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461
Arhosa / Champion [Base]
« on: April 20, 2014, 12:12:08 PM »
Champion

"My blade is supreme!"
– Relak Traven, Human Champion


Gifted in the ways of warfare, Champions are the leaders of the martial forces all across Arhosa, their abilities making them fearsome warriors who are also able to turn their hand to tactics, stategy, and the like with equal ease.


Making an Champion
Champions can come from almost any walk of life, some starting out as peasants joining an army, others being nobles born into the way of the sword. Whatever their origin, they have in common a gift for combat.

Abilities: A Champion uses Constitution to determine his bonus martial points, and Strength to determine the DC of his effects.

Races: Champions can be found among any race.

Alignment: Champions can have any alignment.

Starting Gold: As Fighter.

Starting Age: As Fighter.


Table 1: The Champion
Hit Die: d12


Level  BAB   Ref   Fort  Will  Abilities               Martial Points   Maximum Points Per Fusillade
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +2    Forte, Combat Eternal   2                1   
2      +2    +3    +3    +3    Bonus Feat              6                2   
3      +3    +3    +3    +3                            11               3   
4      +4    +4    +4    +4    Bonus Feat              17               4   
5      +5    +4    +4    +4    Forte                   25               5   
6      +6    +5    +5    +5    Bonus Feat              35               6   
7      +7    +5    +5    +5                            46               7   
8      +8    +6    +6    +6    Bonus Feat              58               8   
9      +9    +6    +6    +6                            72               9   
10     +10   +7    +7    +7    Bonus Feat, Forte       88               10   
11     +11   +7    +7    +7                            106              11   
12     +12   +8    +8    +8    Bonus Feat              126              12   
13     +13   +8    +8    +8                            147              13   
14     +14   +9    +9    +9    Bonus Feat              170              14   
15     +15   +9    +9    +9    Forte                   195              15   
16     +16   +10   +10   +10   Bonus Feat              221              16   
17     +17   +10   +10   +10                           250              17   
18     +18   +11   +11   +11   Bonus Feat              280              18   
19     +19   +11   +11   +11                           311              19   
20     +20   +12   +12   +12   Apogee, Bonus Feat      343              20

Class skills (4 + Int modifier per level, x4 at first level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int).
             
Class Features
Your spells are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Champions are proficient with all simple, martial, and exotic weapons, light, medium and heavy armours, and all shields.
  • Champion Fusillades: Champions are warriors of skill unsurpassed, able to disembowel their foes with the flick of a blade, or bowl them over with a mighty charge. To do this, they study a form of fighting that focuses around the use of Fusillades. For the full ruleset, go here.
  • Specialization: Rather than being exploring the wealth of options combat provides, a Champion sometimes chooses to specialize in one particular area of fighting. This is a voluntary choice made at first level, and once made cannot be changed. At each level after the first where a Champion would have received a forte, he instead gains a +1 bonus on all numerical adjustments and bonuses the forte chosen at first level grants. He also receives two bonus martial points per class level that can only be used on fusillades that trigger one of the two effects of the forte.
  • Forte: At 1st, 5th, 10th, and 15th level, the Champion chooses a aspect of his martial talents that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The list of available fortes is here. Ignore knowledge check requirements and penalties but not the prerequisites. Remove the word "ancient" from any restrictions. When the Champion selects feats at first level, they may ignore BAB prerequisites for those feats if and only if those feats are prerequisites for their first–level Forte.
  • Combat Eternal (Ex): A champion is hardly a champion if he can no longer fight. On a successful strike with a fusillade, he can choose to either heal two hit points or recover one martial point. At 5th, 10th, 15th, and 20th level, these benefits increase by two hit points or one martial point, to a maximum of ten hit points or five martial points at 20th level. A fusillade can never recover more martial points than 50% of the total spent upon it.
  • Bonus Feat: The Champion, at every even level, gains a single bonus feat chosen from the Martial feat category. Alternately, he can take any Fighter bonus feat, and is treated as a fighter of his class level for those purposes. He must still meet the prerequisites of the feat chosen.
  • Apogee (Ex): Upon reaching his 20th level in the class, the Champion becomes supremely skilled in utilizing his chosen fusillades. He reduces the cost of all fusillade options by 2 (to a minimum of 1), and gains a +1 bonus to attack, damage, and armour class for every four points of fusillades affecting him that he has created.
Old Abilities
Fast Healing (Ex): The Champion is able to recover from even the most serious of wounds inflicted upon him, gaining fast healing equal to his class level divided by four, rounded down (min 1).

462
Arhosa / Ecclesiast [Base]
« on: April 20, 2014, 11:38:46 AM »
Ecclesiast

"Do you have as much faith in your gods as I do in mine?"
– Relak Traven, Human Ecclesiast


Ecclesiasts are, as the name suggest, the religious leaders of Arhosan communities, blessed with the direct touch of the gods. Of course, many, including arcanists, would argue that the direct touch of the gods is a curse, not a blessing, but such has not yet served to stop all types from pledging their service to the gods. For in return, the blessings are immense.


Making an Ecclesiast
Ecclesiasts are often pledged at the youngest of ages, usually by their parents. Other times, they are picked out by the existing priesthood, able to detect those who would be most suited to a new role as a religious servant. But most come to the religions because they offer some stability in a world that has fallen into ruin. However, what stability a war-ravaged, decrepit priesthood can offer is uncertain, at best.

Abilities: An Ecclesiast uses Wisdom to determine what level of spell the Ecclesiast can cast. If he has less than 11 Wisdom, he cannot cast any spells.

Races: Ecclesiasts can be found among any race, although the proportion varies depending on the depth of belief in the gods.

Alignment: Ecclesiasts fall in line with whatever alignment their deity of choice follows. If they move more than one step away from that alignment, they lose all class features and spellcasting.

Starting Gold: As Cleric.

Starting Age: As Cleric.


