Blog Archive

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.

Sunday 25 November 2012

Sugon - Magical Monument


The inspiration for this is the AD&D Players Handbook, with a group of adventurers attempting to steal a gem from a large statue. Combine this with a statue of the Buddha, seemingly ever present in many people's homes and business, an inspiration and a reminder to people to meditate, pray and keep other principles. The Sugon is a twisted version of this, reminding evil beings to inflict suffering on their enemies.

One of the cool ideas is not to tell the players, depending upon how active they are. A statue that has no meaning to them, yet their eventually find in so many dungeons that they eventually seek out a deeper understanding.

Sugon - Magical Monument

On Nyssa, a Sugon is common slang for a creature or person of immeasurable patience few realize its meaning. Adventurers and evil creatures are more aware of the true meaning of its etymology, they originate from odd statues found in remote dungeon locations through-out the world.

This statue is made of smoothed black or dark Gray stone, most often appears to be plump human (or elf, gargoyle or bugbear) with demonic features, sitting in a lotus position, arms upraised, its face and body covered by a cowled robe. They can be a foot tall, hidden in a cranny, or thirty feet high in the main sacrificial area. Most are medium sized, found in locations where paid or suffering is common. Their face is always looking out, and its back is up against a wall. They are never on a raised dais, always on the ground or floor. Many times small offerings of coins, bones, blood soaked cloth or mirrors are left near the statue.

One of the great mysteries of a Sugon is where they truly come from. Nobody has ever hired someone to carve a statue nor does anyone ever admit to carving one. They seem to appear at night, looking for supplicants to show respect. What is even more odd is that there a many cases where a Sugon Statue will disappear and it cannot be tracked or traced, most times if a statue does vanish, a trail of brutalized bodies will be left.

One rumour, is that the Sugon can inhabit statues of their own form at any time, so best to remain calm around them as those the statue finds offence can find themselves being pummelled to death. Another legend is that anyone that meditates in front of the statue, can gain insight into the Sugon and learn from them. What they learn is different but the more time spend in quiet contemplation in front of the statue can increase the chance. The Sugon does not seem to care who or what meditates to them, just that the statue be left unmolested. Any disrespect shown will be remembered. another story, is that the Sugon is a (demi or lesser) deity of narcissism, and as long as someone meditates and shows reverence toward it, it is placated. It does not matter, who or what is meditating on the statue, as long as someone is doing it.

Anyone with knowledge dungeoneering can gain the following insights:

10: The statue is a Sugon, a non-specific force but ever-present sight in evil dungeons. It gives a bonus to those who reside near it. It does not radiate either magic or evil.

15: The statue helps those who meditate near it, after a month of continual meditation, it grants the observant a +4 bonus to anyone type of saving throw in the statue's presence once a week

20: For the most part, a Sugon is passive, letting evil and paid happen near it without interruption. If it loses supplicants or if someone attempts to harm the statue it has the following reaction (85% leave the next night, 15% come alive and destroy anyone that angers it.)

Friday 23 November 2012

Low-Level Dungeon Encounter Table

One of my favourite things about combat in table-top role playing games is the random encounters. I always thought it a bit nasty or mean as the DM to deliberately pick creatures that you know have counter abilities to the players, which is one of the reasons I love encounter tables – you let the dice decide. I use a variation of this to throw things into disarray or just stir the imagination pot inside my head.  This can be used for adventurers up to 10th level, but the average level increase should be 5th level.

Low Dungeon

Use this encounter Master Table in a magically active area, less than a mile deep, so true underdark type creatures (Pech, Duergar) should be rare. It should be travelled on a infrequent basis by commoners, though adventurers or patrols are still there to do what must be done.

Encounter determination should be made at pre-set times, such as when a door is opened, a group descends a level, a loud noise is made, or every three hours check for encounters. Normally the base chance is 1 / 20. For every three additional members travelling together, add +3. For loud noises, add +5. All adjustments are cumulative. So a group party with seven people smashing down a door would have 1+3+3+5= 12 / 20 to attract attention. This gives a real incentive for rogue-types to scout ahead, their chance would be 1 / 20. You may increase the base rate (normally 1) as high as 5 then add the miscellaneous adjustments.

