Author Topic: Adapted World Settings: Leviathan  (Read 8723 times)

Offline bhu

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Adapted World Settings: Leviathan
« on: November 12, 2011, 02:03:59 AM »
I promised Tetsubo on the old boards to eventually convert the old Leviathan mini game to d20.   I have been slow and stumbling but I still intend to keep said promise.

Races
Children of the Worm (Page 2)
Dwarves (Page 1)
Elves (Blessed Folk) (Page 1)
Elves (Tainted) (Page 1)
Goblins (Page 1)
Harpies
Horned Folk
Humans (Barbarians)(Page 1)
Humans (Desert Nomad, wip)(Page 1)
Humans (Scavenger Clans)(Page 1)
Orc (Page 1)
People of the Moon
Serpent Men

Classes
Alchemist
Assassin
Camelopard Rider
Carnodon Rider
Desert Warrior
Dragonrider
Druid
Elven Assassin
Elven Noble
Elven Outcast
Elven Sorcerer
Engineer
Goblin Shaman
Goblin Warrior
Gorath's Chosen
Great Orc
Iron Hammer
Necrodon Rider
Orc Warrior
Rabble
Razorback Rider
Sand Witch
Scout
Seeker
Shaman
Slave Warrior
Technomancer
Templar
Thain
Warper
Warrior
Witch
Worm Slayer

Prestige Classes
Artillery Crew
Avenger
Carnosaur Crew
Carnosaur/Gorathosaur Rider
Charioteer
Darkwing Rider
Demonologist
Elven Prince
Evangelist
Grub Worker
Hellbound
Hexer
High King
Khadin
Khan
Madman
Necromancer
Necrosaur/Titanosaur Crew
Order of the Axe
Order of the Tower
Sealer
Siege Fighter
Tank Crew
Templar
Vampire
War Hero

Feats

Weapons and Equipment

Magical Items

Spells

Monsters
Battle Elementals (gargantuan)
Behemoth (Page 1)
Black Crawler
The Blessed
Carnodon (Page 1)
Carnosaur (Page 1)
Children of the Kraken
Corpse Spirit (Page 1)
Darklion
Darkwing (Page 1)
The Decayed (Page 2)
Demon Familiar
Demon Lord
Draconette
Dragonbrood (large)
Earthbound Dragon (gargantuan)
The Ever-Hungry (large)
Eye of Gorath (gargantuan)
Fire Demon (gargantuan)
Gorathosaur (Page 1)
Grubs (Page 2)
Hellhound (medium)
Megadon
Necrodon (Page 1)
Necrosaur (Page 1)
Night Dragon
Night Maidens
Razorback (Page 1)
Rune Elementals
Sea Demons
Shade (medium)
Spirit Elementals
Storm Elementals
Titanosaur (Page 1)
Tremsis Dragon (huge)
Tusker (Page 1)
The Unforgiven (large)
The Weird Spirits

Lords of Law
Aerath
Arezhiva
Mekanizur
The Source

Princes of the Fallen
Azothar
Bethshakai
The Devourer
Gorath
Leviathan

Vehicles
« Last Edit: June 08, 2017, 10:43:51 PM by bhu »

Offline bhu

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Re: Adapted World Settings: Leviathan
« Reply #1 on: November 12, 2011, 02:04:16 AM »
ELVES (TAINTED)


   
"The world belongs to us by right."

 Elves are a head taller than human men, slim, and fair skinned with sharp, pointed canines.  Formerly one of the most beautiful races in the world they are now cruel, and leering with bloodshot eyes from a life of decadence.

ELF RACIAL TRAITS
·   +2 Dex, +2 Int, +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Humanoid with the Elf, Evil, and Tainted Subtypes
·   Base Land speed 30 ft.
·   Devour Life (Su): If an Elf succeeds in Pinning an opponent in a Grapple, it drinks his blood doing 1d3 temporary Constitution damage.  If he brings the victims Constitution to 0, the victim dies as the Elf devours his Soul.  The victim cannot be raised from the Dead or made Undead (though his corpse can be possessed), and the Elf gains immunity to the effects of aging for a number of years equal to (Maximum life span of the victims race minus it's current age).
·   Elves have a Primary Bite Attack doing 1d3 plus Strength Bonus.
·   Low Light Vision
·   Strong Caster (Ex): If an Elf gains the ability to cast spells, his Caster Level is always equal to his Hit Dice.
·   Elves gain a +2 Racial Bonus to 3 Knowledge Skills of their choice, and Knowledge is always considered a Class Skill for them.  They also gain a +2 Racial Bonus to one Charisma Based skill of their choice.
·   Automatic and Bonus Languages: Elves speak Elven.  Bonus Languages: Demonic, Dwarven, Harpy, Horn, Human (any dialect), Krakenite, Moonlander, Orcish, Serpent Man, Wormish
·   Level Adjustment: +2
·   Typical Classes: Elven Sorcerer, Dragonrider, Thain, Elven Noble, Elven Assassin
·   Typical Prestige Classes: Hellbound, Demonologist, War Hero, Elven Prince, Vampire

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d10%

HEIGHT AND WEIGHT
 Base Height: Male: 5'4" Female: 5'1"
 Height Modifier: +2d10"
 Base Weight: Male: 150   Female: 115
 Weight Modifier: (x2d4) lbs.

ELF CHARACTERS
 If you want powerful allies, the Elves count on Lesser Demons as assistants, Dragons as their friends, and usually have several slaves as cannon fodder.  Their armies also have large reserves of magical weaponry and armor, and are the best trained in the world.  So basically you get all the good stuff.  The downside is that if you fail your superior or a random angry demon devours your soul.
 Adventuring Race: Because they're told to.  Either a Fallen or one of the Nobility assigns you a task, and if you want to live you succeed.  besides if you win you get rewarded nicely and move up in the world.  Since power and glory are the side benefits why not do it if your death is the other option.
 Character Development: Elves tend to be magically talented, and almost all of them have magical ability of some kind even if they aren't a Sorcerer.  They also have easier access to magical items and training than most, so make sure you can take advantage of this.
 Character Names: Male: Alsadair, Brone, Clarann, Eachann,  Eamon, Earnon, Eoin, Feargus, Lorcan, Manus, Niall.  Female: Alana, Aurnia, Darina, Derrin, Dervla, Lasrina, Sinead.  Surnames: Elven Surnames tend to be something they are known for.  For example Dwarf-Killer might be the surname of an Elven veteran of their battles with the Dwarves.

ROLEPLAYING A ELF
 You are an evil bastard.  You would sell your on children to avoid death, or just gain a step up in the world.  Everyone you know is a potential assassin or betrayer.  Everyone you know is a possible stepping stone to greater power.  The world is now literally Hell, and you can be a Lord or a slave, and you can't imagine being a slave after what you have seen and done to them.
 Personality: All is lost, and there is nothing left.  This world is all you have since your soul will probably be devoured if you die, so you may as well make the best of it.  So what if you rape your own relatives, devour a few children, and murder the innocent.  Survival is necessary, and these days that's the price.
 Behaviors: You are allowed to indulge any urges you may have, and the more power you have, the worse the desires you can indulge.  Morality is no longer a part of the Elven soul.
 Language: Elves have one of the most complex and well developed languages in the world, and are one of the very few to have a written form of their racial language.  Many races use the Elven alphabet for the written form of their own language unless they have specifically developed writing of their own.

ELF SOCIETY
 Any culture or civilization the Elves practiced has been swept away for the most part by the Fallen.  Rape, slavery, murder, sacrifice, and cannibalism are now the norm.  So long as you have enough power and the right connections you can do almost anything and no one can touch you except whoever is higher up the chain.  While the Elves still have the best of everything they squander it needlessly in debauchery, and neglect all that once made them great.  After all the world is ending so why bother to save anything?
 Alignment : Most Tainted Elves are now Chaotic or Neutral Evil.  There might be a few Chaotic Neutral ones left, but they would be very rare, and need to hide it.  Elves who refused to serve the Fallen were slaughtered en masse, and as a result all that is left are the very worst of their race.
 Lands : Elves take the very best lands for their own.  Anywhere with a bad climate or soil, or scarce resources are left for the other races.  Unfortunately after freeing the Fallen, most lands are now baked deserts.
 Settlements : The Elves consider all lands to be theirs, and engage in endless warfare to conquer them all.
 Beliefs : Elves generally worship Azothar the Destroyer or Bethshakai the Hidden.  As the last 5 remaining of the Fallen princes emerge perhaps they will gain cults as well.
 Relations: Tainted Elves consider the other races to be toys to be used and broken at their whim, and fodder for the Demons.

