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Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Saturday, 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Thursday, 3 March 2016

Convention Game PCs

Here are the first backgrounds for the PCs in my upcoming convention game...


Kantani   Female Half-Elf; Medium Humanoid   Cleric8  Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked.  Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty.  Follows the Shining Light, a powerful good deity that represents the ideals of serenity.


Uzek - Male Halfling; Small Humanoid ( Halfling )  Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time.  Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.

Gazzin HardStone  Male Dwarf; Medium Humanoid  Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can.  Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards.  Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.


Unit 982, Div ID 45  (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago,  was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers.  Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.


Zale; Human; Sorcerer8  
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.

Friday, 5 February 2016

Dral (Shadow Elves)


As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.

Dral (Shadow Elves)

NG Medium Humanoid
Init +3 Senses Perception +4

DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1

OFFENSE

Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)

STATISTICS

Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4

Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard

A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.

Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.

Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.

Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.

As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf

Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)

Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.

1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition  (1+cha bonus/day)
7th level: Audible Damper   (1+cha bonus/day)
9th level: Freedom of Movement

Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain

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.

Terminology

Annash: Gardens that spontaneously arise whose harvest is magically enhanced, similar to potions
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

Tuesday, 29 September 2015

District - Sea of Stones

One of my districts that I have used in many games.

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.

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.

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
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.

Thursday, 10 September 2015

Holon - Goddess of Balance (Druids, Land, Nature the Holy Circle)

This is the druid`s goddess of life, whom many believe is the incarnation of the world itself.

Holon

Alignment: Neutral
Follower's Alignment: Any (Usually Neutral based)
Favored Color: Green,  Associated: White, Beige, Black
Holy Days: None - local fests are used to promote
Sacrifice: Time - payment is their primary payment
Patron: Druids
Familiar Form: Any animal
Domains: Animal, Community, Plant, Air, Earth, Fire, Water; 

Prohibited Domains: Evil, Good, Law and Chaos 
Titles: Brother or Sister (of the Land, of the Circle, of Balance)

Earth Mother. Druid Guide, Spirit of the land. Bosom of life. Lady of druids. Lady of balance. Blessed Lady. Cradle. Gaia. Holon has more names and titles than any other power on Nyssa, because many believe she is Nyssa herself. She is life, or perhaps better described, she is the cosmic balance that offers life. Law, Chaos, Good, Evil and all shades of neutrality exist inside of her, and she and her followers ensure that balance is always maintained.

Life and the living are her primary cause, especially creatures and plants with sub-intelligence. Druids, her direct and closest followers, say that animals and plants are more blessed because they do not rationalize their devotion to the mother goddess – for they are always beholden to her in all of their actions. Other beings – the civilized races and the most powerful monsters that pervert the blessings. Holon provides everything they need to exist, and while she doesn’t want payment or adoration, she does expect them to respect the balance. Anyone living their life in harmony with the land, and the creatures within it is following her ways, perhaps more than even the druids, who follow her by contemplating nature and how to best to serve her. True instinct, past the mind or will, is guided by her, or so, nysarians of all types believe.

When these intelligent races or creatures, pillage the land, the elements, and take more than they need, that the balance is tilted. Some might say she sends animals and elements to punish these intelligent creatures who would upset the balance, but this is not entirely true. She allows the balance to take care of itself, and the land does what it must. But even when the land is harmed, by beseeching to the eternal mother, many communities can save themselves from harm.

Because her worship is so all encompassing, there is little to distinguish her followers from each other. Their rituals, dress and prayer substantially vary according to the regions. Druids often wear green, with an assortment of other local colours. She is the only faith that doesn’t specifically require obelisks, but some do in fact create wooden obelisks as a way of explaining her devotion to others accustomed to these traditions. They are far from the only ones who worship her, some in fact claim that druids themselves are a civilized order and a much older faith truly represents the Blessed Lady.

Druids in her service, usually live communally, sharing their basic needs. They don't give titles based on power levels, rather its service and success, so in many groves, low level druids can lead the community. Unlike other religious communities, the faithful don't participate or lead in religious services with prayer or song, the faithful need only to meditate in any rural area to complete their daily devotional. Druids from every race openly welcome each other, and share information, gossip and spirit. Each may have distinct personal or local traditions, but druids never hold an ideal, knowing that all ways are true if they serve the balance, they change just as the seasons do. While many circles, as their communities are called, hold fests on certain days - especially during seasonal equinoxes, these are unofficial, the ideal is how you live your life, and taking time each day to cherish and promote balance.

Her familiar form is any animal, however, its eyes are totally a bright glowing green. Her avatar form is unique because she doesn’t really have a specific one. When she needs an avatar to act, she directly inhabits the body of the faithful. Because she is of the land, her spirit can not be dismissed or banished. However, death to the avatar means the spirit of the slain will be reborn within another, willing to serve the cause.

Her blessing is the ideal players should try to uphold. How they keep these ideals should be left to the player.