Alternate Determination: If the current roll doesn't make sense, such as a building feature due to PCs making noise, reverse the numbers (14 into a 41). If this still doesn't work, odd roll drop down to the previous listing, even roll go to the next highest item listing.

How to use this table: You may use this table during the game for every dungeon encounter check. However, consider pre-rolling a “hot-list” of the eleven (2d6) most likely creatures encountered. This way you can use the Master Table, and the hot list changes per dungeon, without players knowing what a specific dice roll is on the Master Table. I most often use the hot-list for known threats in an area, for example, if enquiring about the dungeon, and the locals say cultists and ogres, these should go on the hot list. Anything from the Master table (actually anything in the monster books or in my head may end up in the adventure) but these are the most

Features: The encounter table has a number of environmental aspects. Just like with a creatures, if something doesn't ”make sense” to you, you don't use it. I recommend you try to incorporate it, even if something is illogical or out of place, describe it that way. If all of the other doors you find are made out of wood for medium sized creatures, suddenly you find a double set of metal doors for small creatures.

1 Collapse, Deadfall
2 Angel, Deva
3 Serpent-Folk 1 - 2
4 Rakshasa, Dandasuka
5 Demon, Babau
7 - 8 Shadow Undead 1d4
9. Bats, Dread 1d8
10 Centipedes, Fast 1d12
11 Kyton 1 or 2
12 - 13 Bugbears (2d6)
14 Feature - Stairs (60% sequestered, 30% down)
15 Grick 1d6
16 Troll 1d4
17 Cave Octopi 1d4
18 Choker 1 or 2
19 - 20 Spiders or Snakes 3 - 6
21 Dark Creeper 3 - 12
22 Rhinto (often called rhino-dog) 3 - 6
23 Feature – Burial Mound
24. Feature – Mysterious sounds (echoes, howls, screams, lull-a-byes) without a source
25 Feature - Metal Grate, Chains, Column
26 Dire Wolf 1 or 2
27 Gelatinous Cube
28 Disenchanter Template (Snake, Bear, Wolf)
29 Rust Monster 1 - 3
30. Medusa
31. Green Slime
32 Troglydyte 5-12
33. Drider 1 - 2
34. Feature - Tapestry or Animal Hides or Straw
35 Feature - Magic Circle (Stones, Mushrooms, Runes) with protection vs alignment
36 Goblins 5 - 8
37 Stirges 5-8
38 - 43 Local Humanoid Sub-Table
44. Wraiths 1-2
45 Gremlin, Jinkin 3-6
46. Piercers 3-6
47 Feature - Shrine, pool or graffiti
48 - 49 Minotaur 1 - 2
50 - Giant Slug
51 Cloaker 1 - 2
52 - 53 Ratmen 4 - 16
54 Golem (Lesser: Clay, Mud, Flesh)
55 Mimic
56 Gray Ooze
57 Faceless Stalker
58 Feature - Door (trap or secret) or Porticulis
59 - 60 Lizardmen 7-12
61 Dire Bear
62 Feature – Machinery or Levers (95% broken, 5% may open secret doorway or other effect)
63 Feature - Pit (Bones, Darkness, Dead, Refuse, Water)
64 Gibbering Mouther
65 Feature - Razor Vine (d6 dmg if touches the vine, double damage if fall on top of it)
66 Terra-Cotta soldier 2 - 5
67 - 68 Ogre 2-5
69 Gibbering Mouther
70 Feature – Magical Fungus *
71 Skeletons 2d6
72 Feature - Crates, barrels, boxes (5 % treasure)
73 - 74 Mephit 1 - 4
75. Ettin
76 Otyugh
77 Belker
78 Intellect Devourer
79 Flumph (min 3rd lev sorcerer)
80 Feature – Large Statue (Person, Deity, Creature)
81 Decampus
82 Cavefisher
83 - 85 Cultist (Roll on humanoid table twice)
86 Feature – Small Statue, Stalactite or Other Rock formation
87 Slithering Tracker
88 Basilisk
89. Vampiric Mist
90 Ghoul 2d7
91 Urdefhan 1 - 3
92 Gargoyle 2d4
93 Feature - Body parts (Bone, Head or appendages)
94. Feature -Ruined weapons or armor
95 Feature -Trap (Magical spell 1st to 3rd level Effect)
96. Lurker Above
97 Feature - Dropped Treasure (d100 coins / 10)
98 Demon, Shadow
99. Daemon, Ceustodaemon
100. Feature - Gate or Portal (must be activated to use)

