Blog Archive

Thursday, 22 October 2015

Jackalla - servants of Anubis, the Agyptian Lord of death (Undead Hunter Racial Class)

This is one of my favorite and most often utilized races in my games over the years. Jackalla are usually polite tea drinking urban sophisticates yet they are also obsessed with slaying undead, My game world outside of cities is a big mess of mostly cold or desert wastes, filled with huge swaths of barbarians and the ever present undead, that arise anytime a creature is left unburied. These slayers, turn bloody violent over the presence of undead and those who dare create or summon them.


Jackalla

Most known in Nyssa for presiding over funeral services in cities, most often at the Tower of Sorrow, the near ubiquitous internment sites. They are also infamous for being at the sites of disaster in advance, seeing a single Jackalla without reason is worrisome, as most assume death is on its way. Adventurers know that anytime you see more than three Jackalla at a time - they are most likely on a undead slaying crusade.

These humanoids are the children and loyal servants of Anubis, the Agyptian God of death, seen as the living embodiment of death rituals by non-followers. They care little for wealth, fame, or conquering territories; they live to serve their patron and to quietly perform their divine duties. Their former homeland is the scarred land of Agypt, within the Phastian desert one of many former realms lost to the sands.

Personality
: They are firm believers in law and discipline. While not stern to outsiders, they are both polite and fiercely focused on their pursuits of slaying undead. Some may judge them to be cold and uncaring but nobody questions their dedication. They never argue about tradition or process, in fact they care little about others' reasons, they simply do what they must.

Physical Description
: These humanoids appear as jackal-headed humanoids with short fur and small well manicured but sharp claws. Prefer to use falchion, mace, spear or crossbow over their natural weaponry, They may run on their four paws, if they are not wearing armor, but most like the protection of armor to increased speed.

Relations
: Jackalla get along well with anyone who shares their devotion to order, though what they believe is secondary to their actions. They tend to fit into society, causing little commotion, dedicated to their causes.

Alignment
: They tend towards both law and neutrality. They are usually quiet, reserved and respectful of others unless there are undead nearby which brings out their holy rage.

Lands
: Having no homeland, they reside in other races’ communities often acting as embalmers, gravediggers and professional mourners. Most live near a cities place of internment, alternating between their professional and personal pursuits.

Religion
: Their patron is Anubis, the Agyptian god of the dead. A few adventuring Jackalla have dual faiths, either with Zalia, Japeth, Quanna or Casna – all gods with strong lawful tendencies. They do not raise obelisks, which is the typical religious meeting grounds within cities, so they often wear a small symbol indicating their religious faith.

Language
: They speak their own language Jackalla & Pharonic or the equivalent human common tongue of the region they are in.

Adventurers:
 Jackalla live devoted to their cause of protecting the dead and their internment sites, apart of this belief dictates they must hunt down and destroy undead. This is their primary motivation for adventure, as Jackalla travel to the loneliest and most dangerous areas of the world to look for signs for both undead and any who would dare create or summon them.

Jackalla Racial Traits

Natural Weaponry: +2 Attack Bonus on Claw 1d4 damage
+2 Survival (desert), +2 Craft (Embalming), +2 Stealth
+2 Wisdom; -2 Strength
Bonus Feat: Alertness (Keen Smell)
Darkness 60 ft and Lowlight Vision

Racial Hit Dice: 2d8; Attack Bonus, Fort Save, Reflex Save and Will Save as Cleric

Base 12 skill points, more if they have exceptional intelligence, to be used on core skills only

Core Racial Skills: Climb, Craft (Embalming and death rituals), Diplomacy, Gather Information, Hide, Intimidate, Knowledge (geography, history, magic, religion), Perception, Move Silently, Sense Motive, Survival

Level Adjustment: +1 CR

Preferred Classes: Barbarian, Cleric, Fighter, Paladin, Ranger, Psion, Rogue, Sorcerer, Abjurer

