Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.

This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.

Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.

It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.

Thursday 15 November 2018

Corpse Wraith - Undead Template

Wraith Lords are the undead abominations that seek to end life merely to cause suffering to others. While some creatures are driven by greed or sadism, these creatures have no dark passion, they merely want to destroy other things and beings, just for the sake of destruction. Cunning and seemingly cruel, they display no outward emotion.

Corpse Wraith (Template)

Size and type: Change to undead; do not recalculate hp
Hit Dice: Change to d12, 3 HD is the base, it can be higher
Speed: As original creature; loses swim burrow or climb movement, gains fly 40 (good)
Armor Class: +5 deflection bonus (if not in host), otherwise as host
Attack: Incorporeal Touch
Full Attack: Incorporeal Touch

Damage: based on HD
3-4 HD: 1d6 dmg + 1 charisma drain, +1 deflection AC bonus
5-8 HD: 1d10 dmg + 2 charisma drain, +2 deflection AC bonus
9-12 HD: 2d8 dmg + 2 charisma drain, +4 deflection AC bonus
13-16 HD: 2d12 dmg + 3 charisma drain, +6 deflection AC bonus
17 HD +: 3d10 dmg + 1d6 charisma drain, +9 deflection AC bonus

Level tiered effects
3-4 HD: +1 deflection AC bonus; +1 on SA effect DCs
5-8 HD: +2 deflection AC bonus; +2 on SA effect DCs
9-12 HD: +4 deflection AC bonus; +4 on SA effect DCs
13-16 HD: +6 deflection AC bonus; +6 on SA effect DCs
17 HD +: +9 deflection AC bonus; +8  on SA effect DCs

Special Features

Displacement: 50% miss for missile weapons or spells that require attack rolls.

Special Attacks:

Paralysis Stare (DC 13), paralyzed for 10 rounds or less, can do once every 1d3 rounds. Subtract the saving throw from 17 to find the number of rounds the victim is paralyzed. Those affected can mumble with great effort but cannot cast spells, turn or activate magic items requiring words.

Chill Metal: (DC 11) can affect any piece of metal once a day, it is an auto effect if not being controlled or touched by a living creature.

Word of Terror: (Will DC 15) or tremble in fear for 1d4 rounds, if less than 6HD/levels will flee, usable once an hour

Possess Corpse: Can infest any dead humanoid body. Corpse Wraiths retain their mental stats but take on the corpse. They do this usually to escape detection. They have limited capacity to retain their host's memory.

Wraith lords retain the memories and abilities they had in life, including any spell casting abilities. Most reside in urban settings, where it is easy to hide their presence as well as to find a new host body if needed. They are hunted down with religious zeal by Jackalla, the undead hunters of Nyssa.

They appear as a dark spirit, all their features matching who or what they were during their life, but they have an evil, ominous presence.

Creatures killed by wraith lords have their spirits or souls absorbed by the wraith lord, and can only be freed once the wraith itself is vanquished. New Corpse Wraiths are created by necromancers who are seeking undead servants. Unlike with many other types of undead, corpse wraiths are not mindless servants, once created they serve themselves and try to get freedom and accomplish their own goals.

The most powerful ones are released by their masters to serve as free-willed terrors, not in their thrall but in equal service. Appear as grey-shaded humanoids, in tatters mostly in the background unnoticed as they go about their actions. When they attack, they seem to instantly change to vengeful warrior spirits, full of dread, power inflicting horror on anyone within fifty feet.


Monday 5 November 2018

Frush

Frush, are weird tentacled creatures that reside in the ships and many temples mostly in and around the Isle of Oromos. They can telepathically move things, and best known for their capacity to move ships, skimming across the top of the shiven, While they are fully cognizant of the prime world much of their energies exist on the astral, so they are creatures stuck between the different planes and realities.

