While I love magic thingies, I really don't like the official rules in any of the 3.x / Pathfinder books. These pare it down and make it simpler and easier for players while avoiding the bloat that happens. None of these require experience points or wealth, just some knowledge and the time to create simple items that will help them.
Create Holy Symbol
You can create a holy symbol of your faith in the most available substance available nearby.
Prerequisite: 1st level cleric, ranger, druid or paladin
Benefit: After 1 hour of prayer of holy grounds an appropriate holy symbol of your devotion is created. If not on holy ground, you need 6 hours of prayer.
Create Holy Sand or Holy Water
You create holy sand or holy water.
Prerequisite: 1st level cleric, ranger, druid or paladin
Benefit: You can create three pinches of holy sand or ½ pint of holy water after 2 hours of prayer on holy ground. If not on holy ground, you need 6 hours of prayer.
(Holy Sand permanently buries the dead to prevent them from arising as undead. Most creatures killed by undead are buried this way to prevent them from returning.)
Imbue Spell-Gem
Pre-Requisite: gem of sufficient power; +2 levels higher than required power
You can imbue one gem with one or more spells depending upon the power level of the item. It the gem can hold only one spell, anyone who crushes or smashes the gem may activate it; spell-casters can release a spell from a gem without destroying the gem by making a concentration or level check. If the spellcaster fails in their check, the gem is ruined for future embedding but the spell is cast. If they are successful in their spell check, the spell is cast and the gem can be re-used.
A 3rd level spell-caster can create a spell-gem holding a first level spell. It will last for ten days before the spell and gem are lost. It takes three hours per spell level, to create an item; no more than 18 consecutive hours per day may be used for item creation. There is no xp cost to create these items.
(Note: While normally a one-use item, it is also something that non-spellcasters can utilize. Can also be used if the person is falling or they cannot speak, They need just to grasp the gem and squeeze to release the spell magic.)
Craft Talisman
Pre-Requisite: Item of quality; +3 levels of higher than required power
Create a temporary item that can hold one charge per level of spell-caster, and will last for five days per level of the spell-caster. Thus a 6th level spell-caster can create a wand that holds a magic missile spell with six charges, which can last up to 30 days. Spell-casters need 4 hours per level of spell to be imbued. There is no xp cost to create these items.
Craft Rune
Pre-Requisite: Knowledge (Arcane Lore) Spellcraft level+7
Create a rune on an item (usually a weapon, shield or armor) which can be used 1/day. A spellcaster can have no more than their level in inscribed runes, regardless of where the runes are or who holds them. There is no xp cost to create these items.
Brew Draught
Pre-Requisite: Knowledge (Lore) +4
Usually called druid potions these are herbal potions and do not require spell-casting capacity. Brewers must gather & distill the correct herbs. It takes three days of brewing per level of spell to brew a draught. No more than one draught may be brewed per kettle or drum. Draughts last no more than five days before they go inert.There is no xp cost to create these items.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Tuesday 30 September 2014
Tuesday 23 September 2014
Guardians: Monk Prestige Class Also caled Game Knights or Dream Monks
Guardians: Also Game Knights or Dream Monks.
Description
The Guardians are members of a secretive cabal that play deadly games in astral and other-worldly arenas. While seemingly frivolous, their duty is sacred and incredibly important as evil and incredibly violent creatures are released into the mortal planes when the Guardians lose in the arenas. They usually disguise themselves when not in the arena, as they are threatened by infernals on a daily basis.
Responsibilities
Their primary duty is to win the arena competitions to either summon or dismiss planar creatures that attempt entry to the mortal planes. The secondary duty performed by many older guardians are to scour the mortal planes looking for new members. They often travel to some of the worst places imaginable, but always in the quest to find the best of the best.
Requirements: Unarmed Combat, Feat: Inner Peace
Oath: Loyalty to the Guardians
Alignment: Any non-evil
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana, planes, religion), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Survival Swim and Tumble.
Skill Points: 4 + Int modifier
The Guardians are members of a secretive cabal that play deadly games in astral and other-worldly arenas. While seemingly frivolous, their duty is sacred and incredibly important as evil and incredibly violent creatures are released into the mortal planes when the Guardians lose in the arenas. They usually disguise themselves when not in the arena, as they are threatened by infernals on a daily basis.
Responsibilities
Their primary duty is to win the arena competitions to either summon or dismiss planar creatures that attempt entry to the mortal planes. The secondary duty performed by many older guardians are to scour the mortal planes looking for new members. They often travel to some of the worst places imaginable, but always in the quest to find the best of the best.
Requirements: Unarmed Combat, Feat: Inner Peace
Oath: Loyalty to the Guardians
Alignment: Any non-evil
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana, planes, religion), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Survival Swim and Tumble.
Skill Points: 4 + Int modifier
Hit Points: 1d10 / level
Weapons & Armor: Do not add or lose any weapon or armor proficiencies, however, most guardians prefer not to wear amor.
Class Benefits
Level | BAB | FOR | REF | WIL | Special |
1st | +1 | +2 | +2 | +2 | Mind-Link |
2nd | +2 | +3 | +3 | +3 | Mind-Trick, Focus |
3rd | +3 | +3 | +3 | +3 | Focus |
4th | +4 | +4 | +4 | +4 | Mind-Touch, Focus |
5th | +5 | +4 | +4 | +4 | Craft Brilliant Weapon |
6th | +6 / +1 | +5 | +5 | +5 | Focus |
7th | +7 /+2 | +5 | +5 | +5 | Foresight, Focus |
8th | +8 / +3 | +6 | +6 | +6 | Planar Mind-Link |
9th | +9 / +4 | +6 | +6 | +6 | Focus |
10th | +10 / +5 | +7 | +7 | +7 | Focus, Enhance Brilliant Weapon |
Class Focus: Advance in special
features of their original class. (fighters gain additional combat feats, monks
gain unarmed attacks, AC bonus & unarmoured speed bonus, spellcasters gain
new spells.) If they had more than one class before they joined, they chose one
class to advance in.
Mind-Link: Share a mental pathway between either all mind-linked creatures within 300 feet or with any one creature that they concentrate on. It is a standard action to create the pathway.
Mind-Trick: While using their mind-link gain a +5 on their bluff, diplomacy & intimidate checks.
Mind-Touch: Telekinesis. DC based on weight.
Craft Brilliant Weapon: After a week of effort, a guardian can craft a single melee weapon with a brilliant blade. A monk can utilize this weapon while attacking using flury of blows. They can turn their weapon's briliance power on and off as a free action. They can have only one active personal Brilliant Weapon at a time.
They can utilize the property on this weapon 1/level + 1/ either wisdom or charisma bonus.
Foresight: Pre-cognition of danger to self or others. Gain +10 on initiative checks if losing the initiative would put themselves or their allies in an imminent lethal situation.
Planar Mind-Link: As mind-link except no distance limitation on the same plane. Only one creature per round may be communicated with. Must have already “met” them personally or via normal mindlink for this to work, although their name is not required.