 Racial Levels
Add +6 on skills points for every additional HD gained

2 HD Natural Claw (1d3) & Bite (1d4), +2 Wis, -2 Con, + 2 Dex, +2 natural armor, +2 on stealth and Sense Motive, Add Cha bonus on saves vs necromancy and undead effects
3 HD Bone Reading, Scent, +2 Wis or + 2 Dex; Gain 1 Feat; +1 on AC
4 HD Speak with Spirits or undead 3/day; Gain 1 Feat
5 HD Pact of Peace (Canines) & SR 10; +1 on AC
6 HD Howl of Request; Furious Rage; Gain 1 Feat
7 HD Sweet Embrace, +2 Wis or + 2 Dex; Gain 1 Feat; +1 on AC
8 HD Pact of peace (Lawful Creatures, death figures and religions); +1 on AC
9 HD Ward Against Death, (Abilitiy or Energy Drain & Death affects)
10 HD SR 15 + HD, +2 Wis or + 2 Dex; Gain 1 Feat; +1 on AC
11 HD Rest in Peace; Gain 1 Feat; +1 on AC
12 HD Howl of Summoning (Monster Summoning VI), +2 Wis or + 2 Dex;; +3 on AC
+1 HD or Level: Gain +1 on SR by HD or level **

**Jackalla gain these advanced abilities in replacement of class levels. They may stop advancing in these natural racial skills and gain a class level at any time, but once they do they are unable to gain new racial levels.
 
Bone Reading: If able to touch the remains, can determine general identity, age, race, class (if any), time of death, method of death and any lingering emotions. Sometimes they are also able to see the last few moments of the creatures life through the dead creature's eyes when they roll a 15 or higher on the check.

Pact of Peace (canines): If they do not initiate combat, have an immediate pact of non-aggression with canines (or canine like creatures as defined by the DM.) They may not necessarily be friendly, but they will not attack the Jackalla unless provoked. If any member of the Jackalla party attacks, the truce is broken and it can never be restarted at any time to that individual. Gain a +4 on reaction rolls.

Howl of Request: With a summoning howl, can summon other canine like creatures to serve the Jackalla for one hour per HD or level. If intelligent they can be reasoned with for a fair price or favor. The creatures must be on the same prime world as the Jackalla and need to hear the howl.

Furious rage: gain +4 on attacks, saves when attacking an undead or necromancer. Must be declared before combat begins and lasts for ten rounds but it is a free action.

Sweet Embrace: Undead that are in torment and did not choose to turn to become undead, can be put to rest with a word from a Jackalla. This can only affect undead creatures of the Jackalla`s HD or less. This is a full round action.

Pact of peace (death figures): If they do not initiate combat or taking action directly against, a jackala and their party meet death figures with an immediate neutral or non-aggressive stance.

Ward Against Death Effects: Any necromantic magical affect that would kill or drain a Jackalla, they gain a +8 on their save to avoid the affect. 

Rest in Peace: Any undead that a jackalla helps kill or in the presence of when they are killed (50 ft radius with line of sight) are instantly destroyed, even if the being would normally start to regenerate. This affects undead of 7 HD or less, and effect an additional HD for every additional level they have.


Thursday, 15 October 2015

Cadaver - base undead

Cadaver (Nyssian Zombies)

This is the base undead found on Nyssa. Cadavers appear the same as zombies at lower levels - slow speed, flesh hanging off them with rotting organs always eager to devour living flesh. As they age, they lose all of their flesh and organs, becoming skeletal in appearance. Just as significant, most of them gain in intelligence and charisma, so they become a very different type of threat at higher levels.

At the start, they are low intelligence beings whose only purpose seems to be hunt and devour living creatures. While believed to be ruthlessly evil this is not entirely true, at their youthful stages and HD they seek to feed on the flesh of living beings. Those that advance often become neutrally aligned, as higher HD ones usually wish for solace, and will only feed only on living beings who disturb their slumber. Some believe it is their transition to undeath which causes the hunger for flesh, as there have been good aligned Cadavers, while incredibly rare, who are not inflicted with these pangs.

At higher level HD, a Cadaver is incredibly influential and charismatic to other undead, in fact this is how many undead hordes converge. Some of these undead are destroyed by their Cadaver Lord if they do not comply with their commanders orders to control where and when they feed.