Frush
City, D&D, D20, Nyssa, Pathfinder, Electronic

CR 5
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8

 DEFENSE
AC 17 touch 10, flat-footed 17 (+5 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5

 OFFENSE
Speed 20 ft., Climb 20 ft, Swim 20 ft
Melee Grapple +4 (1d8+3)
Special Attacks  Psionics, Constrict (1d4+3), Imp Grab
Special Qualities: All Around sight

 STATISTICS
Str 7, Dex 10, Con 13, Int 13, Wis 10, Cha 13
Base Atk +3 CMB +6 CMD 16
Feats Mind-Link
Skills +9 Perception , +9 Survival, +9 Deception
Languages Understand basic common but speak via Mindlink

 ECOLOGY
Environment  Underground or City Tunnels and Jammers
Organization  Solitary
Treasure Value Double
Advancement By HD 5 - 8 (Medium), 9-16 (Large)
Alignment: Neutral (50% tend towards LN)

Frush are medium sized collections of sentient pink plazene - appearing as frazzled strings emerging from a core glowing spiked ball. It has all the functions and features of other mortal creatures such as eyes and ears, yet they mostly ignore these as they highly prefer to touch through their plazene, their nerve tentacles. When they move, they blast new tentacles to new location, then pull themselves towards that direction and the other planted tentacles drop. It seems to take considerable effort and co-ordination, so it is obvious that there is a centralized intelligence controlling the motion. The challenge is most of the time they are inanimate, blobs on a wall or ceiling, almost invisible except to those that are already aware of them.

Who or how they were discovered was lost long ago, but they have a presence in many cities where they are relied on for their unnerving capacity to monitor and control. Light, sound, even motion can be tracked, simply by having a frush view an area. When they are placed they subtlely control for the betterment of their masters. They take over any area, mechanically controlling any object or device with movement in a 90 foot radius. Many parks and jails in Oromos among many other places have a Frush in a central location, controlling and commanding the physical structure.

Oromians around 500 hundred years ago learned to plant a Frush inside a ship to enable movement. The creature needs to settle and once it does enables the ship to move through the First Ether Plane - physically moving the ship, usually a few feet above the ground. Eventually they realized with higher level specialized wizards to pilot the ship, they could travel into and out of the astral enabling travel between known portals in hours, instead of the days it used to take. These ships are called Jammers, and enable movement through-out the domains, but only by the Oromians, who control and manipulate the ships for trade purposes.

Psionics: PSP: 25; DC 14+ (1d12); Manifests as a 5th level Psionic
Powers: Biocurrent, Control Movement, Create Sound, Levitate, Sense Presence

Mind-Link is my basic psionic telepathy. Any creature with the psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP charge and send or receive a short message within a 1 mile radius. They can do this any round, but it is an action to send information, except on the first round of mental transmission.



Thursday 1 November 2018

Codex and Evil Gods Codes

A codex is a simplified listing of ideas and instructions for a group of faithful. While technically it doesn't have to be for a specific deity, they usually are. It will list histories associated either with a god figure or one their followers, such as an angel and moral philosophies associated with the figure. Most contain spells and heavenly maps that only those of a particular spell casting level can understand.

Greater Gods
Quanna: Goddess of the Light, Mistress of Flight, LG, Weekly, (Often called the Lady)
Mathai: God of the Hunt, CG, Monthly, Green, Patron of Rangers
Darras: God of the Poor, NG, Weekly, Brown, Patron of Landless Knights & the Poor
Japeth: God of Courage, LG, Monthly, Orange, Patron of Paladins
Keran: God of the Night, Master of Fright; LE, Any, Monthly, Black.
Cush: God of Bloodshed & Murder, CE, Before Battle, Red, Assasins
Shion: (Shine) God of Greed, NE, Any, 3 coins arranged in a triangle, Patron of Finders (Thieves).
Faval: Lord of Destruction & Rebirth, CN, Non-Lawful, Flame / Teardrop
Casna: God of Justice, LN, Weekly, Purple, Patron of Monks
Holon: Earth Mother, Mistress of Druids, Neutral, Any, Seasonal