Enhance Brilliant Weapon: Capable of adding enhanced abilities to their personal brilliant weapon.
Required Feat: Inner Peace. This feat enables the character to go into a state of total concentration, enabling them to replace either a will or fortitude check, or any skill check that requires physical movement with a concentration check. This feat requires one full round of concentration and another full round to perform the action. They can perform this action 1 / monk or spellcasting level. For purposes of this feat, guardian levels are considered the same as monk levels.
Mind-Link: Share a mental pathway between either all mind-linked creatures within 300 feet or with any one creature that they concentrate on. It is a standard action to create the pathway.
Mind-Trick: While using their mind-link gain a +5 on their bluff, diplomacy & intimidate checks.
Mind-Touch: Telekinesis. DC based on weight.
Craft Brilliant Weapon: After a week of effort, a guardian can craft a single melee weapon with a brilliant blade. A monk can utilize this weapon while attacking using flury of blows. They can turn their weapon's briliance power on and off as a free action. They can have only one active personal Brilliant Weapon at a time.
They can utilize the property on this weapon 1/level + 1/ either wisdom or charisma bonus.
Foresight: Pre-cognition of danger to self or others. Gain +10 on initiative checks if losing the initiative would put themselves or their allies in an imminent lethal situation.
Planar Mind-Link: As mind-link except no distance limitation on the same plane. Only one creature per round may be communicated with. Must have already “met” them personally or via normal mindlink for this to work, although their name is not required.
Enhance Brilliant Weapon: Capable of adding enhanced abilities to their personal brilliant weapon.
Required Feat: Inner Peace. This feat enables the character to go into a state of total concentration, enabling them to replace either a will or fortitude check, or any skill check that requires physical movement with a concentration check. This feat requires one full round of concentration and another full round to perform the action. They can perform this action 1 / monk or spellcasting level. For purposes of this feat, guardian levels are considered the same as monk levels.
Design Note: This prestige class is based on the Guardians from the TV show Reboot and the Jedi from the Star Wars movies.
Monday 8 September 2014
Cat Sphinx
A common inhabitant of the desert buildings in my fantasy lands. They are ever vigilant to the cause of protecting the home, but still exhibit other cat-like traits.
ECOLOGY
Environment: Phastian Desert
Organization: Solitary or mated pair
Treasure: None
Cat Sphinx
CR 2
NG Small Animal
Init +4; Perception + 5
DEFENSE
AC 18, touch 16,
flat-footed 14 (+2 size, +4 dexterity, +2 natural)
hp 18 (3d8+6)
Fort +4, Ref +10, Will +2
**
OFFENSE
Speed 30 ft.
Melee Claws +5 / +5 (1d3)
TACTICS
Morale 11
STATISTICS
Str 5 Dex 19 Con 14 Int 9
Wis 13 Cha 12
Base Atk +1; CMB 2 CMD 13
Feats: Double attack, Weapon Finesse
Skills Perception +15,
Acrobatics +5, Survival +5
Environment: Phastian Desert
Organization: Solitary or mated pair
Treasure: None
SPECIAL ABILITIES
Special ability: Scent
Spells: Detect Poison,
Purify Food, Excite or Fear (2/day); Cast as 5th level Druid.
Phastian or sphinx cats
have long been bred by multiple inhabitants of the desert to be
house companions and protectors. Their role is much like a watch dog kept in a house or temple, to both keep it free from vermin and to carefully watch and alert
their owners when trouble appears. They appear as an small androsphinx with the traditional head ware to show their status.
It is important for the inhabitants of a building to understand these sphinxes are not owned or
controlled as these animals are smart enough to disobey if mistreated. They serve a role and as such they desire
certain amenities as restitution for their services, which if they
are not provided will make them abandon their post. While not exactly rare,
cat sphinxes are highly prized and few phastian households would abandon or
cause grief to their beloved house protectors.
Cat Spinxes are incredibly
long lived some noted to have lived more than 300 years and none have ever been seen to have died a natural death. At a
certain point, a cat sphinx will abandon their house to enter the
desert sands and never be seen again. There are some that believe
these elder sphinxes emerge as larger sphinxes, or reincarnate as a
humanoid, while others believe their final form is a cat statue,
found at many desert oasis.
Monday 1 September 2014
Wooren - Heavily Furred, Strong Armed, Noble Savage
Last, at least for now, of my Star Wars bastardization for my planned game; Wooren are rip-offs of Wookies. These are tree climbing, bow using hippies that want to be left alone but will get involved in a greater cause if the shared threat is significant enough.
Wooren
Wooren CR
3
NG
Monstrous humanoid (Jungle & Desert)
Init
+2; Senses darkvision 60 ft.
DEFENSE
AC
10, touch 10, flat-footed 10
hp
19 (3d8+3)
Fort
+3, Ref +2, Will +1
OFFENSE
Speed
30 ft.
Melee:
Bow +3 (1d8+3) or Fists +6 (1d4+3)
Rage: Gain +4 Strength & Constitution for 1d4+1 rounds otherwise as per Barbarian's 1st level Rage.
STATISTICS
Str
17 Dex 10 Con 12 Int 9 Wis 13 Cha 8
Base
Atk +3; CMB +6; CMD 16
Feats
Skill Power Attack, Improved Unarmed Strike (Combat)
Minor
Skills: Acrobatics,
Disable Device, Knowledge (Nature, Local), Perception +2
Major
Skills:Climb
& Intimidate +5
Feat
Choices: Point Blank Shot, Far Shot, Precise Shot (Range Feats
always With Crossbow), Cleave, Imp Bull Rush, Extra
Rage, Overrun, Imp Sunder, Weapon Specialization
Languages
Wooren plus one of Elven, Dwarven or Common
ECOLOGY
Environment:
Desert or Jungle
Organization:
Scouting Party (3-6), War Party (10-30)
Treasure
Half
SPECIAL
ABILITIES
Wooren
gain these advanced abilities in replacement of class levels. They
may stop advancing in these and gain a class level at any time, but
once they do they are unable to gain new racial levels.
Advancement
as Fighter for Saving Throws, and BAB
4
HD +4 in skills; Gain 1 Feat; +1 in Natural AC; Advance Unarmed Dmg
(+d4)
5
HD +2 to Any Ability Score; +4 in skills; Jump +5; Advance
Unarmed Dmg (+d6)
6
HD Gain 1 Feat; +4 in skills; +1 in Natural AC, Gain 5 ft base
movement
7
HD +2 to Any Ability Score; +4 in skills; Advance Unarmed Dmg (+d8)
8
HD +1 in Natural AC; +4 in skills; Gain 1 Feat; Jump +5; Track
9
HD +2 to Any Ability Score; +4 in skills; Gain 1 Feat, Advance Unarmed Dmg (+d10)
10
HD +1 in Natural AC; +4 in skills; Gain 1 Feat; Gain 5 ft base
movement
11
HD +2 to Any Ability Score; +4 in skills; Advance Unarmed Dmg (+2d6); ; Jump +5
12
HD +4 / +4 to any two ability Scores; +8 in skills, +3 in Natural AC;
Gain 1 Feat
Wooren
are large, hairy ferocious humanoids that reside in the jungles that
fringe much of Phastian desert. They are legendary for both
their ferocity to enemies and their softer side for smaller
creatures. For a long time they were thought of as legendary figures
on the edges of Phastian civilization, but around 800 years ago they
were first captured and enslaved as an a manual labour
force in the building of Pyramid cities. However, subsequent rulers released them, as their rage and strength
meant they were incredibly difficult to control them.
