Blog Archive

Monday, 18 February 2013

Backward Engineering OSR to Pathfinder

I need to thank and curse Rafael Chandler, as I need to figure out a way to backward engineer a lot of his terrific monsters from the Teratic Tome from OSR to fit my Pathfinder game. Not so worried about the feats, but I'm thinking about the best way to auto add such skills as perception & stealth. At first thought, I'm thinking about double their HD for a number of skills equal to their HD. So, a 3+3 HD would get +6 to three skills; simple and easy to remember.

Why do I have to do so much effort? Oh right, awesome monsters with so many twisted ideas ready for me to sic on my players.

Don't want to spoil the surprises with an actual review, but it's a great book at a great price. And it just shows how much, regardless of edition, a good book with good ideas and sticky usable features can be used to inspire your game!    

Friday, 15 February 2013

Phaetox - Player Character Race

Many times in my game, I use creatures that are not really appropriate in other worlds. This is one of those, it probably wouldn't be a big deal in most other worlds, but fill a unique niche in my setting. As its the only thing in my world that has any use of magical fire. 

These were based on the Dragonlance setting creatures of nearly same name, and am pretty sure they were lawful beings that could fly and couldn't or didn't tell any lies. Been so long that I forget...since this was loosely based on the Phaeton myth from Greek, wanted to add some religious flavour, I certainly think their devotion to the phoenix as a patron fits for them.


Phaetox - Player Character Race

These pale humanoids appear the same as a human, except on concentration they can sprout blue flame wings as part of their devotion to their heavenly patron – the phoenix. 

Personality: They are great believers in law, order and discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures. They are wonderful artists who perpetually practice their craft.

Physical Description: Phaetox appear as pale humans with white, blond or red hair; though they can grow it long, few do. Most wear simple tunics; if armed they use a dagger or staff.

Relations: Phaetox view elves, jahlen, and halflings with suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans. 

Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millenia.

Lands: Their territory are mountain regions, spires and the cloud isles; preferring cities to rural areas.

Religion: Their devotion is unique to the Phoenix but clerics are unknown, monks reside as a center of the faith. Though rare, Paladins do exist, but always dual classed, as they start off as another class and find a way to transition into the holy warrior archetype.

Language: Phaetox, Avian & the common tongue.

Adventurers: Most Phaetox that adventure, do so to learn more about the world around the spirelands. The most common reason is for those who fail the ritual of ascension, which normally binds a Phaetox to a lesser phoenix and grants them use of their flame wings. They depart to learn of their true purpose. Thankfully, well over half of those who depart return, and do so with their faith reinvigorated and ready to ascend into unity with the phoenix.

Phaetox Racial Traits
Flame Wings for 1 minutes per point of constitution (18 con = 18 minutes)
+2 wisdom, -2 strength
+2 diplomacy, +2 knowledge (religion), Fly +2 (every racial HD)
Speed: Fly 30 (Clumsy)
Racial Hit Dice: 2d6 
Attack and saving throws as Cleric; + 4 skill points per racial HD
Natural Attack: Flame Wings as a touch attack (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of spiritual damage.  

Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff

Optional Racial HD levels

2 HD Radiate Law, x +2 reaction bonus from lawful creatures; -4 from chaotic creatures
3 HD Resolve, Law Domain (1st)
4 HD Lawful strike (Aligned attack), Law Domain (2nd), + 2 wis & Con
5 HD Flame Wings, +2 to attacks, 1d6 Damage; Increase Duration (5 min / Con)
6 HD Protection from Chaos (Constant)
7 HD Greater Resolve;  + 2 wis & Con; Order's Wrath (4th level domain)
8 HD Flame Wings, 1d8 damage / wing; Max Duration (10 min / Con)
9 HD Protection from Chaos 30 ft Radius; dispel chaos (5th level domain) 
10 HD Absolute Resolve;  hold monster; + 2 wis & Con; Flame Wings, 1d10 damage

Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD + Class Level + Wis & Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods  Illusions  

Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform, Sense Motive, Stealth, Survival (all class skills)

Level Adjustment: +1 CR

Preferred Classes: Fighter, Monk, Ranger, Sorcerer, 

Restricted Classes: Barbarian or Cleric

Thursday, 7 February 2013

Shal - Enhanced Lizard-Woman


This is one of the many creatures I created using inspiration sources that I forget. Most likely spell-jammer, but it's been so long that it blurs. This is a female kick-ass creature but has a sensitive side. I always though how interesting to see a reptilian mother on one hand, hand-nursing a human child yet able to pick up a weapon and destroy those who would threaten it. A slave to serve, but not a blind one.