Cadaver CR 1
XP 600
NE (N)                                           Medium undead
Init +2                                            Senses darkvision 120 ft.; Perception +5

DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 5 (1d8)
Fort +0; Ref -1; Will +3
DR 2/slashing; Resist cold 20, undead traits

OFFENSE
Speed 20 ft.
Melee Weapon +2 (1d6+1)
SQ Regeneration
STATISTICS
Str 13, Dex 7, Con 10, Int 5, Wis 10, Cha 5
Base Atk +1; CMB +2; CMD 13
Skills: Climb +5, Perception +5, Stealth +5, Knowledge (Religion) +5
Feats Improved Initiative

 ECOLOGY
Environment       Any
Organization       Team (3-6)
Treasure Value    Quarter Standard (Usually worn clothing, jewelry or weapons)
SPECIAL ABILITIES

Regeneration (Su) When reduced to 0 hit points or less, a cadaver is not destroyed; rather it falls inert and begins the process of reanimating.  Hit points lost to magical weapons or spells are regained at the rate of one per day, those lost from non-magical weapons are regained 1 every hour. When the creature reaches its full hit point total, it stands up, ready to fight again.  They are permanently destroyed if interned on a holy site or if a holy weapon is used to inflict the damage.

HD Advancement

Gain +2 skill points only in skill options (not just their base skills) 
Gain +2 in charisma reaction to other undead creatures
Gain +1 in natural AC every other HD

2 HD Pact of Peace (Other Low Level Undead); SR 5; Gain 1 Feat
3 HD Bone Reading,  +2 to any three ability scores; Dmg Reduction 4/bludgeoning or magic
4 HD Speak with Living (1/day) Gain 1 Feat; Move 30 ft
5 HD Pact of Peace (Animals); SR 10;  Dmg Reduction 6/bludgeoning or magic
6 HD Pact of Peace (Faeries & Good Aligned Outsiders) , +2 to any four ability scores, Move 40 ft
7 HD Gain 1 Feat; Speak with Living (3/day); SR 15; Dmg Reduction 8/bludgeoning or magic
8 HD Pact of peace (Lawful Creatures, Death Figures and Religious); No Scent; Gain 1 Feat
9 HD Immunity to Ward Against Death, +2 to any three ability scores; SR 20; Dmg Reduction ,10/magic, Move 50 ft 

Bone Reading: Touching a piece of bone will reveal the name, race and class of who the bone belonged to. Usable 3 / day

Speak with Living: Undead have no workable body parts, so this spell enables them to communicate with the living. It can enable communication for up to five minutes.

Pacts of Peace: Cadavers emit a non-threatening aura for the creatures listed, unless the undead takes violent action, those listed just ignore the undead as non-threats. It is the intent not the actions, if undead are even considering breaking the peace, the creatures will not recognize the peace pact. Their pacts of peace are for NPCs only, not PCs or their companions.

No Scent: At this point, cadavers emit no scent and cannot be tracked in a standard manner

Immunity to Ward Against Death: Spells or effects that normally affect undead have no affect on Cadavers (this includes clerical turning). This only works if the Cadaver is in their home base. Once a Cadaver leaves their home, they can be affected normally.

Feats Options:
Quick Strikes (Ex): With this feat, a zombie can make one additional attack at its highest base attack bonus.

Death Burst (Ex): When a zombie dies with this feat, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.



Saturday, 3 October 2015

Sameel's Sugar Shack

Someone was running a mini-contest on one of the boards about magical locations. I remember starting this and couldn't hack down all the details I wanted at the time...but here it is.

Sameel's Sugar Shack

An infamous sugar shop well known for sweets and a unique tasting experience has recently come back on the market. Plain looking store in a rough area of any city. It is always busy as its customer base is very loyal and protective of their favored sweet shop.

Exquisite furnaces and cold-boxes, all custom made for this shop, as well as a sitting area for up to twelve patrons at a time.  There are larger room upstairs but they are not available for rental anymore. The current workers are unsure but some older patrons say that these rooms were rented out in other worlds, and when they would enter the rooms they would then be able to come to this location.  It is not known if these still work, if these legends are true, or if one could visit other worlds through it any longer. **

Scattered through-out every foot in the interior of the building are stones and quasi-precious gemstones from many differing worlds.  They are arranged so they appear to be candies in various decorative patterns such as a child riding a tricycle, teddy-bear, carousel, etc along the wall in configuration with the stones.  The rumored sugar faeries are real and entertain the little ones and protect the shop. Anyone that even appears to threaten the shop finds themselves outside, hung over and usually tied up within three rounds - the sugar faeries protect this shop as their own.