Local Humanoid Sub-Table:
Race 1-7 Dwarf, 8 – 14 Human, 15 Oread, 16 - 18 Lizard Man, 19 – 20 Company (Mixed Races)
Level: 1-8 2nd level; 9-10 3rd Level, 11 4th level, 12 5th level
Class: 1-3 Cultist, 4 Monk, 5-13 Fighter, 14 - 18 Finder, 19 Sorcerer, 20 Ranger

Quick Examples

Piercer, Nyssian AC 14, 3HD, HP 19, INIT -1, +8 d6+(2d6 surprise), Perception +10, Stealth +11 CMB +7, CMD +16

Centourax (fast centipede) AC 15, Move 40, HP 7, INIT -1, +14 / +0 /+1, tentacle +4 d6, Perception +5, Stealth +8 CMB +7, CMD +16 two foot long centipede,

Rhinto AC 14, HP 2HD, 9 hp, INIT +2,Bite +4 d4+1, (Horn +6, d6 / X3) Perception +4; CMB +7, CMD +16
Medium sized; gaunt doberman pincher with Blackish-Red fur white horn in the middle of its head, fast runner.


Magical Fungus: a mold that appears on almost anything in a dungeon in a two to five foot spread; non-sentient, comes in a multitude of colours. Radiates a magical effect within a ten foot radius. If consumed, Fort Save DC 14 or take d6 temporary constitution damage as a poison. If scrapped off from the substance, the magic fades in d10 rounds. These are just the most common types of fungus, there are others.

Blue Fungus – Calming, +2 on will saves skills or saves involving mental activity or concentration
Red Fungus – Rage inducing, -4 on all will saves or skills involving involving mental activity or concentration
White Fungus - Magic Absorbing, -2 on all magical saving throws; concentration check DC 15 to cast a spell within 60 ft of a white fungus
Silver Fungus – Spells have a 25% chance of rebounding on caster, 50% if cast near someone that made their saving throw


Saturday 17 November 2012

Nyssian Piercer


One of my favourite dungeon creatures in previous editions was the piercer, a perfectly fit creature that existed in caverns. In third edition, it was nixed or morphed into something else depending upon how you view it. I liked the stupid simplicity of the piercer; you knew what it was, where it lived and what it did. 

Early in my dungeon and monster creation days, I scoured almost every book I had at home, looking for inspiration. I noticed a wickedly similar creature in the old Star Wars Marvel comics, except they lived outside, and rather then falling down, they “jumped” up out of the ground. This seemed like a much better version of what the piercer should have been...so here is my melding of old, not-so-old and just a cool idea to use as a living hazard. It's done in Pathfinder but easy enough to convert.

A stalagmite thrusts upwards, tearing your ally apart, all around you dozens of similar stalagmites jump out of the ground, impaling your traveling party.

Nyssian Piercer CR 3
N Medium aberration
Init -2; Senses Tremorsense 60 ft., Perception +13

DEFENSE

AC 17, touch 13, flat-footed 17 (+4 Natural Shielding, +3 natural)
hp 19 (3d8+6)
Fort +3, Ref +0, Will +3

OFFENSE

Speed 10 ft.
Melee bite +4 d6 + 2d6 Surprise attack *

STATISTICS

Str 8, Dex 9, Con 14, Int 5, Wis 10, Cha 9
Base Atk +1; CMB +4; CMD 13
Feats Improved Initiative
Skills Stealth +19*, Perception +13
SQ Tremorsense, Damage Reduction (5/-)

The piercer appears as a stone stalagmite, the smallest being around four-feet tall. This is its outer shell. Inside, the piercer appears as a slug-like creature with a long tail. Two tiny eye-stalks protrude from its sides.

COMBAT

The piercer attacks by thrusting upwards on unsuspecting individuals and impaling them with its shell. While one piercer is not too threatening, they usually exist in colonies, anywhere from a dozen to one hundred piercers stretching out covering a range of over a thousand yard radius. Piercers often attack creatures when the meal is in the middle of their colony, presenting a hazard for creatures unable to fly or otherwise escape from the middle of the colony.