Demi-Powers
Rowena: Lady of the Cold, NE, White, Patron of Undead
Anubis: Defender of the Dead, LN, Patron of Jackalla
Crayos: Keeper of Secrets, N, Patron of Seers
Jubal: Lord of Shadows, CN, Patron of Spice (Drugs)
Fatanus: Lady Luck, CN, Gaming Wheel / Dice
Orelleo: Lord of Traveling, NG, Any, Patron of the Gypsies
Rosetti: Mistress of Beauty, Lady Love, CG, Patron of Sorcerers
Jamile: Lady of Suffering, CE, Any time when sick.
Jamine: Lady of the Plague, CE, Any time sick
Stradamia: Mistress of music, Patron of Bards, N
Shellonna: Lady of the Oceans, Patron of Sailors
Shi-Lo: Lord of Combat, N, Patron of Monks

Great Horned One: Patron of the Minotaur-kin
Father Stone/ Mother of the Mountains: Patron of the Dwarves
Tree Lord / Spirit Mother : Patron of the Fey
Phoenix: Lord of Flames, Patron of the Phaetox
Fenris: Beast Lord, NE, Any, Grey, Master of Lycanthropes,
Bourdana: Master Chef, Lord of Inspiration, N

*  *  *  *  *  *  *  *  *  *

Keran
God of the Night, Master of Fright;

Alignment: Lawful Evil
Follower's Alignment: Any
Associated Colour: Black
Holy Days: Every Month
Sacrifice: Tithe (20%) or forty hours of service
Familiar Form: Avian (Black Raven or Black Snake)
Domains: Protection, Evil, Fear, Summoning, Darkness, Sickness, Pain, Healing
Followers: All, Evil Aligned people, City Folk, Rogues, Sorcerers, Poor, Gamblers
Rank: Usually referred to as Lord or Master; ordain both genders.

The Dark One, the accursed. Lord of Fear. Master of Horror. Master of Darkness.

His faith is based on fear of what is beyond the coil. Both the dark and night are not just within his domain but represent what is beyond you.  While many look to his church to grant them access to power, many more look to the horror to move past their own fears. His church gives relief, but it also
demands payment. Many view His as the true source of all evil in the world, but his followers merely say that only with the strength of Keran can they overcome their fears. Yet other followers say there are only two kinds of people, those who fear and those who are the source of fear, who you are is based on what you choose to be.

He has two primary types of followers, those who want succor and those seeking to inflict fear on others. His good aligned followers appease their dark lord, offering sacrifices of every type to keep their Lord content. They are not happy or proud, yet they know that this way, the dark way they can get done what needs to be done. Many of these types of followers constantly wear a small obvious black article of clothing. When committing their rituals, they wear dark masks or cowls. In some places it is against the law to worship the dark one, but in most places their obelisks are public and those who go there are not questioned for their alignments or choices.

The other type seek power - willing to commit horrific or evil actions in order to get what they want. They are drawn to the dark obelisks to commit both dark  rituals and evil actions, and they are then given harder challenges that they must overcome to be granted more powers. Few have any compulsion about doing the horrific actions and often enjoy comitting acts of violence, torture and blasphemy.

While distinct in their attitudes, at most obelisks there is no division. Evil priests often work for good aligned ones, or vice versa up the chain of power. Positional advancement happens because of success. Most times there is no single path -there are direct ones with use of  violence and terror but many times, there are other harder less obvious routes; this is how the good aligned Keranites accomplish their goals.

Failure is not just personal for the good aligned Keranite, it also means more influence and power for the evil aligned ones. Perhaps the only blessing is that good-aligned Keranies always help their own, uncaring about personal advancement but doing what they can for others who share
the hope and faith.