Table 1: The Ecclesiast
Hit Die: d6


Level  BAB   Ref   Fort  Will  Abilities                           Spell Seeds  Spell Points  Maximum Points Per Spell
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +0    +2    Forte                               1            2             1   
2      +1    +0    +0    +3                                        1            6             2   
3      +1    +1    +1    +3    Sacred Gift                         2            11            3   
4      +2    +1    +1    +4    Bonus Feat                          2            17            4   
5      +2    +1    +1    +4    Forte                               3            25            5   
6      +3    +2    +2    +5    Sacred Gift                         3            35            6   
7      +3    +2    +2    +5                                        4            46            7   
8      +4    +2    +2    +6    Bonus Feat                          4            58            8   
9      +4    +3    +3    +6    Sacred Gift                         5            72            9   
10     +5    +3    +3    +7    Forte                               5            88            10   
11     +5    +3    +3    +7                                        6            106           11   
12     +6    +4    +4    +8    Sacred Gift, Bonus Feat             6            126           12   
13     +6    +4    +4    +8                                        7            147           13   
14     +7    +4    +4    +9                                        7            170           14   
15     +7    +5    +5    +9    Forte, Sacred Gift                  8            195           15   
16     +8    +5    +5    +10   Bonus Feat                          8            221           16   
17     +8    +5    +5    +10                                       9            250           17   
18     +9    +6    +6    +11   Sacred Gift                         9            280           18   
19     +9    +6    +6    +11                                       10           311           19   
20     +10   +6    +6    +12   Ascension                           10           343           20

Class skills (2 + Int modifier per level, x4 at first level): Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellbond, Spellcraft (Int)
             
Class Features
Your spells are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Ecclesiasts are proficient with all simple weapons, light, and medium armours.
  • Ecclesiast Casting: Ecclesiasts are gifted magic straight from the gods, who choose to let their servants determine the final outcome of their gifts. He must choose a deity to worship in order to be granted divine spellcasting. His caster level is equal to his class level, and he uses Seedcasting with Wisdom as his casting stat and with access to the Divine list.
  • Forte: At 1st, 5th, 10th, and 15th level, the Ecclesiast chooses a aspect of his god's boon magic that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The list of available fortes is here. He may choose any forte from either the Prayer or Wizardry lists. Ignore knowledge check requirements and penalties but not the prerequisites.
  • Bonus Feat: The Ecclesiast, at 4th, 8th, 12h, and 16th level, gains a single bonus feat, chosen from list presented here. He must still meet the prerequisites of the feat chosen.
  • Sacred Gift: At 3rd level, and every 3 levels thereafter, the Ecclesiast is granted a permanent bequest from his patron diety. Choose from the list here. Once made, the choices are permanent.
  • Ascension (Su): Upon reaching his last level in the class, the Ecclesiast becomes an angel, able to sit at the right hand of his god when he so chooses. His hit points change to the maximum per hit dice, he gains a deflection bonus to AC equal to his Charisma modifier, his type changes to Outsider (Native), and he gains the ability to cast spells from his deity's domains, at a cost of 2 spell points per spell level. Finally, he may use the domain powers of the five domains at will as cleric of his Ecclesiast level.

463
Arhosa / Arcanist [Base]
« on: April 20, 2014, 11:17:21 AM »
Arcanist

"Your petty corruption of magic will not diminish my power, fool!"
– Relak Traven, Human Arcanist


Arcanists are the oldest of the various sects of magic within the world of Arhosa, and as such are gifted with talents and powers beyond those offered by most others who would seek to usurp their place. Likewise, they simply have access to a much wider array of power than their competitors, even those who worship the other gods. Gifted as they are, most of the arcanists still choose to focus their talents on a single aspect of magic, specializing their gifts.


Making an Arcanist
Arcanists tend towards the older members of society, it taking some time to be inducted into the mystery that is spellcasting. Blessed, or cursed, by talents beyond their comprehension, they most often choose to focus those talents on one area, and spend their entire lifetime in specialization upon a few spell seeds, plumbing each one for depths unheard.

Abilities: An Arcanist uses Intelligence to determine what level of spell the Arcanist can cast. If he has less than 11 Intelligence, he cannot cast any spells.

Races: Arcanists can be found among any race, although the Biyous of Biyan tend to have the most per head of population. They are uncommon among the other races.

Alignment: Because of the serious and complex requirements inherent in researching and casting spells, Arcanists tend towards the lawful, but can be found at any point on the law–chaos spectrum. They have no bias on the good-evil spectrum.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Arcanist
Hit Die: d4


Level  BAB   Ref   Fort  Will  Abilities                           Spell Seeds  Spell Points  Maximum Points Per Spell
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +0    +2    Forte                               1            2             1   
2      +1    +0    +0    +3                                        2            6             2   
3      +1    +1    +1    +3                                        3            11            3   
4      +2    +1    +1    +4    Bonus Feat                          3            17            4   
5      +2    +1    +1    +4    Forte                               4            25            5   
6      +3    +2    +2    +5                                        5            35            6   
7      +3    +2    +2    +5                                        6            46            7   
8      +4    +2    +2    +6    Bonus Feat                          6            58            8   
9      +4    +3    +3    +6                                        7            72            9   
10     +5    +3    +3    +7    Forte                               8            88            10   
11     +5    +3    +3    +7                                        9            106           11   
12     +6    +4    +4    +8    Bonus Feat                          9            126           12   
13     +6    +4    +4    +8                                        10           147           13   
14     +7    +4    +4    +9                                        11           170           14   
15     +7    +5    +5    +9    Forte                               12           195           15   
16     +8    +5    +5    +10   Bonus Feat                          12           221           16   
17     +8    +5    +5    +10                                       13           250           17   
18     +9    +6    +6    +11                                       14           280           18   
19     +9    +6    +6    +11                                       15           311           19   
20     +10   +6    +6    +12   Perfection                          15           343           20

Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellbond, Spellcraft (Int)
             
Class Features
Your spells are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Arcanists are proficient with all simple weapons. If a Arcanist wears armour, he suffers from arcane spell failure.
  • Arcanist Casting: Arcanists look at the pure nature of magic, pulling building blocks from planar areas, forgotten crypts, nodes, or any other area power may have accumulated. Piecing these blocks together into a single, large whole, Arcanists create magical barrages of unadultered energy, slaughtering their foes as they step before them, warping their minds into childish ruins, and summoning creatures out of the vast abyss. His caster level is equal to his class level, and he uses Seedcasting with Intelligence as his casting stat and with access to the Arcane list.
  • Specialization: Rather than being a generalist caster, an Arcanist often chooses to specialize in one particular area of magic. This is a voluntary choice made at first level, and once made cannot be changed. At each level after the first where an Arcanist would have received a forte, he instead gains a +1 bonus on all numerical adjustments and bonuses the forte chosen at first level grants. He also receives two bonus spell points per class level that can only be used to cast spells containing prerequisite seeds. If there are none for a certain forte, he can use these spell points on any spell he casts.
  • Forte: At 1st, 5th, 10th, and 15th level, the Arcanist chooses a certain area of magic that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The list of available fortes is here. He may choose any forte from either the Prayer or Wizardry lists. Ignore knowledge check requirements and penalties but not the prerequisites.
  • Bonus Feat: The Arcanist, at 4th, 8th, 12h, and 15th level, gains a single bonus feat, chosen from list presented here. He must still meet the prerequisites of the feat chosen.
  • Perfection (Ex): Upon reaching his last level in the class, the Arcanist becomes supremely skilled in utilizing his chosen seeds. Any time he casts a spell which utilizes a seed which is a prerequisite for one of his fortes, he reduces all spell point costs by -1 for each seed used in this way. He also reduces all spell alteration costs by -2.