They are not too bright, but their tactics are effective when they have surprise. They exist in any environment that they can tunnel into. When their attacks no longer bring sufficient food, they begin their slow journey to richer pastures, they have hearty constitutions so they can survive for months without proper nutrition. Many evil creatures deliberately lure them to act as living hazards to protect locations. If you know where they are, you can can easily avoid them while walking close to their lunging spot. They generally don't care for intruders as long as the colony has enough to eat.

Surprise Attack: If their victims are not aware of the piercers, on the surprise round they inflict damage as a surprise, same as a rogue of their HD. 

Dmg Reduction: When piercers are below ground, they receive a 5/- dmg reduction as they are fully shielded. Out of the ground, they lose this protection.

Tremorsense: Piercers can sense any creature larger than 20 pounds within a 30 ft radius if they are moving while touching the ground.

Skills: The piercer receives a +8 racial bonus to Perception checks. The piercer receives a +15 racial bonus to Stealth checks when below the surface .

Wednesday 14 November 2012

Charr - Barbarian with supernatural tribal weapon (PC Race)


My tribal raider race that resides in some of the harshest conditions in the world. Due to their faith and community are able to summon a tribal weapon. They are both raiders and helpers depending upon the condition of the tribe when they are met.


Charr
These barbarians humanoids travel the freezing wastelands and raid others to help them survive the bleak conditions, not for personal gain. Each can call upon ancient traditions to summon a primitive weapon from their dreams.

Personality: Gruff, violent with few socially redeeming qualities. Friends call them dependable allies, someone you may not want to share a drink with but will want on your side during battle. Theirs is not a true egalitarian society, but strong women often emerge, and once they are proven in battle or raids are treated as an equal. Weak boys rarely live past puberty if they do not prove themselves fit or useful in some way. Charr are pragmatists, the elderly or injured who are unable to keep pace with the tribe, are abandoned without ceremony or warning; anything that weakens the tribe is a threat to all tribe members.

Their tribes may have one or two families, up to a hundred or so members travelling together. Tribes always determine supremacy among the leaders when they meet, then immediate accept the ranking and work as one. Petty squabbling or politics is not the Charr way. Their foes are the environment, the weather and anyone that does the tribe harm, not each other.

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

Relations: Other races give them their due, as virtually everyone has a story that involves the Charr coming to aid their people in need, as they help those weaker than themselves if they have enough on hand. When possible you avoid the Charr, and hope they will do the same. Some groups make it relatively easy for the Charr to raid their towns as they are horrible allies but the wastelands are safer with them being there. Some Charr tribes collect and stash magic trinkets, and may be open to
sharing their treasures depending upon the circumstance.

Alignment: Wild, violent and unpredictable. They greatly tend towards both chaos and neutrality,as nothing they do is personal, and will not inflict injury unless they must. But if anything is in their way, that is an obstacle that will be overcome without hesitation.

Lands: Charr are nomads; they travel the wasteland in a predetermined path, hunting and resting in a predictable pattern. They do not claim the wasteland, it is merely their path, and woe to those who get in their way.

Religion: Surprisingly, these brutes tend towards peaceful and nurturing deities. Often their leaders are druids who help the tribes survive without harming the already fragile balance. Some tribes have shamans (sorcerers) who act as advisers, though they may never lead the tribe or raids but are greatly respected and are their primary spokesman for relations with other peoples.

Language: They speak their own language, shamans often know common, faerie, giant or dwarven;

Adventurers: For the Charr, life is an adventure. In their struggle for survival, they battle the elements, tyrants, undead and anything else in the wasteland. It is quite common for individuals to leave the tribe to seek their fortune for a period of time. They are not derided in this choice; it is celebrated, as many of the tribe's best leaders have sought experience outside the tribe.

Charr Racial Traits
+2 on climb, survival and Knowledge (Nature or Wastelands Geography)
Gain Endurance as a free feat
Call Tribal Weapon (supernatural ability, see below)
+2 strength, +2 Constitution, -2 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 4 skill points, more if they have exceptional intelligence, to be used on core skills only:

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

Level Adjustment: +1 CR Gain +4 skill points, 8 hp, feat at second level and every two levels afterwards

1 HD Youth or Elderly
2 HD Gain Tribal Weapon; +2 to strength or Constitution
3 HD gain damage reduction 1 / -
4 HD +2 to strength or Constitution
5 HD specialized in their tribal weapon; gain damage reduction 2 / -
6 HD +2 to strength or Constitution
7 HD Divine Bond with their tribal weapon as paladin ability of the same level
8 HD +2 to strength or Constitution
9 HD gain damage reduction 4 / -

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

Tribal Weapon: Is a spiritual weapon, that all Charr learn to summon as youth in times of danger. It exists as long as they are conscious and are holding it. They must pick their weapon type below which can never change. (75% choose dagger, the rest usually choose Hammer.)