Clerics on Nyssa are often dual worshippers, so it is common for Keranites to follow good or Neutral aligned gods. They must always, especially in cities, openly wear their Keranite colours and symbols. They worship the dark one because they feel they must, but follow others because it is in their hearts. As long as they do not proclaim the good (or neutral) over anything else, and commit their service as required, they are not
penalized.

Black is the colour of their priest's vestments. Most good aligned Keranites wear one small but obvious black clothing item; others just do the whole goth thing. Evil ones are much more elaborate, wearing dark, twisted vestments that have obvious twisted features.

His avatar form is usually a rogue dressed in chain mail with two anthril blades, always a precursor to commit a secret action. They come to challenge the faithful to commit dark actions. They never come to help, help is for the weak, and when the avatar assists there is always a cost.

Most religions on Nyssa tend to small shrines or obelisks as modest gathering places - Keran tends towards large, opulent churches and temples with huge monasteries and statues. They often have the most followers, and have huge weekly or more often services. Screams, songs and ritualistic ceremonies are common for public actions - these are where the good-aligned Keranites must come. There are also smaller, dark, horrific rituals where evil actions are done for power or sometimes far worse.

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

Keran Code
In darkness there is truth
Bitter, ugly nasty, truth
Do what cannot be spoken aloud
Do what you may not want to do
Simply because it is the only way
Never hesitate
Kindness or courtesy is a weakness,
Be strong, and bold and take action
Purge hesitation
Do what must be done
And you will be rewarded
Evil is a marking of failure
All your success will be rewarded


*  *  *  *  *  *  *  *  *  *

Cush
God of Bloodshed & Murder,
Alignment: Chaotic Evil
Follower's Alignment: Any Evil or chaotic or blood-thirsty
Associated Colour: Red, Blood or Bloody Weapons
Holy Days: None, Before and After Battle
Sacrifice: Tithe (10%) or twenty hours of service/month
Familiar Form: Red Tinged Bear or Snake
Followers: Chaotic or Evil Aligned people, Soldiers, Barbarians, Rogues, Assassins
Domains: Chaos, Strength, Protection, Evil, Rage, Tyranny, Ferocity, War
Rank: Often referred to as in local military command codes; Mostly Male

The First Killer. lord of Murder. Battle Master. Red Lord.

His faith is of those who kill, for profit, for protection or for fun. They enjoy killing others simply because they can. Many times there are benefits to society, but for his followers, they want to grow in power and prestige as the blood splatters upon them. His church is a military often a city's official militia, under constant threat to act out in violence to protect those who are too weak to do so themselves.

Except for professional, full-time soldiers, few actively worship him outside of battle. Yet during combat, his is the name constantly called out for aid and advice abd accuracy to strike a lethal blow. His followers care little about following specific honorifics, they want to do battle and then drink and brag among colleagues.

There are official churches or obelisks dedicated to Cush, few are utilized on a regular basis. Instead anywhere a group of soldiers gather during a battle, they raise a spear and dump a bunch of corpses around it, this is a simple brutual but effective obelisk to his faithful. In most military compounds there are small carvings that are dedicated to Cush. Both the low-level grunt or highest official Battle General can appreciate Cush and his followers, except most believe they take the blood-rush too far, and try to discourage the boldest acts of his faith. They do not try ban it, as there have been many instances of internal conflicts between the Cush faithful and others. Unlike other faiths they do not have specific holy days, instead, both before a battle or after one, the faithful show their devtion.

Red or blood is the colour of the faithful. They are not expected to wear it, except in the middle of battle when they want it smeared over their clothing. There are few non-chaotic followers, and they do not have official services, merely the faithful take small symbolic action before or immediately after battle. There is rarely official clergy but experienced battle-lords can get the faithful to follow them if they prove successful in battle. In many cases, High Priests are transformed captains who one day was changed into a priest because of the need for one - in most cases these immediate priests will be killed in battle within 10 days of their change.