Anytime food or drink is imbibed in this room (even if not prepared at the shop), there is a 2% chance that they are filled with an overpowering and magical taste. There is a 20% chance if the food is prepared and eaten at the shop. It was said that the original owner Sameel could make the number rise to 50%, and pre-determine the taste. The current owner, named Sameel as well is the third or fourth generation of his family that runs the sugar shack.

Most patrons come for the lovely candies and experiencing the sugar faeries that are rumored to lair in the building. The price is 2 nobles (silver pieces), and both the child and adult get their pick. Children get any ten pieces and adults get two non-special flavored pieces.

For those willingly to pay more 150 crowns (gold pieces), they can pick out some special flavors and roll 2d10. They can have only two picks. If they pay 500 crowns, they can chose one piece from selection 3-12 and get a bucket flavoured candy piece.

Customers can only come to the Sugar Shack once every 50 days or once a month, if they try to come back they are unable to purchase the sweetest types.  Only those who purchase the sweet magic can use them.

Roll 2d10 - Sweetest Flavor Types

2 - 3. Desert's Dry Sand: taste of sand fills ones mouth; +7 on exhaustion or dehydration checks for the next 48 hours

3. Sour: filled with vinegar, your teeth feel like they are about to fall out; +5 on poison saving throws

4. Salty: you begin to feel the power of the salty ocean, you can breathe underwater for 2-12 rounds

5. Metalic: your mouth feels and tastes like its filling with cold metallic coins; 50% chance to avoid critical hits for the next 24 hours

6. Bitter: sharp bitter stinging; +4 on saving throws on charm spells and effects, always get a second save the following round if you fail the first but no bonus

7. Cheesy: strong bad ale; you feel `happy drunk` for an hour, but smell really bad for the next twenty-four hours; +6 on charm saving throws for 24 hours

8. Disgusting: taste of ooze fills the nose; +5 on perception checks to notice items in dungeons or other dark places for the next six hours

9. Deathly: taste of sand from a crypt; +3 on all necromancy saving throws for the next 24 hours

10.super tangy drops:  sharp sour taste, 2 invisible sugar faeries come and tease you, taking things away in jest - they stay with you for 12 hours. They will make you invisible if any threats appear.

11. Sticky Cloudiness: cotton candy - 85% you start to float a foot or more, 15% you are completely weightless, strong winds will carry you away

12. Heavenly: divine taste of euphoria; +5 on the first saving throw made in the twenty-four hours, +2 to any others in the same period

13  - 19: Bucket taste, almost metallic but it is a long lasting flavor; adds 1d3 temporary hit points for the next 24 hours

20 Roll 2d6 - they get two pieces lumped together for the price of one, the duration of that type is doubled.


** The legend is true, visitors from other worlds used to come when Sameel's father ran the shop. They would come not for the sweets but the cages that could hold any beast which is the lower defunct areas. These cages would remove the magic from any large-sized creature or smaller if they were imprisoned for 1000 days.  The cages no longer work, and nobody is quite sure of what happened.

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.

Saturday, 26 September 2015

Spell Caster Feats

Spell Caster Feats

Level Enhanced Spell: all incremental spells are available to study or cast as without gaining the higher level spell in either their repertoire or spell-book such as Monster Summoning I – IX. This is particularly useful for a sorcerer. Required: Ability to cast 3rd level spells.

Domain Spell: Just like clerics, many wizards have domains or areas of specialty. While a cleric gains extra spells, wizards gain the ability to trade memorized spells for spells of the same level of their domain. For example, if a wizard with a war domain finds he does not need to cast dispel magic, he can cast magic vestment instead as long as he has both of these spells in his spell book. Note that specialists can not take domains in a restricted school(s). Required: Ability to cast 2nd level spells.

Guild Member: Add +1 spell per new level when advancing a level. Normally, a wizard learns two spells to add in their spell-book of the highest level they can cast. With this feat, a wizard gains three instead of two. Pre-Requisite: must have at least one vow; This does stack with Guild member. Restriction: Only for 5th level and lower spells.

