Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Stratovarius

Pages: [1] 2 3 4 5 6 ... 28
1
Non-Arhosan Material / Cyberpunk Character
« on: December 30, 2020, 08:45:51 AM »
Gwydion

Role: Netrunner

Hit Points: 40/40
Seriously Wounded Threshold: 20
Death Save: 8

Humanity: 16/30 (-14)
Luck Pool: 7/7

Reputation: 0
Improvement Points: 0

Statistics
(click to show/hide)

Role Ability
(click to show/hide)

Skills
(click to show/hide)

Gear
(click to show/hide)

Cyberware
(click to show/hide)

Lifepath
(click to show/hide)

2
Off Topic Fun / Happy Christmas All!
« on: December 25, 2020, 07:06:43 AM »
Well, we've survived one year. One more to go...


3
The Scrolls of Lost Magic / Duskscale Pybyr [Race]
« on: December 21, 2020, 10:04:14 PM »
Duskscale Pybyr

Duskscale Pybyr earned their name in the way that would be expected - by having dusky colored scales, far more ashen in tone than those of most of their brethren. Currently only a rare mutation amongst the Pybyr, the true origin of their altered appearance is unknown, aside from to a very select few ecclesiasts - Awyr Leuad has begun to take a direct interest in the world of Arhosa, and has finally deigned to place into the hands of her strongest believers a tiny spark of her divine power. For reasons that even the ecclesiasts do not know, being marked by the goddess in this way alters the visuals of a Pybyr, making them particularly visible to all and sundry. But when those Pybyr come into the new heritage that is their own, they are more than happy to accept the strange markings upon their skin that seem to vaguely echo the fall of rain or the flash of lightning across a night sky.

Outside of the unusual coloration, Duskscale Pybyr live within and behave in much the same way as the rest of the Pybyr, although with an obvious slant towards Awyr Leuad - all of them find her church all but irresistable, and those who are not thresholders become ecclesiasts.

Duskscale Pybyr Racial Traits
-2 Strength: Duskscale Pybyr are small folk, which makes them weaker than many races.
Small: Pybyr gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Duskscale Pybyr base land speed is 20 feet. They have a burrow speed of 10 feet.
Resourceful Nature: Duskscale Pybyr have the unique ability to store some of their strength for later use. They can voluntarily take a -4 penalty to any physical statistic for one or more hours. For each hour spent this way, they gain the ability to apply a +4 bonus to the same statistic for one minute as an immediate action. They can store a maximum number of hours equal to their natural (unmodified) Constitution modifier. It takes a full round action to apply the initial penalty.
Desert Dweller: Used to the desert heat, Duskscale Pybyr treat climates as if they were one step colder than they actually are.
Urban Living: Having grown up in tight quarters, being forced to run across rooftops and climb buildings, the Pybyr are quite at home in situations that would impede other races. They take no penalties for being in tight spaces or squeezing through tunnels, and have a +4 racial bonus to Athletics checks. That skill is always a class skill for the Pybyr.
Settled State: Duskscale Pybyr have the unique ability to store some of their reality for later use. They can voluntarily take a 10% penalty to their reality for one or more hours. For each hour spent this way, they gain the ability to apply a 10% bonus to their their reality for one minute as an immediate action. They can store a maximum number of hours equal to their natural (unmodified) Constitution modifier. It takes a full round action to apply the initial penalty. This bonus reality can increase their reality above 100%. For every five hit dice they have, they can increase the penalty and bonus by 10% if they desire.
Automatic Languages: Pybyrian. Bonus Languages: None.
Favored Class: Thresholder.

MENTAL RESOURCES [RACIAL]
A mind can be stored, as well as a body
Prerequisites: Pybyr race
Benefit: Your Resourceful Nature ability can now apply to mental as well as physical statistics.

UNSETTLED STATE [RACIAL]
Reality can unwind, as well as wind
Prerequisites: Settled State racial ability
Benefit: At a cost of two increases, the Duskscale Pybyr can expend one hour of his stored reality as part of the action of casting a threshold. That threshold increases in reality by the same amount the Duskscale Pybyr would have gained to their personal reality.

4
Homebrew and House Rules (D&D) / Gruul Spellbreaker [Base]
« on: November 28, 2020, 10:52:46 AM »
Gruul Spellbreaker
"Not Gruul? Then die!"
- Borborygmos, Gruul Spellbreaker



Making a Gruul Spellbreaker


Abilities: Strength, Constitution.

Races: Any

Alignment: Gruul Spellbreaker are non-lawful.

Table 1: The Gruul Spellbreaker

Level  BAB   Ref   Fort  Will  Abilities                                                 Maneuvers Known   Readied   Stances Known
---------------------------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +0    Bloodlust (+1, 0d6), Improved Sunder, Mind and Body       3                 3         1
2      +2    +3    +3    +1    Riot, Bloodrush                                           4                 3         1
3      +3    +3    +3    +1    Bloodlust (+1, 1d6)                                       5                 3         1
4      +4    +4    +4    +2    Spellbreaker                                              5                 4         2
5      +5    +4    +4    +2    Bloodlust (+2, 1d6)                                       6                 4         2
6      +6    +5    +5    +3    Riot                                                      6                 4         2
7      +7    +5    +5    +3    Bloodlust (+2, 2d6)                                       7                 4         2
8      +8    +6    +6    +2    Sunder Magic                                              7                 4         2
9      +9    +6    +6    +3    Bloodlust (+3, 2d6)                                       8                 4         2
10     +10   +7    +7    +3    Riot                                                      8                 5         3
11     +11   +7    +7    +3    Bloodlust (+3, 3d6)                                       9                 5         3
12     +12   +8    +8    +4    Backlash                                                  9                 5         3
13     +13   +8    +8    +4    Bloodlust (+4, 3d6)                                       10                5         3
14     +14   +9    +9    +4    Riot                                                      10                5         3
15     +15   +9    +9    +5    Bloodlust (+4, 4d6)                                       11                6         3
16     +16   +10   +10   +5    Enrage                                                    11                6         4
17     +17   +10   +10   +5    Bloodlust (+5, 4d6)                                       12                6         4
18     +18   +11   +11   +6    Riot                                                      12                6         4
19     +19   +11   +11   +6    Bloodlust (+5, 5d6)                                       13                6         4
20     +20   +12   +12   +6    Rampage of the Clans                                      13                7         4
[/font]

Game Rule Information
Gruul Spellbreaker have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: As Barbarian

Class skills (4 + Int modifier): Climb, Gather Information, Hide, Intimidate, Jump, Knowledge (Architecture and engineering, History, Geography), Listen, Move Silently, Ride, Spot, Survival, Swim, Warcraft (if available)

Class Features
All the following are class features of the Gruul Spellbreaker class.
  • Weapon and Armour Proficiency: Gruul Spellbreakers are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Maneuvers: A Gruul Spellbreaker uses maneuvers as the Warblade, except that he does not recover maneuvers as does a Warblade. He recovers one maneuver on his first attack of a round in which he either triggers Bloodlust or sunders an item, or via the generic means available to all classes. He knows Iron Heart, Stone Dragon, Tiger Claw, and White Raven as his disciplines.
  • Improved Sunder: The Gruul Spellbreaker gains this as a bonus feat at first level, regardless of if he meets the requirements.
  • Mind and Body (Ex): Any time a Spell, Spell-Like, or Supernatural ability allows for a saving throw, the Gruul Spellbreaker rolls twice and takes the better result.
  • Bloodlust (Ex): A Gruul Spellbreaker loves a good fight, and it's even more fun to get stuck in when it's all sticky and bloody. A Gruul Spellbreaker deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Gruul Spellbreaker's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Gruul Spellbreaker's attacks.
  • Riot (Ex): At the beginning of each encounter, the Gruul Spellbreaker may choose one of the following - a +2 bonus to initiative (applies before rolling for that encounter) and a +5 ft bonus to all movement speeds, or 1d6 damage on all attacks. At 6th, 10th, 14th, and 18th, the bonuses increase, to a maximum of +10 to initiative and +25 ft to movement speed, or 5d6 damage on all attacks.
  • Bloodrush (Ex): As part of making an attack or sunder action, the Gruul Spellbreaker may expend one readied maneuver. He gains a bonus to his attack roll equal to the level of the maneuver, and to his damage of 1d6 per level of the maneuver.
  • Spellbreaker (Ex): Whenever the Gruul Spellbreaker would be affected by a spell, he may make an attack of opportunity against that spell. Make a dispel check using the result of that attack roll (a natural 1 is always considered a failure). If the dispel check succeeds the spell fails to affect the Spellbreaker, even if it is an ongoing spell (he treats its area of effect as if it did not exist). This does not affect the spell's outcome with other targets. If the Spellbreaker fails in his dispel attempt, he saves as per normal for the spell.
  • Sunder Magic (Ex): On his first successful attack of each round, the Gruul Spellbreaker may make a free dispel attempt or sunder attempt against one spell or item affecting or held by the struck creature. Use his attack roll for his caster level, and his attack and damage roll for the sunder attempt. The dispel attempt automatically targets the highest level spell affecting the target. If there are multiple, choose randomly.
  • Backlash (Ex): If the Gruul Spellbreaker successfully dispels a spell using Spellbreaker or Sunder Magic, the caster of that spell takes 1d6 damage per spell level.
  • Enrage (Ex): If a spell cast by an enemy successfully affects the Gruul Spellbreaker, for the next round he deals Xd6 more damage, where X is the spell's level. This stacks with itself.
  • Rampage of the Clans (Ex): Permanently driven forward, the Gruul Spellbreaker and his horde have the effect of Bloodlust even against undamaged creatures and objects. Every successful attack he makes triggers Sunder Magic.