464
Magics of Arhosa / Necromantic Index & General Discussion
« on: April 20, 2014, 08:07:47 AM »
This is a work in progress system that's under live development. However, most of the material is complete and playable, primarily around the Necromancer and Overlord base classes. That being said, there are still some balance issues that are likely to arise, because the system is based around a week long spellcasting cycle, as well as the permanent existence of one or more cohort style undead.

Begun work on transferring all of the Necromancy content into Vivisection and Resurrection. Very slight updates to base classes and races. As per usual, PDF version trumps forum version.

Rules
Necromantic Rules

Base Classes
Necromancer
Overlord
Vivisector

Prestige Classes
Bombardier
Boncyff Elite
Casglwyr Abomination
Chirurgeon
Deathwaker
Flesh Brute
Gollwyd Suzerain
Hegni Inheritor
Hexer
Mad Scientist
Multifarious
Necrotic Scholar
Numberless
Osseus Legionnaire
Ossified Warrior
Poisoner
Soulwalker
Spiritwalker
Swollen Grotesque
True True Necromancer

Necros
Vein of Bone
Vein of Curses
Vein of Flesh
Vein of Poison
Vein of Spirit

Feats
Feats

Skills
None

Races - Created by VennDygrem
Boncyff
Casglwyr
Gollwyd
Hegni

Magic Items & Artefacts
None

Monsters & Templates
Frozen One
Hailstone Magus

Other
Soothsayer
Alternate Class Features

(click to show/hide)

465
Magics of Arhosa / Index and Introduction
« on: April 20, 2014, 08:06:41 AM »
This is a work in progress system that's under live development. However, most of the material is complete and playable, primarily around the Necromancer and Overlord base classes. That being said, there are still some balance issues that are likely to arise, because the system is based around a week long spellcasting cycle, as well as the permanent existence of one or more cohort style undead.

Rules
Necromantic Rules

Base Classes
Necromancer
Overlord
Vivisector

Prestige Classes
Boncyff Elite
Gollwyd Suzerain
Hegni Inheritor
Ossified Warrior
Spiritwalker

Necros
Vein of Bone
Vein of Curses
Vein of Flesh
Vein of Poison
Vein of Spirit

Necromantic Companions
Angel of Decay (Flesh, Poison)
Atropal Scion (Curses, Spirit)
Blaspheme (Flesh, Curses)
Bleakborn (Flesh, Curses)
Blood Amniote (Flesh, Poison)
Bloodmote Cloud (Curses, Poison)
Bone Rat Swarm (Bone, Curses)
Boneyard (Bone, Spirit)
Carcass Eater (Flesh, Bone)
Cinderspawn (Spirit, Poison)
Crypt Chanter (Spirit, Curses)
Deathlock (Flesh, Spirit)
Dessicator (Flesh, Poison)
Dire Maggot (Flesh, Poison)
Entomber (Flesh, Bone)
Raiment (Spirit, Poison)
Skin Kite (Flesh, Spirit)
Skulking Cyst (Flesh, Spirit)
Slaymate (Spirit, Bone)
Spectral Lyricist (Spirit, Curses)
Spectral Mage (Spirit, Curses)
Tomb Mote (Flesh, Bone)
Voidwraith (Spirit, Poison)
Wheep (Flesh, Poison)

Feats
Feats

Skills
None

Races - Created by VennDygrem
Boncyff
Casglwyr
Gollwyd
Hegni

Magic Items & Artefacts
None

Monsters & Templates
Frozen One
Hailstone Magus

Other
Alternate Class Features
Using Warforged Classes with Boncyff

466
Magics of Arhosa / Runecarving Index & General Discussion
« on: April 20, 2014, 07:57:26 AM »
Runecarving
Relak watched as the member of the dwarven mercenaries, presumably a preacher, went to those five soldiers of the unit who had been chosen to lead the charge, and drew geometric designs upon their armor. Each bowed towards the priest, thanking him for his gifts that day.

Then they charged down the narrow corridor, the whistle of orcish arrows flying all around them.

As the distance closed, the accuracy of the orcs improved and one after another, the dwarves were struck, often squarely, and Relak felt the melancholy of the soldier, watching his comrades die in his stead.

But die they did not, for each hit was met with a flare of magic from the runic script painted upon the mercenaries, and although it did not seem to prevent the direst of strikes, piercing impacts that should have been crippling did little more than slide away.

Only then did Relak see that the priest wore signs of allegiance to no god, and was currently adorning his own gear in the runic script.

Whatever magic this was, the dwarves were its masters.


Rune magic is a hidden form of magic, carved into the foundations of structures and secreted amongst creations of an artistic nature, worked into armor and splashed across a page. Formed of many ancient glyphs drawn and redrawn, creating patterns and histories within themselves, runic magic is as much about creating a story as it is magic, for each of the glyphs and runes has a special meaning, a core part of the universe that it describes in great and exquisite detail. Combine that word with another, and the runes form phrases, written in a language lost long ago, and perhaps never capable of being spoken in the first place. Today, runes are not described by their proper names, for it is feared that even that to spread such information is dangerous, and it is better for the power of the runes to be in the hands of those who see the great task of the runes as their holy duty. The runecarvers have read the ancient texts, and know of what the runes tell.

Throughout Stone and Symbol is found the idea of carving, of creation, and of combination, a three-part ideal that holds the very core of runic magics, for no one rune will function upon its own. Each is a building block that must be combined with others to reach the potential within, much as the same way a single world can never provide the scope and meaning of an idea, for without context, there is nothing to be heard or learned. Context is important in the art of runic magic too, for place a rune of water upon a rune of cold, and ice forms. Yet, place that same rune of water upon a rune of air, and gentle clouds that nourish the land form. One will destroy the crop, another save it, and yet each is based around the same principle. Only when that principle is placed into context is the true meaning known. The strength of the context may vary, depending upon the wielder's skill, but it will always be there, defining what one rune does with another.