His avatar is a battle-tested knight wearing half-plate, heavy sword and shield. Only coming after a minimum of nine days of battle, to lead on the tenth day. What is most important is battle, not the purpose of either side. Not common, but the avatar, has sometimes come to help one side on the tenth day and help the other side on the eleventh.

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

Cush's Code
Be strong and true
fight with your brothers
Be brave
to fight with your comrades
Train your mind and soul
to fight with your mates
Kill your enemy
without thought, hesitation or regret
Spill their blood
to show your honour, courage and conviction
Blood will be spilled
Blood will flow
make sure it is not yours

*  *  *  *  *  *  *  *  *  *
Shion: (Shine) God of Greed, NE, Any, 3 coins arranged in a triangle, Patron of Finders (Thieves).

Alignment: Neutral Evil
Follower's Alignment: Any Evil or Rogues
Associated Colour: Gold, Silver and Platnum coins arranged in a triangle
Holy Days: Every Week
Sacrifice: Tithe (10 %) every job
Familiar Form: Rat (Raven or Snake)
Domains: Trickery, Luck, Knowledge, Evil, Darkness,
Followers: All, Evil Aligned people, City Folk, Rogues, Shop-Keepers, Travellers, Homeless
Rank: Usually referred to as Finders

Those of honour or wealth or stature try to make the laws, to control you. Ignore everything except your own impulses. Let Greed be your guide. What you want is yours if you can take it. And when you no longer desire, it is there for another.

Don't try to be greedy, yet never hesitate. Take, because you want, because you desire, because you plan, because you can. And if you can't, it was never yours.

There are just as many official Shion churches as unnofficial ones, and they are all training centres, where the would be finder comes to learn, both in skill and rumour. They plan, using whispered codes for every step. His priests are dual classed clerics or wizard along with rogues. They give advice, but don't give homilies, as only success is important.

Shion has few enemies, as other deities know he just doesn't care about laws or rules, it is not personal, it is just a challenge where nothing is personal. Yet nobody likes or trusts him, as he will steal from you or kill you as it doesn't matter, except success.

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


Shion's Code
Greed is your guide
be true to your self
Never hesitate, take what you want
But do so with thought, plan and cunning
Be not cruel or kind
Take because you can
Take because you want
Take because you practiced, long and hard
Greed is your test
Success is your only reward

*  *  *  *  *  *  *  *  *  *

Faval
Lord of Destruction & Rebirth, CN, Non-Lawful, Flame / Teardrop

Alignment: Chaotic Neutral
Follower's Alignment: Any Non Lawful
Associated Colour: Swirl of Colour
Holy Days: Every Day
Holy Symbol: Tai Chi Symbol with a Flame and Teardrop
Sacrifice: Tithe (5%) or fifty hours of service
Familiar Form: Swirlthine (Flying Swirling Snake)
Domains: Protection, Chaos, Summoning, Mothers, Giving Birth, Darkness, Blindness, Sickness, Pain, Healing, Shouting
Followers: All, Chaoticly Aligned people, City Folk, Sorcerers, Gamblers, Sick or Insane
Rank: Usually referred to as Master; ordain both genders.

The Binder. Maker. The Breaker. Open Circle.

Few follow Faval from childhood, it is a blessing that happens to individuals who are shaken to the core and awaken with an appreciation of absudity and non-linear thinking, that others call the insane. Most often his followers awaken from moments of chaos or horror and understand that horrific actions are not personable, one needs to accept that things happen, but then fight them. They are usually the calm one in the midst of  terror with a higher plan; perhaps gifted with abilities they never had before.

Faval followers do not have a church or obelisk, rather when fourteen or more come together they can see an obelisk between them. What it says to them is personable, but usually there is a general theme. Unlike other religions they have no pre-set literature or scripture, they speak from their heart or mind or from another place, and if you want to listen you do, if you don't, then walk away. Few Favarians care about personal expressions but if your actions stops or enforces someone else to do what they don't want to do, then Favarites get involved.