5
The Scrolls of Lost Magic / Deathwaker [Prestige]
« on: October 22, 2020, 11:45:55 AM »
Deathwaker

"Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it a thousandfold more hideous."
- Ctrfa Vole, Hegni Deathwaker


Text


Making a Deathwaker
Text

Abilities: Intelligence is the ability that the Deathwaker uses for his Necromantic abilities.

Races: Text

Alignment: Text

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Deathwaker
Hit Die: d4


Level  BAB   Ref   Fort  Will  Abilities                                    Necros Known   Grave Tokens
-------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Blessings Upon the Necromancer               2              5
2      +1    +0    +3    +3    Hordes of the Undying                        4              10
3      +1    +1    +3    +3    Gravebond, Dark Ritual                       5              15
4      +2    +1    +4    +4    Blessings Upon the Necromancer               6              20
5      +2    +1    +4    +4    Strengthen the Horde                         8              25
6      +3    +2    +5    +5    Visions of Death                             9              30
7      +3    +2    +5    +5    Blessings Upon the Necromancer               10             35
8      +4    +2    +6    +6    Expand the Horde                             12             40
9      +4    +3    +6    +6    Amongst the Dark                             13             45
10     +5    +3    +7    +7    Blessings Upon the Necromancer               14             50

Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Knowledge (Religion) 6, Spellcraft 6
Alignment: Evil
Special: Must never have taken a level in a necromantic class before entering deathwaker. 
             
Class Features
Text
  • Weapon and Armor Proficiency: Deathwakers are proficient with all simple weapons and light armour, as well as all shields (except tower). Deathwakers suffer spell failure in armour above light.
  • Necromantic Magic: The Deathwaker is the greatest of all Necromantic casters, choosing to specialize in the magic to the exclusion of most other aspects. He gains 2 Major Veins, and 2 Minor Veins, chosen from any of the five available. He gains bonus grave tokens equal to his Intelligence modifier times his Deathwaker level times 1/4.
  • Necromantic Companion: The Deathwaker has a single Necromantic companion that he gains at 1st level.
  • Blessings Upon the Necromancer (Su): Far more skilled at the utilization of necros than any other, he has made his way in the world by specializing with a certain few. At 1st level, the Necromancer chooses one of his major veins to become his primary vein. He then receives a number of benefits based on that choice.
    • At 1st level, he treats all necros from his chosen Major Vein as if they were created at a Necromant level one higher than his own.
    • At 4th level, once per day he can reduce the creation time of any necros from his chosen vein to a standard action.
    • At 7th level, necros from his chosen Major Vein cost one less grave token to create.
    • At 10th level, necros from his chosen Major Vein are extended, as per the metamagic feat. This cannot increase their duration beyond 1 week.
  • Hordes of the Undying (Ex): An Deathwaker is permanently surrounded by a whirling number of cheap, disposable, undead, called from their graves to suit a certain task, and just as quickly sent back there. This is represented by the Deathwaker permanently controlling a total number of hit dice of undead equal to his class level times two. No undead controlled through this ability can have a CR more than 1/3rd the class level of the Deathwaker. Thus at 2nd level, the Deathwaker could have four 1/3rd CR Skeletons as his horde. Any creatures lost from this total are replenished at the same time as the Deathwaker regains his grave tokens.
  • Gravebond (Su): The bond between the living and dead was never stronger than in the person of the Deathwaker. In places of great spiritual energy, he always found himself at home. If a Deathwaker creates a necros while standing within the borders of a graveyard, battlefield, or other area with large quantities of the dead, treat it as if it was empowered. When he leaves the area, the boost goes away. However, should he return to another place of power, the empowerment returns.
  • Dark Ritual (Su): The Deathwaker, when in dire need of power, learns to draw it from any source necessary. He may sacrifice an undead creature under his control, destroying it immediately. If he does so, he gains a number of grave tokens equal to the creature's hit dice. He can do this once per week as a move action.
  • Strengthen the Horde (Su): Sometimes, weak pawns must be discarded for the good of all. The Deathwaker can sacrifice any number of undead creatures under his control, distributing their hitpoints to all other undead creatures under his control. These hitpoints are distributed evenly, and are treated as healing. If this would cause a creature to exceed its maximum hitpoints, it gains the excess as temporary hitpoints.
  • Visions of Death (Su): Once per day when he is in a graveyard or similar place that would trigger his Gravebond ability, the Deathwaker many commune with his ambitious diety, as per the spell.
  • Expand the Horde (Su): The horde now has a total number of hit dice of undead equal to his class level times three, and the maximum CR is 1/2 the class level of the Deathwaker.
  • Amongst the Dark (Su): When the Deathwaker create a necro in an area that would trigger his Gravebond ability, the Deathwaker may recover half the grave tokens from the necros created. He may do this once per day.

6
Magics of Arhosa / Swollen Grotesque [Prestige]
« on: October 18, 2020, 04:51:51 PM »
Swollen Grotesque

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Swollen Grotesque


Text


Making a Swollen Grotesque
Text

Table 1: The Swollen Grotesque
Hit Die: d4


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +0    +2    Bloating, Necrotic Web                      -
2      +1    +0   +0    +3    Subsume Enemy                               +1 Necromant Level   
3      +1    +1   +1    +3    Bloating, Bulbous                           +1 Necromant Level   
4      +2    +1   +1    +4    Gluttony                                    +1 Necromant Level   
5      +2    +1   +1    +4    Bloating, Unbreachable Flesh                -
6      +3    +2   +2    +5    Fresh Meat                                  +1 Necromant Level   
7      +3    +2   +2    +5    Bloating, Flesh Puppet                      +1 Necromant Level   
8      +4    +2   +2    +6    Separate Stomachs                           +1 Necromant Level   
9      +4    +3   +3    +6    Bloating, Doggy Bag                         +1 Necromant Level   
10     +5    +3   +3    +7    Drive to Consume, Unbreachable Flesh        -


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Intimidate 8, Knowledge (Religion) 8, Athletics 4
Special: Must know at least 3 necros from the Vein of Flesh, Vein of Flesh as a Major Vein