For Stone and Symbol, the classes and runes presented herein focus on the strengthening of living creatures, imbuing both them and their items with vigor and vim. The runecarver can see the precise strokes and cuts he must make upon the stone and the steel, empowering the flesh beneath. The runeborn is runic magic made flesh, his very soul carved with a graven ideal. Finally, there is the unlettered. Absent any formal training in the runic ways, he scrawls quick and shoddy imitations of what he desires, sometimes receiving his wants, other times something new.

Taken together, their deep skill with the ancient and profound dialect of glyphs and runes allows them to see the world through the eyes of a geometric strength. As they grow in stature, the various forms of runecarver can understand new and deeper meanings for the runes, finding nuances and hidden connotations in each one as they progress further down their path towards true knowledge. Be it as friend or foe, runes opens a new horizon, a style of magic very different than anything yet seen.

Like the Expanded Psionics Handbook, this book presents a new system of magic, a novel way of looking at characters who deal with life and death. The heart of this system is the engraving of runes, the rules for which will presented in full in Chapter 4.

Runes
The language of runes is the source of power to those who wield the chisel and hammer, but despite the sense of runes as timeless, immortal, creations that are written into stone and never changed, that is not so. Runes as seen in magic are carved onto arms, armor, or other item, and do not live to see the passing of the days, let alone weeks. And some, such as those of the unlettered, are little more than a barely legible scrawl and a wish.

As a source of energy, there is no limit to the potential of runes, for they drain their strength from the deep places of the world, the solid core of all things. Talented users of runic magic recognize the vast reserves at their beck and call, and apply themselves to learning the ancient and difficult runic skills.

Carved Runes
The characters who make use of the options in this book— new classes, prestige classes, feats, and other options—gain the ability to transform runes into ongoing supernatural effects called carved runes. Characters who can carve or engrave runes are called runecarvers.

A carved rune is the combination of several rune effects, written together, that forms a combined meaning, granting those powers to whomever wields the item upon which the carved rune exists. Unlike spells the duration of carved runes is generally one day, although some are dismissed sooner than that, and certain classes carve runes that last a much shorter time.

Character and Campaign Options
Central to the concept behind this book is the idea that you can use as much or as little of it as you want to in your game. Much of the material can be used by characters from existing classes, although runic magic does perform best when utilized by a specialist character.

A player who is very excited about runic magic might choose a new race from Chapter 1, one of the runecarving classes from Chapter 2, and feats from the new feats presented in Chapter 3. His character can engrave runes drawn from Chapter 4 and wield magic items from Chapter 6. When he’s ready, he might adopt a prestige class from Chapter 5. For such a player, this book can almost replace the Player’s Handbook — in much the same way that the Expanded Psionics Handbook can for a psionic character. Others might prefer to simply dabble in runic magic. A player can choose a race and a class from the Player’s Handbook, then choose feats and prestige classes from Chapters 3 & 5 to enhance his character. He can make extensive use of the items in Chapter 6, even if he can’t unlock all the potential of those items. A player who wants his character to dabble in runic magic can use this book as an additional resource at the table, without having runic magic dominate the character’s capabilities.

A campaign might introduce runic magic in tiny fragments: a single villain with a runecarving class from Chapter 2, an encounter with members of a new race from Chapter 1 or monsters from Chapter 7, or a strange item from Chapter 6 that holds the promise of more abilities than it immediately reveals—if a character can learn the language of the runes. The player characters might explore an ancient ruin strangely carved with runic symbols, learning new capabilities themselves as they progress through the ruins and uncover their secrets. Like Canere in the vignette at the start of this introduction, the PCs in your campaign might stumble upon a dwarven enclave that utilizes this strange magic, and choose whether to learn it, or judge the users of it. Whatever options you choose, you’ll ?nd runic magic injecting a unique flavor and never-before-seen effects into your campaign. Whether you’re as new to the game as runecarvers and Tokunnir or you’ve been playing since psionics made their first appearance, we trust that the arrival of runic magic will spark your imagination and give new life to your campaigns and adventures to come.

Download Stone and Symbol

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467
The Scrolls of Lost Magic / Introduction
« on: April 19, 2014, 07:26:46 PM »
Welcome. You've just stumbled into my forum for idea discussion and development, where I work on building my homebrew systems until such time as each one is ready to be moved over into a subforum. All development in here is part of the larger Arhosa Campaign Setting, and so each magic system under development is tied to one of the overarching gods of the setting, as shown here.

For those curious about what I try and put into a magic system, I've collated a rough set of totals below. I tend to work with two sizes of magic systems, full (Magic of Incarnum), and small (Truenaming).

Full:
3 Base Classes
10 Prestige Classes
150 "Spells"
50 Feats
4 Races
1 Skill
20 Magic Items
10 Monsters

Small:
1 Base Class
5 Prestige Classes
100 "Spells"
20 Feats
10 Magic Items
5 Monsters

468
The Scrolls of Lost Magic / Birth of the Lost Scrolls
« on: April 19, 2014, 07:17:30 PM »
Magic is a strange thing in the lands of Arhosa. Once, it would have been considered all of a piece, a single whole of slightly disparate but otherwise homogeneous behaviour. Now, it has broken apart into tens of competing factions, if not hundreds. Now, when one meets a man on the street who says he is a mage, the next question one must ask him is what tenets he follows, and, if he answers wrong, slay him. For that is how the talented of Arhosa greet one another in this day and age: with curses, anger, hatred, and violence.

Arhosa has always been a violent place, a land where might most certainly has made right. But it has also been a land where the violent used their skills in that direction to promote unity, to promote the growth and prospering of riches and wealth. Foremost amongst those was the Llethu, a race of near-giants who, although lacking in the traditional graces of magic, more than made up for their untalented children with brilliant strategists, silver-tongued diplomats, and warriors of unsurpassed skill. But above all, it was their alliance with the Enayinbo that secured for them the means of power, for the Enayinbo are truly gifted in the realm of teleportation and transmutation. Thus were Arhosa's greatest strategists granted access to unbelievable feats of logistics, a capability that they were to abuse time and again as they conquered their empire.

What resulted, after the bloodshed and the dying had time to fade into the distant past, was a flowering of civilization the likes of which had never before been seen upon this dreary continent. Cities all across the land, linked by all-but-free teleportation and run by administrators trained in the most admirable of styles, flourished as never before. And with the free exchange of people and goods came the free exchange of ideas, and no guild took more advantage of that than the wizards, for they wished to delve deep into the secrets of magic, to use their freedom and wealth to find such powers as had never before been dreamed. And in the security of their rich existence, the Llethu gave to them that freedom.