ELF ADVENTURES
·   Your slave population is getting low due to sacrifices to the Fallen.  You have been ordered to round up more slaves whatever the cost.  The Demons need more souls, and they'll have yours if you do not get enough prisoners.
·   A Noblewoman with a Demonic Host has recently disappeared in a rumored underground Temple.  The Demon's masters cannot ascertain what has become of them, and it's feared a new Prince of the Fallen may be arriving,  You have been told to find out the truth.
·   A gigantic horde of Orcs is at the city gates, and likely you will be overwhelmed even with demonic help.  You have bee told to ride to the nearest cities and warn them of whats coming, if you can outrace the Orcs monsters.


Taint Subtype

Overall this Subtype gives you nothing, but some Feats or PrC's will require it as a Prerequisite, and some items or spells/powers will have lesser or greater effects against Tainted individuals.


« Last Edit: December 26, 2018, 05:05:38 PM by bhu »

Offline bhu

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Re: Adapted World Settings: Leviathan
« Reply #2 on: November 12, 2011, 02:04:37 AM »
ELVES (BLESSED FOLK)


   
"We threw everything away.  Everything.  Without so much as a moments thought.  Truly we are Cursed now as opposed to Blessed."


 Elves are a head taller than human men, slim, and fair skinned with sharp, pointed canines.  Still the most beautiful race in the world (by the standards of most anyway) they practically seem to glow with life.  But life hidden or on the run has made the remaining free Elves haggard and depressed, and it can be seen in their face.

ELF RACIAL TRAITS
·   +2 Dex, +2 Int, +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Humanoid with the Elf Subtype
·   Base Land speed 30 ft
·   Low Light Vision
·   Strong Caster (Ex): If an Elf gains the ability to cast spells, his Caster Level is always equal to his Hit Dice.
·   Elves gain a +2 Racial Bonus to 3 Knowledge Skills of their choice, and Knowledge is always considered a Class Skill for them.  They also gain a +2 Racial Bonus to Hide, Move Silently, and Survival Checks.
·   Automatic and Bonus Languages: Elves speak Elven.  Bonus Languages: Demonic, Dwarven, Harpy, Horn, Human (any dialect), Krakenite, Moonlander, Orcish, Serpent Man, Wormish
·   Level Adjustment: +2
·   Typical Classes: Elven Sorcerer, Dragonrider, Thain, Elven Noble, Elven Outcast
·   Typical Prestige Classes: Sealer, Templar, War Hero, Elven Prince, Madman

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d10%

HEIGHT AND WEIGHT
 Base Height: Male: 5'4" Female: 5'1"
 Height Modifier: +2d10
 Base Weight: Male: 150   Female: 115
 Weight Modifier: (x2d4)

ELFCHARACTERS
 If you want to play an Elf but don't want to be an incestuous, soul-devouring torture junkie who consorts with Demons, you can be one of the few untainted Elves left.  Granted you'll also be spending your entire life on the line.
 Adventuring Race: The last few Elves that haven't fallen to the Demons have usually holed up in hidden cities, kept secret from their former brethren by Wards of Earthpower.  For them to venture outside it has to be important.  The fate of their city, loved ones, or the world must be at stake.  Vengeance is a common second option.
 Character Development: Make sure you're fairly self-sufficient.  Other races will hate you for what your fellows have done, and the Fallen want you destroyed for refusing to join them.  You don't have many allies outside of other untainted Elves, and there aren't many of you.
 Character Names: Male: Alsadair, Brone, Clarann, Eachann,  Eamon, Earnon, Eoin, Feargus, Lorcan, Manus, Niall.  Female: Alana, Aurnia, Darina, Derrin, Dervla, Lasrina, Sinead.  Surnames: Elven Surnames tend to be something they are known for.  For example Dwarf-Killer might be the surname of an Elven veteran of their battles with the Dwarves.

ROLEPLAYING AN ELF
 Your former composure and arrogant certainty that your race were masters of the world has been shattered.  You realize more than anyone the horrifying crime your people are responsible for, and even worse that you have no way of making up for it.  Crippling depression, suicide, and insanity are problems among your people, and even among Elves who do not worship the Fallen people could not be considered safe...
 Personality: Elves are usually quite distraught and inconsolable, or raving paranoids that it's best to stay away from.  When you go from the owners of the world to penniless outcasts it's a pretty sever blow, especially when you find out your precious subjects despised you even before the Fallen were summoned.
 Behaviors: Incoherent shouting or sitting about staring at the sky or walls is common.  So are mumbling to oneself, talking to people who aren't there, and staring blankly without response to people who speak to you.  Recent events ave hit the Elves pretty hard...
 Language: Elves have one of the most complex and well developed languages in the world, and are one of the very few to have a written form of their racial language.  Many races use the Elven alphabet for the written form of their own language unless they have specifically developed writing of their own.

ELF SOCIETY
 Elven civilization was crushed by the Fallen, and they have little left.  They no longer devote themselves to arts or other pursuits, concentrating on magical research to hide and protect themselves, or building the remaining armed forces they have left.  Some few are training others to replace them since they believe their race is destined to die for what it has done.
 Alignment : Most Elves are Neutral.  They suffer from severe depression commonly, and most are close to insanity or at least have totally withdrawn from the world.  Some may be Chaotic or Lawful, but it's rare that the burned out shells of the remaining Elves can rouse themselves to true Good or Evil.
 Lands : Untainted Elves prefer areas that are easily defensible, and easily hidden.  Their cities must be able to survive without being noticed.
 Settlements : There aren't enough normal Elves left to settle other lands.
 Beliefs : The remaining Elves have little time for religion, and the few who are still believers tend to be followers of Arezhiva.
 Relations: The Tainted Elves and Fallen want you sacrificed as an example.  The other races remember the sometimes brutal subjugation at the hands of your race when you ruled the world before the Fallen came, and hate you for it.  Virtually everyone will blame you for your races collusion with the Demon Princes.  There are some few who will realize that if they want to seal the Demons again they will need you, but there are damn few of them.

ELF ADVENTURES
·   The Wards keeping your city hidden from the armies of the Fallen are weakening and failing and your cities Lord suspects sabotage.  You meed to find out who.
·   It's rumored an Artifact has been found in a sealed temple nearby.  This is bad, as it may lead to the other races finding your city, or it may be linked to one of the Demon princes who hasn't yet manifested.  It must be stolen or destroyed, and all rumors of it's appearance invalidated.
·   The Fallen responsible for the deaths of your family is said to be coming towards the mountain range you hide in to see if there are any traces of the Dwarves that used to live there.  Now is your chance at revenge.


« Last Edit: December 26, 2018, 05:07:04 PM by bhu »

Offline bhu

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Re: Adapted World Settings: Leviathan
« Reply #3 on: November 12, 2011, 02:05:04 AM »
HUMANS (BARBARIAN CLANS)


   
Quote of Some Kind by a member of the r   ace!

 The Northern Barbarians are tall, and strong with blunt, rugged features.   Some prefer long hair and beards, and others are shaven but for a mohawk or topknot.  Almost all of them are tattoed beginning upon adulthood.

BARBARIAN RACIAL TRAITS
·   +2 Str, -2 Int
·   Size Class: Medium
·   Type is Humanoid with the Human Subtype.
·   Base Land speed 30 ft.
·   Barbarians always consider the following skills to be class skills: Climb, Hide, Listen, Move Silently, Search, Spot, Survival, and Swim.  They gain one extra skill point at each level (x4 for the first level), but it must be spent on one of the skils in this list.  Barbarians gain Endurance as a Bonus Feat.
·   Automatic Languages: Human Barbarians speak Human (Barbarian) .  Bonus Languages include Elven, Dwarven, Orcish, Worm, and other Human dialects.
·   Level Adjustment: +0
·   Typical Classes: Warrior, Warper, Druid, Razorback Rider, Scout
·   Typical Prestige Classes: High King, Siege Fighter, Charioteer, War Hero, Templar

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20

HEIGHT AND WEIGHT
 Base Height: Male: 5'  Female: 4'7"
 Height Modifier: +2d10"
 Base Weight: Male: 150 lbs.   Female: 110 lbs.
 Weight Modifier: x 2d6 lbs.

BARBARIAN CHARACTERS
 If you want to be a wilderness type character, humans are the way to go (with Orcs being a close second).  Also if you don't want to be beholden to the Fallen or some other God humans are a decent choice.  They're also good if you love playing pissed off Barbarians who have a cause to fight for.
 Adventuring Race: The Barbarians are angry about what has happened to the world, and they do not see their race surviving into the future.  That being said they'd like to take as many of the Fallen with them as  they can before they go.  Therefore for humans most adventures are about revenge, suicide on the battlefield, survival of the tribe, or something similar.
 Character Development: You get bonus skill points for your wilderness skills, make sure you spend them wisely.  There are many things you will have to run from initially instead of fight depending on the mix of the party.
 Character Names: Male: Conall, Donogh, Eachann, Eamon, Feargus, Finnian, Kieran, Manus, Niall, Rowan. Female: Alana, Bethen, Bridget, Darina, Dunla, Eda, Ita, Mara, Moreen, Selina. Surnames: Barbarians generally use their Clan Name as  their Surname.

