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Topics - Stratovarius

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1
Homebrew and House Rules (D&D) / Wolven [Monster]
« on: Today at 09:50:31 AM »
Would anyone want to see this as a playable race? It's intelligent enough to be one, which is why I ask.

WOLVEN
Wolven [RUNIC]
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, enhanced scent, wolven telepathy, master bond
Saves: Fort +7, Ref +6, Will +2 
Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 10
Skills: Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: TrackB, Pack TacticsB, Improved Initiative, Prodigious Nose
Environment: Aboveground
Organization: Solitary or pack (5-8)
Challenge Rating: 3
Alignment: Neutral
Advancement: 5–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: -

Wolven are an offshoot of dire wolves that grew more intelligent over time, and also evolved the ability to communicate telepathically with both themselves and with a chosen master, although whether that is supposed to have come from runic magic or is entirely natural is a completely unknown phenomenon. Regardless of its source, the ability of the wolven to communicate telepathically has been a great boon to certain Athaghoel communities, who have taken advantage of that fact and paired with wolven packs in their local area, each working to support the other.

Wolven grow as tall as 4 feet at the shoulder and weigh more than 900 pounds. As a wolven ages, its muzzle fades from brown to white. 

Wolven understand Common and Dwarven and can communicate telepathically, although they cannot speak aloud except as wolves normally do.

Combat
Bonded wolven are courageous and loyal, and they ably assist their master in combat, especially through use of their pack tactics feat. In the wild, wolven packs hunt much like wolves, harrying and baiting their prey until it is too worn to fight.

Trip (Ex): A wolven that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolven.

Enhanced Scent (Ex): Wolven have some of the best noses in the canine kingdom, and use them to unerringly hunt down their prey. Wolven can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Wolven can pinpoint the location of a scent when within 30 ft. This otherwise functions as per the Scent ability.

Wolven Telepathy (Su): Wolven long ago, whether through breeding or an accident of chance, learned how to communicate telepathically with the rest of their pack. These days, that also includes their master, should they have one. A wolven can communicate telepathically with any other wolven or their master within 120 ft. Language does not matter.

Master Bond (Ex): A wolven, despite their intelligence and ability to communicate, are bred to be bonded with a single dwarven master. When bonded, the wolven and the master can communicate via wolven telepathy, and know each other’s location and health (as per the status spell) within 240 ft. Bonding is a process that takes a month of continual contact and communication between the wolven and the prospective master. The bond, however, is entirely voluntary on the wolven’s part, and mistreatment by the master will result in the severing of the bond and the ostracization of the master by all wolven.

Skills: *A wolven also has a +4 racial bonus on Survival checks when tracking by scent.

Feats
PACK TACTICS
You can gain an extra advantage when you and your allies can gang up on a foe.
Prerequisites: BAB +3, Dodge
Benefit: You and your allies harass and harry foes, snapping at their heels and always attacking when their back is turned
Surround the Enemy: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe are considered to be flanking even if there is not an ally in the correct position to flank. In addition, once per round you can declare that a melee attack you make against a flanked enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies who are flanking the target gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Harry: As long as you and one other ally threaten the same foe, each successful attack by you and any allies who threaten the same foe reduces the target's movement speed by 5 feet. This cannot reduce their movement speed below half the unmodified value. In addition, once per round as an immediate action when an opponent you are flanking moves, you can immediately move to any square adjacent to your foe as soon as the foe stops moving, as long as the distance you cover is less than or equal to your speed. Your movement can provoke attacks of opportunity.
Gang Dodge: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe apply your flanking bonus (if any) as a dodge bonus to armor class, and as a bonus to Reflex saves. These bonuses only apply against the flanked foe. In addition, when a flanked opponent attacks you and misses, you can take a 5 foot step. Your opponent, if they desire, can make a 5 foot step to follow.