Lizardith or Lizard Men are one of the most powerful species in my world, that runs the gamut of being both brutal and sophisticated, next only to humans for their noted variances. Doposylla is a reptilian creature that was inspired by Dr Who, silurrians if I recall correctly. Anyway, for your gaming enjoyment...


Shal CR 4
XP 1,200
LN Medium monstrous humanoid water)
Init +8; Senses darkvision 60 ft.; Perception +3

DEFENSE

AC 17, touch 13, flat-footed 14 (+4 Dex, +3 natural)
hp 25 (5d10+15)
Fort +5, Ref +7, Will +3

OFFENSE

Speed 30 ft., swim 40 ft.
Melee +6 to hit, damage by weapon +4 (melee)

STATISTICS

Str 14, Dex 18, Con 14, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Improved Initiative, Weapon Finese
Skills Acrobatic: +7, Perception +3, Swim +8, Sense Motive +5, Stealth +8 (+10 in jungle areas);
Racial Modifiers +2 Stealth, +4 swim

Languages Common, Lizardith, Dwarven
SQ Breathe Underwater

Enhanced lizardith, adapted to appear the same as a sleek, muscular human body, except for their leathery green skin. They have no tail, but they have a long forked tongue.  Created by the Doposylla to act as agents between the Quisith (Lizardith) and regular warm bodies humanoid society. They are most often created as a request and will serve the Master that paid for them to be created. Shal most often serve as either personal body-guards or as leaders of small contingents of elite soldiers.

Unlike lizardith, they are instilled with a strong sense of loyalty and duty. This need to serve a master is not simply a psychological one but a physiological, will get physically ill if forced to disobey an order. yet, they are competent and free-willed, as they can choose to leave if mistreated.  Most shal serve until their Master's death, then they are free and never again seek to directly serve another.

Only female shal have ever been seen outside a Lizardith community, although the Doposylla do claim the male Shalak were bred, but despite their lower strength and constitution, the females were far superior in combat and are the only ones still being utilized. Shal mate with either a warm-blooded humanoid or a lixardith; 80% of the time the offspring will be a shal, the rest of the time it matches the nature of the father. They always give birth to eggs, even if the child matches their father's heritage. As reptilian, they do not have mammary glands, thus they cannot nurse, but they are still excellent mothers, including to non-hatch-brood siblings (non-children.) Their martial instincts seem to lay dormant until ready to pick up their weapon once again. Shal never choose their Master as mate, and if they are forced to mate never conceive another shal.

Shal have no society of their own, they tend to blend as best they can in to either lizardith or whoever their current Master or mate is.

Preferred weapon: spear, harpoon, scimitar, trident or net
Preferred Class: Fighter, Ranger, Rogue or Monk

Monday, 4 February 2013

Nyssian Imp (Long-Tailed Imp)

When stating out a creature, I will often begin by writing it up as a class. The other fun thing is I can pick how powerful a version of the creature depending upon the situation or need. These things are not intended as a PC or even NPC class, but as a variable power beast.

This is one of evolved or adjusted creatures I use instead of what`s in the books. It is a combination of the Imp and Mephit in terms of abilities but the background makes it a whole lot more interesting I think. Instead of a pesk to kill, or a evil sidekick , these creatures have the potential to be a troublesome but useful pain in the butt. Everything else not mentioned below, I don`t really worry about. They might have treasure or work in pairs, but mostly they are a curious dungeon dweller who may be an uneasy partner with your PCs.



Nyssian Imp (Long-Tailed Imp)

There are many gray-beards who will tell you what something is without ever having to step outside their Tower. Imps are beings from other worlds and they are vile, disgusting things without honour or virtue yet many adventurers speak of these things with grudging respect having been places where the only thing to give aid is the lowly important. They despise beauty or the fey, yet they will often lend a hand for the right price or favour.

Description: As younglings, they start at 3 foot tall, gray or blackened skin, small wings, long tail, sharpened claws. They grow into gargoyle-like beings, the easiest way to discern the difference between is a longer prehensile tail ending with a stinger. Imps often wear robes or cloaks to hide their appearance. While they prefer dungeons they do sometimes interact with city-folk especially when hired as guides.