Noble Birth: Add +1 spell per new level when advancing a level. Normally, a wizard learns two spells to add in their spell-book of the highest level they can cast. With this feat, a wizard gains an additional one. Restriction: Only for 5th level and lower spells.

Spell-Born: One of your parents was a spell-caster; you gain one extra spell per level, but the DM chooses which one is added to your spell-book. Normally, a wizard learns two spells to add in their spell-book of the highest level they can cast, with this feat an additional one is mysteriously added.
Restriction: Only for 5th level and lower spells. You can take this feat twice.

Non-Lethal: Change any spell damage to non-lethal damage.

Replace: Replace one spell of a higher level with a lower level spell as long as you memorized the lower level spell during the same day. You can utilize this feat any number of times every day.

Ritual of Casting: If you are able to cast a spell for one minute per spell level of uninterrupted time, the spell lasts for one hour instead of its standard duration. For example, a bull’s strength takes two minutes of casting for one full hour. You can utilize this feat no more than your natural intelligence bonus per day. Prerequisite: Able to cast 3rd level spells

Flowing with the Frequency: With a successful spell-craft check and ten minutes per spell level of uninterrupted time, you cast the spell without losing it from your daily repertoire. You can utilize this feat no more than your natural intelligence bonus per day and no more than once every hour. You still require spell components. If you fail the spell-craft check, the spells is cast normally at that moment.
Prerequisites: Spell Craft +11; Ritual of Casting

Bane: Inflict extra damage when you cast a damage spell versus a designated creature. Pre-Requisites: 2nd level spells;
1st thru 4th level: +1d6
5th thru 9th level: +2d6
10th thru 14th level: +3d6
15th level +: +4d6

Steady: Anytime you need to make a concentration check, take +10 on the roll. Prerequisites: Combat Casting

SteadfastAnytime you need to make a concentration check, take +20 on the roll. Prerequisites: Steady, 5th level spells.

Thursday, 24 September 2015

Inhuman Subtype

Many of the creatures that I create could in other game or styles be called mutants. I have mixed feelings about that term. Instead, in my fantasy games I prefer to use Inhuman to designate creatures that have been altered through either accident or perversion to be something beyond the human type creature.

Inhuman Subtype
A humanoid subtype that has two arms, two legs, and one head; many are initially undetectable as different than a typical human from the geographic region they are from, Inhumans have a minimum of one supernatural or extraordinary ability that helps define them. They rarely form entire societies as they reside in small numbers. Most survive in specialist niches a part of larger societies within urban environments.  They breed with other humanoids, their offspring is noted in their description if they breed true or revert back to their original form. They are Medium sized.

Start as humanoids with 1 Hit Die and can grow in power level and stature in their Inhuman Hit Dice. They can abandon their Inhuman advancement and grow in an NPC or PC class but if they do then they are unable to further advance in their natural Inhuman talents.

Inhumans have the following features:

  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • One good save, usually Fortitude.
  • Skill points equal to 6 + Int modifier per Hit Die or by character class. The following are class skills for those without a character class: Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Any 1), Profession, Stealth and Survival. Humanoids with a character class use their class's skill list instead. Humanoids with both a character class and racial HD add these skills to their list of class skills.


Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).

  • Proficient with all simple weapons.
  • Proficient with light or medium armor. They are able to take heavy armor as a feat at higher levels. Unless the Inhumans are noted for a shield proficiency in their description, they will not be proficient with them, 
  • Inhumans breathe, eat, and sleep.


Monday, 21 September 2015

Aether Mist

This is inspired by a famous monster in a storybook that I love. I've never used it in a game, as a feared legend. They have a weakness but you need to have read the story...or if you haven't read the story, just make up your own.  

Aether Mist

Large Sized Outsider
Hit Dice: 20d10 (150 hp)
Initiative: +2
Speed: Fly 50 ft (perfect)
AC: 42 (+30 natural, +2 Dex), 42 touch, 40 flat-footed
Base Attack/Grapple: +19 / +0 (Can not be grappled or tripped)
Attack: Automatic Hit (40-AC dmg)
Full Attack: Automatic Hit (40-AC dmg) or +33 Penetrating Attack (5-50)
Special Attacks: Automatic Damage, Double Damage
Special Qualities: Astral Jaunt, Immunities, Dmg Reduction 20/Adamantite, SR 35
Saves: Fort: -, Ref: +14, Wis: -
Skills: Knowledge (Astral, Magic, Religion) +20, Perception +40
Abilities: Str 28, Dex: 14, Con: -, Int: 10, Wis: 10, Cha: 10
Environment: Deep Ethereal, Aether Domains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Neutral
Advancement: 25 - 50 HD (Huge)

An immense sized, deeply coloured mist.