ROLEPLAYING A BARBARIAN
 The end times are here.  You can't match the might of the Elves and the armies of the Fallen where the Gods have failed.  The Orcs have an Evil God of their own, and you've fought the Dwarves so much truce may be impossible.  The other races are long gone, and most were monsters o begin with.  So you're on your own which suits you just fine.  These are the bad days, the all-or-nothing days.  These are the days in which you will sell your life as hard as you can before mankind fades from the world and only monsters are left.
 Personality: Humans tend to be grim and insular.  They were used as foot soldiers against the other races by the Elves, and now their former owners have destroyed the world.  The Barbarians may never have given in to the Elves, but in the eyes of the other races that matters little enough.  A human is a human.
 Behaviors: The Barbarian tribes are something of a mix of Teutonic and Celtic tribal societies.  Being as the world is now literally Hell on Earth they concentrate solely on survival and war.  They are paranoid to a fault, superstitious, and quick to kill.  Most are a little to eager to die in battle seeing no other choice.
 Language: The Northern Barbarians language strongly resembles Scots Gaelic.

BARBARIAN SOCIETY
 The Barbarians are organized in Clans, each led by a Chieftain (most of whom are Warpers or display other gifts from the Gods) who is accompanied by his bodyguard and a Druid.  Everyone else in the Clan is loosely organized into small warbands, and 5-20 Clans make a Nation.  A Nation is led by a High King, who can summon Ancestor Spirits to possess him and thus become a truly terrifying figure.  Before the Fall they were sacrificed to Aerath every seven years, but the Clans need all the help they can get now.  A High King is regarded as holy, but not infallible, and a mad or weak High King can quickly find himself abandoned.  The Druids are apart from Barbarian Society, and are obligated only to the rules of the Arch Druid, not societal laws.
 Alignment : Most barbarians chafe under rules and might be considered Chaotic (particularly the Warpers).  Since they do not care about outsiders and keep heavily to themselves they could also be regarded as having strong Neutral tendencies.
 Lands : The Barbarians traditionally have kept to the cold and harsh Northlands, where the weather conditions assure few would come looking for trouble.
 Settlements : Since the Fall, the Barbarians have been pushed south into the bleak wastelands and poisonous fungus forests.  They are nomadic, rarely staying anywhere for long.
 Beliefs : The Barbarians generally worship the last of the Lords of Law, i.e. Aerath and sometimes Arezhiva.  Many also worship ancestor spirits, and it is said that the Arch Druid is perhaps a God as well.
 Relations: The Barbarians despise the Elves, fallen or not for what they have done to the world.  They despise the Orcs as they have fought them for all their lives, and since  the Elves used their enslaved kindred to fight the Dwarves they care not much for them either.  Truly the Barbarians are alone in the world.

BARBARIAN ADVENTURES
·   The Children of the Worm have been spotted entering the local valley, and they have never been known to reach this far North.  Your warband has been tasked to find out what they are up to.
·   Scouts have reported seeing a monstrous being the size of a mountain before they died raving and in fever.  It is believed another Prince of the Fallen is rising, or perhaps just another horror from when the world was young has been released again.  You've been asked to accompany a Druid who intends to find out whats going on.
·   You have been hard pressed by attacks from the Elves lately, and were about to be overwhelmed when you were saved when the ground erupted and the Horned Men attacked them.  But now that they have awakened, they are angry, and you must explain to them what has taken place in the world while getting away with your skins intact.  Few legends remain among your people about the Horned Folk, but none sound good to you that you remember...


« Last Edit: December 26, 2018, 05:08:12 PM by bhu »

Offline bhu

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Re: Adapted World Settings: Leviathan
« Reply #4 on: November 12, 2011, 02:05:24 AM »
HUMANS (SCAVENGER CLANS)


   
"We never should have trusted the Elves.  And as their chattel, no one trusts us either.  Our days are numbered."

 The Scavenger clans are the shattered, broken remnants from among the human clans that swore fealty of the Elves, and became little more than slaves as payment.  Constantly fearing rebellion, the Elves tried to breed magic out of humanity, and instead only succeeded in creating the Chaos Cults that brought about the downfall of their society.  The Scavengers are not as large or as wise as the Northfolk Barbarians, and many are scarred or deformed from their exposure to sorcery and the Fallen.

SCAVENGER RACIAL TRAITS
·   +2 Con, -2 Cha
·   Size Class: Medium
·   Type is Humanoid with the Human Subtype.
·   Base Land speed 30 ft.
·   Scavengers always consider the following skills to be class skills: Climb, Hide, Listen, Move Silently, Search, Spot, Survival, and Swim.  They gain one extra skill point at each level (x4 for the first level), but it must be spent on one of the skils in this list.  Scavengers gain Stealthy as a Bonus Feat.
·   Automatic Languages: Human Scavengers speak Elven.  Bonus Languages include Demonic, Dwarven, Orcish, Worm, and other Human dialects.
·   Level Adjustment: +0
·   Typical Classes: Slave Warrior, Assassin, Witch, Dragonrider, Scout
·   Typical Prestige Classes: Avenger, Siege Fighter, Charioteer, War Hero, Templar

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4' 5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x2d4 lbs.

SCAVENGER CHARACTERS
 If you want to be human and have a tragic backstory the Scavengers work well for this.  They make good stealth characters, and are varied and not quite as pigeon holed as the other races.  They don't have to be honorable or touch, or live up to any codes.
 Adventuring Race: Many Scavengers were brutally mistreated by the Elves and want revenge.  They were used as foot soldiers in the Elves wars against other races, and some of them would like revenge on them too.  But as a whole your race is broken and disbanded, and you have no large forces.  Some go on missions to thwart the Fallen as well.
 Character Development: Much like the Barbarians you get bonus skill points so use them wisely.  Just about everyone wants you dead, so you'll need to fall back on stealth or the ability to talk your way out of trouble far more often than some others.
 Character Names: Male: Conall, Donogh, Eachann, Eamon, Feargus, Finnian, Kieran, Manus, Niall, Rowan. Female: Alana, Bethen, Bridget, Darina, Dunla, Eda, Ita, Mara, Moreen, Selina.  Surnames: Scavengers generally use their Clan Name as  their Surname.  Some use Elven names as well.

ROLEPLAYING A SCAVENGER
 You have been betrayed.  The alliance with the Elves was supposed to better the world, and you learn that they merely wanted to gain control of a potential rival species, breeding you to be complacent and follow orders, and unable to cast magic.  Ironically they conducted far more dangerous magical experiments than your people, and the few witches who did grow up had no protection from influence by the Fallen.  And worse by helping them fight the other races you're now considered as unholy as your former masters even though the Fallen slaughtered you by the thousands.
 Personality: The Elves former subjects are barely holding together.  Used to living in cities, they were shocked at having to live as nomads again.  None of them were prepared for life on the run with their former leaders out to sacrifice them to Demons, and the rest of the races wanting them dead for helping the Elves fight them.  Many wonder in a state of shock and dismay, and are growing increasingly useless to the tribes.
 Behaviors: The Scavenger Clans have seen much.  Many were present for unspeakable rites, and now consider themselves damned whether they participated or not.  Madness, paranoia, and irrationality are common among them.
 Language: The Scavenger Clans have largely forgotten their own tongue and now speak Elven.

SCAVENGER  SOCIETY
 The Scavenger used to be a society similar to the Barbarians, but they gave that up when they allied with the Elves, becoming a civilized agricultural society ruled over by their Lords.  That's ended, and now the Scavengers have nothing.  Their art and agriculture and all thy held dear is swept away, and now they are forced to live as primitives again.
 Alignment: Most Scavengers are Neutral.  Those aligned with the Chaos Cults end to be Chaotic Neutral or Evil.  A few who remain loyal to the Templars are Lawful Neutral, but the majority care only for themselves being Neutral or Neutral Evil.
 Lands: The Scavengers formerly lived in great cities surrounding the Elven Obelisks, but after the arrival of the Fallen they fled and live as nomads, always on the run.
 Settlements : Scavengers never settle anywhere.  They know they're doomed the moment they try.
 Beliefs: Many of the original Chaos Cults began among humans, and even now the Scavenger Clans are split between not worshiping at all, the Fallen, or the few remaining Gods of Law.
 Relations: Scavengers are equally divided on opinions of the Elves and the Barbarians.  Large factions consider them the only way out of the mess the world is in, or an enemy to be killed on sight.  The rest of the races pretty much hate them, and they avoid them when possible.