Class Features
Text
  • Bloating (Su): The flesh of the necromant swells grotesquely, their form resilient in the extreme to damage but at a considerable penalty to their flexibility. At every odd level, the Swollen Grotesque gains a +2 bonus to Constitution and a -1 penalty to Dexterity. These are permanent changes.
  • Necrotic Web (Su): The Swollen Grotesque and all allies (undead and living) within 10 feet per class level are bound together by a web of necrotic flesh. All hit points for affected creatures are added together into a single pool, and whenever a creature makes an attack, they use the Base Attack Bonus, Strength, and Dexterity of the best creature in the web. However, as a result of the interconnected tissue, any spell or ability that targets a single member of the web affects all of them that would be legal targets. Each gets to save independently of the others. Any allied creature that approaches within 10 feet per class level is added into the necrotic web, and any creature that is further than that distance is removed from the web and loses all effects. Whenever a creature leaves the web, that creature takes an even proportion of the hit point damage with them. Thus, if 100 damage had been dealt to 5 creatures in a necrotic web, and a creature leaves the web, that creature leaves with 20 points of damage, leaving 80 affecting the four creatures remaining in the web. Foul Flesh Sanctify cannot affect creatures in a necrotic web.
  • Subsume Enemy (Su): With a ranged touch attack (up to 10 feet per class level), the Swollen Grotesque can attempt to subsume an enemy into his necrotic web. If the attack hits, the enemy must succeed at a grapple check against a Large creature with a base attack bonus equal to the Swollen Grotesque's necromant level and a Strength score of 22. If they fail, they take 1d8 acid and 1d8 negative energy damage each round. They can attempt to break the grapple each round. The Swollen Grotesque does not need to spend an action to maintain it. For every point of damage dealt by this ability, the necrotic web heals one hit point. This is a standard action.
  • Bulbous (Su): With such a proliferation of flesh, it is all but impossible to find a weak point to strike. The Swollen Grotesque is immune to precision damage, but not critical hits.
  • Gluttony (Su): A certain healthy appetite is part of the natural constitution of the Swollen Grotesque. Unfortunately for those bound in the necrotic web, they are considered part of the meal. As part of casting a necros, the Swollen Grotesque can draw on living creatures in the necrotic web (he must choose at least one creature, but does not need to choose all). Unwilling creatures get a fortitude save vs 10 + class level + primary necromantic modifier to resist. Each creature that fails the save takes two points of constitution damage. For each creature that fails the save, increase the DC and necromant level of the necros being cast by 1.
  • Unbreachable Flesh (Su): The foul appearance of the Swollen Grotesque hides a constitution that is hearty and healthy, if powered by foul means. The Swollen Grotesque gains fast healing 1, and fast healing 2 at 10th level.
  • Fresh Meat (Su): Fresh food invigorates. The Swollen Grotesque and all creatures in the necrotic web gain the ability to eat corpses of living creatures. The corpse must be less than one hour old. Each time a creature is eaten, all members of necrotic web heal 2d4 hit points and gain a +2 bonus to Strength. In addition, their effective necromant or caster level (as appropriate to their class features) goes up by +1. These benefits last for one hour. It takes one minute to consume a medium sized creature. The bonus to Strength and necromant level do not stack with themselves.
  • Flesh Puppet (Su): When not hungry, best to save snacks for later. With a ranged touch attack (up to 10 feet per class level), the Swollen Grotesque can attempt to bind an enemy via his necrotic web. Fortitude save vs 10 + class level + primary necromantic modifier to resist. If the enemy fails, they are under the control of the Swollen Grotesque. At the end of each round, the affected creature gets another save to break free. This is a standard action that can only affect a single enemy at a time.
  • Separate Stomachs (Su): At long last the Swollen Grotesque has learned to divide meals. Whenever a member of the necrotic web is struck by a spell or ability, only they are affected, rather than every member of the web.
  • Doggy Bag (Su): There's always a little for later when the Swollen Grotesque has a meal. Whenever he creates a necros affected by gluttony, he pays one less grave token for each creature who failed the save against gluttony.
  • Drive to Consume (Su): The hunger that drives the Swollen Grotesque bleeds out through the web, affecting all creatures within it. Whenever a creature affected by the necrotic web strikes a living creature with a natural attack, the struck creature gain two negative levels. For each negative level bestowed, the necrotic web heals 5 hit points. Each creature in the web can apply negative levels once per round.

7
Magics of Arhosa / Osseus Legionnaire [Prestige]
« on: October 07, 2020, 11:08:49 AM »
Osseus Legionnaire

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Osseus Legionnaire


Text


Making a Osseus Legionnaire
Text

Table 1: The Osseus Legionnaire
Hit Die: d10


Level  BAB   Ref  Fort  Will  Abilities                           Fusilier            Necromant           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0   +2    +2    Osseus Legion, Bone Armor           +1 Fusilier Level   -
2      +2    +0   +3    +3    Scourging Visage, Feast Upon Fear   +1 Fusilier Level   +1 Necromant Level   
3      +3    +1   +3    +3    Martial Excellence                  +1 Fusilier Level   +1 Necromant Level   
4      +4    +1   +4    +4    Bone Armor, Channel Necros          +1 Fusilier Level   +1 Necromant Level   
5      +5    +1   +4    +4    Resiliency                          +1 Fusilier Level   +1 Necromant Level   
6      +6    +2   +5    +5    Equipment of Bone                   +1 Fusilier Level   -
7      +7    +2   +5    +5    Bone Armor, Fright of Bone          +1 Fusilier Level   +1 Necromant Level   
8      +8    +2   +6    +6    Skill at Arms                       +1 Fusilier Level   +1 Necromant Level   
9      +9    +3   +6    +6    Armored Dead                        +1 Fusilier Level   +1 Necromant Level   
10     +10   +3   +7    +7    Bone Armor, Resiliency              +1 Fusilier Level   +1 Necromant Level   


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
BAB: +3
Feats: TBD
Skills: Warcraft 6, Intimidate 6, Knowledge (Religion) 3
Necromancy: Must know at least 3 necros from the Vein of Bone, Vein of Bone as a Major Vein, must know Warriors Without
Fusillades: Must be able to create fusillades costing 3 martial points or more.

Class Features
Text
  • Osseus Legion (Su): An osseus legionnaire fights at the head of a swarm of undead warriors, guiding their strikes, watching their back, and having them watch his. Whenever the osseus legionnaire kills an enemy with a melee attack, he can take a move action or a swift action. If he takes a move action, he can restore to unlife one previously destroyed skeleton granted by Warriors Without. If he takes a swift action, all undead under his control get a bonus on melee attacks against the struck target equal to one half the osseus legionnaire's class level (minimum +1).
  • Bone Armor (Su): By wrapping themselves in the material in which they are most proficient, the osseus legionnaire gains additional protection. At 1st level, he becomes enveloped in bone armor. Treat this as non-metallic masterwork full plate (meaning the osseus legionnaire can choose to enchant it should he desire) that grants a +1 bonus to Intimidate per class level, and damage reduction 2/bludgeoning. At 4th, 7th, and 10th levels, the damage reduction afforded by the osseus legionnaire's bone armor increases by 1. At 4th level, it grants immunity to stunning attacks and nonlethal damage. At 7th level, it has a 50% chance of negating any critical hit or sneak attack made against the osseus legionnaire. In addition, the bone armor allows the osseus legionnaire to act and fight without penalty even while disabled or dying. At 10th level, the bone armor grants immunity to extra damage from critical hits and sneak attacks.
  • Scourging Visage (Su): When the osseus legionnaire uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear the osseus legionnaire, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). This is a mind-affecting fear ability, and multiple uses of this ability don't stack.
  • Feast Upon Fear (Su): Undead under the control of the osseus legionnaire can sense weakness, and devour it. Whenever they attack an enemy affected by scourging visage, they gain a bonus to damage on melee attacks equal to their hit dice.
  • Martial Excellence (Su): All undead created by Warriors Without now gain fusillades as if they were a soldier (NPC class) of their hit dice. They do not gain the bonus feats or in any other way adjust their statistics.
  • Channel Necros (Su): At 4th level, a osseus legionnaire can channel any necros he can cast into his melee weapon. Using this ability requires a move action, and the osseus legionnaire uses up a number of grave tokens just as if he had cast the necros. The channeled necros affects the next target that the osseus legionnaire successfully attacks with his weapon (saving throws still apply). Even if the necros normally affects an area or is a ray, it affects only the target. The necros is discharged from the weapon, which can then hold another necros. A osseus legionnaire can channel his necros into only one weapon at a time. Necros channeled into a weapon are lost if not used in 8 hours.
  • Resiliency (Su): The skeletons that follow the osseus legionnaire grow stronger with each passing day. At 5th level, skeletons created by Warriors Without have hit dice equal to 3/4 of the osseus legionnaire's necromant level. At 10th level, they have hit dice equal to the osseus legionnaire's necromant level. At 10th level, these skeletons also gain the benefits of any Martial feat possessed by the osseus legionnaire.
  • Equipment of Bone (Su): Whenever the osseus legionnaire casts the Warriors Without necros, he may cast Deathly Blade for no grave token cost.
  • Fright of Bone (Su): Whenever the osseus legionnaire successfully strikes an enemy with a fullisade or a channeled necros, he may use scourging visage as a swift action.
  • Skill at Arms (Su): A channelled necros only costs half the amount of grave tokens it would if it were cast normally.
  • Armored Dead (Su): Whenever the osseus legionnaire casts the Warriors Without necros, he may cast Armored Dead for no grave token cost.