They are an eternal force in the Wooren jungles. While many
times they are dismissed as mindless, savages this has
been proven wrong for those who come to know them. They reject the
trappings of modern, magical ways. Though their society is a wild
one, Wooren never come to blows with each other or their allies. They
accept that even the best intended allies will not always agree with
each other, as sometimes one must walk away and keep their honour intact.
It
has long rumoured that wooren are non-magical, but this is not
exactly true, they reject arcane traditions but they have a small
druidic one in their tribes that is ready to aid their tribe.They maintain a balanced equilibrium with the land and
their fellow forest inhabitants. They usually reside in tree huts,
high above the jungle floors. While they do not care to control
territory, they do maintain excellent patrols to ensure they are never enslaved or surprised again.
Wooren
rarely learn Phastian or other human languages. The only language
they sometimes learn is elvish though mostly they learn just enough
to get by. They tend to avoid armor, because they like to be able to
climb up and down trees quickly, but those who are adventurers may
wear any type but tend to chose medium or less heavier armor.
Friday 29 August 2014
Gammorec - green-skinned, heavy-set, brutish pig-like thugs
Gammorec - green-skinned, heavy-set, brutish pig-like thugs
My fantasy version of the piggish Gammorean Guard from Star Wars, though originally in a desert environment, are found virtually everywhere. Though dangerous they are too lazy too be too much of a menace, kept around to do the dirty duties that few other creatures dare to do. These have been my default orc creatures for a long time.
Gammorec CR 2
CN Monstrous humanoid (Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 14, touch 11, flat-footed 13 (+ 1 natural, +3 Studded Leather)
hp 13 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee: Battle Axe +5 (1d8+3)
STATISTICS
Str 15 Dex 9 Con 13 Int 7 Wis 9 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Power Attack, Weapon Focus (Axes)
Minor Skills: Handle Animal, Knowledge (Dungeoneering), Profession, Survival +2
Major Skills:Intimidation +5
Feat Choices: Point Blank Shot, Far Shot, Precise Shot (Range Feats always With Throwing Axe), Power Attack, Cleave, Imp Bull Rush, Overrun, Imp Sunder, Weapon Specialization
Languages Orc, Dwarven or Common
ECOLOGY
Environment: Desert or Spire
Organization: Guarding Group (1-4) or Scouting Party (5-12)
Treasure Half
SPECIAL ABILITIES
Magical Rejection: Gain 10 + Bonuses as Magical Resistance (MR). Roll agaisnt this even for positive magical spells or affects such as healing spells. Gammorec cannot lower their resistance, but it is still effective even if they are asleep or unaware.
Advancement as Fighter for Saving Throws, and BAB
3 HD +3 in skills; Gain 1 Feat; +1 in Natural AC; Gain +1 in MR
4 HD +2 to Str or Con score; +3 in skills; +1 in MR Bonus; Gain +1 in MR
5 HD Gain 1 Feat; +3 in skills; +1 in Natural AC; Gain +1 in MR
6 HD +2 to Str or Con score; +3 in skills; Intimidating Presence; Gain +1 in MR
7 HD +1 in Natural AC; Gain 1 Feat; +1 in MR Bonus; Gain Gain +1 in MR
8 HD +2 to Str or Con score; Gain 1 Feat, Gain Desert Adaption; Gain +1 in MR
9 HD +1 in Natural AC; +3 in skills; Gain 1 Feat; Gain +1 in MR
10 HD +4 to Str and Con score; +5 in skills, +3 in Natural AC; Gain 1 Feat; Gain +3 in MR
Intimidating Presence: Gain a bonus to intimidation checks equivalent to their HD if they are either physically taller (medium or smaller) or have higher strength score (more than +3 ranks or higher) to creatures that are 4 HD or fewer.
The Gammorec are heavy-set, green-skinned, brutes that naturally reside in desert areas. While they can scavenge with fair success, they have long utilized brute strength to force their way into uneasy pacts with reluctant allies. In a cosmopolitan fantasy society, few dare turn these creatures away, as you might not like them but your armies could always use extra arms to wield another weapon. One of the primary reasons for being accepted into many societies is their utter lack of magical finesse thus they may make adequate warriors. Under a strong, decisive leaders they can become fair at their duties. Under sloppy or mean ones, they tend to match in those tendencies.
Having low morale and quick to flee is matched by their boorish, mean tempered attitudes almost everywhere else. They make poor workers in non-combat fields, as they tend to shirk duties to go drinking or gambling or even just falling asleep. If they have a strong leader that is involved with them on a daily basis they can be motivated to be a tolerable military force. Because of their resistance to magic, rogues are a bigger threat to them as opposed to spells.
Eighty percent of their population is male. Females enter fertile stages around a half dozen times in their lives; when they give birth to litters of five to ten births are common. Otherwise the females are barely better then slaves, kept as servants and birthing conduits. Not all tribes are this brutal, some have fairly equal partnerships.
Oddly they have fairly stable relationships with each other, as long as the clan leaders are obviously dominant and successful. Challenge for position is uncommon but happens when failure brings potential hardship to the clan.
While generally seen as savage, there is a very small number in stable, harmonious relationships with both nature and each other. These are essentially druids that reside in remote areas and in small numbers.
My fantasy version of the piggish Gammorean Guard from Star Wars, though originally in a desert environment, are found virtually everywhere. Though dangerous they are too lazy too be too much of a menace, kept around to do the dirty duties that few other creatures dare to do. These have been my default orc creatures for a long time.
Gammorec CR 2
CN Monstrous humanoid (Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 14, touch 11, flat-footed 13 (+ 1 natural, +3 Studded Leather)
hp 13 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee: Battle Axe +5 (1d8+3)
STATISTICS
Str 15 Dex 9 Con 13 Int 7 Wis 9 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Power Attack, Weapon Focus (Axes)
Minor Skills: Handle Animal, Knowledge (Dungeoneering), Profession, Survival +2
Major Skills:Intimidation +5
Feat Choices: Point Blank Shot, Far Shot, Precise Shot (Range Feats always With Throwing Axe), Power Attack, Cleave, Imp Bull Rush, Overrun, Imp Sunder, Weapon Specialization
Languages Orc, Dwarven or Common
ECOLOGY
Environment: Desert or Spire
Organization: Guarding Group (1-4) or Scouting Party (5-12)
Treasure Half
SPECIAL ABILITIES
Magical Rejection: Gain 10 + Bonuses as Magical Resistance (MR). Roll agaisnt this even for positive magical spells or affects such as healing spells. Gammorec cannot lower their resistance, but it is still effective even if they are asleep or unaware.