Psychic Dagger: Damage 1-6, Critical: 17-20 / X 2 dmg, Special: None / Check DC 8
Psychic Hammer: Damage: 1-8, Critical: 20, Special: X 4 damage to constructs, objects & undead. / Check DC 13
Psychic Whip, Damage: 1-10, Critical: 20, Special: Improved Disarm / Check DC 16

In normal times, a Charr can summon his tribal weapon without difficulty as a free action, however during stressed times, (calling upon the weapon with less than 20% max HP, or when grappled and does not already have the weapon summoned or situations determined by the DM) they must make a concentration check at the DC listed. If they fail they must wait until they are longer in a stressed environment.

They cannot ever lose access to the weapon, thus If they are disarmed or try to throw the dagger the weapon dissipates. If both hands are not free, or if they cannot call out to their dreams, they cannot summon the tribal weapon.

Each tribal weapon from the same type from the same tribe looks identical, even down to small chips on the blade. They cannot describe where the weapon comes from, the best description is their dreams.

Wednesday 7 November 2012

Obelisks of the Faithful (Magical Monuments)

It is a common belief that magical energy (Chra or Mana) comes from the gods whether it is given to the faithful (Priests) or directly tapped into (wizards). How the energy is received has long been questioned, but it has always been assumed that the obelisks are the key.

Obelisks are stone structures anywhere from five to fifty feet in height that are dedicated to one of the gods. They act as altars and worship sites, but they are much more that this, they are mana conduits.  Vitae Laenum Nem I, whose source is unknown and veracity unquestioned, explains that mana is a life energy that inhabits every living thing. This energy can be given or taken with significant consequences; if taken away, the living will die. When given in great quantities manipulation of reality and meta-physical laws is possible, this practise, is better known as magic.

Every creature has a finite amount of frequency that is contained within their life force. Creatures from other worlds have an “excess” of this energy they need and can bestow it to another without being harmed. The mana from the gods is incomprehensible, and they radiate it outward from the heavens. it is important to note that the gods do not give magic, only the energy used to cast spells.  Mortals can sense this energy most often through their hearing, seeming to be a soft heavenly chorus of humming known as the frequency, and is the most recognized telltale sign of magic. After manipulation of the energy fields, there is often a kaleidoscopic rainbow-like swirl around either the source or affect that lasts for a few minutes.  

Spell-casters tap into the frequency to cast spells, manipulating this energy via various means: clerics use their holy symbol, wizards invoke ancient words of power, sorcerers seems to be mini-conduits themselves. Clerics believe wizards directly steal the frequency, and for this reason there is a bad blood between the two. There are no gods of magic or wizards known on Nyssa for this reason. Sorcerers are tolerated, as they are believed to be gifted. Wizards tolerate clerics, they think the faithful are toadies that offer coin and hollow words for favours, yet they know that if clerics ceased their acts of piety, the energy for magic, potentially would fade away.

It was the gods, wanting to help their followers, that began to send some of this energy to the mortal plane. Because these heavenly beings are unable to directly enter the mortal planes, they sent their angelic hosts to teach their followers how to build the first and maintain control of the obelisks. In the space between, the chra or raw magical energy is in oceans, swirling in currents and eddies of raw unblemished energies. (Mana comes from living creatures, chra does not, but it can be used just the same.)

Even if unmanned, obelisks conduits tap into the astral to release the energy in the mortal plane as a small outward invisible stream. Interestingly even though obelisks are dedicated to one power, all priests regardless of the god worshipped can gather the energy through any obelisk. Many are virtual temples with hundreds or thousands of faithful coming daily or weekly to give praise and sacrifices to the power they worship. Some do not have resident priests and may be visited only once or twice in a year. They are always outside, though they may have buildings near it. Most are in cities often within site of other obelisks dedicated to other gods.