Much to the disappoint of the wizards, who had believed that magic flourished in the world all around them, and could be drawn from it at will, they found that magic was granted by but a single god: Lledrith. To the arcanes, this was the greatest of errors, for the world could simply not work in such a way. Lledrith, passive god that he was, smiled and laughed at the error of his children, but left them to their own petty researches.

What occurred to wizards and priests alike was that in a world where there was one god who could be named and discovered, there were likely more, and so, as the empire of Arhosa flourished, the wisest of the scholars poured over ancient texts, hidden archives, and cast a great many spells, all in search of knowledge. And, eventually, that was what they found, for Lledrith was no solitary creator. Rather, he was not even the greatest of the gods.

At that revelation, the clerics and priests and other assorted believers splintered into various factions, each one holding their own tenants highest. The arcanes laughed at their petty politics, so childish and foolish did it seem. But to a number of the wisest scholars, there had occurred another thought – that if one god was able to grant magics to those who begged for his assistance, perhaps the others were capable of such acts as well.

And so was born in secret dungeons, hidden laboratories, distant towers, and concealed caverns a race amongst the learned, each one seeking a way to propitiate a different god. The first to be approached in this manner was Drancedigaeth, god of death, for to please him simply required the slaying of an appropriate creature, no doubt. What the mages had not counted on was the sheer indifference Drancedigaeth gave to the insignificant mortals who died and filled his realms. Compared to the span of time and space that was his to oversee, the death of a single creature was not even worth a glance.

But eventually, enough sacrificed to him to attract his notice. And when Drancedigaeth noticed, he felt his power increase, for the lands of his kingdom swelled as life, precious life, flowed through the gates of death and was locked away there. And so he began to parcel out minuscule helpings of magic in return, appropriate to the measure of what was granted him. Thus was ritual magic born.

Other gods granted to their worshippers powers befitting their station upon seeing the example that Drancedigaeth had wrought, and thus were born the magics of chronomancy, runecarving, osteomancy and others.

And for years, all of the gods were content with such an arrangement. Until Lledrith felt weakened, and looked again in detail at the world, and realized that what had once been his and his alone was now the plaything of all the gods, but Drancedigaeth most of all. He grew vengeful, and approached his compatriot to ask for recompense, only to be rebuffed by a god already his superior in power. In spite and malice, Lledrith turned the tables about, and invented the realm of the undead. No longer would all souls pass into the kingdom of Drancedigaeth. Some, now, would come to Lledrith. And those that did, why, when they slew the living they would gift those souls to Lledrith once more. The last of the great magics, necromancy, had come into being.

This war amongst the gods soon became a war upon the fields of Arhosa, for Lledrith and Drancedigaeth influenced their clerics and priests one against the other, and from that diplomacy of daggers and lies came outright warfare. Other gods and kingdoms were dragged into the conflict, and soon a land that had once been a great, rich, empire broke apart, a hundred warring kingdoms becoming a thousand, and then ten thousand.

And magic, once a single, beautiful, whole, was now a disparate ruin of factionalism, brutal demands, and internecine conflict. Thus were born the scrolls of Arhosa. Today, they are all but vanished, for although the gods would dearly love each of their powers to be considered foremost, all but a few kingdoms have lost the knowledge, ideas and wisdom buried beneath centuries of hatred, bigotry, and murder.

But that does not stop each of the gods plotting the return of their own power, seeding the knowledge to the best of their abilities amongst those most amenable to their craft. And one day, knowledge long thought lost might burst into the harsh light of day once more.

469
Arhosa / War Amongst the Gods [Myth]
« on: April 19, 2014, 07:12:40 PM »
Magic is a strange thing in the lands of Arhosa. Once, it would have been considered all of a piece, a single whole of slightly disparate but otherwise homogeneous behaviour. Now, it has broken apart into tens of competing factions, if not hundreds. Now, when one meets a man on the street who says he is a mage, the next question one must ask him is what tenets he follows, and, if he answers wrong, slay him. For that is how the talented of Arhosa greet one another in this day and age: with curses, anger, hatred, and violence.

Arhosa has always been a violent place, a land where might most certainly has made right. But it has also been a land where the violent used their skills in that direction to promote unity, to promote the growth and prospering of riches and wealth. Foremost amongst those was the Llethu, a race of near-giants who, although lacking in the traditional graces of magic, more than made up for their untalented children with brilliant strategists, silver-tongued diplomats, and warriors of unsurpassed skill. But above all, it was their alliance with the Enayinbo that secured for them the means of power, for the Enayinbo are truly gifted in the realm of teleportation and transmutation. Thus were Arhosa's greatest strategists granted access to unbelievable feats of logistics, a capability that they were to abuse time and again as they conquered their empire.

What resulted, after the bloodshed and the dying had time to fade into the distant past, was a flowering of civilization the likes of which had never before been seen upon this dreary continent. Cities all across the land, linked by all-but-free teleportation and run by administrators trained in the most admirable of styles, flourished as never before. And with the free exchange of people and goods came the free exchange of ideas, and no guild took more advantage of that than the wizards, for they wished to delve deep into the secrets of magic, to use their freedom and wealth to find such powers as had never before been dreamed. And in the security of their rich existence, the Llethu gave to them that freedom.

Much to the disappoint of the wizards, who had believed that magic flourished in the world all around them, and could be drawn from it at will, they found that magic was granted by but a single god: Lledrith. To the arcanes, this was the greatest of errors, for the world could simply not work in such a way. Lledrith, passive god that he was, smiled and laughed at the error of his children, but left them to their own petty researches.

What occurred to wizards and priests alike was that in a world where there was one god who could be named and discovered, there were likely more, and so, as the empire of Arhosa flourished, the wisest of the scholars poured over ancient texts, hidden archives, and cast a great many spells, all in search of knowledge. And, eventually, that was what they found, for Lledrith was no solitary creator. Rather, he was not even the greatest of the gods.

At that revelation, the clerics and priests and other assorted believers splintered into various factions, each one holding their own tenants highest. The arcanes laughed at their petty politics, so childish and foolish did it seem. But to a number of the wisest scholars, there had occurred another thought – that if one god was able to grant magics to those who begged for his assistance, perhaps the others were capable of such acts as well.

And so was born in secret dungeons, hidden laboratories, distant towers, and concealed caverns a race amongst the learned, each one seeking a way to propitiate a different god. The first to be approached in this manner was Drancedigaeth, god of death, for to please him simply required the slaying of an appropriate creature, no doubt. What the mages had not counted on was the sheer indifference Drancedigaeth gave to the insignificant mortals who died and filled his realms. Compared to the span of time and space that was his to oversee, the death of a single creature was not even worth a glance.

