Author Topic: Arhosa Discussion and Notes  (Read 77079 times)

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #400 on: June 13, 2019, 03:48:31 PM »
Added Cynddeir and Cynddeir Endurer. They are not currently playable in Arhosa but will be eventually.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #401 on: June 13, 2019, 04:18:45 PM »
Arhosa Campaign Setting updated with complete base classes. All base class material is now in the PDF. ACFs not included yet.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #402 on: August 08, 2019, 07:50:07 PM »
Arhosa Campaign Setting is updated through Seedcasting (that's races, base classes, feats, spells, ACFs, Fortes, etc.)

Added five new prestige classes to Arhosa today, will edit them when I get feedback

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #403 on: August 12, 2019, 02:51:22 PM »
Another couple prestige classes are now potential options for Arhosa.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #404 on: August 13, 2019, 12:55:23 PM »
Warrior Priest
Found mostly commonly amongst the priesthoods of Drancedigaeth and Hannhangnefedd, warriors priests are those who are instructed by their gods to inculcate a more martial aspect into their duties, which does leave them commensurately weaker on their spellcasting aspects.

Seedcasting: Warrior Priests draw power from the gods, and must choose a deity to worship in order to have access to seedcasting. His caster level is equal to 3/4 his class level, and he uses seedcasting with Wisdom as his casting stat and with access to the Divine list.
The ecclesiast begins play knowing three spell seeds. He gains knowledge of a new spell seed at every odd level after 1st. The spell points used to cast spell seeds are given on the table above. He can spend a maximum number of spell points on a single spell equal to his caster level.
Spell Points: The warrior priest uses the spell points table of the gallant, instead of the ecclesiast, to determine how many spell points he recieves at each level.
BAB: His BAB increases to full bab (+1 per level).
Hit Dice: His hit dice increases to a d8
Skills: The warrior priest loses access to Chirography and Spellbond, and gains access to Athletics, Perception, and Warcraft.

Offline Nanshork

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Re: Arhosa Discussion and Notes
« Reply #405 on: August 13, 2019, 07:47:02 PM »
Ecclesiasts only get one seed at first level according to the post.  Did that change in the pdf?

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #406 on: August 13, 2019, 08:14:31 PM »
Yes

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #407 on: August 14, 2019, 12:43:15 PM »
Completely cleaned up all the links across the various areas of the forums for Arhosa and wrote a new introduction, also cleaning up some of the setting information.

Added warrior priest ACF to the Arhosa Campaign Setting PDF.
« Last Edit: August 14, 2019, 12:52:39 PM by Stratovarius »

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #408 on: August 15, 2019, 03:41:48 PM »
With the creation of the two Chronomancy prestige classes, only the highly incomplete systems of Threshold and Necromancy are missing classes. Ritual Magic, Runecarving, Arhosa itself, Spellsong, and Chronomancy are all class complete.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #409 on: August 16, 2019, 12:07:07 PM »
Spellbond spells seen not just targeting self

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #410 on: August 21, 2019, 08:21:53 AM »
Reassuring Pose: Your physical size makes you an icon for your allies, as much as your enemies. Once per round as a swift action, you can make a DC 20 Warcraft check. If you do, all allies within 30 feet who can see you can attempt a second saving throw against any mind-affecting spell or ability currently affecting them. No matter how many times you use this ability, an ally will only gain one additional saving throw against a given effect.
« Last Edit: August 21, 2019, 09:27:48 AM by Stratovarius »

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #411 on: August 23, 2019, 07:24:00 AM »
Added Reassuring Pose to the ACS PDF.
Updated Llethu Noble.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #412 on: August 27, 2019, 07:59:20 AM »
ARMOR BREAKER [MARTIAL]
Armor is little more than extra weight slowing your opponent down.
Prerequisites: Pierce the Hide
Effect: If the champion's weapon deals piercing damage, treat it as keen against any creature against whom he gets a bonus with Pierce the Hide.
Effect: When wielding a two-handed piercing weapon, the champion treats heavy armor as light armor for the purposes of Pierce the Hide.

SHIELD OF BLADES [MARTIAL]
A great defense is better than a mediocre offense
Prerequisites: Quick Afoot
Effect: When fighting defensively, the champion gains the benefit of the defensive roll ability, except that it applies to the first attack made against him in each round.
Effect: When fighting defensively, the champion may make a second five foot step as an immediate action, once per round.