PRODIGIOUS NOSE
Born as one of the lucky beings who can detects scents from vast distances, you are the early warning system your pack depends upon
Prerequisites: Enhanced Scent
Benefit: You can use scent to detect approaching enemies and sniff out hidden foes within 120 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. You can pinpoint the location of a scent when within 60 ft.

2
Homebrew and House Rules (D&D) / Blighter [Base]
« on: August 07, 2018, 08:05:57 AM »
Needs a few more abilities at the top end, but I can't think of any right now

Blighter

"Text."
- Excasard the Brilliant, Human Blighter


Text

Making a Blighter
Text

Abilities: Wisdom is the ability that the Blighter uses to give him extra spells.

Races: Blighter appear amongst all races, for their talents are widespread.

Alignment: Blighter can only be nongood.

Table 1: The Blighter

Level  BAB   Ref   Fort  Will  Abilities                                                                    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Defiling, Undying Fauna, Tainted Aura                                        1   —   —   —   —   —   —   —   —
2      +1    +0    +3    +3    Razing Bonus Feat, Sustenance                                                2   —   —   —   —   —   —   —   —
3      +2    +1    +3    +3    Contagious Touch                                                             2   1   —   —   —   —   —   —   —
4      +3    +1    +4    +4    Razing Bonus Feat, Speak with Dead Animal                                    3   2   —   —   —   —   —   —   —
5      +3    +1    +4    +4    Undead Wild Shape                                                            3   2   1   —   —   —   —   —   —
6      +4    +2    +5    +5    Razing Bonus Feat, Animate Dead Animal                                       3   3   2   —   —   —   —   —   —
7      +5    +2    +5    +5    Undead Wild Shape (Large)                                                    4   3   2   1   —   —   —   —   —
8      +6    +2    +6    +6    Razing Bonus Feat, Plague                                                    4   3   3   2   —   —   —   —   —
9      +6    +3    +6    +6    Burning Diease                                                               4   4   3   2   1   —   —   —   —
10     +7    +3    +7    +7    Razing Bonus Feat, Undead Wild Shape (Tiny)                                  4   4   3   3   2   —   —   —   —
11     +8    +3    +7    +7    Undying Horde                                                                4   4   4   3   2   1   —   —   —
12     +9    +4    +8    +8    Razing Bonus Feat, Undead Wild Shape (Plants)                                4   4   4   3   3   2   —   —   —
13     +9    +4    +8    +8                                                                                 4   4   4   4   3   2   1   —   —
14     +10   +4    +9    +9    Razing Bonus Feat                                                            4   4   4   4   3   3   2   —   —
15     +11   +5    +9    +9    Undead Wild Shape (Huge)                                                     4   4   4   4   4   3   2   1   —
16     +12   +5    +10   +10   Razing Bonus Feat,                                                           4   4   4   4   4   3   3   2   —
17     +12   +5    +10   +10   Undead Wild Shape (Elemental)                                                4   4   4   4   4   4   3   2   1
18     +13   +6    +11   +11   Razing Bonus Feat                                                            4   4   4   4   4   4   3   3   2
19     +14   +6    +11   +11   Permanent Dustbowl                                                           4   4   4   4   4   4   4   3   3
20     +15   +6    +12   +12   Razing Bonus Feat, Undead Wild Shape (Huge Elemental)                        4   4   4   4   4   4   4   4   4


Game Rule Information
Blighter have the following game statistics.