But eventually, enough sacrificed to him to attract his notice. And when Drancedigaeth noticed, he felt his power increase, for the lands of his kingdom swelled as life, precious life, flowed through the gates of death and was locked away there. And so he began to parcel out minuscule helpings of magic in return, appropriate to the measure of what was granted him. Thus was ritual magic born.

Other gods granted to their worshippers powers befitting their station upon seeing the example that Drancedigaeth had wrought, and thus were born the magics of chronomancy, runecarving, osteomancy and others.

And for years, all of the gods were content with such an arrangement. Until Lledrith felt weakened, and looked again in detail at the world, and realized that what had once been his and his alone was now the plaything of all the gods, but Drancedigaeth most of all. He grew vengeful, and approached his compatriot to ask for recompense, only to be rebuffed by a god already his superior in power. In spite and malice, Lledrith turned the tables about, and invented the realm of the undead. No longer would all souls pass into the kingdom of Drancedigaeth. Some, now, would come to Lledrith. And those that did, why, when they slew the living they would gift those souls to Lledrith once more. The last of the great magics, necromancy, had come into being.

This war amongst the gods soon became a war upon the fields of Arhosa, for Lledrith and Drancedigaeth influenced their clerics and priests one against the other, and from that diplomacy of daggers and lies came outright warfare. Other gods and kingdoms were dragged into the conflict, and soon a land that had once been a great, rich, empire broke apart, a hundred warring kingdoms becoming a thousand, and then ten thousand.

And magic, once a single, beautiful, whole, was now a disparate ruin of factionalism, brutal demands, and internecine conflict. Thus were born the scrolls of Arhosa. Today, they are all but vanished, for although the gods would dearly love each of their powers to be considered foremost, all but a few kingdoms have lost the knowledge, ideas and wisdom buried beneath centuries of hatred, bigotry, and murder.

But that does not stop each of the gods plotting the return of their own power, seeding the knowledge to the best of their abilities amongst those most amenable to their craft. And one day, knowledge long thought lost might burst into the harsh light of day once more.

470
Oslecamo's Improved Monster Classes / Dire Maggot
« on: April 18, 2014, 11:45:39 AM »
Dire Maggot



A four-foot-long dead-white segmented worm heaves into view. Eyeless, drooling stinking ichor from its clacking mandibles, the monstrosity resembles nothing so much as a maggot grown orders of magnitude too large.

A maggot is the worm-shaped larva of a fly, but a dire maggot is the larva of similarly monstrous flying vermin. While regular maggots are found in decaying matter, dire maggots are large, quick, and aggressive enough to seek out living prey for nourishment.


Table 1: The Dire Maggot
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +3   Dire Maggot Body, Reach
  2    +2     +3    +3    +0    +3   Paralytic Saliva
   
               
Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Dire maggots seek to paralyze their prey, though still-squirming prey is just as good to the maggot.

Dire Maggot Body
The Dire Maggot loses all other racial bonuses, and becomes a small sized vermin with one bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 40 feet and a climb speed of 40 feet. It gains vermin traits, except it retains its Intelligence score.

Reach
A Dire Maggot has a 5 foot racial bonus to reach.

Natural Armour Increase
At each level, the Dire Maggot gains a +3 bonus to its natural armour.

Vermin Traits
A dire maggot is immune to all mind-affecting spells and abili- ties (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet.

Paralytic Saliva (Ex)
A creature bitten by a dire maggot must make a DC 13 Fortitude save or be paralyzed for 1 round. The save DC is Constitution-based.

471
Oslecamo's Improved Monster Classes / Crypt Chanter
« on: April 18, 2014, 11:35:20 AM »
Crypt Chanter



A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?

A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments they choose, varying from chanter to chanter.


Table 1: The Crypt Chanter
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Crypt Chanter Body
  2    +1     +0    +0    +3     +2    Turn Resistance
  3    +1     +1    +1    +3     +3    Draining Melody
  4    +2     +1    +1    +4     +4    Create Spawn
   

Class skills (2 + Int modifier per level):  Craft, Hide, Intimidate, Listen, Perform, Profession, Search, Spot

Requirements:
None
             
Class Features
A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.

Crypt Chanter Body
The Crypt Chanter loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d8 damage with a base speed of 30 feet, and a fly speed of 30 feet (perfect). The crypt chanter is powerless in daylight (see Libris Mortis).

Ability Score Increase
At each level, the Crypt Chanter gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Crypt Chanter can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Crypt Chanter loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Crypt Chanter, and melee attacks made by the Crypt Chanter against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Crypt Chanter have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Crypt Chanter against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Crypt Chanter is fully affected by the incorporeal subtype as normal.

Turn Resistance
The Crypt chanter gains a +2 bonus to turn resistance.

Draining Melody (Su)
A crypt chanter constantly sings, creating a magically charged allure. All creatures within 60 feet of a crypt chanter must make a DC 13 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting, compulsion effect. Beginning on the round after becoming dazed, creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell (see page 227 of the Player’s Handbook). Enthralled victims also begin to gain 1d2 negative levels per round while the song continues, as long as they remain within range. If a creature gains a number of negative levels at least equal to its Hit Dice, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hit points for each negative level bestowed. These temporary hit points last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter’s music cannot be affected by that crypt chanter’s music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.

Create Spawn (Su)
Any humanoid slain by a crypt chanter through its draining melody (see above) becomes a crypt chanter 1d4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. This uses the normal 2 HD per character level limit for controlling undead. Any spawn that cannot be controlled are free willed.

472
Oslecamo's Improved Monster Classes / Cinderspawn
« on: April 18, 2014, 11:25:10 AM »
Cinderspawn



This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace.

Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.


Table 1: The Cinderspawn
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Cinderspawn Body, Skills
  2    +1     +0    +0    +3     +2    Charisma Drain
  3    +1     +1    +1    +3     +3    Frostfire Shield
  4    +2     +1    +1    +4     +4    Immunity to Fire, Size Increase
   

Class skills (2 + Int modifier per level):  Craft, Jump, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
A cinderspawn chooses targets carefully, using its mobility to reach vulnerable opponents that might otherwise be protected by comrades.

Cinderspawn Body
The Cinderspawn loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a touch attack dealing 2d6 cold damage and a base speed of 50 feet. It gains a natural armour bonus of +3. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Cinderspawn gains a +1 bonus to its Dexterity score.

Skills
A Cinderspawn has a +8 racial bonus on Jump checks.

Charisma Drain (Su)
Living creatures hit by a cinderspawn’s touch attack must make a DC 15 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the fire subtype take a –4 penalty on this save.) When a  cinderspawn drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains.  These temporary hit points last for up to 1 hour. The save DC is Charisma-based.