It is the reliance on obelisks which is both a strength and hindrance for clerics. Many obelisks can give increased energy, power or insight, especially to their faithful. But as they get farther away from obelisk, a priest`s power wanes. There are places, such as in the Hopeless Sea, that magic cannot be cast simply because there is no nearby connection to the obelisks. While wizards and sorcerers are far less reliant on these devices, they too can fall prey to being far enough away from an obelisk that they start to lose their capacity for highest levels of magic.

Obelisks can be created in various ways, the most practical is to carve one out of stone, then have a priest bless it. These are the most common and are often great works of art, sculpted over a long time and financed by the faithful. They often have pictures of the gods or their forms on one side as well as the “common” located on another. Others appear due to wondrous acts of faith, appearing overnight as a sign of favour from the god. Lastly they can be created through spell for high-level priests who wish to spread their religion or begin a monastery.

Yet, as important spiritually as they are, an obelisk does have a physical form and it can be destroyed. It will not happen by magical or natural means. Lightning will not strike it and spells cast to harm it merely reabsorbs the energy used to cast the spell itself.  Deliberate acts of violence by mortals can destroy the obelisk as if it were a mere stone monument. Most have the faithful as well as other guardians protecting them and it is only after a long protracted struggle could most obelisks be left vulnerable to such attacks.

Every obelisk can be used as a exiting teleportation site by any outer planar creature. Creatures can only step through if they are allied to the dedicated god and there is a cleric willing the creature to step thru. There are other unique magics such as resurrection spells which can only be cast near an obelisk.

Friday 2 November 2012

Nyssarian Languages


At some point many years ago, when creating my own campaign world, I thought that there was too little emphasis on languages. If it's a world, a big world, shouldn't there be lots of them. The problem, of course, is that it can get in the way of in-game action.

Most creatures speak at least two languages, their own and the most common language of the area, so a party with a human, dwarf and elf can be almost anywhere in the world and find someone in a town or tribe that they can speak with.

For script, if in a human town use Nyssarian. If in the forest, use faerie. Everywhere else, assume they use the Dwarven script, exceptions noted.

General Languages Guide

The common tongue is also known as Nysarian; approximately 90% of all humans know this as their home-speech, as do those humanoids who reside near human communities such as gnomes & halflings. Many integrated races do not have a racial language.

Elves speak Faerie, the language of the fey. Bardic music is written in faerie script.

The language that mortals call Draconic is actually Lizardith. Dragon is a language that only dragons can speak and few scholars understand. It is believed Dragon has no script. Most adult dragons know at least three languages, but if you are pleading for mercy, do so in Celestial.

Lizardith is the standard tongue and script of all lizard-men and all other intelligent reptiles. Lizardith has a script that is 99% the same as Dwarven, but they claim it as their own. Lizard-men rarely use magical runes, they prefer talismans.

Dwarven is widely used and recognized. Most mountainous regions & creatures in the spirelands speak Dwarven. It has a script that is virtually identical to Lizardith and both claim it as their own. It is by far the most common written language, as almost 90% of all magical runes are in this script.

Hembrian is the language of the old magical empire that once spanned the domain. Only wizards may learn this out of campaign; in game, characters may learn under the right circumstances, it takes two slots to learn both the verbal and written forms. (4 skill slots in total) This is the equivalent of read magic as a skill not spell.

Celestial is the language of the holy heavens, used in parts of the Spirelands and the Phastian desert; the faithful of Japeth and Quanna also learn this for use in their rituals

Oromian is known as the trade tongue or simply Trade; Oromians prefer speaking Nysarian. On the Isle of Oromos, Oromians speak this to the native elves.

Dral: sound-less hand code, named after the honoured elves of the same name. Only elves may learn this out of campaign; in game, characters may learn under the right circumstances. The gestures are so subtle, non-fluent watchers must make a Sense Motive Check (DC 12) to even realize some sort of message was sent.

Shaerl: oriental language of the far east. Unlike Nyssarian magic, Shaerl magic is also written in their native tongue, thus anyone can activate these runes by speaking the command words.

Phastian: language and script for the southern desert lands, some speak Lizardith or celestial as well.

Minotaur: Often called Horn; standard language for the Knossil, Jahlen, Orynix and Ferrasil. When needed they use Fae script, but none of these races use written communication regularly.