Advancement as Fighter for Saving Throws, and BAB
3 HD +3 in skills; Gain 1 Feat; +1 in Natural AC; Gain +1 in MR
4 HD +2 to Str or Con score; +3 in skills; +1 in MR Bonus; Gain +1 in MR
5 HD Gain 1 Feat; +3 in skills; +1 in Natural AC; Gain +1 in MR
6 HD +2 to Str or Con score; +3 in skills; Intimidating Presence; Gain +1 in MR
7 HD +1 in Natural AC; Gain 1 Feat; +1 in MR Bonus; Gain Gain +1 in MR
8 HD +2 to Str or Con score; Gain 1 Feat, Gain Desert Adaption; Gain +1 in MR
9 HD +1 in Natural AC; +3 in skills; Gain 1 Feat; Gain +1 in MR
10 HD +4 to Str and Con score; +5 in skills, +3 in Natural AC; Gain 1 Feat; Gain +3 in MR
Intimidating Presence: Gain a bonus to intimidation checks equivalent to their HD if they are either physically taller (medium or smaller) or have higher strength score (more than +3 ranks or higher) to creatures that are 4 HD or fewer.
The Gammorec are heavy-set, green-skinned, brutes that naturally reside in desert areas. While they can scavenge with fair success, they have long utilized brute strength to force their way into uneasy pacts with reluctant allies. In a cosmopolitan fantasy society, few dare turn these creatures away, as you might not like them but your armies could always use extra arms to wield another weapon. One of the primary reasons for being accepted into many societies is their utter lack of magical finesse thus they may make adequate warriors. Under a strong, decisive leaders they can become fair at their duties. Under sloppy or mean ones, they tend to match in those tendencies.
Having low morale and quick to flee is matched by their boorish, mean tempered attitudes almost everywhere else. They make poor workers in non-combat fields, as they tend to shirk duties to go drinking or gambling or even just falling asleep. If they have a strong leader that is involved with them on a daily basis they can be motivated to be a tolerable military force. Because of their resistance to magic, rogues are a bigger threat to them as opposed to spells.
Eighty percent of their population is male. Females enter fertile stages around a half dozen times in their lives; when they give birth to litters of five to ten births are common. Otherwise the females are barely better then slaves, kept as servants and birthing conduits. Not all tribes are this brutal, some have fairly equal partnerships.
Oddly they have fairly stable relationships with each other, as long as the clan leaders are obviously dominant and successful. Challenge for position is uncommon but happens when failure brings potential hardship to the clan.
While generally seen as savage, there is a very small number in stable, harmonious relationships with both nature and each other. These are essentially druids that reside in remote areas and in small numbers.
Monday 25 August 2014
Guessmith - Master of Riddles and Ryhmes
This was from a forum contest on the giantitp website a few years ago.
Guessmiths
Uname looked at the gynosphinx as if she had three heads. The riddle she had rhymed off made no sense to him. If only the bugger had horns instead of the upper body of a woman, he could be justified in striking the beast down. But she had given him a reasonable request to pass into the pyramid, and as much as he would have liked to, he could not bash her head in. This was her duty, just as it was his to find and return the scepter.
Uname left the sphinx and the pyramid for another day. Returning to Lomer, the city on the edge of the desert took most of the gold in his pack. All the time, he repeated the riddle to himself. He hated the desert almost as much as his steed Rashop, but he promised the Lady Monique that he would retrieve the scepter inside the pyramid.
Asking around, while none of his comrades could give him an answer to the riddle, they did direct him to a small gnomish pub far from the hectic market place. After cleaning himself off, he ventured in. While it was in a gnomish section in town, there were many others here, including dwarves, elves and halflings. All of them sat around with half-empty tankards either rolling the bones, playing cards or hunched over a piece of paper repeating simple riddles to themselves. A harmless lot, Uname thought.
A serving lady came over to ask him what he wanted, "Umm, I need help with a riddle." The entire crowd in the pub seemingly stood still, as two dozen faces turned towards him. A young gnome raised his hand and approached, "Yes, Wastelander, how can we help?"
Uname looked at the gnome strangely, without any apparent weapon or holy symbol, who had seemingly guessed at his little recognized heritage. "How did you...?" Uname's question was left unsaid as the gnome both finished his question and answered it at the same time:
"Heritage, oh that's easy, your hair colour for one. Most desert people don't have red hair, besides your weapons seem to have a slight greenish tinge to them, an often noted side effect from the cold tempering used in the cold wasteland. Geography is one of my many interests."
After a brief introduction Uname learned that Bromsby, this gnome, was one of the guessmiths, a group of riddle and lore masters who gathered here at the Laughing Lass pub to test each other in games of chance and riddles. Explaining his predicament, Bromsby eagerly volunteered to accompany the elderly Wastelander into the desert.
Less than a week later, Bromsby and Uname were back at the pyramid.
“So,” said the large imposing gynosphinx, “I see you are back, and brought a friend.”
Uname nodded.
“I ask thee again: What runs all day, but never walks. Often murmurs, never talks...”
In the middle of the riddle, Bromsby joined with perfect harmony with the sphinx, “Has a bed, but never sleeps. Has a mouth, but never eats?”
Rather than saying a word, the little gnome threw a waterskin up to her, she easily caught it with her claw, and opened it, letting a stream of water flow into her mouth.
“What you need here in the desert; the answer is a river, my lady.”
The gynosphinx roared with laughter, “How right you are little one!”
Seven hours later, as Uname emerged from the pyramid with a scepter in hand as well as newly found cuts and bruises from the undead inside the tomb, he saw the gnome and gynosphinx still in conversation, sharing riddles and laughing at glee in one another in a friendly game of one-up-manship.
Guessmith: Prestige Class
A guessmith is a student of riddles and games of chance. While they have no formal training or organization, their shared love of riddles and guessing games unites them in a loose circle of friends. While some may use these talents for riches, most are intrigued more by the challenge than wealth.
Most who take this class are rogues or bards, but a smattering of others can take this prestige class if they can qualify. Barbarians because of their starting illiteracy are extremely rare.
Hit Dice: d6
Requirements: To qualify to become a guessmith, a character must fulfill all the following criteria: Decipher Script 6 Ranks, Any two Knowledge skills +3
Special: Must be able to read and speak in a minimum of three languages
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A guessmith gains no additional proficiency with any weapon or armor.
Special Abilities
Minor Trivia (Ex): A guessmith excels in being able to remember things they have previously read or heard. They add their class level to any one knowledge check, chosen at first level; once chosen this is based on their charisma does not change.