8
Magics of Arhosa / Soulwalker [Prestige]
« on: October 06, 2020, 03:59:53 PM »
Soulwalker

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Soulwalker


Text


Making a Soulwalker
Text

Table 1: The Soulwalker
Hit Die: d4


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +0    +2    Spirit Form                                 +1 Necromant Level   
2      +1    +0   +0    +3    Horrors of the Mind                         +1 Necromant Level   
3      +1    +1   +1    +3    Spirit Form                                 +1 Necromant Level   
4      +2    +1   +1    +4    Ghostwalker                                 +1 Necromant Level   
5      +2    +1   +1    +4    Spirit Form                                 +1 Necromant Level   
6      +3    +2   +2    +5    Soulwalker                                  -
7      +3    +2   +2    +5    Spirit Form                                 +1 Necromant Level   
8      +4    +2   +2    +6    Soul Shatter                                +1 Necromant Level   
9      +4    +3   +3    +6    Spirit Form                                 +1 Necromant Level   
10     +5    +3   +3    +7    Upon a Whim                                 -


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Mentalism 8, Knowledge (Religion) 8, Spellcraft 4
Special: Must know at least 3 necros from the Vein of Spirit, Vein of Spirit as a Major Vein

Class Features
Text
  • Spirit Form (Su): A soulwalker can become incorporeal once per day as a swift action. The character can remain incorporeal for up to 1 minute per class level. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While incorporeal, the character gains the incorporeal subtype. He gains a fly speed equal to his land speed (perfect maneuverability). His material armor fades away, and no longer provides any bonus to armor class. Instead, he gains a deflection bonus to armor class equal to his primary necromantic modifier. His material weapons fade, and he cannot attack with them while incorporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for necros he casts while incorporeal. He can use equipment other than armor and weapons normally, deriving benefits from items that enhance his capabilities. His gear becomes incorporeal when he changes, and changes back when he does. At 3rd, 5th, 7th and 9th level, a soulwalker gains one additional use of this ability.
  • Horrors of the Mind (Su): As a standard action, while incorporeal the soulwalker can make a touch attack (using his primary necromantic modifier). If the attack hits, the target is struck by a phantasmal killer spell cast at the soulwalker's necromant level. The save DC is 10 + class level + primary necromantic modifier.
  • Ghostwalker (Su): As a swift action, while incorporeal the soulwalker can use dimension door at will, as a caster of his necromant level.
  • Soulwalker (Su): As a standard action, while incorporeal the soulwalker can make a touch attack (using his primary necromantic modifier). If the attack hits, the target must succeed on a save of 10 + class level + primary necromantic modifier or be possessed. When possessing, the soulwalker becomes a part of the victim, so it is no longer incorporeal. It cannot be targeted by spells or attacks separately from the victim. Damage taken by the possessed creature has no effect on the soulwalker. If the victim dies, the soulwalker is forced back into its incorporeal form. The soulwalker can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, the soulwalker can communicate with the victim telepathically, projecting words in any language the victim understands directly into the victim's thoughts. The soulwalker is constantly aware of the victim's current thoughts. While in control of a victim, the soulwalker has access to all the creature's abilities, skills, feats, and spell knowledge. The soulwalker now acts as though it is the creature in all respects, until it loses or relinquishes control. The soulwalker uses its own Intelligence, Wisdom, and Charisma scores, but adopts all of the possessed creature's physical ability scores. The soulwalker cannot use its own spell-likes, supernatural abilities, or necros while possessing a creature. The soulwalker retains the creature's type, and is affected by spells and other effects as if it were the possessed creature except in regard to its alignment. The duration of possession is one round for every two class levels. The soulwalker can end it as an immediate action. A creature who successfully saves against this ability is immune to it for 24 hours.
  • Soul Shatter (Su): Whenever the soulwalker affects an enemy with a necros or Horror of the Mind, that creature must save against Will 10 + class level + primary necromantic modifier or become incorporeal for one round, as per Spirit Form. They are confused while incorporeal.
  • Upon a Whim (Su): The soulwalker can change from corporeal to incorporeal and back at will as an immediate action. If he changes in response to an attack or spell, his newly modified statistics are used to determine the result.

9
Magics of Arhosa / Numberless [Prestige]
« on: September 23, 2020, 12:38:08 PM »
Numberless

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Numberless


Text


Making a Numberless
Text

Table 1: The Numberless
Hit Die: d4


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +0    +2    Risen Dead, Minionmaster                    +1 Necromant Level   
2      +1    +0   +0    +3    Clacking Horde                              +1 Necromant Level   
3      +1    +1   +1    +3    Hordes Awaken                               +1 Necromant Level   
4      +2    +1   +1    +4    Clacking Horde                              +1 Necromant Level   
5      +2    +1   +1    +4    Eternal Dead, Expand the Horde              +1 Necromant Level   


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Mentalism 6, Warcraft 6, Knowledge (Religion) 6
Special: Must know Warriors Without, Wizards Within, Swarm of Cysts, or Vermin Arisen as a necros

Class Features
Text
  • Minionmaster (Su): The Numberless adds together his Overlord and Numberless class levels for the purpose of the Hordes of the Undying ability.
  • Risen Dead (Su): Whenever the Numberless kills a creature with a necros, they may pay 2 grave tokens. If they do, animate the slain creature under the control of the Numberless. Change the creature's type to undead, but otherwise do not recalculate anything. Any uses of abilities that were expended while alive are still expended. Creatures animated this way have 6 hit points per hit dice, and are destroyed when they reach 0 hit points. They last for 1 round per point of primary necromancy modifier.
  • Clacking Horde (Su): Once per week, the Numberless can have a second casting of Warriors Without, Wizards Within, Swarm of Cysts, or Vermin Arisen. At Xth level, he may have a second casting of a different necros from the first. He may choose each week when he triggers this ability.
  • Hordes Awaken (Su): The Numberless can now use his Risen Dead ability whenever a creature within 10 ft. per class level is killed.
  • Eternal Dead (Su): Whenever a creature within 10 ft. per class level is killed, if the Horde ability is not full, the Numberless may (as an immediate action) create an undead with hit dice equal to the maximum allowable under the Horde ability.
  • Expand the Horde (Su): The horde now has a total number of hit dice of undead equal to his combined Numberless and Overlord class levels times three, and the maximum CR is 1/2 the combined Numberless and Overlord class levels.

10
Other Games / Microsoft buys Bethesda
« on: September 21, 2020, 10:01:58 AM »
https://news.xbox.com/en-us/2020/09/21/welcoming-bethesda-to-the-xbox-family/

Title pretty much says it all. I suspect this means not much changes other than that all the games become even more integrated into the MS games ecosystem.

11
Magics of Arhosa / Bombardier [Prestige]
« on: September 18, 2020, 10:34:02 AM »
Bombardier

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Bombardier


Text


Making a Bombardier
Text

Table 1: The Bombardier
Hit Die: d4


Level  BAB   Ref  Fort  Will  Abilities                   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +0    +2    Minionmaster, Strengthen the Horde, Sacrificial Lamb
2      +1    +0   +0    +3    Expendable, Energy Recovery
3      +1    +1   +1    +3    Sprint to the Finish
4      +2    +1   +1    +4    Devoted Bodyguards
5      +2    +1   +1    +4    Expand the Horde
6      +3    +2   +2    +5    Explosive Finish
7      +3    +2   +2    +5    What Is Not Dead
8      +4    +2   +2    +6    Energy Recovery
9      +4    +3   +3    +6    Bomb Squad
10     +5    +3   +3    +7    Horde Supremacy, Grand Finale


Class skills (4 + Int modifier per level):  Appraise (Int), Autohypnosis (Int), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Warcraft (Int)

Requirements:
Feats: TBD
Skills: Warcraft 6, Knowledge (Religion) 6
Special: Seal the Breach class feature