Alignment: Nongood
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Blighter class.
  • Weapon and Armour Proficiency: Blighter are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Blighter gains the ability to cast a number of divine spells, which are drawn from the Blighter spell list. A Blighter must choose and prepare his spells in advance. To prepare or cast a spell, a Blighter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Blighter’s spell is 10 + the spell level + the Blighter’s Wisdom modifier. Like other spellcasters, a Blighter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Blighter. In addition, he receives bonus spells per day if he has a high Wisdom score. The Blighter does not have access to any domain spells or granted powers, as a cleric does. A Blighter prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Blighter may prepare and cast any spell on the Blighter spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Blighter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. See Undying Fauna for details.
  • Defiling: The Blighter is a defiler, and cannot cast spells without defiling.
  • Undying Fauna: Starting at 1st level, whenever a Blighter castes a Summon Nature's Ally spell, the summoned creature has the corpse creature template (BoVD 185) applied to it.
  • Tainted Aura (Su): The blighter is so tainted by his destructive ways that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information, and Handle Animal checks for every even level of Blighter you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Blighter gained. The tainted aura has a range of 5 feet per Blighter level.
  • Razing Bonus Feat: At every even level you gain a bonus feat from the list of Razing feats. You must still meet all the prequisites of the feat in question.
  • Sustenance (Ex): At 2nd level and higher, a blighter no longer needs food or water to survive.
  • Blightfire: Starting at 2nd level, as a standard action, a Blighter can unleash a scorching blast of blightfire. This effect deals 1d4 points of negative energy damage and 1d4 points of fire damage to all creatures in a 10 foot burst (Reflex half; save DC is 10 + 1/2 class level + Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 points of negative energy damage and 1d4 points of fire damage at every even level to a max of 10d4 at 20th level. Creatures that fail the save catch fire.
  • Contagious Touch (Su): At 3rd level and higher, a blighter can produce an effect like that of a contagious touch spell once per day. She gains one use per day of this ability for every two additional blighter levels she acquires.
  • Speak with Dead Animal (Sp): Starting at 4th level, a blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the blighter's class levels, except that it affects only corpses of animal creatures. It is usable at will.
  • Undead Wild Shape (Su): At 5th level, the Blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the Blighter adds a version of the corpse creature template to the forms he chooses to transform into. The Blighter’ form is altered as follows:
    — Type changes to undead.
    — Natural armor bonus is increased based on size: Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +6, Colossal +11
    — +4 Strength, -2 Dexterity, no Constitution score.
    — Winged shapes retain the ability to fly. However, maneuverability becomes clumsy.
    — Darkvision (Ex): The Blighter gains darkvision out to 60 feet when wildshaped.
    — Immunity to Cold (Ex): Undead wild shape grants the blighter immunity to cold damage.
    — Damage reduction 5/bludgeoning.

    Unlike a normal corpse creature, Undead Wild Shape does not grant a slam attack.

    At 7th level, the Blighter gains the ability to change into a large animal. At 10th, a tiny animal. At 12th, plants. At 15th, huge animals. At 17th, small, medium, and large elementals. At 20th, huge elementals. When the Blighter gains the ability to Wild Shape into Plants or Elementals, he applies the undead changes detailed above to those creatures as well. At 5th, 9th, 13th, and 17th levels he gains two uses of his undead Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.
  • Plague (Su): At 8th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. This abilities uses the same pool of uses per day as contagious touch.
  • Burning Disease (Su): On reaching 9th level, your Blightfire attack takes on a hideous disease. Opponents who fail the save against your blightfire are struck by a contagion spell cast at your caster level (choose the disease randomly). The creature does not get an initial save against the disease. In addition, any spell you cast that deals fire damage also inflicts contagion.
  • Undying Horde (Ex): All undead animals created by a Blighter gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a Blighter uses the animate dead animal ability to create undead, she can control 4 + her Charisma bonus HD worth of undead animals per class level (rather than the 4 HD per level normally granted by the ability).
  • (Ex):
  • (Ex):
  • Permanent Dustbowl (Ex): You are surrounded by a continual effect equivalent to a Dustbowl spell, although you can suppress or activate the effect as a full-round action.
Blighter Spell List
(click to show/hide)


3
Homebrew and House Rules (D&D) / Tandda [Race, Feats, PrC]
« on: June 02, 2018, 06:22:20 AM »
This is, hopefully, a fun little collection of material that can be dropped in deep underground in any setting.