Frostfire Shield (Su):
Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat.

Immunity to Fire
The Cinderspawn gains the fire subtype, and becomes immune to all fire damage. However, it becomes vulnerable to cold damage, and takes an extra 50% damage from all cold effects.

Size Increase
The Cinderspawn permanently increases its size category to Large, and gains all benefits and penalties thereof.

473
Oslecamo's Improved Monster Classes / Carcass Eater
« on: April 18, 2014, 11:14:27 AM »
Carcass Eater



This gore-streaked, four-footed animal seems like a cross between a overlarge rat and a wolf, though even that can’t explain the extraordinary size of its toothy jaws.

Carcass eaters are most often found digging up fresh graves for food or, where opportunity is less available, hunting the night for prey.


Table 1: The Carcass Eater
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Con   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +1   +1    Carcass Eater Body, Skills
  2    +2     +3    +3    +0    +2   +2    Blood Frenzy
   
               
Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Carcass eaters attack with their sharp claws and teeth.

Carcass Eater Body
The Carcass Eater loses all other racial traits and is a small sized animal with two claws dealing 1d2 + Strength modifier damage, and one bite dealing 1d4 + Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +1 bonus on natural armour, and has scent and low light vision.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Ability Score Increase
At each level, the Carcass Eater gains a +1 bonus to its Dexterity and Constitution score.

Blood Frenzy (Ex)
A carcass eater that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, a carcass eater gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. Sensing its victim’s death, the carcass eater claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional bite attack against its fallen foe. This attack automatically hits, dealing 1d4 + Strength modifier points of damage. A carcass eater cannot end its rage voluntarily.

474
Oslecamo's Improved Monster Classes / Voidwraith
« on: April 18, 2014, 11:02:36 AM »
Voidwraith



This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body.

A voidwraith is an undead manifestation of elemental air. It hungers for the breath of the living.

Voidwraiths vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith’s hatred for all living things.


Table 1: The Voidwraith
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2    Voidwraith Body, Skills
  2    +1     +0    +0    +3     +4    Steal Breath
  3    +1     +1    +1    +3     +6    Airless Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Profession, Spot

Requirements:
None
             
Class Features
A voidwraith lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.

Voidwraith Body
The Voidwraith loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d4 damage with a fly speed of 60 feet (perfect). It gains a natural armour bonus of +5. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Voidwraith gains a +2 bonus to its Dexterity score.

Incorporeal
At 1st hit dice, the Voidwraith can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Voidwraith loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Voidwraith, and melee attacks made by the Voidwraith against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Voidwraith have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Voidwraith against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Voidwraith is fully affected by the incorporeal subtype as normal.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Steal Breath (Su)
Living creatures hit by a voidwraith’s touch attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a –4 penalty on this save.) When a voidwraith drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based. If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target’s remaining breath, it creature must begin making Constitution checks or start to suffocate (see Suffocation, page 304 of the Dungeon Master’s Guide).

Airless Aura (Su)
A voidwraith’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide).

475
Oslecamo's Improved Monster Classes / Spectral Lyricist
« on: April 18, 2014, 10:56:04 AM »
Spectral Lyricist



A smiling, brightly clothed figure stands before you

In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.

A spectral lyrist can appear as any Medium humanoid, and it doesn’t share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.


Table 1: The Spectral Lyricist
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Spectral Lyricist Body, Charisma Drain
  2    +1     +0    +0    +3     +2    Alter Appearance
  3    +1     +1    +1    +3     +3    Bardic Music
   

Class skills (2 + Int modifier per level):  Bluff, Craft, Diplomacy, Disguise, Intimidate, Listen, Perform, Profession, Spot

Requirements:
None
             
Class Features
A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its fascinate and suggestion abilities. Once victims are close enough, it uses its touch attack to drain their Charisma.

Spectral Lyricist Body
The Spectral Lyricist loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack (see below) with a fly speed of 60 feet (good). It gains a natural armour bonus of +5.

Ability Score Increase
At each level, the Spectral Lyricist gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Spectral Lyricist can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Spectral Lyricist loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the spectral lyricist, and melee attacks made by the Spectral Lyricist against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Spectral Lyricist have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Spectral Lyricist against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Spectral Lyricist is fully affected by the incorporeal subtype as normal.

Charisma Drain (Su)
Living creatures hit by a spectral lyrist’s touch attack must make a DC 15 Forti tude save or take 1d6 points of Charisma drain. The save DC is Charisma-based. When a spectral lyrist drains a victim’s Charisma, it gains 5 temporary hit points and 1 temporary Charisma point, no matter how many points it drains. Temporary hit points and ability points gained in this way last for 1 up to hour.

Alter Appearance (Su)
As a free action once per round, a spectral lyrist can alter its appearance. It can appear as any humanoid creature of Medium size, and it gains a +10 bonus on Disguise checks when it uses this ability. Unless the disguise is pierced by a successful Spot check, onlookers don’t even notice the lyrist’s incorporeal nature until an attack passes harmlessly through the creature.

Bardic Music (Su)
A spectral lyrist has the bardic music abilities of fascinate and suggestion. These function identically to the bard class features of the same name. A spectral lyrist can use these abilities a total of six times per day. If the spectral lyricist subsequently takes a level in a class granting bardic music, his levels in spectral lyricist stack for all purposes.

476
Oslecamo's Improved Monster Classes / Wheep
« on: April 18, 2014, 10:45:40 AM »
Wheep



The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature’s face and body, coating its clawed limbs. As the ichor runs into the creature’s mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen.

Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.

Eyeless, a wheep is in constant pain, sniffiing and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears.


Table 1: The Wheep
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +2     Wheep Body
  2    +1     +0    +0    +3     +6    +4     Poison Tears
  3    +1     +1    +1    +3     +9    +6     Damage Reduction
  4    +2     +1    +1    +4     +12   +8     Unholy Grace
  5    +2     +1    +1    +4     +15   +10    Fast Healing
  6    +3     +2    +2    +5     +18   +12    Weeping Dirge
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Those close enough to hear a wheep’s cries may be taken aback, but they are likely to be far more threatened by the creature’s poison-coated claws and maw.

Wheep Body
The Wheep loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with two claws dealing 1d8 + Strength modifier damage, and one bite deal 1d6 + Strength modifier damage with a base speed of 30 feet. It gains turn resistance of +4, and blindsight out to 60 feet.

Ability Score Increase
At each level, the Wheep gains a +3 bonus to its Strength score.