Class Features
Text
  • Minionmaster (Su): The Bombardier prefers to do his work with minions, rather than with necros, although he still keeps his hand in. Each level, he gains new necros known, companions, and necromant level as if he had gained a level in the Overlord class. He does not gain new grave tokens, class features, or other abilities. He adds together his Overlord and Bombardier class levels for the purpose of the Hordes of the Undying ability.
  • Strengthen the Horde (Su): Sometimes, weak pawns must be discarded for the good of all. The Bombardier can sacrifice any number of undead creatures under his control, distributing their hitpoints to all other undead creatures under his control. These hitpoints are distributed evenly, and are treated as healing. If this would cause a creature to exceed its maximum hitpoints, it gains the excess as temporary hitpoints.
  • Sacrificial Lamb (Su): As a standard action, the bombardier can direct an undead creature under his control to take an immediate move action. If the undead creature is not killed before the end of the move action, it explodes, dealing 1/2 its total current hit points to all creatures within 10 feet as piercing damage. A Reflex save against 10 + class level + Charisma modifier reduces the damage by half.
  • Expendable (Su): Each day, at nightfall, the Bombardier resurrects a total number of hit dice of undead equal to his combined Bombardier and Overlord class levels divided by two.
  • Energy Recovery (Su): As a full round action, the bombardier can sacrifice an undead under his control and gain a number of grave tokens equal to one half the undead's hit dice. These grave tokens last until he refreshes his grave tokens at the end of the week. At 8th level, this increases to the undead's total hit dice.
  • Sprint to the Finish (Su): Undead under the effect of sacrificial lamb gain a bonus to their movement speed equal to 5 ft times class level.
  • Devoted Bodyguards (Ex): Once per round, whenever a Bombardier is hit by an attack, the Bombardier may make a DC 15 Reflex save to have that attack affect an adjacent allied undead creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Bombardier, regardless of the bodyguard's Armor Class or any other defensive effects, including incorporeality. An undead ally may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act.In addition, by making a DC 20 Will save, the Bombardier may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.
  • Expand the Horde (Su): The horde now has a total number of hit dice of undead equal to his combined Numberless and Overlord class levels times three, and the maximum CR is 1/2 the combined Bombardier and Overlord class levels.
  • Explosive Finish (Su): Undead that are killed while under the effect of Sacrificial Lamb now explode even if they have not finished their move action. They also now do damage equal to 3/4 of their current hit points.
  • What Is Not Dead (Su): Each day, at nightfall, the Bombardier resurrects a total number of hit dice of undead equal to his combined Bombardier and Overlord class levels. This replaces Expendable.
  • Bomb Squad (Su): Undead under the effect of Sacrificial Lamb now do damage equal to their current hit points. Sacrificial Lamb can now also be triggered as a swift or immediate action (this allows a total of two uses a round).
  • Horde Supremacy (Su): The horde now has a total number of hit dice of undead equal to his combined Numberless and Overlord class levels times four, and the maximum CR is 1/2 the combined Bombardier and Overlord class levels.
  • Grand Finale (Su): Once per day, the Bombardier can affect as many undead under his control as he desires with Sacrificial Lamb.

12
Magics of Arhosa / Soothsayer [NPC Class]
« on: September 17, 2020, 11:55:47 AM »
The Soothsayer
Hit Die: d4

Level  BAB   Ref   Fort  Will  Abilities                           Necros Known   Grave Tokens
-------------------------------––––––––––––––––––––––––––––––––––––---------------------------
1      +0    +0    +0    +2    Feat                                1              3
2      +1    +0    +0    +3                                        2              6
3      +1    +1    +1    +3                                        2              9
4      +2    +1    +1    +4                                        3              12
5      +2    +1    +1    +4    Feat                                4              15
6      +3    +2    +2    +5                                        4              18
7      +3    +2    +2    +5                                        5              21
8      +4    +2    +2    +6                                        6              24
9      +4    +3    +3    +6                                        6              27
10     +5    +3    +3    +7    Feat                                7              30
11     +5    +3    +3    +7                                        7              33
12     +6    +4    +4    +8                                        8              36
13     +6    +4    +4    +8                                        8              39
14     +7    +4    +4    +9                                        9              42
15     +7    +5    +5    +9    Feat                                9              45
16     +8    +5    +5    +10                                       10             48
17     +8    +5    +5    +10                                       10             51
18     +9    +6    +6    +11                                       11             54
19     +9    +6    +6    +11                                       11             57
20     +10   +6    +6    +12   Feat                                12             60


Class skills (2 + Int modifier per level, x4 at first level): Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Class Features
Your necros are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Soothsayers are proficient with all simple weapons and light armour, as well as all shields (except tower). Soothsayers suffer spell failure in armour above light.
  • Necromantic Casting: The Soothsayer is a Necromantic casters. He gains 1 Major Vein and 1 Minor Vein, chosen from any of the five available. He gains bonus grave tokens equal to his Intelligence modifier times his class level times 1/5.
  • Feat: At 1st, 5th, 10th, 15th, and 20th class levels, the Soothsayer gets one Necromantic feat as a bonus feat.
  • Advancement: If a Soothsayer subsequently gains a level in the Necromancer or Overlord class, he loses all levels in the Soothsayer class, including any feats gained that way, and gains those levels back in the Necromancer or Overlord class.

13
Magics of Arhosa / Hexer [Prestige]
« on: September 17, 2020, 11:45:37 AM »
Hexer

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Hexer


Text


Making a Hexer
Text

Table 1: The Hexer
Hit Die: d4


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +0    +2    Collusive Curse                             +1 Necromant Level   
2      +1    +0   +0    +3    Touch of Incompetence                       +1 Necromant Level   
3      +1    +1   +1    +3    Spreading Malady                            +1 Necromant Level   
4      +2    +1   +1    +4    Invigorating Failure                        +1 Necromant Level   
5      +2    +1   +1    +4    Presence of Inadequacy                      +1 Necromant Level   
6      +3    +2   +2    +5    Spreading Malady                            +1 Necromant Level   
7      +3    +2   +2    +5    Deficient Performance                       +1 Necromant Level   
8      +4    +2   +2    +6    Incompetence Rebounds                       +1 Necromant Level   
9      +4    +3   +3    +6    Exhilarating Failure                        +1 Necromant Level   
10     +5    +3   +3    +7    Crippled by Doubt                           +1 Necromant Level   


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Mentalism 8, Knowledge (Religion) 8, Spellcraft 4
Special: Must know at least 3 necros from the Vein of Curses, Vein of Curses as a Major Vein, Necromantic Companion must have Vein of Curses as their Major Vein

Class Features
Text
  • Collusive Curse (Su): Whenever the hexer or his necromantic companion casts a necro from the Vein of Curses on an enemy already under the effect of a necro from the Vein of Curses cast by the other party, the enemy takes a -4 penalty on his saving throw.
  • Touch of Incompetence (Su): Whenever an undead creature under the control of the hexer strikes an opponent with a melee weapon, natural or otherwise, that opponent must save or be struck by a first level standard action necros from the Vein of Curses, as if cast by the hexer. The necro only affects the struck creature and no other. The hexer chooses which necro when he gains this ability and cannot change it.
  • Spreading Malady (Su): If an enemy under the effect of a necros from the Vein of Curses moves adjacent to their ally, including moving past their ally during a move, that ally must save vs the highest level necros from the Vein of Curses affecting the enemy or be affected by it himself. He makes the save with a +4 bonus. At 6th level, allies no longer get the bonus on the saving throw.
  • Invigorating Failure (Su): Whenever an enemy within 10 feet per class level fails a saving throw against a necro from the Vein of Curses, the hexer gains 1 temporary grave token. This grave token can only be used to cast a necros from the Vein of Curses, and expires if unused after one minute. He can have a maximum number of temporary grave tokens from this ability equal to half his class level.
  • Presence of Inadequacy (Su): The Hexer creates an aura 10 feet in radius per class level as an emanation. Any enemy entering this aura must save or be struck by a second level standard action necros from the Vein of Curses, as if cast by the hexer. The hexer chooses which necro when he gains this ability and cannot change it.
  • Deficient Performance (Su): Enemies under the effect of a necro from the Vein of Curses treat all natural 20s as natural 1s.
  • Incompetence Rebounds (Su): Whenever an enemy attacks an undead creature under the control of the hexer with a melee weapon, natural or otherwise, if the attack misses that opponent must save or be struck by a third level standard action necros from the Vein of Curses, as if cast by the hexer. The necro only affects the attacking creature and no other. The hexer chooses which necro when he gains this ability and cannot change it.
  • Exhilarating Failure (Su): Whenever an enemy within 10 feet per class level fails a saving throw, the hexer gains 1 temporary grave token. This grave token can only be used to cast a necros from the Vein of Curses, and expires if unused after one minute. He can have a maximum number of temporary grave tokens from this ability equal to half his class level.
  • Crippled by Doubt (Su): Enemies under the effect of a necro from the Vein of Curses must succeed at a saving throw against 10 + class level + intelligence modifier or be unable to use their standard action for the turn. If they fail this save, they can also not use full-round actions.