Favourines when called or marked, become servants of chaos. Very few become priests, as other religions, but they become dedicated to helping their community. Many become fervent speakers, others speak to just a few at a time, some hide away until called out. Those who become leaders are often gifted with abilities, usually just a few spell like powers. Favines are the only known type of priests that can use a un/holy symbol of anothe power to cast their spells.

Favalites don't make long-term plans, but make hundreds of small term ones. They do tend to help
the greater communities they are in, but it is rarely observed by others. They don't seem to be doing anything, yet they
are always there, always involved.

Rarely trusted, barely tolerated, neither good nor evil can make sense out of these lunatics, but that is the point. They are swirls of chaos, but sometimes when many swirls come together, incredibly powerful acts or statements happen.They have brought down countless kings or bishops, because a community (not necessarily theirs) senses a need to do, so they do, and many times their collective actions can get everyone around them involved - regardless of race or faith the collective madness happens and things change.

Favar's Code
Do,
Do not not do
Act
when you have no script
Count
when there are no numbers
Be
because why not
Action
is purer than thought
And if you think about it
You've already lost
Do
Just do
Just do
just do


or Favians,

*  *  *  *  *  *  *  *  *  *


Anubis
Lord of the Afterlife, LN, Lawful Neutral, Eye

Alignment: Lawful Neutral
Follower's Alignment: Any Lawful
Associated Colour: Purple or Grey
Holy Days: Every week or special days of the dead
Holy Symbol: Ankh
Sacrifice: Tithe (20%) or fifty hours of service
Familiar Form: Jackal
Domains: Law, Protection, Mourning, Undead, Summoning, Darkness, Light, Healing,
Followers: Jackalla, Mourners, Lawfully Aligned, City Folk, Sorcerers, Undead Hunters,
Rank: Usually referred to as Master; ordain both genders.

Anubis is an exception on Nyssa, as he is not originally from this mortal domain. He is from another land but was called on during times of crisis due to the overwhelming threat of undead. Once he and his followers came, they found a new home here, and remained settled in the cities.

Their duties have remained much the same, keep the old vows, protect the living while hunting down undead. The last item is what they are most famed for, as there are few adventurers that haven't seen them do their tasks with religious ferocity.

Unlike other peoples, they do not care to get followers or wealth. They want to be left alone to
practise their rituals. Others can help them, or even change their own ways to match the Anubians, but that is their choice, and the followers of Anubis don't try to convince others, they do what needs
to be done.


Thursday 25 October 2018

Tranzania (Mundania)

An idea I got while watching one of the Disnee TV shows with my daughter. Thought their set-up as not magical, not historic and not exactly fantastical is a decent set-up, then I started writing it up and found it worked. The base idea is that a separated section of a mundane world (think of Switzerland or even a small island) has connections to D&D style outer planes. 

Tranzania (often called Mundania)

This is a small sized, little recognized country that has multiple advantages. A long ruling and stable nobility, advanced technology, and many allies. But it has terrible secrets and connections to other worlds which constantly provides terrible dangers. 

Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.

The country has been lead by the Von Trazen family for more than 200 hundred years - noble and sophisticated, they lead by example. Their family has been involved in the military and enterprise pursuits for hundreds of years. While not officially a democracy there are elections to determine speakers, official positions and the nobility listen to the results and polls. They are no longer interested in expanding the nation as they once were. Now, they wish to keep peace and stability. They heavily encourage trade, travel and communication between their subjects and the world. (This world might be a known fantasy world, our own real world or something else entirely.

What is little understood by all but a few nobles is there is a working Gate to the Fey lands, and use this to keep monsters out of their lands. Fey are key allies and friends, they help maintain the magical obelisks. The Trazenites use the Fey to ensure magic is active and to keep the devils out of their lands.