While they were descendant from outer world version, these Imps are more mischievous trouble-makers than malevolent purveyors of evil. Their aim seems to be to get what they want with as little effort as needed and to mock those who do harm to creatures smaller then themselves or anyone who would treat ugly creatures badly. They are often mistaken for evil by other creatures. Larger, much more powerful evil creatures seem to assume a Nyssian Imp will obey their orders, and indeed they often will until its no longer convenient for a long-tailed imp to do so.

2 HD: Invisibility 5 rounds, Poison Tail Dmg d3, DC 13 (Paralysis d3 rounds), Ignore Magical Wards or protections. Two claw attacks every round doing1d4 damage. Add skill points every level as a ranger.

Typical Ability Scores: Str 8, Dex 17, Con 10, Int 13, Wis 8, Cha 13

Skill Bonus: +8 to fly rolls, +4 to stealth

Racial Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (local) (Planes), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

3HD Sneak Attack +d6, Shape Change (1 creature)
4HD +1 to natural AC, Radiate Non-Detection
5HD Poison DC +2; Breath Weapon 2d8 (acid, cold or dust) DC 13 for half dmg 3 / day
6HD +1 to natural AC, long-Tail, Improved Claws, Medium Size
7HD Improved Shape Change (Up to four distinct animals), Improved Invisibility (5 rounds)
8HD +1 to natural AC; Sneak Attack +2d6
9HD Longer-Tail, Enhanced Claws
10HD +1 to natural AC; Breath Weapon 4d8 (acid, cold or dust) 3 / day, DC 16 for half dmg
11HD Poison DC +4
12HD +1 to natural AC; Sneak Attack +4d6
13HD Greater Invisibility (10 rounds, 3 / day)

Invisibility: A Nyssian Imp can stay invisible for short non-consecutive up to a certain number of rounds.

Ignore Magical Wards: Imps can ignore magical protections without setting them off. They either bypass fully or they do not go through, no middle ground and do not try or test as they seem to have an instinct that they do not test. The avoidance property is only for themselves, they cannot retrieve items from behind a barrier or ward. Their ability is only for magical wards, they must still find a way to get around standard locks and barriers.

Radiate Non-Detection: Eventually Nyssian Imps cannot be detected by spells or spell-like abilities until they reveal themselves. Once they attack or otherwise make contact, then spells for creatures in the immediate vicinity have the capacity to discern their location.

Improved Claws: Improves to 1d6 damage
Enhanced Claws: Improves to 1d8 damage

Longer-Tail: They gain an effective 10 ft reach with their long tail.

Breath Weapon: They can blast off a breath weapon of a particular type, once this is chosen, does not change. It does damage in a ten foot wide range out to forty feet away. They cannot add breath weapon damage to their backstab rolls.


Monday, 28 January 2013

Chaonaos - Orb of Magical Chaos

I normally use a lot of lawful archetype creatures:  well organized, low-level, working together under a specified leader, and usually willing to work with the PCs towards a mutually shared goal. When I do chaos, its crazy and destructive, so players cannot plan. They might kill you, talk to you, transform you, let you go, make you do a dance or lead you to places that will warp your fragile little mind!

Here is a version of the Chaos Orb from Necromancer's Game's Tome of Horror books, that I loved the second I saw it. Perfectly fit what I thought a typical chaos acting creature should be. Hope you drive your players a little further towards madness.

Chaonaos (Chaos Drift or Chaos Orb)

NE Large Sized Aberration
Init variable; Senses darkvision 60 ft.,low-light vision, Perception +15

DEFENSE

AC 19, touch 12, flat-footed 16 (+7 Natural, +3 Dexterity)
hp 45 (10d8);
Fort +5, Ref +6, Will +7
Morale 19 (Fearless)

OFFENSE

Speed 5 ft., Fly 40 ft
Melee +10 Bite (1d8+4), Pseudopod +13 (Varies)
SA Chaos strike

STATISTICS

Str 18, Dex 16, Con 10, Int 15, Wis 10, Cha 13
Base Atk +8; CMB +12; CMD 25
Feats: Attack Focus (Pseudo-Pod), Skill Focus (Perception), Great Fortitude, Fly-By Attack, Spell Focus (Chaos Strike),
Skills Perception +15, Knowledge (Arcane) +15, Knowledge (Chaos) +15,Knowledge (Religion)+15, Fly +24
SQ  Spell Engine, Immune to mind spells, Resist 20 (all) elemental types, Damage Reduction 15/law

