Blog Archive

Sunday, 21 October 2018

Nyssian Minotaurs

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

Wednesday, 17 October 2018

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

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

Corlth, Liberated


Medium Sized Humanoid

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

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


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


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

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

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

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

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

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


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

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

Tuesday, 16 October 2018

Play by Post Primer

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

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

Sunday, 14 October 2018

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


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

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

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

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

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

Level Adjustment: +1 CR

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

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

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

Loosely based on the Mangalores from the Fifth Element movie