(click to show/hide)

(click to show/hide)

(click to show/hide)

4
Magics of Arhosa / Runesmith [NPC Class]
« on: June 01, 2018, 06:53:53 AM »
The Runesmith
Hit Die: d6

Level  BAB   Ref   Fort  Will  Abilities                           Runes Known  Runes Active
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +2    +0    Smithing                            2            1   
2      +1    +0    +3    +0                                        2            1   
3      +1    +1    +3    +1                                        2            1   
4      +2    +1    +4    +1                                        2            1   
5      +2    +1    +4    +1    Metalcraft                          3            1   
6      +3    +2    +5    +2                                        3            2   
7      +3    +2    +5    +2                                        3            2   
8      +4    +2    +6    +2                                        3            2   
9      +4    +3    +6    +3                                        4            2   
10     +5    +3    +7    +3    Feat                                4            2   
11     +5    +3    +7    +3                                        4            3   
12     +6    +4    +8    +4                                        4            3   
13     +6    +4    +8    +4                                        5            3   
14     +7    +4    +9    +4                                        5            3   
15     +7    +5    +9    +5    Feat                                5            3   
16     +8    +5    +10   +5                                        5            4   
17     +8    +5    +10   +5                                        6            4   
18     +9    +6    +11   +6                                        6            4   
19     +9    +6    +11   +6                                        6            4   
20     +10   +6    +12   +6    Feat                                6            4 

Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis)

Class Features
Your runes and crafting are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Runesmiths are proficient with all simple weapons and light, medium, and heavy armour.
  • Runecarving: Runesmiths create carved runes normally, as per the rules at the beginning of Chapter 4, with Intelligence as their runecarving ability
  • Smithing (Ex): A Runesmith gains a bonus on all Craft checks equal to one half his class level.
  • Metalcraft (Ex): A Runesmith learns the great dwarven secrets of forging weapons and armor. A Runesmith receives either Craft Construct or Craft Magic Arms and Armor as a bonus feat, regardless of his caster level. Use the Runesmith’s runecarving level as his effective caster level for the purpose of creating magic arms and armor or constructs. The Runesmith is treated as automatically knowing all spells required for an item or construct’s creation.
  • Feat (Ex): At 10th, 15th, and 20th level, the Runesmith gains a bonus feat chosen from the Runic or Item Creation categories.
  • Advancement: If a Runesmith subsequently gains a level in the Runecarver class, he loses all levels in the Runesmith class, including any feats gained that way, and gains those levels back in the Runecarver class.

5
Magics of Arhosa / Tandda Elite [Prestige]
« on: May 09, 2018, 12:47:43 PM »
Tandda Elite

"Text"
– Am Shaegar, Tandda Elite


Text

Becoming a Tandda Elite
Text

Feats: Warrior Breeding or Matriarch Breeding or Worker Breeding, one other feat requiring Tandda race
Skills: Hide 6, Move Silently 6.
Race: Tandda

Tandda with Matriarch get the Matriarch table, Warrior get Warrior, Worker get Worker.

Table 1: The Tandda Elite - Sentinel
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Depth Senses, Shield the Weak               
  2    +2     +3    +3    +0     Negate the Sighted, Born of the Horde       
  3    +3     +3    +3    +1     Underearth Warrior, Defender of the Colony   

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Warcraft (Int)

Table 1: The Tandda Elite - Matriarch
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Servitors, Bonus Feat   
  2    +1     +0    +0    +3     Servitors, Bonus Feat   
  3    +2     +1    +1    +3     Servitors, Bonus Feat   

Class skills (6 + Int modifier per level): Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Warcraft (Int)

Table 1: The Tandda Elite - Worker
Hit Die: d10

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +2    +2    +0     Support the Heirarchy, For the Greater Good 
  2    +1     +3    +3    +0     Others Before Self, One for All 
  3    +2     +3    +3    +1     Resilient Support, Murine Pile 