ECOLOGY

Environment mountains & underground
Organization solitary
Treasure Double standard
Advancement: Huge (11-18 HD)

At first glance, this creature appears as a ten foot large radius dull-gray skinned orb, without any visible organs of any kind. Its skin is constantly shifting, and flashes of colour and energy likewise skirt across its surface, at random intervals small obtrusions appear (pseudo-pods, eyes, tails, etc).  They have a capacity for capturing and throwing magical energy back at their opponents, using a chaos strike ability, but since they do not like to work with others or follow orders, little is known about their powers.

Little is known about the origins of a chaos drift but it is believed to originate on the outer planes, most likely in a chaotic domain. These beings usually end up on prime worlds either by being summoned or slipping through open portals. Their superb battlefield calculations indicate sentience but what if any goals it has on the prime worlds is little understood. Unlike lawful creatures, they do not serve Masters except when initially summoned, and never serve other agents of chaos.

They usually reside in remote locations, living solitary lives dedicated to a pursuits, usually one of an artistic or knowledge. They survive by using their pseudo-pods to kill small animals. Most care little about interaction with other creatures, especially other chaotic beings. When creatures invade "their space", they do their best to destroy them. They reproduce by splitting into four smaller versions of themselves when expiring naturally, these lessers act as a family uint for approximately three years until fully grown and separate from each other.

Combat

Every round is slightly different for a chaos drift, as it has differing possibilities that emerge, increasing its physical pseudopod attachs and increasing their chaos strike possibilities. It only needs to roll initiative every six rounds, on the first round it acts incredibly quick and then slows down.

It physically attacks via a pseudo-pod that emerges from its body – each round it inflicts different amount of damage. In addition, every round a spell is cast, a chaos strike is created, rolling on the table below for the effect. It can attack one creature in any cardinal direction (North, South, East, West, Above or Below).

Attack Mods: will not effect chaos strikes created by other spell casters (Roll)
1st round: +12 initiative, Slam 1d8, 100% chaos strike (roll d4 on chaos strike subtable)
2nd round: +8 initiative to original roll, Slam 1d12, 50% chaos strike (roll d6 on subtable)
3rd round: +4 initiative to original roll, Slam 2d10, 20% chaos strike (roll d8 on subtable)
4th round: +0 initiative to original roll, Slam 2d8, 100% chaos strike, 50% 2nd chaos strike (roll d10 on subtable)
5th round: -4 initiative to original roll, Slam 2d4, 100% chaos strike, 50% 2nd chaos strike, 50% 3rd chaos strike (roll d12 on subtable)
6th round: -8 initiative to original roll, Slam 5d10, 0% chaos strike (roll d12 on subtable)

Chaos Strike: Any round that a spell is cast within 100 ft of a Chaonaos (even if not directed towards the Orb) will have a 50% chance of generating a chaos strike.   This chaos strike appears as a sudden whirlwind of multi-colours, adjacent to the chaonaos, and will release the magical energy either towards the source generating the strike or as directed by the chaos drift. The other spell-caster must make a concentration check vs DC 19 to lose the spell if cast directly at the Orb. If the spell is not cast at or towards the Chaos Orb,the concentration check is only DC 12. This does not adjust the creature’s own chance for a chaos strike. Spell effects from magical items does not create a chaos strike.

Roll for each strike each time directed towards either the offending spellcaster or the largest deemed threat if generated by the orb itself. All spells are cast as a 12th level

1   Energy Rebound: spell energy returned to spell-caster, does not lose memorized spell; if fail concentration check cannot cast the spell anyway
2   Confusion (DC 16),  lasts 1d10 hours
3   3d10 blast as fireball, any elemental damage, (DC 16 to avoid)
4   Paralyzed (DC 16),  lasts 1d8 minutes
5   1d6 attribute drain (roll 1d6 to determine) DC 15 to avoid, lasts 1d10 hours
6   Lesser Confusion (DC 14),  lasts 1d12 minutes 
7   1d4 negative levels (DC 16) lasts 1d12 hours
8.  Blind (DC 14)  lasts 1d4 minutes
9.  3d10 sonic (include worn items)
10  5d10, any damage, DC 18
11  Petrifaction (DC 13) Permanent
12  Feeblemind (DC 18) lasts 1d12 hours


Note: This is a version of Chaos Orb which comes from one of the Necromancer Games Tome of Horror books, no copyright infringement intended, it's just a really cool idea for a creature that I love using in my dungeon games.