Skill Focus (Limericks) (Ex): Since many riddles are in the form of limericks, a guessmith learns to repeat all kinds of limericks or jokes in an entertaining way.
Friends of the Game (Ex): Because most guessmiths are not motivated purely by wealth, they can easily make friends of other creatures who also enjoy games of chance or riddles, such as gynosphinxes, fey or any other creature the DM designates. On these creatures, a guessmith has a +6 charisma bonus.
Second Guess (Su): Once a day, a guessmith can make a second try at guessing an answer without repercussion, even if a second attempt would normally negatively affect the outcome. This may be in regards to any trained intelligence or charisma based skill check or any type of riddle.
Major Trivia (Ex): Like minor trivia, except they add their class level to any two additional knowledge skills. This does not stack with minor trivia, so there is no benefit in choosing the same knowledge skill twice.
Second Chance (Su): Like Second Guess, except this re-roll applies to any skill check or saving throw. They must use this ability immediately after the failed roll. They can use this ability as many times as their charisma bonus.
Guessmiths
Uname looked at the gynosphinx as if she had three heads. The riddle she had rhymed off made no sense to him. If only the bugger had horns instead of the upper body of a woman, he could be justified in striking the beast down. But she had given him a reasonable request to pass into the pyramid, and as much as he would have liked to, he could not bash her head in. This was her duty, just as it was his to find and return the scepter.
Uname left the sphinx and the pyramid for another day. Returning to Lomer, the city on the edge of the desert took most of the gold in his pack. All the time, he repeated the riddle to himself. He hated the desert almost as much as his steed Rashop, but he promised the Lady Monique that he would retrieve the scepter inside the pyramid.
Asking around, while none of his comrades could give him an answer to the riddle, they did direct him to a small gnomish pub far from the hectic market place. After cleaning himself off, he ventured in. While it was in a gnomish section in town, there were many others here, including dwarves, elves and halflings. All of them sat around with half-empty tankards either rolling the bones, playing cards or hunched over a piece of paper repeating simple riddles to themselves. A harmless lot, Uname thought.
A serving lady came over to ask him what he wanted, "Umm, I need help with a riddle." The entire crowd in the pub seemingly stood still, as two dozen faces turned towards him. A young gnome raised his hand and approached, "Yes, Wastelander, how can we help?"
Uname looked at the gnome strangely, without any apparent weapon or holy symbol, who had seemingly guessed at his little recognized heritage. "How did you...?" Uname's question was left unsaid as the gnome both finished his question and answered it at the same time:
"Heritage, oh that's easy, your hair colour for one. Most desert people don't have red hair, besides your weapons seem to have a slight greenish tinge to them, an often noted side effect from the cold tempering used in the cold wasteland. Geography is one of my many interests."
After a brief introduction Uname learned that Bromsby, this gnome, was one of the guessmiths, a group of riddle and lore masters who gathered here at the Laughing Lass pub to test each other in games of chance and riddles. Explaining his predicament, Bromsby eagerly volunteered to accompany the elderly Wastelander into the desert.
Less than a week later, Bromsby and Uname were back at the pyramid.
“So,” said the large imposing gynosphinx, “I see you are back, and brought a friend.”
Uname nodded.
“I ask thee again: What runs all day, but never walks. Often murmurs, never talks...”
In the middle of the riddle, Bromsby joined with perfect harmony with the sphinx, “Has a bed, but never sleeps. Has a mouth, but never eats?”
Rather than saying a word, the little gnome threw a waterskin up to her, she easily caught it with her claw, and opened it, letting a stream of water flow into her mouth.
“What you need here in the desert; the answer is a river, my lady.”
The gynosphinx roared with laughter, “How right you are little one!”
Seven hours later, as Uname emerged from the pyramid with a scepter in hand as well as newly found cuts and bruises from the undead inside the tomb, he saw the gnome and gynosphinx still in conversation, sharing riddles and laughing at glee in one another in a friendly game of one-up-manship.
Guessmith: Prestige Class
A guessmith is a student of riddles and games of chance. While they have no formal training or organization, their shared love of riddles and guessing games unites them in a loose circle of friends. While some may use these talents for riches, most are intrigued more by the challenge than wealth.
Most who take this class are rogues or bards, but a smattering of others can take this prestige class if they can qualify. Barbarians because of their starting illiteracy are extremely rare.
Hit Dice: d6
Requirements: To qualify to become a guessmith, a character must fulfill all the following criteria: Decipher Script 6 Ranks, Any two Knowledge skills +3
Special: Must be able to read and speak in a minimum of three languages
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A guessmith gains no additional proficiency with any weapon or armor.
Special Abilities
Minor Trivia (Ex): A guessmith excels in being able to remember things they have previously read or heard. They add their class level to any one knowledge check, chosen at first level; once chosen this is based on their charisma does not change.
Skill Focus (Limericks) (Ex): Since many riddles are in the form of limericks, a guessmith learns to repeat all kinds of limericks or jokes in an entertaining way.
Friends of the Game (Ex): Because most guessmiths are not motivated purely by wealth, they can easily make friends of other creatures who also enjoy games of chance or riddles, such as gynosphinxes, fey or any other creature the DM designates. On these creatures, a guessmith has a +6 charisma bonus.
Second Guess (Su): Once a day, a guessmith can make a second try at guessing an answer without repercussion, even if a second attempt would normally negatively affect the outcome. This may be in regards to any trained intelligence or charisma based skill check or any type of riddle.
Major Trivia (Ex): Like minor trivia, except they add their class level to any two additional knowledge skills. This does not stack with minor trivia, so there is no benefit in choosing the same knowledge skill twice.
Second Chance (Su): Like Second Guess, except this re-roll applies to any skill check or saving throw. They must use this ability immediately after the failed roll. They can use this ability as many times as their charisma bonus.
Level
|
BAB
|
FORT
|
REF
|
WILL
|
Special
|
Casting
Level
|
1st
|
+0
|
+0
|
+0
|
+2
|
Minor
Trivia, Skill Focus
|
+1 Effective
level
|
2nd
|
+1
|
+0
|
+1
|
+3
|
Friends of
the Game
|
+1 Effective
level
|
3rd
|
+1
|
+1
|
+1
|
+4
|
Second Guess
|
+1 Effective
level
|
4th
|
+1
|
+2
|
+2
|
+4
|
Major Trivia
|
+1 Effective
level
|
5th
|
+1
|
+2
|
+2
|
+5
|
Second
Chance
|
+1 Effective
level
|
Sunday 24 August 2014
Jawatha - Desert Dwarven wanderers & bandits
Jawas from Star Wars were always a favorite creature of mine. A friend and I had created our own language and made so many jokes about their size, demeanor and cuteness. They were always seen by me as dwarf or gnome-kin when I thought of them in the fantasy gaming genre, so here is the fantasy version.