14
Magics of Arhosa / True True Necromancer [Prestige]
« on: September 15, 2020, 10:38:31 AM »
True True Necromancer

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr True True Necromancer


Text


Making a True True Necromancer
Text

Table 1: The True True Necromancer
Hit Die: d6


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant            Arcanist           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +2    +2    Enhancing Knowledge                         +1 Necromant Level   +1 Arcanist Level   
2      +1    +0   +3    +3    Lledrith's Conflation                       +1 Necromant Level   +1 Arcanist Level   
3      +1    +1   +3    +3    Eternals                                    +1 Necromant Level   +1 Arcanist Level   
4      +2    +1   +4    +4    Lledrith's Conflation                       +1 Necromant Level   +1 Arcanist Level   
5      +2    +1   +4    +4    Enhancing Knowledge                         +1 Necromant Level   +1 Arcanist Level   
6      +3    +2   +5    +5    Eternals                                    +1 Necromant Level   +1 Arcanist Level   
7      +3    +2   +5    +5    Lledrith's Conflation                       +1 Necromant Level   +1 Arcanist Level   
8      +4    +2   +6    +6    Death's Blessing                            +1 Necromant Level   +1 Arcanist Level   
9      +4    +3   +6    +6    Eternals                                    +1 Necromant Level   +1 Arcanist Level   
10     +5    +3   +7    +7    Enhancing Knowledge, One of a Kind          +1 Necromant Level   +1 Arcanist Level   


Class skills (4 + Int modifier per level): TBD

Requirements:
Feats: TBD
Skills: Knowledge (Arcana, Religion) 9
Spells: Spells costing 3 spell points, Must know the Deathwalker seed
Necros: 2nd level necros
Special: Must know the That Which Is Not Dead forte

Class Features
Text
  • Enhancing Knowledge (Ex): The True True Necromancer adds 1/2 his class level and his arcanist level to the character's effective class level in either Necromancer or Overlord for the Vein Bound or Horde abilities. If he has both classes, he only adds to one chosen on entry to True True Necromancer. Horde abilities are Hordes of the Undying, Reassembler, Strengthen the Horde, Expand the Horde, Horde Supremacy, and All for One. At 5th level, increase this to 3/4 his class levels, and all levels in True True Necromancer and Arcanist at 10th level.
  • Lledrith's Conflation (Su): Once per day, when the True True Necromancer casts a standard action necro, he can cast a spell with a total spellpoint cost equal to the level of the necro / 2 + 1 as a swift action. For example, when casting a third level necros, he could cast a spell with a spell point cost of 4 or less. He gets another use at 4th and 7th.
  • Eternals (Su): When casting a spell using the Deathwalker seed, the True True Necromancer can cast the spell with the Hours duration option as a 0 spell point cost. At 6th level, reduce the cost of any spell comprised only of the Deathwalker seed by 1/2 your class level (total spell cost can not go below 1 spell point). At 9th level, he receives double the summons when using the Deathwalker seed.
  • Death's Blessing (Su): Whenever an undead under the control of the True True Necromancer kills a creature, the True True Necromancer gains one temporary spell point per hit dice of the slain creature. He can only use these spell points to cast a spell utiziling the Deathwalker seed and no other seeds. They last for one hour.
  • One of a Kind (Su): At 10th level, the True True Necromancer gains the Lich template. He does not increase his level adjustment as a result.

15
Arhosa / Stone of Arhosa [Story]
« on: September 04, 2020, 10:42:20 AM »
Finished story, lightly edited. Will be edited more before being published as an ebook on Amazon. Nature of the story will not change

Now available in updated form on Amazon. Please message me if you'd like a free copy.

Stones of Arhosa

Chapter One
“Oi, Steward, what’s the meaning of this?”

Steward’s owner, a Tokunnir named Amberthane, held up a large stone panel, with a faint scratch running down one side near the edge.

“I’ll never be able to shift something damaged like this, so why put it in the ‘for sale’ pile?”

Moments like these, Steward had learned, were ones where it was best to simply be silent and still, something Constructed were known for anyway. A response wasn’t going to make things better, not for the worker that had placed the piece into the bin.

Amberthane rooted through the pile, and came up with another scratched piece. These large panels of stonework were sold as ornate cabinet panels, for this was a cabinetry and furniture factory, fifteen workers plying their skills day in and day out, all to make Amberthane money.

It wasn’t as if the workers had any choice in that, of course, since the Tokunnir owned them all. Quite literally, as he had paid for their creation, for Constructed were exactly what the name implied – created servants crafted from stone and metal, imbued with consciousness, and then set to working for whomever had had the funds to purchase their creation.

Which meant that Steward’s ‘name’ wasn’t a name at all, it was a description – Amberthane had purchased a Constructed with the features necessary to be a ‘Shop Steward’, once his operation had gotten large enough.

Holding the piece aloft, there was almost a guttural growl from the dwarven factory owner. “Which of you damaged these?”

The thing about being Constructed was that one was not allowed to lie towards one’s owner, or indeed any Tokunnir. Which meant when asked a direct question, the only option was to answer, and thus a raft of Constructed arms raised and pointed at the responsible party, who merely stood still, his faintly featured stone face unable to show emotion in any case.

“Wages docked the value of the damage, less whatever I can sell these for. Now, back to work.”

And there was the contradiction that Steward had never been able to understand about Amberthane – the Tokunnir was a right slave driver, requiring almost round-the-clock dedication to working, with barely time to maintain oneself, and yet he paid wages to Constructed, something unheard of in Arfau. No law said he must, no convention, no great speech by a Tokunnir elder, and yet Amberthane always made clear to his Constructed on the day of purchase that they would receive a wage, and that if they wished to buy their freedom, the price would be set at exactly what the Tokunnir had paid to create them. Which took about five years, the wage seemingly have been calculated to that length, but when one was a created being who did not age, five years was not so long a time.

&&&

Maintenance hour.

For Steward, at least.

Every Constructed was allotted one hour of the day in which they could act freely, although given the rigours of work, much of that time was dedicated to self-repair. Constructed did not eat, sleep, drink, or behave much like a living creature, but they were alive in the greater sense, and needed to maintain themselves.

The Tokunnir stonecrafters, being sensibly-minded dwarves who thought ahead, had included a self-repair feature into the myriad of runes that formed the basis for Constructed life, and while it required a catatonic state that many Constructed found disconcerting, never otherwise losing access to the outside world, it functioned excellently in terms of repairing the small damages that a Constructed accrued through the course of a day, whether that be from tools, stresses, or just the general wearing away of some initially included features.

Of course, the ability took much of the hour, and so usually Steward simply found himself standing and thinking for the remainder of his allotted time. He knew he was unusual in that, and pondered whether it was to do with the upgraded intellect that he had been given. It was likely so, as most Constructed were only slightly raised above dumb brutes, strength to perform a task and enough intelligence to understand the proper nature of it, but without independent thought or action.

The bell chimed, and Steward turned his metallic feet towards the shop floor.

&&&

“You, Steward. Pack the cart and walk beside.”

The momentarily clashing instructions fizzed in Steward’s mind, until they ordered themselves into a proper resolution path. His analytical mind (being a Constructed, he had no other) postulated that this was a special occasion, as the number of times in which he had been called upon to leave the shop floor before were minimal, as Amberthane always engaged in buying and selling on his own.

Loading the cart was easy, as was affixing the two Constructed who would tow it to the store that Amberthane owned in one of Arfau’s better districts. And then there was nothing else left but to take up station next to the driver’s box on the cart.

There were no reins, there being no need when the Constructed knew the route to the store and could be commanded by voice. But the similarity to a beast of burden was apt, all the same. And yet, one day these Constructed may purchase their freedom. Although at least three had not, and simply piled their wages unused in a dusty corner. Having known no life outside the confines of Amberthane’s factory, they could conceive of nothing that would be an improvement over what they currently had. No drive for reproduction or food and an ability to always heal left Constructed with very little in the way of desires or needs.

Most had none.

To which Steward knew he was different. He had already concluded that his first action once he had purchased his freedom was to acquire books, and to learn more deeply about this world in which he lived. It was called Arhosa, that much he knew, but beyond that he knew something of the politics of Arfau, and of the economy, and much of cabinetry and furniture production.

Beyond that, he knew nothing at all.

&&&

The cart trundled through the city street, and Amberthane lectured Steward.

“You’ll need to understand the ways of the Tokunnir once you purchase your freedom. We’re a good people, honest, but stubborn to a fault, and there’ll be many who won’t want anything to do with you. You’re an anomaly, and the easiest way to adjust to that is pretend it’s not there. Just because there are Constructed everywhere doesn’t mean anyone takes any notice.”