LIGHTNING STRIKE [MARTIAL]
That first moment in battle determines all that come after it
Prerequisites: First Into Battle
Effect: The champion may act normally in the surprise round, and gains a +20 bonus to his initiative for the first round of combat only.
Effect: Once per hour, the champion can move ten times its normal speed when he makes a charge. Alternatively, he may choose to ignore difficult terrain when charging once per hour.

COVERING FIRE [MARTIAL]
Allies always feel safe with you watching over them
Prerequisites: Overwatch
Effect: When the champion uses the overwatch ability, instead of making one attack, he makes as many as he would normally during a full attack action.
Effect: If the champion has not yet acted this turn, he may use an immediate action to trigger overwatch. This costs him his turn.

MARTIAL BOWYER [MARTIAL]
If you're good enough, a bow in a melee is just another weapon
Prerequisites: Bow and Blade
Effect: Using a bow in melee does not generate attacks of opportunity as long as the champion has a light weapon in his off hand.
Effect: When making an attack of opportunity, the champion can use any weapon he is wielding.

TEAM PLAYER [MARTIAL]
It's best to support allies when in a melee
Prerequisites: None
Effect: When using a swift action martial fusillade, the champion can have the benefit apply to one adjacent ally instead of himself.
Effect: If the champion successfully strikes with a martial fusillade, once per round they can use the aid another action on an adjacent ally as a free action.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #413 on: August 28, 2019, 05:04:30 PM »
Skills and synergies noticeably updated.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #414 on: August 29, 2019, 09:52:42 AM »
SHIELD AND BLADE [MARTIAL]
A shield in the right hands is as much or more of a weapon than a sword is
Prerequisites: Razor-edged Shield
Effect: During a full attack action, the champion can choose to replace any attacks with their primary weapon with attacks made by their shield. This does not grant extra attacks, merely changes the source.
Effect: If the champion strikes an opponent with their shield two or more times in a round, treat all successful attacks other than the first as if they came from a wounding weapon.

FOULNESS IMBUED [MARTIAL]
Disease is just one more tool in a warrior's arsenal
Prerequisites: Trophy Collector
Effect: Any successful hit against an enemy affected by Trophy Collector infects them with a disease, which strikes immediately. The champion chooses one of the diseases available to the contagion spell.
Effect: There's something about the scent of a diseased target that always lets the trophy collector know where they are. The champion gains a +4 bonus to confirm criticals against any creature afflicted with a disease.

ARMORED IN SKILL [MARTIAL]
A blade is as much defense as it is offense
Prerequisites: Whisper of Steel
Effect: The champion gains an additional number of attacks of opportunity equal to his Intelligence modifier. He may only use these to trigger Whisper of Steel.
Effect: The champion applies one half the armour class bonus from whisper of steel to all allies within his reach.

CONSTANT PRESSURE [MARTIAL]
Knock them back then keep on their heels
Prerequisites: Knock Aside, Step Into It
Effect: The champion can now push the enemy directly away from him with Knock Aside, instead of just left or right. If he does so, he may make a single follow-up attack. He may only do this once a round.
Effect: If the champion knocks his opponent into a solid obstacle such as a wall, the opponent takes 2d6 + champion's strength modifier in damage.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #415 on: August 30, 2019, 07:41:05 AM »
Updated Gatehunter class to be entered at 3rd level instead of 5th, shortened class to 4 levels long, and redid class skills to Arhosan skills.
Gatehunter

Added Use Gateway as a class skill to both Hanian Mage classes.

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #416 on: September 02, 2019, 09:05:16 AM »
DEXTEROUS COMBATANT [MARTIAL]
Speed is everything. Strength, well, that can follow on later.
Prerequisites: BAB +1
Benefit: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You can draw a light weapon or a rapier as a free action instead of as a move action. If you draw a light weapon or a rapier and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may catch an opponent flat-footed this way only once per round and once per opponent during any single combat encounter. If an opponent provokes an attack of opportunity from you, you can draw a light weapon or rapier as an immediate action to deliver the attack of opportunity with that weapon.

Edit: Added in the feats from the prestige classes for easier visibility

PROMISES OF REALITY [SEED]
Even when you don't believe him, you believe him
Prerequisites: Able to cast illusion spells using seeds
Benefit: When you cast a spell from the illusion spell school, anyone who rolls a Will disbelief save rolls twice and takes the worst result.

Resilient Fury [Racial]
Prerequisites: Cynddeir
Benefit: If a Cynddeir is reduced to fewer hit points than its character level, he enters a fury state. Entering this state is an immediate action; he can enter this state even when it's not his turn. He gains a +4 morale bonus to its Strength and Dexterity, and the threat range for his attacks doubles. When the Cynddeir makes a full attack, he can make one additional attack each round at its highest base attack bonus. He gains fast healing 2. The fury state lasts until he is killed or until his hit points rise enough to equal or exceed his character level. Upon emerging from this state, he immediately takes 1d4 points of Strength damage.