Jawatha
Jawatha
Sand
Dwarves (Jawatha) CR 3
CN
Small monstrous humanoid (Desert)
Init
+2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
16, touch 11, flat-footed 14 (+2 Dex, + 2 natural, +2 leather)
hp
16 (3d8+3)
Fort
+4, Ref +3, Will +1
OFFENSE
Speed
20 ft.
Melee:
Dagger +2 (1d4)
STATISTICS
Str
8 Dex 14 Con 13 Int 13 Wis 10 Cha 8
Base
Atk +2; CMB +0; CMD 12
Feats
Skill Combat Expertise, Imp Trip
Minor
Skills: Appraise, Diplomacy, Knowledge (Magic), Knowledge (Desert),
Handle Animal, Stealth +2
Major
Skills: Disable Device +5, Use Magic Device +5
Languages
Dwarven, Elven, Tenderfoot, Any 3 others
ECOLOGY
Environment:
Desert
Organization:
Scouting Party (1-6), Caravan (100-300)
Treasure
Normal
SPECIAL
ABILITIES
Stone
Immersion: With one round of concentration, a Jawatha can temporarily
merge themselves with stone or sand. They cannot travel or walk
through the stone, merely step into it. They can perceive their
surroundings with 75% reduction in range. They are able to stay in
the stone for ten minutes per point of constitution.
Immortality:
A Javatha`s spirit upon physical death leaves their body and returns
to their spirit crypt, and if family has raised their stone copy,
they are reborn. It takes ten days after rebirth for them to have
full control and emerge from their stone crypt. There is a 75% + 2% /
level chance that any Jawatha will have their stone copy ready.
Reduce this by 25% if they had died in the three months previously.
One
of the first generations born in the Phastian desert, they are unique
because they are considered both mortal AND planar beings. Shorter
and thinner than regular dwarves, they cover themselves in heavy robes, usually only their hands and glowing eyes can be seen.
They cannot grow beards and no one can ever recall seeing any female
Jawatha, they do exist but seem to be at most 20% of the population.
As
planar beings, they are technically immortal as they do not die from
either starvation or from old age.
They
erect stone statues that perfectly imitate one of their kin, when
that specific person is killed their spirit is reborn; but if their
statue is not ready, their spirit is lost forever. Sometimes, one will awaken though it is not a old spirit, this very infrequent event is treated the same as a birth.
They
do not eat or drink in a traditional manner, they absorb their
nutrients via touch, usually during the hour before sunrise or
sunset. This is a highly personal act that they rarely share with
outsiders. While many stories are told of them swimming in pools of
refuse, this is untrue, they merely need to touch the food with any
part of their skin, usually the hands or in the company of non-kin
with mouths. While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer.
Wonderful
carvers, fighters, singers with a curiosity around magic especially
crafted items. For the most part, these dwarves live in caves far
from civilization. A smaller number roam the desert in caravans, eternally searching for items to buy and sell.
Advancement
as Humanoid for Saving Throws, and BAB
4
HD +2 to any ability score; +3 in skills; +2 to Desert Reaction
5
HD Gain Any 1 Minor Feat; +3 in skills; +1 in Natural AC
6
HD +2 to any ability score; +3 in skills; +2 to Desert Reaction
7
HD +1 in Natural AC; Gain Desert Adaption
8
HD +2 to any ability score; +2 to Desert Reaction
9
HD Gain Any 1 Minor Feat; +3 in skills
10
HD +2 to any ability score; +3 in skills, +1 in Natural AC; Gain Any
1 Major Feat
11
HD Bypass Magical Traps or Locks, +2 to Desert Reaction
12
HD Gain Any 1 Minor Feat; +3 in skills, +1 in Natural AC, Magic
Resistance 20 on traps
12
HD +8 in skills; +1 in Natural AC; Gain Any 1 Major Feat **
14
HD +4 to any two ability scores; +3 in Natural AC;
Desert
Inhabitants Bonus Reaction: Jawatha's have terrible initial reactions
from desert inhabitants, as their fame for scrounging for food, magic
or simply their curiosity leave many feeling upset at just the sight
of these scavengers. However, as they age and gain experience, they
learn how to temper their unseemly ways and to reach out to others.
These reaction bonuses are the daily total bonuses from desert
creatures that are aware of the Jawatha's. Thus a 10 HD Jawatha can
use one +10 reason bonus once a day, or any combination, so two +5
bonues, etc.
Minor
Feats:
Speak
with Stone: as per the spell, twice a day
Stone
Teleport Level I: Twice a day during their stone immersion, they can
jump from one stone to another as long as it is within 100 feet.
Stone
Teleport Level II: Five times a day they can jump from one stone to
another within 500 feet
Walk
thru Stone: After stone immersion they can walk through stone at ten
feet a round. They can stay moving in the stone 1 round per 3 points
of constitution. They can do this once a day
Stone
Elemental Minor Resistance: 10
Major
Feats
*Stone
Shape: Able to change stone shape as per spell of the same name three
times a day
*Stone
Familiar: Create an animal familiar that lasts for 10 minutes. As
base animal, except may have one unusual feature: +5 AC, Fly (Speed
30), Attack +2, Dmg +4
*Stone
Elemental Resistance 20
Stone
Teleport III: Twice a day during a stone immersion they can teleport
themselves and allies within twenty feet of them to another stone
within 100 miles.(Require ST I & II)
Sunday 3 August 2014
Tuthken - Desert Humanoid Nomads, Scavengers, Raiders and sometimes Reluctant Heroes
This is my take on the Tusken Raiders found in the desert parts of my fantasy world. Not cruel, just hungry and desperate that are well know for their attacking anyone that approaches "their territory." They can make temporary allies, if the other group keeps their word and has something the Tuthken need. In the desert, they are a constant threat, in the pyramids, they maintain a delicate treaty to ensure things are better left undisturbed.
Tuthken CR 2
LN (Tend to LE) Medium monstrous humanoid (Desert)
Init +2; Senses: Darkvision 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 14 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +6, Ref +2, Will +0
OFFENSE
Speed: 30 ft.
Melee: Gaffe Club +3 (1d6+1)
Group Back Stab: +1d6
STATISTICS
Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Skill Power Attack. Combat Expertise
Minor Skills: Acrobatics +2, Climb +2, Ride +2
Major Skills: Intimidate +5, Perception +5
Languages Phastian (Local Humanoid Language)
ECOLOGY
Environment: Desert
Organization: Patrol (3–6), Hunting Party (11-16)
Treasure: Half
SPECIAL ABILITIES
Grouped Back Stab Attack: A Tuthken if apart of a team of group surrounding a foe in melee combat, can inflict back stabbing bonus of +1d6. Another Tuthken must succeed on an attack, then if another scores a hit in the same round, treat as a back stab. This can happen only once every round, regardless of how many Tuthken surround or attack their victim. This increases to +2d6 at 6HD and +3d6 at 10HD.