These living clouds are approximately 30 feet in radius and 10 feet high. Their origin is somewhere in the deep ethereal. They come to prime worlds when summoned by spell casters using a Monster Summoning VII or greater spell. Spell casters must sacrifice a single magical item worth at least 75,000 g.p.  which is consumed in the casting.

The only other time they can be recruited, is in the minutes after they have successfully completed a mission, they can be requested to stay and complete another mission if a Diplomacy check of DC 30 is made along with the offering of a magic item or gem worth at least 25,000 g.p.

The Ether Mist has never communicated with any other creature. When summoned their instructions must be exactingly precise, or they will interpret it sometimes with dangerous effects. If they have a weakness, it is unknown to scholars.

The colour of its mist determines purpose, when they have a new mission, they change colour.
Grey - guards an item for ten years; they pursue if the item is stolen
Red - Executioner, summoned to execute one creature on that same plane.
Purple - guards a location for ten years unless password is spoken

Combat

An ether mist doesn’t attack, just like a swarm, anytime creatures are in it’s radius, they are automatically crushed.

Swarming: An Ether Mist automatically hits all creatures that is within their radius. They inflict 40 - Victim’s Touch AC every round acting as a +4 weapon. All creatures affected must make a winded check (Fort DC = dmg taken) to remain fully active. If they fail, they are winded and are able to take partial actions for that round and any round they fail their save when in the misty cloud.

Penetrating Attack: This is a focused attack on a single creature, doing 5-50 crushing damage, acting as a +4 weapon. They can take this attack action even if they are using their swarming action, but only one creature is attacked in this manner. Victims cannot be the target of both the penetrating and double damage attack on the same round. A penetrating attack is most done on the second round, if a particular foe seems to have taken less damage than the others,

Double Damage: The Ether Mist on any round can designate any one creature that has taken damage from its swarming as it's primary target. This primary target must save vs a Fort DC 25, or take double damage from its swarming affect. A Red Ether Mist will always use this special attack on their target. They do not stop their crushing until the target is a blood smear.

Astral Jaunt: Ether Mist can re-enter the astral plane as a free action from anywhere. Any creature in the mist at this time must make a Will DC 33 or be transported to the ethereal plane at the same time. Creatures transported do not take swarming damage in the ethereal. It takes one hour for the Ether Mist to come from the astral plane to a material world, and can only be done in specific locations, such as a wizards lab or church with an active obelisk,, etc.

Immunities: Immune to mind-affecting spells, elemental effects, energy effects, poison, sleep, paralysis, stunning, disease, death effects, necromancy spells or any fortitude or wisdom save unless it affects objects. They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or massive damage.

Tuesday, 15 September 2015

Sash Knight - Singular Knight Dedicated to Promoting the Peace

These are non-political knights that are in virtually every civilized location in my game world. They ensure peace and stability, as their position allows them to be above the political fray. They are respected for both their duties and their dedication to a cause. Not officially bound by law but by tradition to do what's right. They are the first to volunteer when a nation is faced by an internal magical threat.

Sash Knight

Adventure: Primary role is to promote peace, and serve a city or nation. They are not apart of a standing military, rather they are men-at-arms, professional warriors with free standing to travel and take up cause. This unique position allows them to find and confront the enemy anywhere, or assist individuals and groups to do the same. Each Sash Knight group has their own leadership, but it is expected to give aid, training and support to each other, and very loosely to give specific direction to other knights on shared dilemmas.

Virtually every country, state and city has their own sash knight, and can be recognized by the colour of the sash they wear. Sash knights fight in defense of their homes so they do not attack offensively outside their home region. In theory, at least in terms of war, they should never engage in combat with each other. If they ever were to face each other, their code would dictate both knights would walk away - they do not have to be friends or allies, but they will never willingly fight each other. It is said, if a Sash Knight were to ever kill another Sash Knight, regardless of reason, they would immediately be stripped of their Sash Knight status and levels.