An occasional giant or Pegasi may be tolerated but everyone in the Trazen Empire understands that there are threats and they must contained at all costs. The warrior classes keep outsider beasts at bay, and priests keep warriors safe by having the protections in place. The primary reason warriors work with the Empire is to pay the high taxes, the common hope is to work on watch for ten years then be given freedom and nobility. Nobles do not have to pay taxes but they get a small stipend, most still need to work to survive. Depending on their distinction, their titles may not be passed down to their progeny.

Like the regular world, guns and technology exist, but the problem is that anything magical killed by machines will return, so their use is limited a stop-gap measure at best. Magic creatures are warded by magic and killed by anthril (magical silver) or other magical weapons. 

Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.

Adventurers
Any fighter or rogue classes that do not have magical abilities - use standard campaign level wealth

If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds. 

TrazEN - Capital
LG large city
Corruption +0; Crime +2; Economy +3; Law +5; Lore +3; Society +2
Qualities Insular, Academic, holy site, prosperous, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government autocracy
Population 1.000,000 (98% human; other half-human)
Notable NPCs
Captain of the Guard Uranda Hollis (LN female human fighter 5)
High Priest Mallor Rollux (LG male human cleric 10)
Lord Mayor Zalton Valderac (N male human aristocrat 4)
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9th
Minor Items 2d4; Medium Items 314; Major Items Not available

Arcane Magic does work but has a higher cost to utilize. Every spell higher than third has an energy multiplier. 3rd level as 5th level. 4th level as 7th level, 5th as 9th level. Higher level spells are incredibly rare, but through co-operative spell-casting can be cast. 

Technology : The world is stuck at late 16th century technology. While their sciences have evolved, many pieces of equipment like their magic is severely limited. Guns, explosives and any 18th century technology isn't available on this world. Even if brought into the world, within days it will break down and cease working.


Sunday 21 October 2018

Nyssian Minotaurs

Minotaurs are often considered a base humanoid as there are many other variants. On Nyssa they are one of the Horn-Kin, one of the original creatures to begin building civilizations. They are hunters to the core of their essence, it is part of their personality to be watchful and always protectionist in nature. Unlike their other Horn kin are a rapine species, they have no female cow as part of their species, instead they must mate with other creatures. In the past, when they had empires, they raided for slaves to use as breeding stock. Now they either pay or get into equal relationships to raise their calves, especially female horn-kin. More than half of Minotaurs are in male-to-male relationship with their own kind. It has been millennia since their empires scrawled the land, now they are a distinct species that make their living among others. In some they are heralded for their gladiatorial skill, act as bodyguards, but usually they work as rangers, protecting the outlands. It was discovered long ago, that because they rarely refuse a personal challenge, it is common for Minotaurs to break rank, thus despite their brute strength, are not a preferred warrior race for the front lines. Base Stats: +3 to strength, -1 to any two (intelligence, wisdom and charisma) Bonus: Tracking Skill +4 +6 to skills One free feat Skills and feats as ranger or fighter 2 HD Immune to maze magic, +1 to natural AC, +3 skill points, +2 to strength or constitution 3 HD Specialize in Large Axe, Spear or Mace +3 skill points, New Feat 4 HD Never flat-footed, +1 to natural AC, +3 skill points, +2 to strength or constitution 5 HD Divine Compass, (They never lose their direction), +3 skill points, New Feat 6 HD Hunt skill - Gain their HD as a one time boost to hunt rolls, +1 to natural AC, +3 skill points 7 HD Horn Attack - Double damage, +1 to natural AC, +3 skill points, New Feat, +2 to strength or constitution 8 HD Intimidation Gain their HD as a one time boost to intimidation rolls, +1 to natural AC, +3 skill points 9 HD Charge Attack - Gain triple damage on a hit if charging from more than 20 feet away +9 skill points, New Feat, +4 to any two ability scores
Minotaurs must finish their natural HD progression before they are able to select a new class. If they deviate, they are unable to gain additional levels in this progression path.

Wednesday 17 October 2018

Corlth aka The Liberated - Blind, Purple Skinned, Hairless Humanoid

At one point in my gaming these were one of my core races, a slave people that escaped to find a home in the most barren regions. While they still make continual war upon slavers, they open their lodges to other psionic using peoples.   