Sunday, 20 January 2013

Nyssian Troll


Though not as strong as the standard trolls, these creatures represent a well-known threat to small villages and caravans of all size. Trolls are famous for two things in my game world, their capacity to regenerate and their horrible smell which never seems to get off an adventurers clothes. While this has been my default troll in my games for a long while, I am still not totally happy with it, I should find better feats or skills to suit it to my version of this beastie.

Nyssian Troll

A hunched humanoid covered in black-grayish scales, with small patches of green hair poking outside. It's over-sized yellow eyes glare at you as the creature drools an never-ending hunger. Even before you see it, the horrendous smell gives the creature away.

Nyssian Troll CR 5
N Medium Humanoid
Init -1; Senses darkvision 60 ft.,low-light vision,scent; Perception +11

DEFENSE

AC 16, touch 9, flat-footed 16 (+4 Natural, -1 Dexterity)
hp 58 (4d8 + 40); regeneration 5 (acid or fire)
Fort +14, Ref +0, Will +3
Morale 19 (Fearless)

OFFENSE

Speed 30 ft.
Melee 2 claws +7 (d8+4), Bite +3 (d4+3)
SA Locked Jaw (acts as an improved grapple on a critical hit)

STATISTICS

Str 19, Dex 8, Con 30, Int 6, Wis 10, Cha 6
Base Atk +3; CMB +7; CMD 16
Feats: Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Stealth +13, Perception +11
SQ  Horrific Odor

ECOLOGY

Environment cold mountains, underground or isolated forests
Organization solitary, pair or gang (3–6)
Treasure ¼ standard
Advancement: Large (5-10 HD), Huge (11-18 HD)

This creature is a hideous monstrous biped with a revolting smell and a legendary appetite. These repugnant beings have small tufts of brown fur growing up through their green scales, small sharp claws, and horrible mouth of misshapen fangs. Their large yellow eyes shine in darkness. If standing erect, they would be close to seven tall, but they are usually crouched over, hiding or waiting to attack their next victim.

These creatures have little society, gathering in groups merely to increase the effectiveness of combat. Their vile and unending appetites make it difficult for a troll to look upon anything else as something more than a potential meal. They are sexless beings, reproducing by budding on an infrequent and unknown time schedule. Though hideous and a never-ending source of combat, nyssian trolls are not actually evil, but their insidious hunger means that they attack most creatures they encounter. Due to their renown constitution many wizards seek out a trolls black congealed blood for use in their magical spells or items of regeneration.

Combat

Trolls throw themselves into combat without hesitation, trying to incapacitate foes and drag them off to devour. These trolls attack anything they believe they can kill and eat. Trolls always use their full attacks on the same creature, even if their first attack brings an opponent down, they are just not smart enough to realize it right away.

Regeneration: Trolls regenerate 5 hp per round except damage by fire and acid damage. They regenerate severed limbs in 1d2 minutes, or they may instantly reattach the appendage by holding the stump close to its body.

Locked Jaw: When they achieve a critical success with their bite, they lock their jaws onto their victim, grappling their opponent, automatically inflicting bite damage each round. In order to escape, an opponent must make a successful CMD check or a successful escape artist check. Trolls gain a +20 CMB on their grapple checks once they have locked their jaw.

Horrific Odor: A loathsome odor emanates from nyssian trolls that gives these creature a -3 charisma penalty to all of their charisma based skill checks. Even worse, it makes them incredibly easy to notice, as creatures within 150 feet can make a perception roll vs DC 12, to notice the horrific smell.

Tuesday, 1 January 2013

Pantheon of the Gods


Tsarin Pantheon of the Gods

Humans are perhaps the most interesting group on Nyssa as it relates to the gods in comparison to others as have found hundreds
entities worth of adulation, and these forces change by location and over time. While there are a few ideals, for most people, because they are pagan, they continually change who or what they worship. If a given aspect is needed (young maiden looking for love, a city facing starvation) petitioners will call out to the god that is controls that portfolio. It is considered unlucky not to provide a minimum offering to the god whose portfolio is involved. Lyrian grey-beards think humans are simply obsessed with superstitious rites, and the gods provide the best outlet for favour.