Thou Shalt Not [Racial]
Prerequisites: Cynddeir
Benefit: The Cynddeir can delay the effect of any condition (or effect causing that condition) for one round. This does not count against the duration of that effect. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, immobilized, nauseated, sickened, stunned, or poisoned.

BORN IN THE WILDS [SEED]
Your upbringing was far from the urban areas most frequently the home of your kind
Prerequisites: 1st level only, must have access to Skill spells
Benefit: You may now select from the Nature seed list in addition to the Skill seed list as a Gallant. You gain one Nature seed when you take this feat. These Nature seeds are cast as arcane spells, and act exactly as Gallant casting normally does.

EYES OF NIGHT [GENERAL]
Your vision in the darkest night is far better than anyone expects.
Prerequisites: 1st level only, Perception 4
Benefit: You gain darkvision and low-light vision out to 60 ft.

POTENTATE [GENERAL]
You are not an adventurer, but rather the ruler of a land
Prerequisites: 1st level only, Cha 16, Knowledge (Local) 4, Warcraft 4
Benefit: You are the ruler of a piece of territory. While you are within that territory, you gain followers (but not cohorts) as if you had the Leadership feat (this does not stack with the Leadership feat). You gain a +2 bonus on social skills with all subjects within your territory. If you are absent from that territory for more than four weeks, you lose the benefit of this feat and all feats and abilities that require it until you have remained within your territory for four weeks.

AUGMENTED CREATION [SEED]
There's something a little special about this one
Prerequisites: Able to cast spells using seeds
Benefit: When you cast a spell using a Summon category spell seed, you may cast a second spell as a swift action. The second spell must target only the creature created via the Summon spell seed, and can only expend a number of spell points equal to 1/2 your caster level (minimum 1).
« Last Edit: September 02, 2019, 12:08:30 PM by Stratovarius »

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #417 on: September 03, 2019, 09:37:02 AM »
Wizard Priest
Found exclusively amongst the priesthood of Lledrith, wizard priests are gifted certain arcane talents by the deity of magic as a reward for great service to him.

Bonus Feat: When the wizard priest would gain a bonus feat, they may instead choose to add a spell seed from the Arcane list to their seeds known.
Skills: Wizard priests lose Knowledge (Nature) as a class skill, and replace it with Knowledge (Arcana).


Song Priest
Found exclusively amongst the priesthood of Fasnachu, song priests are those members of her clergy who are a little more... outré in how they go about worshopping their deity.

Seedcasting: The song priest may select from the Skill list in addition to the Divine list when choosing her spell seeds known. She still casts all spells as divine spells, as per normal.
Class Skills: Increase from 2 + Int modifier per level to 4 + Int modifier per level.
Bonus Feats: The Song priest loses all bonus feats.
Fortes: The song priest loses all fortes.
Skills: Song priests lose Knowledge (History) and Knowledge (Nature) as class skills, and gain Acrobatics, Athletics, Device Manipulation, Stealth, Thievery, and Perception.
BAB: Her BAB increases to 3/4 BAB.
Hit Dice: Her hit dice increases to a d6.
« Last Edit: September 03, 2019, 04:58:35 PM by Stratovarius »

Offline Skyrock

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Re: Arhosa Discussion and Notes
« Reply #418 on: September 12, 2019, 05:33:33 PM »
DEXTEROUS COMBATANT [MARTIAL]
Speed is everything. Strength, well, that can follow on later.
Prerequisites: BAB +1
Benefit: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You can draw a light weapon or a rapier as a free action instead of as a move action. If you draw a light weapon or a rapier and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may catch an opponent flat-footed this way only once per round and once per opponent during any single combat encounter. If an opponent provokes an attack of opportunity from you, you can draw a light weapon or rapier as an immediate action to deliver the attack of opportunity with that weapon.
Upon taking a closer look at Fusillades for the first time, I notice that Strength is hardcoded as the ability score to determine Save DCs with. Maybe change it to Dex for martials with this feat?

Offline Stratovarius

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Re: Arhosa Discussion and Notes
« Reply #419 on: September 13, 2019, 11:04:19 AM »
Updated:
Champion Specialization is cleaner
The Thorns That Bleed is clearer
Dexterous Combatant now uses Dex for fusillades
Rolling Mists is now named properly
Promises of Reality feat added