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Tandda Sentinel
  • Depth Senses (Ex): Tandda Sentinels can feel the presence of enemies in the depths. At 1st level they gain tremorsense with a range of 20 ft. It increases by 20 ft. each level, reaching a maximum of 60 ft. at 3rd level.
  • Shield the Weak (Ex): Tandda Sentinels are bred to protect the lesser Tandda workers and the Tandda matriarchs. Any Tandda within 10 ft. per class level gets damage reduction of 3/-. Also, all the squares that you threaten are treated as difficult terrain for your foes.
  • Born of the Horde (Ex): You gain Born of the Horde as a bonus feat. If you already have this feat, choose another for which you meet the prerequisites.
  • Negate the Sighted (Ex): It is the Tandda Sentinels who are the primary source of the Tandda's ability to suddenly disappear into the depths, but that only works if the foe does not see the Tandda depart. By expending your use of inky murk from Warrior Breeding, you can create a straight wall whose area is up to one 10-ft. square per class level. The wall and affected terrain otherwise acts as per the inky murk ability.
  • Underearth Warrior (Ex): You gain Underearth Warrior as a bonus feat. If you already have this feat, choose another for which you meet the prerequisites.
  • Defender of the Colony (Ex): If a Tandda Sentinel has at least three other Tandda of equal or lower character level under attack within 30 ft., it enters a state of deadly focus. During this state, all allied Tandda within 30 feet gain a bonus on saving throws equal to the Tandda Sentinel's base saving throw for the appropriate type of save. The Tandda Sentinel gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. All of these benefits last until the encounter is over or the Sentinel is no longer defending three or more Tandda.
Tandda Matriarch
  • Servitors (Ex): At each class level, the Tandda matriarch gains another cohort as described in the Matriarch Breeding feat, to a maximum of 4 total cohorts at 3rd level.
  • Bonus Feat (Ex): At each class level, the Tandda matriarch gains a bonus Warcraft feat. She must still meet all the prerequisites.
Tandda Worker
  • Support the Heirarchy (Ex): Workers, even exceptional ones, always employ their talents to assist those who are greater than they are. Allies within 30 ft. per class level can add the Tandda elite's class level to their character or class level for the purpose of determining DCs for abilities that rely or character or class level. This does not increase those allies spellcasting level, runecarving level, or likewise, and only applies to extraordinary (Ex) abilities.
  • For the Greater Good (Ex): The Tandda elite can aid another at a distance of up to 30 feet, and adds his class level as a to the bonus granted by aid another (a total of +3 at 1st level, to +5 at 3rd).
  • Others Before Self (Ex): The Tandda elite can grant one ally within 30 feet the ability to take an immediate action of a specified type out of turn. If he invokes this ability as a swift action, the ally can take a 5-foot step. If he invokes it as a move action, the ally can take a move action. If he invokes it as a standard action, the ally can take a standard action.
  • One for All (Ex): The Tandda elite can assist one creature per level whenever he uses the aid another action. All creatures he is so aiding must be within 30 feet of him.
  • Resilient Support (Ex): When a Tandda elite uses aid another, he only has to spend a move action rather than a standard action. He can use more than one aid another in a single round, but he cannot assist the same ally multiple times.
  • Murine Pile (Ex): If the Tandda Elite uses aid another to grant an ally a bonus on his next attack roll against an opponent both he and the elite threaten and the ally attacks and hits that enemy, the Tandda elite can make an immediate attack of opportunity against that target. The elite gains this benefit if his ally hits the foe before the start of his next turn. He gains an attack of opportunity only on the first successful attack.

6
Magics of Arhosa / Tandda [Race]
« on: May 08, 2018, 03:02:17 PM »
Tandda

Not much is known about the Tandda, and nothing at all except by the Tokunnir and those who have discovered some of the secrets of the Tokunnir. For the Tandda come from the very depths of the earth, below even the dwarven kingdoms, and vanish into those same depths just as quickly. Thus, absolutely nothing is known about the makeup or culture of the Tandda, except by the Tandda themselves.