Holon’s Blessing
Life perseveres
The balance is a dance
And we all sing the music
Actions done or undone
Words spoken or left unsaid
The balance will be held
Raw emotion or calculated logic
Steps out of key
For balance is the way
Action, re-action a child’s game
Cause, effect played by the fool

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)





Saturday, 29 August 2015

Mortal Slaad (Orange Slaad)

Many of the things that I create could potentially be used for PCs, especially in short-term games or one shots but not this one which is purely Monster Material. This is a savage creature, created when the bloody ooze from a slaughtered Red or Blue Slaad infects mortals on Nyssa. Unlike many creatures I create, this one is intended to be infused by chaos or unbalance, so it's not necessarily a "bad guy" just never a nice or fully sane one.

Mortal Slaad (Also called Orange Slaad)

CR 2
NE        
Init +2; Perception +3

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural AC, +2 Dex)
hp 13 (2d8+4)
Fort +4, Ref +5, Will -1

OFFENSE
Speed 30 ft.
Melee Claws +4
Damage 1d6 + 2
SR sonic and acid resistance 5

TACTICS

Morale 15

They are wild and savage in combat, taking no time to leap into battle to tear their enemies apart.

STATISTICS
Str 15, Dex 14, Con 12, Int 8, Wis 8, Cha 7
Base Atk +4; CMB +4 CMD 16
Attacks: Claw 1d6+2, or two attacks at +1 attack doing d6+1 each
1d10 skills 1st to 4th levels; 1d12 5th to 7th; 1d8 points 9-10
Feats: 1st, 2nd, 4th, 7th, 9th, 10th

Feat: multi-attack (claws)
Skills Perception +3, Acrobatics +5, Survival +5, Escape Artist +8 (Bonus +4 to their escape chances due to their oily skins.)
Languages: Choose any two: Minotaur, Dwarf or Common
Environment   Warm Swamps or Deep Caverns
Organization   Gang (4d4) at lower levels (1-2) at higher levels
Treasure          Quarter

Mortal Slaad are things of chaos and madness that should not exist on prime worlds. The few experts who have studied them believe they were previously humans that were warped into this variant of the chaotic slaad by exposure to the slimy ooze containing their microscopic eggs when a Red or Blue Slaad were killed on a mortal plane. Most are hatched in groups of a dozen or more pods, sticking with each other as a frenzied hunting family group. 

They are a disturbing sight, a mixture of a large orange frog with human features. Their eye stalks are high on the head, their arms are too long for their body with stubby legs that are for a far shorter beast. They seem to have multiple hearts and other internal organs visible on the outside of their bodies, most of these are non-functioning but some beat at random points during the day. Their body secretes slime when they are nervous or excited which happens to be most of the time.

These creates exist in wet, slimy spots - usually dungeons and swamps. They often reside in small numbers, usually less than ten. At lower levels, they work together, hunting and collecting things. At higher levels, they rarely work with each other, as jealousy often results in fratricide.

Most seek to get into the outer planes to join their perceived kin. The few who reach the outer planes, usually die quick and alone as the other Slaad barely recognize each other as kin let alone this warped variation.

A few who don't end up on the planes, grow in enough wisdom to seek other goals. Often they ally with non-good and non-lawful creatures for power and to revel in destruction. Higher level slaad use their ability to transform into oozes to sneak into lower dungeon levels or escape if ever cornered.

Racial Level Advancement

Gain +6 skill points every level

Typical Skills: Acrobatics, bluff, craft, disable device, disguise, escape artist, knowledge (planes, dungeons, geography, religion), perception, spellcraft, stealth, survival,

SR: 5 at 2 HD. Gain +1 on SR by HD or character level.

Feat Levels: 1st, 2nd, 4th, 7th, 9th, 10th levels

2 HD +2 to natural AC, sonic and acid resistance 5; Immune to Acid, Claws dmg 1d6; +12 skill points; Str, Dex, Con (+2); Wis & Cha (-2)
3 HD Fast Healing (Swamps, underwater, underground) 1/5 rounds, +1 to AC
4 HD +2 to any 2 abilities; align weapon chaos, Gain Multi-Attack (Gain bite attack); Spray Poison 1 / ten minutes (DC 14, Slimy skin, -4 to physical ability checks), +2 to AC
5 HD +3 on saves vs chaos spells or affects, Infuse confusion by touch -  Fort DC 16 (lasts d8 rounds)
6 HD +7 on CMD, claws 1d8, dmg reduction 7/lawful, +3 to AC
7 HD +2 to any 2 abilities, Transform into lesser ooze 1/2 HD
8 HD Align weapons (claws 2d6 extra dmg, 4/day), Spray Poison 1 / 3 rounds (Fort DC 18, Slimy bones, -7 to attacks, lasts 6 rounds)
9 HD Constant Non-detection, Sonic Resistance 26, Immune to Madness spells and effects, dmg reduction 13/lawful, +2 to AC
10 HD Transform to Greater Ooze; Claws 3d6; align weapons against non-chaotic creatures (claws + 3d8 extra dmg, 4/day); +3 to any 3 abilities, +3 to AC

After 10 HD they increase in fighter, rogue or sorcerer class levels. They cannot take these levels until they are a fully grown Slaad