Druidic: An evolved version of Faerie, uses a different script as well. There is total comprehension between the two. Awakened animals can apparently understand druid but cannot fathom Faerie.

Sylvan: non-existent; replaced by Faerie

Phaetox: same as Auran

Ignan: non-existent

Giant: Evolved Giants use the Dwarven language and script. Unevolved giants speak their own gutteral language without script

Terran: Equivalent to Dwarven

Infernal: Commonly used in Keranic ceremonies; it is rumoured Oromian merchants write contracts between themselves in Infernal

Abyssal: some areas of spirelands use this; there is no known script but runes are common for simple messages or warnings.

Shellar: language of psionic humans; do not use a written script but a telepathic one. For the Shellar, a picture can say far more than a million words. Non-natives simply get the mood of the picture or hear instrumental music.

Most used languages (in order of usage): Nysarian, Dwarven, Lizardith, Faerie, Minotaur

Most used Alphabets:  Dwarven, Nysarian, Faerie

Wednesday 31 October 2012

Reincarnation Table with side effects


In honour of All Saint's Day, with so many souls still hanging about after their fun in this world, here are some ideas on using reincarnation in your games so we can try to shove them back in a different flesh bag.

Many of these are my original creatures. Some have racial levels only which means they won`t attain a true class until 11th level or so, others gain class levels like the standard races. Will be doing my best to post these in the weeks and months to come.  Both Druids and Clerics can reincarnate and it is the cheapest option if you are truly killed (another longer post as to what being dead means in my world.)  Also, this list is the general available, there are specific groves that deal with fewer body types so you can cherry-pick what you want, or potentially you can.

Unlike the standard spell, these are not mystically generated new bodies, they are the bodies of someone that has died AND agreed to have their body used for this purpose. In a weird way, this is similar to modern people who give up their bodies for modern scientific research. If a PC signs a contract with the druids, their body will be harvested for someone else and thus will not be available to be raised from the dead.

When someone pays the druids fee and very often provide a service for them, they are given a new body upgrade with full memories and class abilties. Their new body will only give them physical adjustments, mental abilities can be adjusted downward but never the other way around.. There is a minimum of six months between someone's death and their eventual harvesting. However someone's soul can be given a replacement body in as little as a few days after their death. It is believed there are a certain number of reincarnates druids will provide for any given soul, that number whether finite or not is not known and may be variable for any given individual.

Bastard creatures (such as half-elves) are not trueborn and their bodies cannot be reborn via this process. Likewise creatures must be native-born to Nyssaria. Monsters or magical creatures that are above 5 HD are also generally not available. Remember the creature must have made a deal with a druid to harvest their body, if they are so savage or extreme, this agreement will not be an option.

While the process has been used for a long used one, there are some known side-effects which are listed below. Unless otherwise noted these last 1-3 weeks after the new soul has been implanted.

Reincarnate Table

01-02 Necrite        Ghoul like appearance but fully alive
03-04 Slaadaz       Walking slimes
05-07 Primal         Powerful beast form
08-10 Corlth         Awakened Psionic outlander
11-13 Leaf-Kin     Plant Person
14-16 Jahlen          Golden Horn ram Humanoid
17-19 Minotaur  
20-22 Orynix    Silver Horned Gazelle Humanoid
23-25 Satyr        
26-28 Ratmen        See Pathfinder Website
29-30 Prickett       Antler headed forest dwelling humanoid
31-33      Quillian        Peaceful Humanoid porcupine
33-36 Ogre
37-40 Bugbear
41-44 Orc
45-48 Human
49-55 Lizardmen
56-60 Halfling
61-64 Goblin
65-68 Gnoll
69-72       Kenku
73-75 Elf
76-80 Dwarf
81-82 Jackalla           Jackal Headed humanoid, follower of Anuibis
83-88 Cat-Kin           Cat People
89-91 Charr               Savage tribal Wastelander
92-93 Changelings     See Pathfinder Website
94-96 Samsarans       See Pathfinder Website
97         Nerradine        Leathery skinned humanoids that absorb others features
98         Dossadai         Gray skinned, silver hair & eyes astral jumpers
99         Phaetox           Flame Winged Humanoid; physically cannot lie
100         Player Choice