Advancement as Humanoid for Saving Throws, and BAB otherwise as below
3 HD +2 Str or Con; +6 in skills; +1 Damage Reduction
4 HD Gain Any 1 Minor Feat; +1 in Natural AC
5 HD +2 Dex or Con; +6 in skills; +2 Damage Reduction
6 HD Gain Desert Adaption; Gain Double Damage with Back Stab
7 HD Gain Any 1 Minor Feat; +3 Damage Reduction
8 HD +2 Str or Dex or Con; +1 in Natural AC; Gain Any 1 Major Feat
9 HD +6 in skills; Increase Gaffe Club Threat Range (18-20), +5 Damage Reduction
10 HD Gain Any 1 Minor Feat; Gain Triple Damage with Back Stab
11 HD +6 in skills; Gain Any 1 Major Feat **
12 HD +4 Str & Con; +3 in Natural AC;
Lesser Feats:
Imp Disarm, Natural Armor (+2) Imp Feint, Imp Trip, Improved Initiative, Gaffe Club Proficiency (+2 to hit)
Advanced Feats (Higher than 7 HD)
Imp Natural armor (+2), Critical, Stunning Head-Butt, Greater Combat Adv - Gaffe Club (+4/+2 dmg)
Tuthken are powerful and despotic desert raiders who prey on any other travelers that are smaller in numbers that they believe they can defeat. Similar to humans in appearance, but they cover themselves in grey or sand-colored rags both to conceal themselves and protect themselves from the harsh desert winds. Their body is covered by brutally horrid scars that occasionally erupt in pus if exposed to extreme heat. If they start to suffer, they are helpless for long periods to their infections, it is their hands and faces that continually breakout. For the few who reach higher age and skills, they become immune (Desert Adaption at 6 HD)
They have a strong clan type of organization that welcomes any singular Tuth, but those who join are treated terribly until they prove themselves. Any adult male can be sent out on hunting expeditions that has only one rule - do not come back empty handed. While they use keen tactics to hunt fearsome beasts, they sometimes must rely on raiding towns or caravans to ensure they are not punished or shamed by their clansmen.
They have multiple tactics that they reuse such as rigging a bridge, or stalking a road with pits, they time their attacks when victims will be most disadvantaged. Tuthken are smart enough to scavenge anything that falls into their clutches, often sold again to other raiders, they sometimes make exceptions for weapons or magic. They are often seen trailing caravans, and many experienced desert folk attack these raiders on sight.
When they make contracts they keep their promises. In most instances they are extremely favorable for them. If they believe the other side is not keeping their word, will look for a chance for revenge at an opportune time.
While many stories tell of their dark appetites, fortunately these are mostly jube-tails, told to inspire fear. They attack for profit and slaves are not their preferred spoils; usually they prefer to end fights by letting individuals flee. These nomads never enter the Phastian pyramids scattered throughout the desert except in dangerous times when they have no other option. Their tales tell of horrible monstrosities that if disturbed would bring misery to the world.
Tuthken CR 2
LN (Tend to LE) Medium monstrous humanoid (Desert)
Init +2; Senses: Darkvision 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 14 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +6, Ref +2, Will +0
OFFENSE
Speed: 30 ft.
Melee: Gaffe Club +3 (1d6+1)
Group Back Stab: +1d6
STATISTICS
Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Skill Power Attack. Combat Expertise
Minor Skills: Acrobatics +2, Climb +2, Ride +2
Major Skills: Intimidate +5, Perception +5
Languages Phastian (Local Humanoid Language)
ECOLOGY
Environment: Desert
Organization: Patrol (3–6), Hunting Party (11-16)
Treasure: Half
SPECIAL ABILITIES
Grouped Back Stab Attack: A Tuthken if apart of a team of group surrounding a foe in melee combat, can inflict back stabbing bonus of +1d6. Another Tuthken must succeed on an attack, then if another scores a hit in the same round, treat as a back stab. This can happen only once every round, regardless of how many Tuthken surround or attack their victim. This increases to +2d6 at 6HD and +3d6 at 10HD.
Advancement as Humanoid for Saving Throws, and BAB otherwise as below
3 HD +2 Str or Con; +6 in skills; +1 Damage Reduction
4 HD Gain Any 1 Minor Feat; +1 in Natural AC
5 HD +2 Dex or Con; +6 in skills; +2 Damage Reduction
6 HD Gain Desert Adaption; Gain Double Damage with Back Stab
7 HD Gain Any 1 Minor Feat; +3 Damage Reduction
8 HD +2 Str or Dex or Con; +1 in Natural AC; Gain Any 1 Major Feat
9 HD +6 in skills; Increase Gaffe Club Threat Range (18-20), +5 Damage Reduction
10 HD Gain Any 1 Minor Feat; Gain Triple Damage with Back Stab
11 HD +6 in skills; Gain Any 1 Major Feat **
12 HD +4 Str & Con; +3 in Natural AC;
Lesser Feats:
Imp Disarm, Natural Armor (+2) Imp Feint, Imp Trip, Improved Initiative, Gaffe Club Proficiency (+2 to hit)
Advanced Feats (Higher than 7 HD)
Imp Natural armor (+2), Critical, Stunning Head-Butt, Greater Combat Adv - Gaffe Club (+4/+2 dmg)
Tuthken are powerful and despotic desert raiders who prey on any other travelers that are smaller in numbers that they believe they can defeat. Similar to humans in appearance, but they cover themselves in grey or sand-colored rags both to conceal themselves and protect themselves from the harsh desert winds. Their body is covered by brutally horrid scars that occasionally erupt in pus if exposed to extreme heat. If they start to suffer, they are helpless for long periods to their infections, it is their hands and faces that continually breakout. For the few who reach higher age and skills, they become immune (Desert Adaption at 6 HD)
They have a strong clan type of organization that welcomes any singular Tuth, but those who join are treated terribly until they prove themselves. Any adult male can be sent out on hunting expeditions that has only one rule - do not come back empty handed. While they use keen tactics to hunt fearsome beasts, they sometimes must rely on raiding towns or caravans to ensure they are not punished or shamed by their clansmen.
They have multiple tactics that they reuse such as rigging a bridge, or stalking a road with pits, they time their attacks when victims will be most disadvantaged. Tuthken are smart enough to scavenge anything that falls into their clutches, often sold again to other raiders, they sometimes make exceptions for weapons or magic. They are often seen trailing caravans, and many experienced desert folk attack these raiders on sight.
When they make contracts they keep their promises. In most instances they are extremely favorable for them. If they believe the other side is not keeping their word, will look for a chance for revenge at an opportune time.
Wednesday 16 July 2014
Casna : Lord of law, Master of Order, the Eternal Enforcer, Giver and Keeper of Justice
Casna
Alignment: Lawful Neutral
Follower's Alignment: Any non-chaotic
Associated Colour: Purple
Holy Days: Every Month (15 times a year)
Sacrifice: Tithe (20%) or one day of service a month
Familiar Form: Avian (Owl)
Domains: Law, Community, Protection, Nobility
Oaths: Obedience, Loyalty, Minor Faith, Challenge
Priests: usually referred to as Lords or Lawgiver
This force or Ultimate Order is known by many titles: the Lord of
law, Master of Order, the Eternal Enforcer. God of Justice; Casna is the force
of justice and truth in a cruel unjust land. He is the patron of Sash Knights
and others who struggle against chaos and maintain order in remote communities.