It was all too easy to see that Amberthane was right. Constructed carrying goods, wielding tools, and even as members of the city forces could all be seen with a simple rotation of the neck joint, and one and all the Tokunnir around them treated those Constructed as if they weren’t there. Oh, there was no outright rudeness, but once seen, the way in which Tokunnir treated Constructed as little more than an end table to be stepped around was disappointing.

Being unusually curious for a Constructed, and realizing that this conversation was in some way Amberthane attempting to prepare Steward for the wider world that that same Tokunnir had prevented Steward from seeing, the Constructed asked the question. “Why?”

To which there was just a shrug in response. “How often do you think about the tool you pick up to carve stone?”

A question to which Steward knew the answer all too well – only when he was using it. Otherwise, why would he think of it? A tool of that sort has a purpose, does it purpose, and is maintained to that end. Beyond that, it is unworthy of thought.

And that was the nature of the Constructed for the Tokunnir – purposeful, in need of maintenance, and unworthy of thought. A tool, nothing more.

“Why give us freedom?”

The clipped manner of speaking that the Constructed employed was curious, and Steward had wondered at it. He did not think in the same phrasing as he spoke, and had presupposed that it was an intentional limitation of the runecarvers who had invented the Constructed. Or was simply a quirk of the process, something that no Constructed understood. They (Steward included) remembered nothing of the creation process, nor of anything before that first moment when they had woken fully formed, gifted with thought, some personality, and a set of skills for the tasks their owner set them. In a single moment, there was light, noise, and sound. From darkness to the world, in the snap of one’s fingers.

Amberthane paused, and looked down at Steward. “Never thought I’d get one like you, you know. Constructed, even stewards, are supposed to be pretty dim. Only ones who aren’t are the sergeants. Military needs soldiers who can think, fight tactically. Were it not for the fact you don’t know a thing about swinging a sword, I’d say the forge got my order wrong. But you came out knowing cabinetry and keeping a shop clean and running smoothly, so, must be a quirk.”

The Tokunnir had another think.

“I’ve got coin. Plenty of it, now. So I do my bit to the gods by giving each Constructed enough they get to make their own choice, once they’ve covered the cost of their creation. I like the idea of introducing just a little bit of uncertainty into Arfau. Always did fancy Fasnachu more than the rest of the ones up there, and she’s certainly fancied me these years. Figure I’d give a little extra to her.”

Steward had determined, through hearing Amberthane and other Tokunnir speak and via those few trips into the city that he had made, that Fasnachu was the goddess of luck and the arts. Hearing that lobbing freed Constructed into a city uncertain how to receive them was prayer to a fickle goddess was… disquieting. But perhaps disquietude was better than the alternative, which was for Steward to have been ordered by a traditionally-minded Tokunnir, one who would have never thought of freeing a Constructed.

“What does one do with freedom?”

Now that drew a snort from Amberthane. “Work. There is no freedom but that which is earned via work. I didn’t get made in a forge somewhere, and all I do is hold my nose to the grindstone.”

Steward had long since learned to parse the idioms and expressions of the Tokunnir, although strangely such a thing had been a learned behaviour and not something that had been preconfigured from the stonecrafters. Perhaps it was another way in which Constructed were designed to be inferior. On the face of it, Amberthane was partially correct, in that he worked long hours every day. He was also known to return red in the face from a location known as an ‘alehouse’ on certain nights, an activity that one would be hard pressed to place within the sphere of behaviour described by ‘working’.

“Would education be considered working?”

The question drew the busy eyebrows of his Tokunnir owner high up the craggy forehead. “Now why would you ask me a thing like that?”

“The absorption of knowledge appears to be a desirable goal.”

“Could be, could be. But there won’t be much coin in it, and even one such as you’ll need coin. Last I thought about it, elders want youngsters as clerks, not, well, your lot.”

“We would not be acceptable in that role?”

The pinched eyebrows made Steward realize that he was, in some manner, treading on treacherous ground. He just wasn’t sure why.

“Elders and runecarvers keep the learning to themselves and their lot. Use it to educate the next set to follow them along. And that’s not you.”

“Does no one speak for the free Constructed?”

“No, lad. There’s barely a handful in Arfau, and they’re all menials. Why would a Tokunnir need to listen?”

“Are we not alive?”

A look came over the Tokunnir’s face, that expression that folks get when they know they are treading into deep philosophical waters and they have no raft.

“That’ll be argued to the end of the world, Steward. No one argues Challineb had her hand in your creation, but whether that makes you any more alive than rock, or lava, or even a plant,
you’d need to talk to someone smarter than I. I’ve heard all sorts.”

Stolidly plodding along beside Amberthane, Steward looked ahead as he followed the pathways of his thoughts to their end. He could reason, so therefore he must be alive. Must he not?

“Why now?”

Amberthane looked down from his perch on the bench of the cart. “Because I can count even better than you can, and I know just how much money you’ve stored away. Couple weeks till you’re gone. Already put the order in at the forge for your replacement.”

“So certain?”

“You think, Steward. Constructed don’t think.” The dwarf waved a hand towards the two Constructed in the traces of the cart, who had been trudging towards the store this entire conversation without even a twist of a neck joint to better listen in. Whatever concerns Steward might have, his fellows seemed to gloss over.

“Is that not the fault of the Tokunnir?”

“Goal, more. Stonecrafters wanted servants, not thinkers. Strength to fight, to build, to work through the clock. Intellect gets in the way. Even with you.” Amberthane wagged a finger to cut out the protest before it ever arrived. “You’d have caught those mistakes today if you’d been more focused on the factory and less on your thoughts. You didn’t make them, and since I’ve already ordered the replacement not much point in docking your wages just to have him sitting around, but by rights I should have taken coin from you, too. Shop’s only as good as the foreman.”

“Am I to be the minder of all my brethren?”

Amberthane laughed. “Yes. It’s what you were made for, after all.”

Steward had no good answer to that.

&&&

The last coin fell from Steward’s hand onto the table before him, where Amberthane eyed it.

“When you walk out that door, remember that Tokunnir don’t give charity. Not to anyone outside their family. And not to Constructed.”

Steward pivoted on his heel and strode away, clutching the paperwork that declared him manumitted. Copies of the document had been sent to the government record keepers. He was, officially, a citizen of the city of Arfau and an upstanding member of the community, and accorded all rights and customs thereof.

He was also a Constructed with no place to call home, no money, no job, and far too little experience with the world outside of the factory walls.

And he knew it.

16
Magics of Arhosa / Poisoner [Prestige]
« on: September 04, 2020, 08:38:35 AM »
Poisoner

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Poisoner


Text


Making a Poisoner
Text

Table 1: The Poisoner
Hit Die: d8


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2   +0    +2    Poison Use, Imbued Weapon                   -
2      +2    +3   +0    +3    Disease Spreader                            +1 Necromant Level   
3      +3    +3   +1    +3    Plague Beasts                               +1 Necromant Level   
4      +4    +4   +1    +4    Imbued Companion                            +1 Necromant Level   
5      +5    +4   +1    +4    Double Infection                            -
6      +6    +5   +2    +5    Plague Beasts                               +1 Necromant Level   
7      +7    +5   +2    +5    Pierce Resistance                           +1 Necromant Level   
8      +8    +6   +2    +6    Spread the Word                             +1 Necromant Level   
9      +9    +6   +3    +6    Plague Beasts                               +1 Necromant Level   
10     +10   +7   +3    +7    Vile Strikes                                -


Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: TBD
Skills: Mentalism 8, Knowledge (Religion) 8, Heal 4
Special: Must know at least 3 necros from the Vein of Poison, Vein of Poison as a Major Vein

Class Features
Text
  • Poison Use (Ex): Poisoners are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
  • Imbued Weapon (Su): A Poisoned has learned that sometimes it is better to directly apply assaults to an enemy. He may choose to cast a standard action Vein of Poison necros that can target one or more creatures into a weapon. If he does, that weapon applies the effect of that necro to a struck creature on the first successful attack of each round. The weapon stays imbued for a number of hours equal to the Poisoner's class level.
  • Disease Spreader (Su): Any disease created by a Poisoner, whether via abilities or items, infects all other living creatures who come into contact with an infected individual for the first 48 hours of the infection.
  • Plague Beasts (Su): At 3rd, 6th, and 9th level, the poisoner gains a monstrous centipede, scorpion, or spider as a cohort. Advance it until its CR is equal to the poisoner's level -3. Advance the cohort each time the poisoner gains a level. If they die, he is able to find another in a week.
  • Imbued Companion (Su): As per Imbued Weapon, except it targets the Poisoner's necromantic companion or cohort and triggers on their first successful attack of each round.
  • Double Infection (Su): On the round after being struck by an Imbued attack, the struck creature must save or have the effect repeat. Reduce all numeric effects by 50%.
  • Pierce Resistance (Su): Poisons and diseases created by the Poisoner work on creatures immune to those effects at 50% efficiency. They still gain saves as normal.
  • Spread the Word (Su): Living creatures killed by an Imbued attack rise as Diseased, Fast (See LM p173) Zombies under the control of the Poisoner, up to a maximum of 2 hit dice per character level. Diseases created by these creatures triggers Disease Spreader.
  • Vile Strikes (Su): Imbued Weapon and Imbued Companion now trigger on every successful strike.