Corlth, Liberated


Medium Sized Humanoid

Hit Dice:                                    5d8 +10            (31 hp)                         
Initiative:                                   +0
Speed:                                      30
AC:                                           16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple:             + 5 / + 7
Attacks:                                    + 7 Spear (1d8+2)
Space/Reach:                          5 ft by 5 ft
Special Qualities:                     Psionics
Saves:                                      Fort: +7, Ref: +4, Will: +7
Abilities:                                   Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills:                                       Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats:                                       Combat Trance, Concentration Focus 
Climate/Terrain:                        Spires, Remote Areas
Organization:                            Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating:                    4 (Fully mature)
Treasure:                                  Half Normal
Alignment:                                Usually Neutral (Good)
Advancement Range:               By Character Class

Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers. 


Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white. 


Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.

Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.

Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions. 

Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies.  They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.

Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe.  Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day.  This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.

Typical Psionics PSP: 20; Manifester Level: 4th
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**


*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.

** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize. 

Tuesday 16 October 2018

Play by Post Primer

Core Idea:
The party is going down under an old prison, that was officially abandoned 10 years ago, yet goblins and other nurkers have been seen coming from the underground. You are all members of Blue Toppers, an unofficial military team of inexperienced soldiers. None of you have official rights to use your weapons away from from the underground. but the local military men ignore you as long as you don't cause problems. You are being paid 10 crown (gold pieces) for being underground for three days, and another two crowns for each day past that. You need to find out how the goblins are coming in and stop it.
The dungeon is underground, adjacent to a medium sized town in the spirelands, will provide other details as asked or as it comes up. Drow do not exist in my game world; dwarves and lizard-men rule the Below-Lands.
The four characters are part of the lead group, but another twenty foot-men are going down at the same time, this is used for replacements, so if you fall, someone will step up. That someone being who-ever you want to play next. You can tactically use the group ONCE during each turn.
Any official race or class is allowable at the start, as you game you'll meet many more. I use my own world of Nyssa, some of you have good ideas of what monsters are there and are not there. There's no fire magic or spells or creatures, but a land of damning cold, snow and ice.
Dice rolls are by: http://www.pbegames.com/roller/
My plan is to post every two or three days, once we all get started.

Terms:
Crown: GP, Noble: SP, Common: CP
Nurker: Monsters from below
Topper: Goof or inexperienced warrior
Below-Lands: Underdark
Spireland: Think of an island, on top of a 2 mile high mountain

Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

Tuesday 2 October 2018

Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing

Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.

Muter (Salavanno)

Medium Sized Magical Humanoid
Hit Dice:                            10d8+10 (52 hp)
Initiative:                           +3 (Dexterity)
Speed:                                30 ft
AC:                                    19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple:         +10 / +10
Attack:                               Slam +10 (1d 8)
Full Attacks:                      Slam +10 (1d 8)
Space/Reach:                     5 ft. by 5 ft.
Special Attacks:                Sound Impulse, Silence Rebound, Night-Vision
Special Qualities:             SR 40 to sound based spells, Blind-sight 200 ft
Saves:                                Fort +7, Ref +8, Will +10
Abilities:                           Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills:                                Perception +40, Knowledge (History)+8, Knowledge (Local): +8,                                                          Move Silently: +8, Sense Motive: +8
Feats:                                Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain:                Mountainous
Organization:                    Solitary or Pair
Challenge Rating:             10
Treasure:                            Half Standard
Alignment:                        Usually neutral
Advancement Range:       By character class (Rogue, Sorcerer)

Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails.  They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.

For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.

This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action.  They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature.  Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.

They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects.  They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.

If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.

Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.

Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.

Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.

Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2  )

Rebound Silence Effects: Any silence spell cast on or in their vicinity.

Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.

Sklls: Muters gain a +30 on Perception checks.