Alone among the races, humans worship many variations of each god, each group can take one aspect and more closely follow that idea over the others. So while the accepted view of a given Dwarven deity is the same from the various clans or towns, there is signficiant variations among the orthodoxies of each human sect.  

Virtually all civilized gods are hands-off with their followers, giving few if any mandatory requirements. Except for paladins, few followers are directly commanded by their god to take specific acts. All gods have a Divine Code, that is the ideal they must follow. However every deity has a differing code and interpretation is always left to the individual.  Most gods or at least the local churches do not accept direct tithing. Most churches prefer service by the faithful, prayers, patrol, helping to erect a building, serving in a soup kitchen, etc. Offerings are certainly accepted, but most faithful have anything to give anyway. Most of the the direct funding Obelisks receive come from services they offer (both magical and non-magical.) Lawful faiths usually have strong connections to the Nobility or Monarchies, and are funded by directly.

Clerics, while given more power directly to manipulate the magical frequency are given few direct directions or quests directly by the Divine. However, the local church organization have more considerable sway among the brethren so while the god does not elicit orders, churches with strong hierarchies (lawful) have assigned mandates and duties to obey. This is one reason why character power class level rarely matches the hierarchy structure. While a cleric or paladin may disobey the local church, all they must do is follow the Divine Code (as interpreted by themselves) to remain in favour with their patron or god.

There are gods who are so powerful and connected to specific roles, they are deemed to be the patron or originator of an ideal or class. Those who are that class are not obliged to follow, but many use the teachings as a way to learn about their destiny and possibility. so while not every Rogue or Finder need to pay tribute to Shion, they know there are lessons to be learned from the perfect example.

Elves, in their native state, do not follow gods; their spirit reincarnation gives them a unique view on life & death. They have no specific disrespect towards the heavenly beings, they just do not have the need to follow someone who does not walk or live with them. while some elves will argue the folly of belief, most let others do as they will without the need to incite anger. Nyssian Elves have many of the same stories about Elven heroes and their battles and conquests but simply believe they are tales, to tell their younglings about important ideas. Elves who live in human or mixed community settlements, often stray from the reincarnation cycle, and begin to follow an individual human version of a god as their ideal or patron.

Dwarves, Ogres, Lizard-men, Halflings, Horn-Kin all have a standard pantheon of gods which matches the overall human listing, but they claim it as their own, and have differing names for each of the same entities. The core stories told about each of the entities that inhabit the portfolio of bravery in combat, matches in almost every detail what humans tell about Japeth. The only unique Racial entity is the their Patron. Just as other patrons, the individuals even if they do not deliberately worship or follow him, have a connection anyway. All of these races have clerics in their communities. While there is very interaction between the races for those sharing a particular idea or viewpoint, but there is no animosity or violence either; each views their own view as the correct (or most correct) version of the truth.

The flame winged Phaetox are the most different out of the major civilized races, as they only follow their patron. But for them it is not a otherworldly being, it is the Great Mother Phoenix, a being from this world that is waiting rebirth. They do not have clerics among their kind. Each individual carries a spark of the divine, thus do not need a conduit.

Almost every other race tend to have their own individual pantheon of patrons, smaller and less powerful. Certainly evil races (ogres, gnolls, gargoryles) are obliged to greater servitude, faced with exacting requirements by their patron, either amount of kills, of coins, or number of raids in a given period of  time. But while their requirements are much more stringent, their rewards for completing these evil acts are also far greater that those of good forces.

Greater gods inhabit the Far Planes, and are unable to take a direct physical presence on a mortal plane, they have three ways of making their presence known: avatars, heralds and their faithful followers. They can directly communicate with their followers who are at an Obelisk dedicated to them or to anyone holding a holy symbol dedicated to them.

Demi-Powers inhabit either the Nether-Plane or a Side-Plane. Unlike the Greater Gods, they are able to have a physical presence on the mortal planes, but they do not have avatars or heralds, thus if they appear on a mortal plane, there are consequences. They are unable to directly contact their followers from their heavenly realm, they must always send a messenger if personal communication is needed.