Tandda are a hive culture, driven by a rising heirarchy of matriarchs who control subservient groupings of females. Males are few and far between, serving only the queens of the Tandda as breeding fodder. Because of the hive-like conditions through which the Tandda thrive, there is almost nothing in the way of culture, art, technology, or otherwise. Indeed, the Tandda seem to spurn those very things, although that may be a result of their resistance to magic as much as anything else.

Personality
The average Tandda is a worker animal, doing as the queen and colony needs, and selflessly putting others above of itself. Free time does not particularly exist for these creatures, and so they tend not to develop much in way of humor. The conversation between various forms of worker Tandda revolves around tasks that need completing, overarching goals, and other items generally to the benefit of all members of the colony.

Physical Description
Tandda are well-adapted to their underground existence, and, indeed, would suffer away from it. They have an exquisite sense of smell, but are blind. Their limbs are thin and short; however, they are highly adept at moving underground and can move backward as fast as they can move forward. Their large, protruding teeth are used to dig and their lips are sealed just behind the teeth, preventing soil from filling their mouths while digging. They have little hair and wrinkled pink or yellowish skin, which lacks an insulating layer.

Relations
Simply put, there are none. When Tokunnir intrude into a Tandda domain, they are forcibly ejected if possible. Otherwise, the behaviour or even existence of other races in Arhosa is of no concern to the Tandda.

Religion
The individual colonies of Tandda worship the solitary queens who rule over them, but otherwise have no concept of religion as it is understood by the surface races. Given that all magic springs from the gods, and that the Tandda are actively resistant to magic, it is perhaps thought that they are not of the gods at all, but how can that be when the gods created everything?

Language
A language all their own, one involving scent and touch as much as sound, seperates the Tandda from the cultures around them.

Adventurers
Tandda generally don't adventure, except when in a grouping controlled by a matriarch or one of her offspring. Although some Tandda have wandered away from their colony or become lost when unforeseen actions occur, and it is through studying those few Tandda that even the little that is known about them exists.

Tandda Racial Traits
+2 Dexterity, -2 Intelligence -2 Wisdom -4 Charisma
Monstrous Humanoid [Earth]
Tanddas have a +4 racial bonus on Hide and Move Silently checks when underground
Medium: As Medium creatures, Tandda have no special bonuses or penalties due to their size.
Tandda base land speed is 20 feet, and they have a burrow speed of 10 ft.
Scent, Blindsight 10 ft.
Slight Build: The physical stature of Tanddas lets them function in many ways as if they were one size category smaller. Whenever a Tandda is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Tandda is treated as one size smaller if doing so is advantageous to the character. A Tandda is also considered to be one size smaller when "squeezing" through a restrictive space. A Tandda can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Tandda remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Swarmfighting: You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses the Swarmfighting feat or ability at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat or ability threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat or ability that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.
Blind: A Tandda is sightless, but because it is sightless, a Tandda is immune to gaze attacks, visual effects, illusions, and other attacks that rely on sight.
Unto the Earth: If a Tandda is killed, one minute after its death its body dissolves into a fluid mess. If it does so, the Tandda cannot be brought back to life except by miracle or true resurrection. For one hour after its body dissolves, the square the body occupies and every immediately adjacent square is treated as if stinking cloud had been cast in it, except that the ability is extraordinary.
Underground Dweller: Used to the controlled environment of their homeland, Tandda treats climates as if they were one step colder than they actually are.
Magical Void: Tandda counter the existence of all forms of magic. Any magic user (spells, psionics, supernatural maneuvers, runecarvers, ritualists, etc.) who attempts to create a spell or effect within 10 ft. of a Tandda has a 5% chance of failure for every Tandda within 10 ft (maximum 50% chance). Any ongoing spell or effect has that same chance of being suppressed inside the 10 ft. area. A Tandda can never have levels in classes affected by this ability.
Automatic Languages: Tanddan (Arhosa), Terran (Non-Arhosa). Bonus Languages: None
Favored Class: Savage.