SCAVENGER ADVENTURES
·   The Barbarians have caught up with your tribe.  They have given you the choice of joining them in heir quest against the Fallen, or being put to the sword.  Your people are tired, and most of them would be little more than cannon fodder.  You want the Elves dead too, but not at the the lives of what few friends and family you have left.  There must be a way to fix this...
·   A Witch has prophesied your Clan will unleash the next Prince of the Fallen, and now everyone and their brother seems hellbent on slaughtering or imprisoning you.  You have been told to put her down, along with any rumors she is spreading.
·   One of the children has the Red Plague.  You know this means within days she will be dead, and others infected.  And they will all rise from the dead to feed on the living.  You must find a cure in time to stop this.


« Last Edit: December 26, 2018, 05:09:41 PM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #5 on: November 12, 2011, 02:05:47 AM »
HUMANS (DESERT NOMADS)


   
"Death is inevitable, but it will still not find me willing.'

 Very, very little is known of the nomadic tribes living in the great desert (they only receive a brief line in the rulebook).  Likely descended for the original human slaves of the Elves millenia ago, they split off to live their own lives freely in a barren wasteland no one wanted.  For ages they kept to themselves living hard lives of desperation before the Elves awoke the Princes of the Fallen. 

With the Devourer on the move very few of them are left, as most have been converted to Children of the Worm.  The Nomads have moved into hiding, terrified of the undead, and with no allies to speak of.
NOMAD RACIAL TRAITS
·   +2 Con, +2 Wis, -4 Cha
·   Size Class: Medium
·   Type is Humanoid with the Human Subtype.
·   Base Land speed 30 ft.
·   Scavengers always consider the following skills to be class skills: Climb, Hide, Listen, Move Silently, Ride, Search, Spot, and Survival.  They gain one extra skill point at each level (x4 for the first level), but it must be spent on one of the skills in this list.  Nomads gain Sandskimmer as a Bonus Feat.
·   Automatic Languages: Human Nomads speak Nomad.  Bonus Languages include Demonic, Orcish, Worm, and other Human dialects.
·   Typical Classes: Desert Warrior, Assassin, Witch, Camelopard Rider, Scout
·   Typical Prestige Classes: Avenger, Worm Slayer, Sand Witch, War Hero, Templar

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4' 5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x2d4 lbs

NOMAD CHARACTERS
 If your group will be playing in the Southern Desert, they'll need someone to guide them and help them survive, and a Nomad fits the bill perfectly.  The Nomads are survivors, and well used to living and hiding in the desert realms.
 Adventuring Race: The Nomads go upon adventures to help themselves, which generally means making things difficult for the Children of the Worm.  They sabotage, they destroy unholy sites of power, they basically perform a guerrilla war from hiding.  They spent all their lives on the run before the end of the world, and now is no change.
 Character Development: As with the other human races you have a good skillset regardless of the Class you choose.  Make sure to put some decent ranks in them as your life will depend on it if you spend any amount of time in the deserts.
 Character Names: Male: Casimiro, Donato, Ekain, Eneko, Ferman, Ferran, Koldo, Manu, Noah, Roldano. Female: Alaia, Bethania, Bridgida, Dania, Dorita, Eider, Itziar, Maura, Miren, Selena.  Surnames: Nomads generally use their Clan Name as  their Surname.

ROLEPLAYING A NOMAD
 The world has never liked you.  Your tribes were left in peace only because they chose lands nobody else wanted.  Unfortunately none of your people could ever foresee the awakening of the Devourer.  If you had you would have searched for lands elsewhere.  So now you are in the unenviable positions of running from hordes of the dead, with your only options risking the seas haunted by the Children of the Leviathan, moving into the former domains of the Elves, or crossing the treacherous mountains into Orc lands.
 Personality: You have never spoken to oursiders before, and only do so now out of necessity.  Communication is not so great a sin as letting the world fall to the Dead.  You have shunned the other races, who only know of you in stories, and who are none to keen on trusting you.  You did not witness the Fall, so your minds have not been as shattered as the Scavenger Clans, but centuries of scraping away a life in the desert has left you a little twitchy to begin with.
 Behaviors: You find leaving your paranoid xenophobia behind to be difficult.  You trust no one, but that's par for the course these days.
 Language: The Nomads have long lost contact with the other races and speak their own tongue, which is only vaguely related to the languages of other tribes.

NOMAD SOCIETY
 The Nomads culture is similar to that of most desert traveling tribes in our world.  Much reliance is made upon survival skills and trade, and the herd animals used for food and travel.
 Alignment : Most Nomads are Neutral.  Those aligned with the Chaos Cults tend to be Chaotic Neutral or Evil.  A few who remain loyal to the Templars are Lawful Neutral, but the majority care only for themselves being Neutral or Neutral Evil.
 Lands : The Nomad tribes live in the Southern Desert.
 Settlements : The tribes are too busy hiding for their own survival to settle anywhere.
 Beliefs : The Nomads hate the Children of the Worm, though if any of them fall so low as to worship one of the Chaos Gods it is usually the Devourer.  They prefer the Gods of Law.
 Relations: Before the Fall the only races you encountered were the occasional Elf or one of their human servants.  Most all the other races only know you from story or fable, with the obvious exception of the Children of the Worm. 

NOMAD ADVENTURES
·   A group of Decayed have been found guarding a clutch of Grub Eggs, and you have been assigned to destroy them.
·   The Dead are fighting one another as you hide quietly in your tent cities.  The Clan leader has decided you will venture out to guard the family Witch, who will be investigating.
·   The Clan leader has been acting oddly.  He doesn't eat or sleep, and seems to be unusually cold to the touch.  It's possible a new form of Undead has risen, and you need to find a way to prove it.


« Last Edit: December 26, 2018, 05:10:50 PM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #6 on: November 12, 2011, 02:06:12 AM »
DWARVES


   
"No one ever got anywhere by trusting an Elf.  We trusted them once. Look what it brought us?" 

 Dwarves are short but still massive humanoids whose heads barely reach a mans chest even though they easily exceed his weight in muscle and bone.  They prefer to wear their hair an beards long.

DWARF RACIAL TRAITS
·   +2 Str, +2 Con, -2 Cha
·   Size Class: Medium
·   Type: Humanoid with the Dwarf Subtypes
·   Base Land speed 30 ft.
·   Incapable of Magic (Ex): Dwarves cannot learn or use Spells, Spell-Like Abilities or Supernatural Abilities.  For whatever reason they are incapable of magic.
·   Armored Comfort (Ex): Dwarves take no movement or Check Penalties from Medium or Light Armor, and half the Penalty from Heavy Armor.  They can even sleep in it without penalty.  They begin proficient with all Armor (but no Shields).
·   Dwarves gain a +2 Racial Bonus to all Craft and Profession Skills, and to Knowledge (Architecture and Engineering).
·   Dwarves gain a +2 Racial Bonus to all Fortitude and Willpower Saves.  They also take half the penalties from the Pain condition (which will be detailed later).
·   Automatic and Bonus Languages: Dwarves speak Dwarven.  Bonus Languages: Elven, Harpy, Horn, Human (any dialect),  Moonlander, Orcish, Wormish.
·   Level Adjustment: +0
·   Typical Classes: Iron Hammer, Alchemist, Technomancer, Seeker, Engineer
·   Typical Prestige Classes: Order of the Axe, Order of the Tower, War Hero, Artillery Crew, Tank Crew

STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +2d4
 Bard, Fighter, Paladin, Ranger: +3d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'9" Female: 3'7"
 Height Modifier: +2d4"
 Base Weight: Male: 150lbs.   Female: 110 lbs.
 Weight Modifier: x (2d6) lbs.

DWARF CHARACTERS
 If you want access to technology, a Dwarf is your only real choice.  They pretty much have a lock on it.  Also, if you want to play Heavy Infantry of some sort, the Dwarves are renowned for theirs.  On the downside you'll be asked to test out new inventions which may explode in your face.
 Adventuring Race: Dwarves rarely venture from their Holds without desperate cause.  Should an Artifact related to Chaos arise nearby, or some sort of monsters or demons set up camp, they will venture out, but not for any other reason.  Generally Dwarves who are adventuring are cast out, on orders from their military or Guild, testing out some new device, or have been cut off and gotten lost and are unsure how to get home.
 Character Development: You're a walking tank.  Make use of that if you can.  Regardless of class you're used to wearing fairly heavy armor, so even in less than military classes you can still walk around fairly well protected.
 Character Names: Male: Abjorn, Agnarr, Arnbjorn, Austbjorn, Balli, Beggi, Finnbjorn, Freybjorn, Gamli, Gilli, Halmi, Hogunn, Jarngrimr.  Female: Aesa, Alfrun, Berghildr, Borghildr, Edda, Evja, Finna, Freydis, Frida, Frosthildr, Grima, GUnnhildr, Sigunnr. Surnames: Dwarves generally use their Clan Name as  their Surname.