Lesser Ooze: Medium Sized Puddle, Move 20, AC +6, Atk -, SA Acidic Touch (1d6), SA submersion (3d8 / rnd), Saves: No Change, Two rounds to complete change

Large Greater Ooze: Move 40, AC +12, Atk Pseudopod (touch), SA Acidic Touch (3d6), SA submersion (8d8 / rnd), Saves: +5 to all saves. One round to complete change

Tuesday, 25 August 2015

Nyssian Centaur

Never really liked the typical centaur write-up found in the monster books - always seemed too weak in terms of their HD. So I changed them to fey and increased their HD. Unlike many other of my creatures, I didn't think this one appropriate to be a small little pony, and then change from their natural HD to levels, so I just wrote this as a 10 HD fey creature. Also, unlike like their Grecian horse-fathers, the Nyssian version are wonderful alcoholics, loving to share in the fruits of their work. Only the older ones settle in human communities, the others are on the run, in the wild, meeting friends and battling foes .

NYSSIAN CENTAUR

N(G)      Large Fey     CR 10
Init +2   Perception +12

DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD:     10d8+30 (61 hp)
F +6, R +9, W+9

OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)

STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8,  *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement  By Character Class

ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)

SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds.  Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.

Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice.  They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.

They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.

They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.

Archery Feats -  Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus,  Cleave, Imp Bull Rush, Imp Overrun

Monday, 17 August 2015

The Pan - Faerie Enhanced Prestige Class

I just finished the Peter Pan novel a while ago and have to say that I really enjoyed it. Darker than I thought it would be but a nice ambivalent story, not screaming about the inherent superiority of either adulthood or childhood just the events that happened to take place. It inspired me to create a playable game version.

The Pan

This Pan is a wandering pirate-like figure that haunts both the wild and communities by the sea. Many live simple lives of exploring and fighting local threats, most live life to its fullest never dedicating themselves to selfish intentions but not to the holy ones either, always somewhere betwixt the two. They are beings of charm, whimsy and grace, eager to show off their skills or rush in to help their many friends. They are especially enamored by fey, always willing to go out of their way to help these mischievous beings. Many times they take this class as a title for their adventuring names.

Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.

Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.

Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey

Class Features
All of the following are class features of the Pan prestige class.

Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.

Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.

Skill Ranks at Each Level: 4 + Int modifier.

Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device

Table: Pan
Level BAB     Fort     Ref     Will            Special
1st           +1 +0      +1       +0                 Pan`s Parry & Faerie Companion
2nd          +2 +1 +1       +1                 Navigate, Lesser Shadow Creep
3rd           +3 +1   +2    +1                 Fearless, Knowledge (Piracy)
4th           +4       +1 +2     +2                 Assisted Flight, Radiate No Alignment
5th           +5       +2 +3    +3                 Riposte, Pact of Peace
6th           +6 +2      +3    +3                Quick to React, Shadow Spy
7th           +7     +2  +4    +4                Parry 360 Degrees, Taunt Victim
8th           +8     +3      +4        +4                Full Flight, Stir Bravery
9th            +9 +3  +5        +5                Deflect Arrows, Superb Tactics
10th          +10     +4      +6        +6                Share Flight, Summon Fey

Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.

Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.

Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.

Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks

Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.

Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:  d20 + dex mod + class levels + skill ranks.

Radiate No Alignment : Pan do not radiate alignment.  Pan can also use any item if normally restricted by alignment. They may still suffer penalties for doing so.

Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.

Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.

Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.

Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan.  While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.

Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.

Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.

Full Flight: At 8th level, a Pan gains Full Flight, able to fly at will (Fly +15, Good, Speed 50). Treat as a Natural Ability. If dispelled, they will float down to the ground and regain as soon as the dispelled effect ends.

Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.

Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.

Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.

Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon  d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.

% Roll     Fey Type                         Level
1   - 11 Atomie                 CR 1          
12 - 22 Brownie                 CR 1
23 - 27 Buckawn                 CR 2
28 - 29 Dryad                 CR 3
30 - 39 Faun                 CR 1
40 - 44 Forgotten One                 CR 2
45 - 54 Gathlain                         CR 1/2
55 - 59 Leprechaun                 CR 2
60 - 61 Pixie                                CR 4
62 - 63 Satyr                 CR 4
64 - 68 Twigjack                 CR 3
69 - 98     Sprite or Sprite Swarm   CR 5
99 - 00     Swan Maiden                 CR 6

Monday, 10 August 2015

Orynix - Gazelle Humanoids (Horn-Kin)

This is one of my core basic races, one of the Minotaur or Horn-Kin peoples that are found mostly on the cold barren plains. While intelligent and sophisticated, most of them disdain the lifestyle of abundance found in most civilizations. They are naturally high-speed runners whose speed matches that of a horse when they carry little.  Rangers or anyone that can provide food or other necessities in dire times are highly appreciated, they place the Survival skill as key to ensure the safety of the tribe.

Orynix

Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.

Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.

Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.

Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .

Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.

Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.

Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.

Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.

Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;

Base 12 skill points; more if they have exceptional intelligence, to use on their core skills

Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival

Encumbrance Level   Max Speed
              Light                  60
              Medium             40
              Heavy                30

Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer

Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.