17
General D&D Discussion / OSR Bundle on Sale
« on: September 02, 2020, 02:19:15 PM »

18
Other Games / Free Shadowrun Games
« on: September 01, 2020, 11:49:53 AM »
https://www.epicgames.com/store/en-US/bundles/shadowrun-collection

Limited time only, courtesy of Epic. If you haven't played them, they're a blast.

19
The Scrolls of Lost Magic / Necrotic Scholar [Prestige]
« on: August 08, 2020, 12:26:31 PM »
Necrotic Scholar

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Necrotic Scholar


Text


Making a Necrotic Scholar
Text

Table 1: The Necrotic Scholar
Hit Die: d10


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +2    +2    Energy Transfer                             +1 Necromant Level
2      +1    +0   +3    +3    Sinew to Sin                                +1 Necromant Level   
3      +2    +1   +3    +3    Necrotic Scholarship                        +1 Necromant Level   
4      +3    +1   +4    +4    Imbued Strike                               +1 Necromant Level   
5      +3    +1   +4    +4    Flesh Focus                                 +1 Necromant Level


Class skills (4 + Int modifier per level): TBD

Requirements:
Feats: Widened Knowledge (Flesh or Bone)
Skills: Knowledge (Religion) 6, Heal 6
Grafts: Must be affected by at least 2 grafts
Special: Must have the Imbue Graft class feature

Class Features
Text
  • Energy Transfer (Ex): Grafts shall power necros, and necros shall power grafts. At the beginning of the day, the Necrotic Scholar may choose to invest a number of corpuscles up to his class level in his necromantic casting ability. If he does, he gains a number of grave tokens equal to twice the invested corpuscles. These tokens are lost at the end of the day if not expended. Each day, he may choose to invest corpuscles into his necromantic casting or not.
  • Sinew to Sin (Su): The flesh of an enemy is little more than a source of power for the Necrotic Scholar. Whenever an enemy is struck by a natural or touch attack from the Necrotic Scholar, that enemy must make a Fortitude save against 10 + class level + Intelligence modifier. If they fail the save, they take an additional 1d6+1 negative energy damage, and the Necrotic Scholar gains one temporary grave token. The grave token is lost in one hour if not expended.
  • Necrotic Scholarship (Ex): The ways in which unnatural flesh may enhance the magical abilities is unusual, but understood. The Necrotic Scholar can now cast the Necrotic X spells (from Libris Mortis) as bonus necros. These spells become necros with a grave token cost equal to their spell level, and the Necrotic Scholar automatically learns each as he gains access to that necro level in his major vein. Treat his necromant level as his casting level for all purposes. These count as being from the Vein of Flesh for the purposes of Flesh Focus.
  • Imbued Strike (Su): For all that the Necrotic Scholar has chosen to focus his mind on the mental aspects of fleshgrafting, he has by no means forgotten the martial aspects. Whenever an enemy is struck by a natural or touch attack from the Necrotic Scholar, the Necrotic Scholar may cast a single standard action necro as a free action against the struck creature. The necro cannot have a level higher than 1/2 class level.
  • Flesh Focus (Su): The energy of both sides of his being work together in perfect harmony. Whenever the Necrotic Scholar casts a necro from the Vein of Flesh or the Vein of Bone, the grave token cost is reduced by 1/2 the total number of grafts affecting him. This cannot reduce the grave token cost below 1.

20
The Scrolls of Lost Magic / Chirurgeon [Prestige]
« on: August 08, 2020, 10:26:49 AM »
Chirurgeon

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Chirurgeon


Text


Making a Chirurgeon
Text

Table 1: The Chirurgeon
Hit Die: d10


Level  BAB   Ref  Fort  Will  Abilities                              Grafts         Corpuscles  Necros Known   Grave Tokens
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––------------------------------------------------------
1      +1    +0   +2    +2    Graft Undead Flesh, Graft Feat         2              2           1              2
2      +2    +0   +3    +3    Quick Stitch                           2              2           1              4
3      +3    +1   +3    +3    Graft Feat                             3              3           2              6
4      +4    +1   +4    +4    Learning Experience                    3              4           2              8
5      +5    +1   +4    +4    Graft Feat                             4              5           3              10
6      +6    +2   +5    +5    Unlife                                 5              6           3              12
7      +7    +2   +5    +5    Graft Feat                             5              7           4              14
8      +8    +2   +6    +6    Horrific Suit                          6              8           4              16
9      +9    +3   +6    +6    Graft Feat                             6              9           5              18
10     +10   +3   +7    +7    Elixir of Vitality                     7              10          5              20


Class skills (4 + Int modifier per level): Acrobatics (Dex), Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, History, Local, Nature, Religion) (Int), Mentalism (Int), Perception (Wis), Stealth (Dex), Warcraft (Int)

Requirements:
Feats: First Step, Greater Desecration
Skills: Knowledge (Religion) 6, Heal 6

Class Features
Text
  • Necromantic Magic: The Chirurgeon is an indifferent user of necromantic magic, generally only doing so because it makes his use of grafting easier. He gains 2 Minor Veins, chosen from Bone, Flesh, or Poison. He gains bonus grave tokens equal to his Intelligence modifier times his Chirurgeon level times 1/5.
  • Grafts: The Chirurgeon receieves a number of grafts based on his class level. Grafts from other sources do not count against this class-specific limit. Grafts from all sources use slots, and this does not allow the Chirurgeon to exceed his slot count.
  • Graft Undead Flesh: At 1st level, the Chirurgeon begins his journey into the strange world of flesh grafting, gaining the Graft Undead Flesh feat.
  • Graft Feat: At each odd level, the Chirurgeon gains a bonus graft feat. He must meet all the requirements thereof.
  • Quick Stitch (Su): A fast and lose patch job can, in the end, save time and lives. As a standard action, the chirurgeon can attach a graft of a level 1/2 his class level or less to a willing ally. That ally immediately suffers the penalty of the attached graft, and takes a -1 penalty to all rolls and save DCs related to the graft. It stays attached for a number of minutes equal to the chirurgeon's Intelligence modifier.
  • Learning Experience (Su): Death can teach so much. Especially to the slayer. By examining the corpse of a creature for one minute and passing a Heal check of 10 + (2 * the monster's CR), the Chirurgeon gains a single special quality or attack of the creature for a number of hours equal to his Constitution mod. As part of this, he must choose to temporarily disable one graft. It is restored to use when this ability expires.
  • Unlife (Ex): After examining and understanding the process of life and death for so long, the chirurgeon can make the transition between much easier than it otherwise might be. By examining the corpse of a creature for one minute and passing a Heal check of 10 + (2 * the monster's CR), the chirurgeon can either animate the creature as per the animate dead spell (he does not need to pay the gold cost), or raise the creature as per raise dead.
  • Horrific Suit (Su): Walk a mile in someone's shoes to learn how they live. Walk a mile in someone's body to understand who they are. By examining the corpse of a creature for one hour and passing a Heal check of 12 + (2 * the monster's CR), the Chirurgeon can take the victims's form, appearance, and abilities (as the shapechange spell) for a number of hours equal to his Constitution mod. He loses access to all grafts while doing this.
  • Elixir of Vitality (Su): The heady rush of overwhelming vitality can be thrilling. For a number of rounds per day equal to Intelligence modifier or his class level, whichever is lower, the chirurgeon can treat all of his grafts as if they had the maximum amount of corpuscles invested into them. These rounds need not be used consecutively.

Pages: [1] 2 3 4 5 6 ... 28