ROLEPLAYING A DWARF
 The Elves held you down for years,  You always knew their rule would end like this.  They stifled Dwarven creativity and development not to prevent you from creating something too dangerous like they claimed, but to prevent you from interfering with their far more dangerous experiments.  The world above is ruined, and it can be only so long before the Demons come seeking you in your underground realms as well. 
 Personality: Dwarves are stubborn due to years of Elven interference in their culture.  They will not willingly break an Oath, and those who do are considered cursed unless they repent by giving their own lives in battle.  They know they will need the aid of the other races to overcome the Demons, but after so many years of warring with the Humans and Orcs they have too many wounds to overcome prejudices easily. 
 Behaviors: Dwarves are always tinkering, always trying to make things better or different.  They are also paranoid to a fault, and very socially conservative despite their innovative minds.
 Language: The Dwarven tongue is generally similar to Old Norse.

DWARF SOCIETY
 Occupation in Dwarven society is hereditary, an each occupation has it's Guild.  You don't choose your job, you're born to it.  Each Guild elects a Master, who is their representative in Parliament.  The Grand master of Parliament represents the Dwarves to the outside world.  He is also the only one he secret police report to.  Dwarven society appears democratic, but this is an illusion.  Every Guild has the same vote and sway in Parliament regardless of how many members it has, or even if it's obsolete.  Dwarves are expected to spend 1 year in 5 in the Guard, the militia defending the Dwarfholds.  This ensures virtually all Dwarves have at least some form of military training in case of attack.
 Alignment : Dwarves care mostly about protecting their own, and as such have a strong tendency towards Neutrality.  They also obsess over rules and regulations, and are therefore usually a Lawful society as well.
 Lands : Dwarves prefer to dwell in underground cities carved from the rock in high mountain passes which are difficult or inaccessible (and therefore easy to defend).
 Settlements : Dwarves rarely settle, but if so it must be mountainous terrain, or some other easily defended area they can tunnel in.  The soil must also be able to support their fungi crops, and the water must be potable and have enough oxygen to raise the blind cave fish they eat.
 Beliefs : The Dwarves worship The Source, an impersonal manifestation of the grand design of the Universe.  It has no representation and has never manifested, and only the Dwarves truly believe in it.  Also worshiped is Mekanizur, the Machine God.  Mekanizur is also largely worshiped only by Dwarves, but some Templars may provide him with prayers as well.
 Relations: Elves thwarted Dwarven invention and technological advancement for years.  Between that and the wars, and the Fallen, they despise the Elves.  Since humans tend to be the Elves preferred military force (being more easily manipulated than Dwarves) they aren't fond of them either.  They don't like the Orcs and Goblins as they have fought many wars with them, but seem to have a grudging respect for their toughness.

DWARF ADVENTURES
·   The Guild has an experimental new spell eating engine they need to test out, which means they need to find a Witch or Elven Sorcerer to fight.  You've been chosen to escort the Technomancers running the engines, and keep them alive, and the engines out of enemy hands.
·   The military has some experimental new 'improvements' the Technomancers want to try out, and your unit has been equipped with new Blunderbuses and Grenades.  There are three Elves who've been spotted in the area, and you''re to test the new weapons on them (with another group standing by just in case things go wrong).  But the other unit never shows, and neither do the Elves.  And you're a little too far outside the Hold for comfort...
·   You're unit is contacted to guard a mine when odd, monstrous corpses are found buried in the earth.  Accidents have killed miners and rumors are flowing freely, but what's frightens you is that the corpses are in different places when you see them.  They don't move while you're watching, so you wonder if they're not really dead, o someone is playing an odd joke to take advantage of the situation.  But such a joke would likely require magic, and Dwarves can't use magic..


« Last Edit: December 26, 2018, 05:12:36 PM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #7 on: November 12, 2011, 02:06:31 AM »
ORCS


   
“I need not fear my enemies because the most they can do is attack me. I need not fear my friends because the most they can do is betray me. But I have much to fear from people who are indifferent.” 

 Orcs are tall, powerfully muscled humanoid brutes with leathery brownish-red hide.  They have two upstanding fangs jutting from their lower jaw, and vestigial claws they can use as a last ditch method of self defense.

ORC RACIAL TRAITS
·   +2 Str, +4 Con, -2 Cha
·   Size Class: Medium
·   Type: Humanoid with the Orc Subtype
·   Base Land speed 30 ft.
·   Incapable of Magic (Ex): Orcs cannot learn or use Spells, Spell-Like Abilities or Supernatural Abilities.  All of the Orcs Shamans sacrificed their magical abilities to resurrect Gorath.  It's possible the race may once again gain the ability if they can shake themselves off from their parasitic deity but that's unlikely.
·   Disease Resistance: Orcs get a +4 Racial Bonus on all Saves against diseases, even magical ones.  Once they have caught a disease and survived it (i.e. made the appropriate number of Saving Throws to end the disease), or be exposed to the disease three times and successfully Save to avoid the initial infection you become immune to that disease (even if it's magical).
.            Orcs are purely carnivorous, and can only consume meat.  While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
.            Orcs have vestigial fangs and claws giving them a Primary Claw Attack doing slashing damage equal to their Unarmed Strike damage and a Secondary Bite Attack doing 1d3 damage plus half their Strength Damage.
·   Orcs get a +4 Racial Bonus to Handle Animal, Ride, and Survival Checks.  They can use their Handle Animal skill on other creatures than Animals with an Int Score of 1 or 2 without taking the +5 to the CHeck DC.
·   Automatic Languages: Orcs automatically speak Orcish.  Bonus Languages include Dwarven, Elven, or Human (any dialect).
·   Level Adjustment: +0
·   Typical Classes: Shaman, Necrodon Rider, Orc Warrior, Gorath's Chosen, Great Orc
·   Typical Classes: Khan, War Hero, Necrosaur/Titanosaur Crew, Carnosaur/Gorathosaur Rider, Darkwing Rider

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 5'  Female: 4' 7"
 Height Modifier: +2d8"
 Base Weight: Male: 150   Female: 115
 Weight Modifier: X2d6 lbs.

ORC CHARACTERS
 Forced into the swamps behind the Ironwall Mountains, the Elves gave your race the short end of things from the beginning.  While other races were allowed to prosper as their servants or allies, you were forced to live in a horrifying miasma of steppe and swamp filled with disease, monsters, and absolute terror.  But now that your God has returned he will lead you to victory over the Elves and their Demon allies.  It is your birthright.
 Adventuring Race: Orcs are brutal, and care only for strength, power, and success.  How this success is achieved does not matter, and you bow your head to no one unless he is stronger than you.  Even then you only bow until you have a way of defeating him.  Your race deserves to rule the world after what it has endured, and the other races are food for the horde.
 Character Development: Orcs are basically racist religious fanatics.  Their society has few laws, and anyone who wrongs you is your responsibility if you want justice or revenge for the most part.  This means Orcs try to be as intimidating and self reliant as possible.
 Character Names: The Orc language is very similar to Mongolian.

ROLEPLAYING AN ORC
 Forced into the swamps behind the Ironwall Mountains, the Elves gave your race the short end of things from the beginning.  While other races were allowed to prosper as their servants or allies, you were forced to live in a horrifying miasma of steppe and swamp filled with disease, monsters, and absolute terror.  But now that your God has returned he will lead you to victory over the Elves and their Demon allies.  It is your birthright.
 Personality: Orcs are brutal, and care only for strength, power, and success.  How this success is achieved does not matter, and you bow your head to no one unless he is stronger than you.  Even then you only bow until you have a way of defeating him.  Your race deserves to rule the world after what it has endured, and the other races are food for the horde.
 Behaviors: Orcs are basically racist religious fanatics.  Their society has few laws, and anyone who wrongs you is your responsibility if you want justice or revenge for the most part.  This means Orcs try to be as intimidating and self reliant as possible.
 Language: The Orc language is very similar to Mongolian.