Most are supported by tithe from a local lawful group usually a specific church - a small weekly stipend that takes care of their basic needs. There are few knights, not supported by the citizens, many are often given alms wherever they go as they usually hold the people's respect.

Characteristics: Many are stern warriors that prefer simple and effective weapons over flashier ones. Half of these knights come from the upper classes, and they are taught from an early age the importance of defending the nation, but perhaps even more importantly, know the effects of in-fighting, and do everything they can to remain above the political fray. Others come from the lower middle class bureaucratic families that see the city or nation as both their employer and source of stability. Ranks are given only from mission success, above the political and monetary gifts that often taint other groups.

Requirements: +3 BAB; any lawful alignment; Diplomacy +5
Oath: Obedience *
Alignment: Any Lawful alignment to join. There are neutral aligned knights if they chose to drop their lawful beliefs, but they cannot gain new levels.

Class Benefits

Hit Die:
 D10

Class Skills
: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (history, local and religion) Perception, Ride, Sense Motive, Ride, Stealth, Survival, Swim

Skill Points:
 6 + int modifier

Weapon and Armor Proficiency:
 Knights gain no new weapon or armor proficiency.

LevelBABFortRefWillSpecial
1st+1+2+0+0Authority, Detect Lie (1/level), Smite Enemy (1/day)
2nd+2+2+0+0Divine Grace, Lay on Hands
3rd+3+3+1+1Aura of Courage, divine health
4th+4+3+1+1Command (as spell. 2/day)
5th+5+4+2+2Smite enemy (2/day)
6th+6+4+2+2Lesser Ward
7th+7+5+3+3Summon Temp Mount
8th+8+5+3+3Command (as spell. 5/day)
9th+9+6+4+4Greater Ward (2/day)
10th+10+6+4+4Smite Enemy (3/day)

Authority
: They can order the common folk to act in the name of the crown. This does not take the form of epic quests but short simple actions, such as holding a man, running to tell other knights, etc. There should be no immediate danger in these requests.

Detect Lie: A Sash knight can detect lie as per the spell. The knight must be the one to ask a short direct question. The respondent gets a will check (DC 12 + level of knight + cha bonus) otherwise the knight knows if the respondent did lie or is trying to evade. Some spells and Magic Resistance prevents this effect from working.

Smite Enemy
: A sash knight can inflict damage on enemies as a paladin can on evil. They do not stack, but can be used in different rounds in the same combat as long as all conditions apply.

Divine Health
: Not affected by disease

Command: Similar to authority, except it is simple requests for action by any non-enemy to aid the paladin in a cause. It should be a reasonable, simple and direct request made to an individual and can be performed within ten minutes. It can be resisted by a will check (DC 12 + level of knight + cha bonus) but most citizens are generally happy to oblige an honoured knight.

Divine Grace
: +2 on saving throws. This does not stack if the Sash Knight happens to have prior paladin levels.

Lay on Hands
: Per paladin ability. Stacks if the sash knight happens to be a paladin before becoming a sash knight.

Lesser Ward
: Can create a temporary glyph of warding in an area no larger than 20 ft by 20 ft which lasts one hour per knight level. If individuals try to cross it they take (unnamed) damage at 1d6 / Sask Knight level - there is no saving throw. This does not remove the glyph, that individual simply takes the damage. For example, if the glyph is used to barricade a tunnel, going through it once from east to west inflicts the damage. Exiting it will not inflict damage, but if again they enter the warded area, again they will take the same damage.

Greater Ward: Can create a temporary glyph of warding  in an area no larger than 30 by 30 ft which lasts one day per knight level. If individuals try to cross it they take (unnamed) damage at 1d10 / Sash Knight level. Otherwise as lesser ward.

*Oaths are in my campaign world are magical promises which knight, clerics and monks are required to swear in order to advance in levels. An Obedience Oath means that they are bound to obey a direct command given to them by an elder in their knighthood. It is uncommon for a knight of one sash colour to give an order to an individual of another colour, though they are still bound if this happens.

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)