Natural Armour Increase
At each level, the Wheep gains a +2 bonus to its natural armour.

Poison Tears (Ex)
The poison tears that continually pour from a wheep’s empty eyes are actually an injury poison that coats the creature’s claws and fills its mouth. Whenever a wheep succeeds on a claw or bite attack, its foe is subject to the poison—injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Charisma-based. After an hour, the poisonous bile decomposes and evaporates, losing all efficacy.

Damage Reduction
The wheep gains damage reduction 5/magic and piercing

Unholy Grace (Su)
A wheep adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
 
Fast Healing
A wheep gains fast healing +10.

Weeping Dirge (Su)
When it chooses (which is almost always, unless moving silently), a wheep can spend a free action each round crying and blubbering. All who hear the wheep’s awful, grave-born sorrow must make DC 14 Will saves or be shaken for the duration of the encounter. Once a particular creature saves against a wheep’s dirge, that creature cannot be affected again by the same wheep for 24 hours. This is a sonic effect. The save DC is Charisma-based.

477
Oslecamo's Improved Monster Classes / Tomb Mote
« on: April 18, 2014, 10:45:16 AM »
Tomb Mote



These tiny, vaguely humanoid creatures are animated accumulations of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.

Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of grave detritus, tomb motes are surprisingly smart and  vicious.


Table 1: The Tomb Mote
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Tomb Mote Body, Ability Score Increase, Disease
  2    +1     +0    +0    +3     Ability Score Increase, Quickness
   

Class skills (2 + Int modifier per level):  Craft, Hide, Move Silently, Profession

Requirements:
None
             
Class Features
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.

Tomb Mote Body
The Tomb Mote loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a tiny sized undead with one bite natural attack dealing 1d4 + Strength modifier damage with a base speed of 20 feet and a swim speed of 20 feet. It gains a +3 bonus on natural armour and damage reduction 2/cold iron or magic.

Ability Score Increase
At each level, the Tomb Mote gains a +2 bonus to its Dexterity score.

Disease (Ex)
A creature struck by a tomb mote’s bite attack must make a DC 11 Fortitude save or be infected with a disease known as corpse bloat (incubation period 1d3 days, damage 1d6 Str). The skin of a diseased victim turns a hue of green, bloats, and is warm to the touch. The save DC is Charisma-based.

Quickness (Su)
A tomb mote is supernaturally quick. It can take an extra standard action or move action during its turn each round. It can use this once per day per hit dice.

478
Oslecamo's Improved Monster Classes / Slaymate
« on: April 18, 2014, 10:44:51 AM »
Slaymate



This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin.

Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. A slaymate’s appearance is a weird and twisted re? ec- tion of the form it had in life.

Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate’s special abilities.


Table 1: The Slaymate
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Slaymate Body, Pale Wasting
  2    +1     +0    +0    +3     Pale Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Slaymates, when forced to fight, have a disease-laden bite.

Slaymate Body
The Slaymate loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one bite natural attack dealing 1d3 + Strength modifier damage with a base speed of 20 feet. It gains a +4 bonus on natural armour.

Pale Wasting (Su)
Supernatural disease — bite, Fortitude DC 12, incubation period 1 day; damage 1d6 Con and 1d6 Str. The save DC is Charisma-based.

Pale Aura (Su)
A slaymate produces an invisible aura in a 10-foot radius around itself. Any creature within the aura that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require.

479
Oslecamo's Improved Monster Classes / Skulking Cyst
« on: April 18, 2014, 10:43:33 AM »
Skulking Cyst



The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head.

A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host.

A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst’s true “heart” is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.


Table 1: The Skulking Cyst
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skulking Cyst Body, Ability Score Increase, Skills
  2    +1     +0    +0    +3     Ability Score Increase, Undead Magic
  3    +1     +1    +1    +3     Ability Score Increase, Attach, Blood Drain
   

Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Listen, Move Silently, Profession, Search, Spot, Tumble

Requirements:
None
             
Class Features
A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates.

Skulking Cyst Body
The Skulking Cyst loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with two intestine loop natural attacks dealing 1d6 + Strength modifier damage with a base speed of 30 feet and a climb and swim speed of 30 feet. It gains a +4 bonus on natural armour, fire resistance 5, turn resistance +2, and blindsight out to 60 feet. Skulking Cysts cannot speak.

Ability Score Increase
At each level, the Skulking Cyst gains a +2 bonus to its Dexterity score.

Skills
A skulking cyst has a +8 racial bonus on Hide and Move Silently.

Undead Magic
At second level, the skulking cyst gets the ability to cast Darkness three times per day, and Necrotic Cyst once per day.

Attach (Ex)
If a skulking cyst hits with an intestine, it latches onto the opponent’s body. An attached skulking cyst is flat-footed.

Blood Drain (Ex)
A skulking cyst drains blood, dealing 1d4 points of Constitution damage in each round it remains attached.

480
Oslecamo's Improved Monster Classes / Skin Kite
« on: April 18, 2014, 09:10:22 AM »
Skin Kite



A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you.

Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.

No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.


Table 1: The Skin Kite
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skin Kite Body, Ability Score Increase, Meld
  2    +1     +0    +0    +3     Ability Score Increase, Steal Skin, Launch Kite
   

Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession

Requirements:
None
             
Class Features
A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim’s skin.

Skin Kite Body
The Skin Kite loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one touch natural attack dealing 1d4 + Strength modifier damage with a base speed of 10 feet and a fly speed of 40 feet (average).

Ability Score Increase
At each level, the Skin Kite gains a +2 bonus to its Dexterity score.

Meld (Ex)
If a skin kite hits a Small or larger creature with a melee touch attack, it melds with the opponent’s body. An attached skin kite is effectively grappling its prey. The skin kite loses its Dexterity bonus to AC, but while melded, it is hard to remove. Skin kites have a +12 racial bonus on grapple checks. A melded skin kite can be struck with a weapon or grappled itself. To remove a melded skin kite by grappling, the opponent must achieve a pin against the skin kite, which forcefully peels the creature off and also deals 1d6 points of damage to the opponent.

Steal Skin (Ex)
A skin kite steals portions of its foe’s skin, absorbing them directly into itself, dealing 1d6 damage and 1d4 points of Charisma damage in each round when it remains melded.

Launch Kite (Ex)
When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. A freshly launched skin kite has a number of hit points equal to the original’s current total (its full normal hit points are equal to the original’s full normal total, even if its current hit points are lower than that). Skin kites created in this way are under the control of the creator. This uses the normal 2 HD per character level limit for controlling undead. Any skin kites that cannot be controlled are free willed.

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