ORC SOCIETY
 Orc society is obsessed with power.  The most rich and powerful Orcs have the largest herds of riding beasts as Orcs have traditionally been a cavalry based military, and wealth is based on how many beasts one owns.  Orcs are ruled by a Khan who rules over 10-100 tribes at any given time.  Each of these tribes has 5-10 warbands, each of which has 5-10 warriors plus their wives, children, and beasts.  There are very few crimes in Orc society, and if someone steals from you or harms you in some way it's up to you to exact retribution.  There are only two real crimes: treason and cowardice.  Anyone betraying the Orc nation is fed to the warbeasts (or maybe a vengeful mob).  Cowards are fed to the Goblins as Orcs believe that you retain some of the attributes of what you eat, and none of them want to be tainted with cowardice.
 Alignment: Orcs tend towards Chaos as they have very few real laws, and Evil since they are one of the most brutal societies the world had ever seen until the coming of the Demons.
 Lands: The Orcs live in the Barren Steppes, a wasteland of swamps, wide rivers, and barren plains.  Disease, monsters, and powerful storms are common.
 Settlements: The Orcs would like to settle the entire world, but so far they can only claim hold to the Steppes.
 Beliefs: The Orcs are fanatical in their worship of Gorath, their racial Deity.  Some believe he is the fifth Prince of the Fallen, while others believe he is indeed a God.  For whatever reason, he appears able to shield his chosen ones from the other Demons.
 Relations: Orcs despise the other races.  The Goblins and Lesser Goblins are their slaves, and are eaten if times are difficult (Orcs view cannibalism as acceptable if all other beings have already been devoured before hand).  Dwarves. Humans, and Elves are considered delicacies (although some find the Elves to be unacceptable now due to their changes).  Members of other races can earn an Orcs respect by being a powerful foe, and they may even achieve some minor role in Orc society if useful, assuming they aren't eaten or slaughtered immediately.  Orcs truly believe the world was theirs and the other races stole it from them, so they have little mercy for them.

RACE ADVENTURES
·   A Shaman has ordered your squad to locate an Artifact that is desired by Gorath.  It ends up being held by an Elf Princes retinue who wipes you out to the last Orc.  Except you.  Your steed is dead, you have nothing to show for it, and returning empty handed is not an option.  And the only people nearby that might ally against the Elves with you are the Dwarves.  Those are mighty long odds...
·   The Khan has sent you on a suicide mission to be rid of you for reasons you don't quite understand.  Somehow you have to 'distract' a small horde of Fallen in a local valley.  Since they're force vastly outnumbers yours that's not happening.  However, a Goblin scout has found a Barrow of the Horned Folk.  If you can wake them up they may take care of the problem for you in the confusion.  Now you just have to survive the experience...
·   You have been tasked with delivering a powerful magic sword to your Khan.  However it seems to corrupt and destroy any who come in contact with it as it slowly destroys the caravan you are traveling in, and you are constantly needed to enforce discipline.  You quickly come to the conclusion the damn thing is more trouble than it's worth.  Now all you have to do is figure out to destroy it before it kills you all, and then figure out how to explain yourself to the Khan without being eaten.


« Last Edit: December 26, 2018, 05:14:43 PM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #8 on: November 12, 2011, 02:06:56 AM »
GOBLINS


   
"Revenge is mandatory."

 Goblins are fairly similar to Orcs but small, lean and agile as opposed to bulky and stout.  Eventually if they live long enough they become human sized.

GOBLIN RACIAL TRAITS
·   -2 Str, +2 Dex
· Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Humanoid with the Goblin Subtype.
·   Base Land speed 30 ft.
·   Disease Resistance: Goblins get a +4 Racial Bonus on all Saves against diseases, even magical ones.  Once they have caught a disease and survived it (i.e. made the appropriate number of Saving Throws to end the disease), or be exposed to the disease three times and successfully Save to avoid the initial infection you become immune to that disease (even if it's magical).
.            Goblins are purely carnivorous, and can only consume meat.  While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
·   Goblins have vestigial fangs giving them a Primary Bite Attack doing 1d2 plus their Strength Modifier.
·   Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
·   Goblins get a +4 Racial Bonus to Bluff, Hide, Move Silently, and Ride Checks.
·   Automatic Languages: Goblins automatically speak Orcish and Goblin.  Bonus Languages include Dwarven, Elven, or Human (any dialect).
·   Level Adjustment: +0
·   Typical Classes: Goblin Warrior, Goblin Shaman, Carnodon Rider, Rabble, Assassin
·   Typical Prestige Classes: Khadin, War Hero, Carnosaur Crew, Hexer, Khan

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years
As Goblins age they get bigger.  Height/weights listed below in parentheses are for older Goblins.

HEIGHT AND WEIGHT
 Base Height: Male: 3'9" (4' 10") Female: 3'7" (4'5")
 Height Modifier: +2d4" (+2d10")
 Base Weight: Male: 85 lbs. (120 lbs.)  Female: 80 lbs. (85 lbs.)
 Weight Modifier: x1d6 lbs. (x2d4 lbs.)

GOBLIN CHARACTERS
 If  you want to play a sneaky, backstabbing cannibalistic psychopath with delusions of grandeur considering his size, Goblins are perfect.  They're also good for your thieves, rogues, assassins, spies, etc.  Even though everyone knows their racial predilection towards this stuff they still somehow pull it off.
 Adventuring Race: Goblins go on adventure for profit, revenge, power, all the usual bad reasons for doing so.
 Character Development: Much like the Orcs, Goblins prize success above all else, they just don't necessarily believe success has to be come by with brute force and strength of arms.  Killing your opponent in his sleep is not only allowed, it's preferred.  It shows good survival instincts.
 Character Names: After years of slavery Goblin names are now pretty much similar to Orcish names.

ROLEPLAYING A GOBLIN
 Until you're old enough to grow to a decent height, you want to be invisible.  Before that you'd be eaten.  Afterwards you'll still need to be sneaky, but you'll be a little more physically able to deal out punishment.
 Personality: Goblins are selfish, amoral brutes who will eat anything they can kill, and they'd sell their own family into slavery for a pittance if it meant any kind of short term benefit to them.
 Behaviors: Goblins are as blindly fanatic as the Orcs, but as opposed to the Orcs religious beliefs they tend to be more devoted to their own self interest.  They know if the Orcs win they'll be slaves forever, but they don't have the power to rebel yet.
 Language: Goblin is about as similar to Orcish as Chinese to Korean.  It's recognizably similar, but understanding one doesn't necessarily mean you can speak the other.

GOBLIN SOCIETY
 Goblins have been slaves fror so long they no longer have a society.  Their society (with certain obvious exceptions) mirrors the Orcs own.  It's just that they have no rights or power.
 Alignment : Much like the Orcs the Goblins tend towards Chaos and Evil.  Accent on the Evil.  They have even less moral standards than their slave masters.
 Lands : Like the Orcs the Goblins are largely confined to the barren Steppes.
 Settlements : The Goblins would prefer to wipe out the other races and settle the entire world, keeping small populations of the other alive to breed as food.  Being forced into slavery for millenia has kind of messed them up.
 Beliefs : Much like the Orcs, the Goblins are devotees of Gorath since he has promised them world dominion.  He's been quiet on what place the Goblins have in that world but they hope to eventually become the equal of the Orcs in his eyes.  The rest hope to use one of the other Princes of the Fallen to cut a deal and betray their owners.
 Relations: Goblins are a truly vicious and unkind race.  They were backstabbing malcontents before being enslaved by the Orcs, and decades of slavery has only made them worse.  They believe the world owes them for what they've undergone, and they intend to take it out on anything within reach.  They will eat literally just about anything, each other included, so it's not hard to guess where other races end up if caught by them...

GOBLIN ADVENTURES
·   An Orc warlord has killed you relatives and thrown them to the warbeasts for food.  You didn't much care for them, but if you don't get some appropriate form of revenge you'll be perceived as weak. 
·   An Eye of Gorath has demanded that you seek out a holy site in the Southern Desert.  You find it but are perplexed as it appears to be a site dedicated to Bethshakai whose representative promptly murders your caravan, and leaving you alive assuming you promise your soul to him.  While fleeing the desert in all haste you meet the Children of the Worm, who curse you with the disease that will eventually make you one of them.  So now you have two Gods fighting for possession of you, and your old God wondering why he hasn't seen results.
·   A serious blow to the head has made you wake up and wonder what the hell you think you're doing.  You flee your former captors.  Now all you have to do is convince another race to accept you.


« Last Edit: December 26, 2018, 05:16:13 PM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #9 on: November 12, 2011, 02:07:18 AM »
Razorback
                      Large Animal
Hit Dice:             5d8+20 (42 hp)
Initiative:           +0
Speed:                50 ft. (10 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +3/+13
Attack:               Gore +8 melee (1d8+9)
Full Attack:          Gore +8 melee (1d8+9)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Ferocity
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +7, Ref +4, Will +2
Abilities:            Str 22, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills:               Listen +4, Spot +4
Feats:                Alertness, Improved Toughness
Environment:          Cold or Temperate Forests
Organization:         Solitary or Herd (6-30)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-7 HD (Large)
Level Adjustment:     ---

Savage creatures vaguely resembling boars, the Razorbacks are mountains of muscle as large as the largest cattle.  Domesticated (barely) by the Barbarian tribes, the Razorbacks will attack and eat anything.  If pressed they'll devour bone and strip trees.