Casna is one of the oldest and most well respected gods of the
south; his followers can make allies with both ends of good and evil, as long
as they obey the laws. He is a fair god, eternally steady as long as order is
maintained and everyone is equal under the eyes of the law. He is patron to
many orders of monks, also to sash knight and the legion warriors. They stand
vigilant; unbending to cries of goodness or to cruelty; they ensure the laws
are obeyed regardless of the cost.
Yet, most people knowing the cost of being thrown out of the town
are quick to obey the edicts of the law-makers. While cynics say that the laws
are obeyed only as long as the Casnian knights are watching, the knights are
beholden to their word, knowing that to punish the law-breakers they must catch
them. His few wizard followers are almost always urban ones, often experts in
matter of law, time and divination. Many of his clerics are assigned to rural
areas to maintain peace and good relations with others of the lawful demeanor.
The colour purple is greatly associated with this god; and many
creatures created to serve the enforcers have this colour for their fur, skin scale
or eyes. The two most well-known servants are the purple beholder and purple
dragons that are extremely loyal to the faithful. However the most common are
the watcher (a purple owl) and a sniffer (psionic weasel) that are continually
helping to defend the urban faithful. Priests usually wear purple vestments;
while knights commonly use purple shields.
His familiar form is usually the owl; that keeps an ever-present
eye on spell-casters who break the law or who unlawfully summon creatures. Few
obelisks in urban areas do not have at least a dozen of these animals.
His avatar form is a Sash Knight who comes to fight the forces of
chaos. Unlike most other avatars, he is commonly found fighting great threats
with the armies from other faiths, especially those of Japeth, Quanna and
Keran. Chaos and destruction are the foes Casna and his faithful despise and
they will work with other lawful groups to eliminate these threats. During
these troubling times, his knights and priests gather to meditate, pray or work
to ensure their success.
Casna’s
Code
No
one is above
The
law stands firm
All
else means naught
Illusion
and fantasy will fail
For
Truth is absolute
Justice
unbending
Order
is the goal
And
the method is our trial
Respect
& obedience are our tools
Saturday 5 April 2014
Primal - Racial Animal Humanoid
My Primal racial class is a mix of human and animals. I've always thought that lycanthropes are a mixed bag, but this was a way to avoid the whole curse-thing attached to them. These are beasts that are driven to adventure, trying to stay true to both their animalistic natures as well as the adventurer. Were-creatures always have the impending doom of their insatiable hungers and preying on the weak. Primals should be the opposite of that. Yes, they are trying to keep their presence quiet, but they don't represent a threat of carrying a curse.
Primal (Bear)
CR 2
Align: N Humanoid
Init +0; Perception + 5
DEFENSE
AC 14, touch 10, flat-footed 12 (+2 natural)
hp 9 (2d10-2)
Fort +6, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee Short Sword +4 (1d8+2) or Claws +4 (d4+2)
TACTICS
Morale 12
STATISTICS
Str 14, Dex 10, Con 16, Int 9, Wis 12, Cha 10
Base Atk +2; CMB 4; CMD 14
Feats Iron Will
Skills Acrobatics +5, Survival +6, Handle Animal +5, Intimidate +5,
Weapons: Short Sword or Dagger (Typical)
Languages Elven & Common
Primals appear as furred humanoid animals, mixing animal traits and physical features with humanoid intelligence. Some foolish urban folk believe these are lycanthropes but were-beasts do not naturally exist on Nyssa. Instead these wild beings inhabit a primal existence. Many exist on the fringes of human society and are spoken of in whispers if at all. Their closest allies are usually rangers or druids, those like themselves that balance both the wild and civilized aspects of their nature.
They have communities in wild places, unknown to all but a few allies. They prefer to live naturally in balance with the land, a majority are hunters or farmers, but some are called on to action to help protect their homes and kin. Many Elven villages have small numbers of these wild-ones, as they fit into most societies if given a chance.
The four most common primal varieties are listed but others are possible. Their communities are usually consisting of one primal species, but they always harbor any exile, especially their own kin.
Racial Levels
Base 2 HD
Attack and save as rangers of the same level
6 points every level for skill points
+2 to natural AC, track, natural attack ; Plus as noted below.
Tiger: +4 strength, Claws: 1d4 dmg; Racial Modifiers +4 Acrobatics, +4 Stealth
Bear: +2 Strength, +2 Constitution; Claws: 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Wolf, +2 Strength, +2 Constitution; Bite 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Rat +4 Dexterity; Immune to Natural Disease; Racial Modifiers +4 Climb +4 Survival
3 HD Calm Animals; Resist Elements 5; Ferocity
4 HD Control animals; Evasion, Ability Boost, Beast Shape I
5 HD Summon Animals (2-4 of their own kind, 3/day); +2 on natural AC; Resist Elements 10
6 HD Increased Ferocity 2, Ability Boost, Beast Shape II
7 HD Dominate Non-Intelligent animals & monsters; +2 on natural AC
8 HD Increased Ferocity 3; SR 10, Ability Boost; Resist Elements 15
9 HD Beast Shape III; +2 on natural AC, Summon Pack (1/day; 5-15 members)
10 HD Increased Ferocity 4, Ability Boost; Resist Elements 20
Calm Animals: Able to put animals and other low intelligent creatures at ease with their calming presence, and have them not attack the Primal or their allies. If the Primal or any of their ally takes an aggressive action, the effect is immediately dispelled. If there is an obvious advantage for the attacking side, no saving throw is needed. Otherwise, use Will DC 13+ Wisdom Bonus+ HD of caster to avoid the effect
Ability Boost: +2 to any ability score
Control animals: Able to give a basic command in a language that animals understand that lasts for five founds + one round / level of the Primal. Will DC 14+ Wisdom Bonus+ HD of caster to avoid command
Dominate Non-Intelligent animals & monsters: Give orders to animal and low level creatures. The more the targets understand the primal. the better commands are given. Some are base instructions (stay, help, etc) but much more advanced and detailed orders can be given if they share a language. The effects last for up to 24 hours. Saving Throw: Will DC 16+ Wisdom Bonus+HD of caster
Increased Ferocity
Ferocity Level 1; Gain an extra 1/2 strength damage when using their natural weapons
Ferocity Level 2: Increase base damage to 1d6+ Hit Silver
Ferocity Level 3: Increase base damage to 1d8 Able to hit +1 plus double natural strength bonus
Ferocity Level 4: Increase base damage to 2d6 + Hit +2
Primals are able to either take their natural HD abilities or class levels. Once they take a class level they are unable to increase further in their natural creature levels.
Preferred Classes: Barbarian, Druid, Fighter, Ranger, Rogue or Sorceror
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