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,

Friday, 28 December 2012

Saving the Best for Last: Alternative Saving Throw Mechanism


Saving the Best for Last: Alternative Saving Throw Mechanism

Alternate saving throws are used throughout one game or one scenarios and represent the entire number of possible saves to be made through the game by an individual character. Unlike regular saves the individual chooses which one they use regardless of the effect. Most of these are their base or primary save plus an ability score modifier. They can only be used once per saving throw or game cycle.

Regular saves for example call for a distinct type of save for a given effect. But using these alternative saves the character can decide which to use and when. The benefit is that they can better manage the disadvantage is not knowing when to use their best saving throw.

Every class, except for the Monk, have a preferred Top or Primary Save and a secondary save. Always use the Top save as the base save and add the modifier as noted in the name of the saving throw.

There are two major differences between regular saves and alternative saves, the first is that like luck, it can run out. Once a preferred saves is used up, they have fewer options until only their Doom Save remains. Because of their limited nature, Alt Saves are much more shared among the whole group, and they can function in exactly the same way. When an individual is required to make a save, they can use another player's specific save. For example a Rogue with a high dexterity can use another players Save of Speed, but if the other player offers or agrees, then it is gone. This is only an option if a single character needs to make a save, players cannot cherry pick their best save every time a saving throw is required for the whole group.

Names of New Saving Throw

Save of the Insightful Mind: Primary Save plus Intelligence Modifier
Save of Bravery: Primary Save plus Strength Modifier
Save of Esoteric Knowledge: Use Primary Save plus Wisdom Modifier
Save of the Inner Self: Use Primary Save plus Charisma Modifier
Save of Speed: Use Primary Save plus Dexterity Modifier
Save of Pure Power: Use Primary Save plus Constitution Modifier
Save of the Wild: Use d6+d20 but do not add the base saving throw
Best Save: Use Primary Save + any Ability Score Modifier
Save vs Doom: Use Primary Save but no other adjustment or ability modifier

Refresh

One of the challenges of using Alt Saves is knowing what is the best refresh point, this depends upon the style of game you run. If you go through 3 to 5 combats a typical game session, then refresh every session. For more dangerous gaming, refresh by dungeon regardless of how many saves the characters need to make or how many games.

Adjustment

If your class, race or feat selection gives a bonus to a save, gain the adjustment to one saving throw once a save cycle, i.e. until the saving throw refresh.

Tuesday, 25 December 2012

Tsarin Fests & Holidays


Festivals and Holidays

Tsarins have some of the best growing soil in the domain, and keep a heavy trade with the Lyrrians, some Spirelanders and even people from the Old South. Their ways are heavily linked with the growing seasons and spirits of the land.

Guarded by Lord Sarinth, Tyrant of the Valley, these people have more luxury then most others in the land. They do their best to celebrate days and events that they hold dear to them. Any day marked as a Fest or Festival will experience heavy drinking and public intoxication as an accepted part of the celebrations. Merchants are always open, guilds and towers usually do not perform official duties. Many faithful also keep days of their own, but these can be celebrated at different days at various obelisks. Guards still keep watch, but are much more loose in strict interpretation of the rules (Except during Open Eye, when everything is followed exactly.)

There are at least seventeen days dedicated to drinking through-out the year. Many of these are local or have differing names, which are not listed below.

Day of Ash: New Years Day Fest, chimneys are cleaned out and children play with dirty faces, contracts are signed or renewed.

Chancing or Day of Chancing: Games; Festival of the Fey, used to gamble, drink and have fun as they beseech the fey to appear
Druids Day: Fest Day to celebrate the old faith and of farming; lots of nudity, children dress as animals
Festival of the Flask: Fest to celebrate drinking & fertility (of cork, of the Barrel, of drunkenness, of Bacchus) *
Harmony: Fest day of Songs, Stories and Bardic rituals, one of the few days magic is cast openly

Day of Devotion: Monogamy is not widely practised, so this is day to celebrate faithfulness.
Day of Trysts: Day after devotion, when unmarried people look for "love", fake marriages and bitter jokes for unwed maids
Truce or Day of Peace: Tsarin celebrate the truce with Sarinth, High Tyrant, ruler & protector of the valley
Open Eye: Day to keep the Defense of your city active; mock battles happen, and the king is “slain”
Day of the True (Born): Day of noble rites, family obligations, namings & proclamations. Mockings are held in the evening by many non-nobles.