Ferocity (Ex): Razorbacks can fight normally even when disabled or dying.
 
Combat: Razorbacks generally charge, and then rip into their opponent.  Some of them begin eating opponents even before they're dead.

« Last Edit: June 29, 2014, 01:45:48 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #10 on: November 12, 2011, 02:07:38 AM »
Tusker
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+18
Attack:               Gore +13 melee (1d8+12/19-20)
Full Attack:          Gore +13 melee (1d8+12/19-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Powerful Charge
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +11, Ref +6, Will +3
Abilities:            Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills:               Listen +9, Spot +8
Feats:                Alertness, Improved Critical (Gore), Improved Toughness
Environment:          Cold or Temperate Forests
Organization:         Solitary or Herd (6-30)
Challenge Rating:      4
Treasure:              None
Alignment:             Always Neutral
Advancement:           9-13 HD (Large)
Level Adjustment:     ---

Tuskers are larger, more ill-tempered cousins of the Razorbacks with nose horns and smaller tusks.

Powerful Charge (Ex): A Tusker does 2d8+16 damage with a successful Charge attack.

Combat: Tuskers aren't all that much difference from Razorbacks.
« Last Edit: June 29, 2014, 01:45:31 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #11 on: November 12, 2011, 02:08:02 AM »
Behemoth
                      Large Animal
Hit Dice:             11d8+55 (104 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          16 (-1 Size, +7 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Gore +15 melee (2d8+15)
Full Attack:          Gore +15 melee (2d8+15)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Powerful Charge, Frightful Presence
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +12, Ref +7, Will +5
Abilities:            Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills:               Listen +10, Spot +10
Feats:                Alertness, Improved Natural Attack (Gore), Improved Toughness, Iron Will
Environment:          Cold or Temperate Forests
Organization:         Solitary or Herd (6-30)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          12-14 HD (Large)
Level Adjustment:     ---

Distant cousins of the Razorbacks, the Behemoths are mountains of muscle and bone.  Think of giant carnivorous rhinos with tusks instead of horns.

Powerful Charge (Ex): A Behemoth does 4d8+20 damage with a successful Charge attack.

Frightful Presence (Ex): Whenever a Behemoth bellows or performs a Charge attack, all living opponents within 30' must make a DC 15 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.

Combat: Again, the Behemoths aren't much different from their smaller cousins.
« Last Edit: June 29, 2014, 01:45:08 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #12 on: November 12, 2011, 02:10:11 AM »
Carnodon
                      Large Animal
Hit Dice:             4d8+12 (30 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          14 (-1 Size, +3 Dex, +2 Natural), touch 12, flat-footed 11
Base Attack/Grapple:  +3/+11
Attack:               Bite +6 melee (1d6+4)
Full Attack:          Bite +6 melee (1d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Quick
Special Qualities:    Low Light Vision, Scent, Light Boned
Saves:                Fort +7, Ref +7, Will +2
Abilities:            Str 18, Dex 16, Con 16, Int 2, Wis 13, Cha 2
Skills:               Listen +4, Spot +5
Feats:                Endurance , Run
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (6-30)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-6 HD (Large)
Level Adjustment:     ---

Carnodons are vicious reptilian predators ridden into battle by the Goblins, little more than a stomach and massive horned head on two clawed legs.

Quick (Ex): Carnodons take no Armor Class Penalty when performing a Charge Attack.

Light Boned (Ex): Carnodons take an additional 1d6 damage from Bludgeoning weapons or impacts such as falling.

Combat: Carnodons are simple creatures.  They charge at anything within range that might be food. 
« Last Edit: June 29, 2014, 01:47:25 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #13 on: November 12, 2011, 02:10:33 AM »
Necrodon
                      Large Animal
Hit Dice:             5d8+20 (42 hp)
Initiative:          +0
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +3/+13
Attack:               Bite +8 melee (1d8+6/19-20)
Full Attack:          Bite +8 melee (1d8+6/10-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Savage Bite
Special Qualities:    Low Light Vision, Scent
Saves:               Fort +7, Ref +4, Will +2
Abilities:            Str 22, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills:               Listen +5, Spot +5
Feats:                Improved Toughness, Run
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (6-30)   
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-7 HD (Large)
Level Adjustment:     ---

Necrodons lack the horn of their Necrodon cousins, but are far, far bulkier, which enables them to carry Orc riders.

Savage Bite (Ex): The Necrodons Bite Attack threatens a Critical on a Natural 19-20.

Combat: Necrodons pretty much share the tactics of their smaller Carnodon cousins.
« Last Edit: June 29, 2014, 01:47:07 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #14 on: November 12, 2011, 02:10:53 AM »
Carnosaur
                      Huge Animal
Hit Dice:             11d8+66 (115 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          15 (-2 Size, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+22
Attack:               1 Bite +14 melee (2d6+10)
Full Attack:          1 Bite +14 melee (2d6+10) and 2 Claws +9 melee (1d8+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Frightful Presence, Frenzy
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +12, Ref +7, Will +4
Abilities:            Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills:               Listen +8, Spot +8
Feats:                Endurance, Improved Natural Attack (Bite), Improved Toughness, Iron Will
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (3-10)   
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          12-17 HD (Huge)
Level Adjustment:     ---

Carnosaurs are massive bipedal reptiles with immense clawed forearms, spiked backs, and horrible breath.  They are equally famous for their incredible endurance, and their hair trigger temper, sometimes going berserk in battle.  Surgical operations to remove their back spikes to fit howdahs for their riders don't improve this much.

Frightful Presence (Ex): Whenever a Carnosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 15 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.

Frenzy (Ex): If a Carnosaur is injured in battle and has no rider to restrain it it immediately becomes subject to Frenzy (see Complete Warrior page 35).
 
Combat: Carnosaurs roar and charge.  Honestly the frutes are too dumb for much else.
« Last Edit: June 29, 2014, 01:49:54 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #15 on: November 12, 2011, 02:11:18 AM »
Necrosaur
                      Colossal Animal
Hit Dice:             36d8+324 (486 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          22 (-8 Size, +20 Natural), touch 2, flat-footed 22
Base Attack/Grapple:  +27/+60
Attack:               Bite +35 melee (3d8+24) or Tail +35 melee (3d6+24)
Full Attack:          Bite +35 melee (3d8+24) or Tail +35 melee (3d6+24)
Space/Reach:          30 ft./20 ft. (30 ft. w/tail)
Special Attacks:      Frightful Presence, Stench
Special Qualities:    Low Light Vision, Scent, DR 5/-
Saves:                Fort +23, Ref +21, Will +13
Abilities:            Str 43, Dex 10, Con 29, Int 2, Wis 13, Cha 2
Skills:               Listen +20, Spot +21
Feats:                Ability Focus (Frightful Presence), Awesome Blow, Diehard, Endurance, Epic Fortitude, Great Fortitude, Improved Natural Attack (Bite), Improved Toughness, Improved Bull Rush, Iron Will, Power Attack, Large and in Charge
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (3-10)     
Challenge Rating:   
Treasure:             None
Alignment:            Always Neutral
Advancement:          37-43 HD (Colossal)
Level Adjustment:     ---

Necrosaurs are gigantic quadrupedal reptiles with heavy bony armor and an overpowering stench crewed by a howdah of Orc warriors.

Frightful Presence (Ex): Whenever a Necrosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.

Stench(Ex): Any living creature (other than Orcs an Goblins they've grown used to this) within 10' of a Necrosaur must make a DC 35 Fortitude Save (Save DC is Constitution based) or be Sickened 1d6+4 minutes.  Creatures immune to poison do not need to Save, and Remove or Neutralize Poison will help victims of this ability.

Combat: Necrosaurs generally wade into melee attacking as many opponents as they can with their bite and tail.  They're too difficult to control to get them to do otherwise.
« Last Edit: June 29, 2014, 02:08:33 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #16 on: November 12, 2011, 02:11:43 AM »
Gorathosaur
                      Huge Magical Beast
Hit Dice:             16d10+112 (200 hp)
Initiative:           +0
Speed:                50 ft. (10 squares)
Armor Class:          16 (-2 Size, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +16/+36
Attack:               Bite +26 melee (2d8+12)
Full Attack:          Bite +26 melee (2d8+12) and 2 Claws +21 melee (1d10+6)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Frightful Presence, Rage, Spit Acid
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +17, Ref +10, Will +9
Abilities:            Str 36, Dex 10, Con 24, Int 6, Wis 15, Cha 2
Skills:               Listen +11, Spot +12
Feats:                Ability Focus (Frightful Presence, Spit Acid), Endurance, Improved Natural Attack (Bite), Improved Toughness, Iron Will
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (3-10)       
Challenge Rating:     9
Treasure:             None
Alignment:            Usually Chaotic Neutral or Evil
Advancement:          17-32 HD (Huge), 33-54 (Gargantuan)
Level Adjustment:     ---


Gorathosaurs are Carnosaurs infused with the power of the Orcs foul God, enabling to spit blinding gobs of acid, and gifting them with intelligence close to that of the Orcs.