Known Side Effects

01-10   Undead attack them in preference to anyone else in the area
11-15   Real memories of the deceased flash intermittently (5% potentially useful, 20% interesting, 75% mundane)
16-60  No side effect noticed
51- 60  Glimpse past dreams of the deceased past lives, no specific memories or useful details
61-65   Haunted by visions of their own demise
66-70   Still see their old body in any sort of refection
71-75   Haunted by the spirit of the deceased, will whisper instructions during tense moments (5% potentially helpful;, 15% wrong,                      80% not applicable)
76-80   Smell of the corpse lingers for 1 - 6 months afterwards
81-95   The new soul may leave the body and wander 20 yards or less from the body when sleeping (10% chance any given night)
96-100  The body has Unfinished Business and will compel the new inhabitant to complete its task

Friday 19 October 2012

Jahlen - Golden Horned Ram Humanoid (PC Race)



At one point when designing my game world, I tried to totally avoid the most common races found elsewhere. I eventually relented as I could see the benefit of having these there, but they are usually in the background. One of my "original" races, apart of the horned kin, which fits a more beastial aspect to certain
areas of my world.

What are these guys - well think bighorn sheep humanoids, with golden horns. They are fiercely devoted to their horns, both as a weapon & because it represents their tribe. The same way the animals butt heads, so too with this fantasy counter-parts, they are playful and sporty, always ready to jump into battle, traversing the high mountain cliffs with steadfast hooves. Why golden horns...not really sure why at this point, its just who these are.

Jahlen - Golden Horned Ram Humanoid

Personality: Stubborn and determined, jahlen are hardy warriors who are fiercely loyal to both family and their independence. As strict vegetarians, they maintain balance of the land while caring for their own needs. These humanoid rams are playful beings, excelling in sports such as head butting, jumping, climbing and riding. Enjoying the camaraderie, they are never shamed to lose in a fair contest, and use it as a means to judge their own abilities and to train for battle.

Physical Description: These ram humanoids are six and a half feet tall, with thick, curled golden horns with short white, gray or brown fur, hooves instead of feet. They have four digits: two fingers and two opposable thumbs, Most wear some clothing but only need to do so in harsh weather. Their horns are pure gold at birth, but as they grow, it thins becoming an outward coloured sheen only, though there are legends that the oldest tribe members have pure golden horns.

Relations: Jahlen try not to get too involved with other races. They maintain a level of trust with elves and halflings, understanding their nature but not necessarily their methods. They often have a cordial relationship with dwarves; they share territory but not temperament. They are wary of humans mostly because of raiders who attack them for their golden horns. Jahlen  mistrust Minotaurs, their large brutish cousins, who they have often struggled with due to territorial wars in the past.

Alignment: They are individualists, disposed towards independence. CG is the most common alignment with CN, N and NG the next prevalent. Tribes are ruled by the oldest or the most charismatic and most decisions are voted on by tribes the elders.

Lands: Their homes are mountain regions and spires; wanting vast areas of grazing lands and certainly liking sparse rural areas to heavily populated areas. Many tribes are nomadic by choice, some do settle in villages if they can be defended with a suitable food supply nearby. They are spread thin, they have a strong connection with other clans, and come together for shared defense quickly.

Religion: Druidic faiths predominate; they worship the spirits of the land.

Language: Jahlen, Minotaur, Dwarven & the common tongue.

Adventurers: Jahlen have many reasons to adventure, but it usually comes down to them being wanderers by temperament. They seem to find excitement wherever they go, hooking up with adventuring companies to delve, profit and drive back the common enemy. They always return to the tribes, eventually when it is time.

Jahlen Racial Traits

Golden Horns. Hardness 20
+2 constitution, +2 strength
+5 climb, +5 acrobatics
Racial Hit Dice: 2d8; Attack Bonus and saving throws as Fighter
Natural Attack: Headbutt d6 dmg; weapon Focus (Horns)
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only
Core Skills: Acrobatics, Climb, Handle Animal, Intimidate, Jump, Knowledge (local), Perception, Ride, Sense Motive, Stealth, Survival
Level Adjustment: +2 CR
Preferred Classes: Druid, Fighter, Ranger, Rouge, Sorcerer
Limitation: Jahlen do not use large bladed weapons. They prefer blunt weapons or their horns in melee, bows or spears otherwise.