Festival of the Mug: celebrates drinking & fertility (of Wine, The Overflowing Cup, Laughter, Joy) *
Fools Day: Tax Day, lesser debts are called to be paid by merchants, noblemen must pay their taxes, religious their tithes; in the evening one of the best celebrations happen for those with coin in their purse
Day of Dust: Day for the true dead; visit mortuaries or leave flowers, the dead are sometimes seen but never heard
Day of Veils: Day to respect for the aged and the wise; magic is believed to be more powerful this day
Day of Masks: Fest. Mix of Halloween wearing masks with ritual orgies

Day of Burning Hope: Sometimes called Yulen Fest, a log is burnt as well as small offerings to keep the cold away; visitors are always welcomed

Bounty: Day to honour mothers and Birthdays; held once a month; as all births in the month celebrated that day.

Sunday, 2 December 2012

Clockwork - PC Race


Clockwork

Personality: Clockworks are living constructs, created to be warriors. They have little personality except for their unwavering devotion to the military.

Physical Description: They appear as gray-skinned, lithe humans from a distance.  They have dull metal skin, with gears embedded in their metal skin where joints would be for a human. Their unique physiology prevents them from wearing standard armor, as it has to be fitted to their exacting shape. This process costs three times the regular price.

Clockworks need to be wound up periodically to continue functioning. By design, they cannot self wind nor can another construct do this winding. Different models require winding at different rates, the default is a 72 hour time block duration that requires a wind for a ten minutes per HD (4 HD = 40 minutes) . The winding dial is under a plate on their back, that they cannot reach themselves.

Relations: Clockworks are a solitary race originally created for military purposes long ago, while the process is not lost, creation of new units is rare, time consuming and expensive. They do not have specific relations with other creatures or races. Most were once part of military contingents, but the clockwork armies have long since disappeared. New ones are either repaired specimens or the experiment of a cleric or wizard in desire for a companion. They have no interactions as a whole with other races unless they are either commanding the clock-works or an enemy of their commanders.

Alignment: Neutral. Most are uncaring about anything except for following orders.

Lands: None, they are warriors who serve other masters.

Religion: None, clockworks do not worship the gods.

Language: Most will speak common or dwarf; the few who gain a new language will try to learn modron.

Adventurers: Life is battle; battle is life. Warfare is the purpose of their existence, and they live to serve their commanders. The few who get separated due to magic or injury, make due living outside their strict military orders, but they usually end up working as mercenaries and create an ad hoc military structure complete with strict command authority and operating order.

Clockwork Racial Traits
+4 on strength; +2 dexterity
-2 on charisma; -2 wisdom
+3 natural armor; Move 30 ft or 6 squares
Reduced to 1/3 movement in water and for 10 minutes afterwards
Dmg Reduction: 1/-
+5 on craft checks for blacksmithing, +5 Climb; +5 on Acrobatics; -5 on stealth checks

Immune to non-magical fire

Construct traits (Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects.)

They are immune to emotion based spells (such as fear) but other enchantment charm spells work normally on them.

They are subject to critical hits; their joints are the weaker spots. Called shots on a non-joint body part will not inflict additional effect.

Clockworks gain no constitution bonus; use Charisma for Con based skills if applicable

Healing spells have no affect on them. Potions have no affect on a clockwork.

They do not sleep; they repair themselves at a rate of 1 hp/hour if they take no other action. If they are not wound up, even at full hit points, they cease functioning.

A DC 15 knowledge (engineering) check will repair a clockwork to one hit point or repair the clockworks level in hit points once a day. Once fully active, a clock work can heal itself if given enough time.

Items that fit humanoids (boots, hats, rings, etc) do not work or fit Clockwork.

Clockworks are staggered at below 0 hit points, able to take one action a round (attack & move five foot, or a half standard move action.) They cease operating at -20 hit points, and if not repaired lose 1 hit point every day that they are not repaired. At -50 hit points they are damaged beyond repair and can not be repaired short of a limited wish spell.

Racial Hit Dice: 3d10; Attack and save as fighters. CR +3

Base 6 skill points, more if they have exceptional intelligence, to be used on core skills
Core Skills: Acrobatics, Climb, Craft (Armorsmith, Blacksmith, Weaponsmith), Disable Device, Perception

Preferred & Starting Class: Fighters

Restricted: Barbarian, Bard, Cleric, Druid, or Wizard

All other non-restricted non-primary magical classes are available after first level.