Frightful Presence (Ex): Whenever a Gorathosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 18 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.

Rage (Ex): When wounded in battle a Gorathosaur is subject to Rage (see page 25 of the PHB).

Spit Acid (Ex): Once every 1d4 rounds a Gorathosaur may spit a ball of acid affecting one 5' square at a range of up to 60'.  Victims in the square take 8d6 acid damage (DC 25 Reflex Save for half damage, Save DC is Constitution based).

Combat: Gorathosaurs tend to open with their acid before charging.  Unless the rage takes them they are capable of rudimentary tactics, making them far more problematic than the average beast.

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Re: Adapted World Settings: Leviathan
« Reply #17 on: November 12, 2011, 02:12:11 AM »
Titanosaur
                      Gargantuan Animal
Hit Dice:             36d8+324 (486 hp)
Initiative:           +0
Speed:                50 ft. (10 squares)
Armor Class:          22 (-8 Size, +20 Natural), touch 2, flat-footed 22
Base Attack/Grapple:  +27/+60
Attack:               Bite +35 melee (3d8+16) or Tail +35 melee (3d6+8)
Full Attack:          1 Bite +35 melee (3d8+16), 2 Stamps +30 melee (3d6+8), and 1 Tail +30 melee (3d6+8)
Space/Reach:          30 ft./20 ft. (30 ft. w/tail)
Special Attacks:      Frightful Presence, Trample (2d12+32)
Special Qualities:    Low Light Vision, Scent, DR 5/-
Saves:                Fort +23, Ref +21, Will +13
Abilities:           Str 43, Dex 10, Con 29, Int 2, Wis 13, Cha 2
Skills:               Listen +20, Spot +21
Feats:                Ability Focus (Frightening Presence, Trample), Awesome Blow, Endurance, Epic Fortitude, Epic Will, Improved Bull Rush, Improved Natural Attack (Bite), Improved Toughness, Iron Will, Power Attack, Large and in Charge
Environment:          Warm Plains or Swamps
Organization:         Solitary or Herd (2-8)     
Challenge Rating:   
Treasure:             None
Alignment:            Always Neutral
Advancement:          37-43 HD (Colossal)
Level Adjustment:     ---

Titanosaurs are the biggest of the Orc warbeasts, often large enough to carry siege equipment, and paired together as a charging engine of destruction.  Their bodies are often reinforced with metal armor and spikes to enhance their already incredible power.  They appear as enormous 4 legged versions of the Carnodons.

Frightful Presence (Ex): Whenever a Titanosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.

Trample (Ex): DC 43 Reflex Save for half damage, Save DC is Strength Based.

Combat: Titanosaurs are held in reserve as siege engines.  If they must enter battles they tend to charge the front lines and begin trampling foes.
« Last Edit: June 29, 2014, 02:07:53 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #18 on: November 12, 2011, 02:12:32 AM »
Darkwing
                      Large Animal
Hit Dice:             4d8+8 (26 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 80 ft. (Poor)
Armor Class:          12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple:  +3/+10
Attack:               Bite +5 melee (1d6+3)
Full Attack:           Bite +5 melee (1d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Tear
Special Qualities:    Low Light Vision, Scent, Dark Vision 60'
Saves:                Fort +6, Ref +5, Will +3
Abilities:            Str 16, Dex 12, Con 14, Int 2, Wis 14, Cha 2
Skills:               Listen +7, Spot +8
Feats:                Alertness, Endurance
Environment:          Warm Plains or Swamps
Organization:         Solitary or Flock (6-30)     
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-6 HD (Large)
Level Adjustment:     ---

Darkwings are leathery winged toadlike reptiles with vicious beaks and stubby legs.  They have a reputation for always being hungry, and sometimes they love flesh so much their riders cannot control them well enough to prevent them eating downed opponents.

Tear (Ex): When a Darkwing successfully attacks an opponent Denied their Dexterity Bonus to AC they do +1d6 damage.

Combat: Dark wings attack and retreat until their opponent is weakened and then they swoop in for the kill, devouring it while it is still alive sometimes.
« Last Edit: June 29, 2014, 01:50:25 AM by bhu »

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Re: Adapted World Settings: Leviathan
« Reply #19 on: November 12, 2011, 02:12:51 AM »
Corpse Spirit
                      Medium Undead (Evil, Incorporeal)
Hit Dice:             10d12+30 (95 hp)
Initiative:           +8
Speed:                Fly 40 ft. (8 squares)
Armor Class:          17 (+4 Dex, +3 Deflection), touch 17, flat-footed 13
Base Attack/Grapple:  +5/-
Attack:               Touch +8 melee touch (Possess)
Full Attack:          Touch +8 melee touch (Possess)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Possess, Terrifying Appearance
Special Qualities:    Dark Vision 60', Undead traits, Lifelike Appearance, Sense Corpse/Living
Saves:                Fort +6, Ref +7, Will +12
Abilities:            Str -, Dex 18, Con -, Int 12, Wis 16, Cha 16
Skills:              Hide +18, Intimidate +10, Knowledge (Geography, History, Local) +8, Listen +17, Move Silently +18, Search +15, Sense Motive +20, Spot +17
Feats:                Baleful Moan*, Daunting Presence*, Improved Initiative, Iron Will
* See Libris Morits
Environment:          Any
Organization:         Solitary, or Group (3-6)
Challenge Rating:   
Treasure:             None
Alignment:            Neutral or Chaotic Evil
Advancement:          11+ HD (Medium)
Level Adjustment:     ---

Evil spirits of some form are common on the world of Leviathan, and unburied corpses, or ones without the proper funeral services can be possessed by them to wreak havoc.  The book only makes very brief mention of them so I'm not sure if they're proper undead or just 'spirit beings'. 

Possess (Su): With a successful melee touch attack the Corpse Spirit may move into the body of a deceased being (Animal Dragon, Humanoid, or Magical Beast) whose Hit Dice is equal to or less than it's own.   It's physical stats become that of the new body, and it gains all Exceptional abilities the creature had in life.  It has partial access to the bodies memories depending on how long it's been dead.  If the corpse is less than an hour old, it gains access to all the deceased beings memories, skills, and Feats.  From an hour to a day old, it gains access to the memories of the deceased from the past 10 years, and roughly half it's skills and  feats (determine which ones randomly, feats will generally be the ones with the least prerequisites).  From a day to a week old it gains the deceased beings memories of the past week, and 1 skill and feat it used within that time.  If the body is more than a week old, it only gains vague impressions of the deceased beings life.  It will vaguely recognize friends and relatives of it's victim, and may be equally compelled to either help or harm them.  It uses it's own BAB, Saves, and Skills unless the deceased beings were better.  The body has all the usual Undead traits along with an enhancement to it's Natural AC Bonus equal to the Corpse Spirits Deflection Bonus to AC.  Once the Possessed body reaches 0 hp (it starts with the same hp it had in life) it falls apart and the Corpse Spirit is forced out.  Otherwise an exorcism must be performed.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the Terrifying Appearance of this Corpse Spirit for 24 hours.

Dark Power (Ex): Corpse Spirits substitute their Charisma Modifier for all things that would normally use their Constitution Modifier.

Lifelike Appearance (Su):
Corpse Spirits appear to be alive and healthy, but this is an illusion.  If the Corpse Spirit's body is injured or it finds itself in any situation which requires it's Concentration it must make a Willpower Save (DC equals the DC of the Concentration Check or 10 plus damage taken).

Sense Corpse/Living (Su): Corpse Spirits may automatically sense Living creatures (or corpses) within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Skills (Su): Corpse Spirits gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks. These do not apply during Possession.

Combat: Corpse Spirits vary wildly.  Since they can't manifest they are invisible and incorporeal being unable to interact with the world in any way other than their Baleful Moan Feat or by speech.  Eventually when the find a body to possess, they want to keep it, so they won't necessarily be up to any immediate foolishness with it.  Many will collect a great many corpses by marching them off to hidden holes, possessing different ones depending on their needs.
« Last Edit: November 25, 2011, 11:23:30 PM by bhu »