7
Arhosa / Divine Fortes
« on: April 24, 2018, 02:25:19 PM »
Divine Fortes
Each of the gods and cultures of Arhosa has their own unique style towards prayer, and that bleeds over into how they access the magic of the gods. Through study and skill, the Ecclesiast has learned how to adapt those teachings and techniques to their own needs and style of seedcasting. In order to select a particular forte, he must know the seed or seeds listed under prerequisites.

  • Healer's Gift: Flonha healers, as well as the rest of their society, were renowned for their ability to heal, and for the kindness and gentleness that permeated the culture. Diseased people would make a pilgrimage from all over the world to be treated at the hospitals of the Flonha. However, as has been the case with many of the few cultures based around kindness and self-sacrifice, they were swept under by a warlike neighbour who saw them as easy prey.
    • Prerequisites: Mending Touch
    • Effect 1: Whenever the ecclesiast heals a creature, he may choose to voluntarily sacrifice up to one hit point per class level. The target gains an extra two hit points of healing per hit point the ecclesiast sacrifices. The ecclesiast also receives a +1 bonus per hit point taken to any Concentration checks he must make during the casting of the healing spell. This healing cannot raise a creature above its normal maximum hit points.
    • Effect 2: Once per day as a standard action, the ecclesiast may heal a creature up to 10 hitpoints per class level. This is a supernatural ability.
  • Theft of Cripples: Magical energy crackled from the spires of the Chral Kala in its heyday, siphoning off of the energy of all those who lived with its domain, feeding that energy into carriers and storage for the use of the few, proud rulers of the city. Haughty men, others died so that they might live.
    • Prerequisites: Damnation of Age, Ruination, or Blackening Whip
    • Effect 1: The rulers of the Chral Kala stole the souls of their peasants, in order to revivfy their old and failing bodies. The ecclesiast gains 5 temporary hit points for every negative level he bestows, and 2 temporary hit points per point of ability damage he deals. In addition, whenever the ecclesiast deals negative energy damage to a creature, he heals an equal amount of damage (up to a maximum of his normal hit point total).
    • Effect 2: Lust for eternal life and power never ending drove the rulers of the Chral Kala onward, forcing them into ever more extreme means of staying alive. Whenever afflicted by a disease or a poison, the ecclesiast becomes immune to all other sources of ability damage or burn.
  • The Illness Beneath: Bright lights sparkled along the golden rooftops of Setras Ra, brilliant spheres of captured light, illuminating a city of splendour and exquisite tastes. What it did not reveal was the lust and corruption eating away at the heart of the land, two forces brought together within the hearts of the rulers, men of charitable dispositions and secretive and immoral liasons.
    • Prerequisites: Compelling Command, Righteous Wrath
    • Effect 1: Hidden within the life of the city, rot and foulness abounded, and must be cast out. Whenever the ecclesiast strikes a creature with a spell that uses both Compelling Command and Righteous Wrath, the save DC of the spell is increased by 1.
    • Effect 2: Sometimes it is necessary for the whip of the gods to descend upon the inequities of man. Whenever the ecclesiast casts a spell from Righteous Wrath, if he used Compelling Command in the previous round, the spell point cost of the spell is reduced by one. Likewise, whenever he casts a spell from Compelling Command, the spell point cost is reduced by one if he cast a spell from Righteous Wrath the previous round.
  • Verdant Tide: Nature has often been ignored amidst the expansion and breadth of civilization, but is a force that has, perhaps, done more to shape the course of history than any before or any since.
    • Prerequisites: Verdant Flora, Fauna Unleashed
    • Effect 1: Plants and animals are simply two sides of a single, coherent nature, that interacts far more than any would suspect. Any spell the ecclesiast casts which normally targets only plants may also be used on animals, and any spell he casts that normally targets only animals may be used on plants.
    • Effect 2: To become one of the very things that is studied appeals greatly to the ecclesiast. He can wild shape as per the druid class feature, with an effective druid level equal to half his ecclesiast level, except that he may also transform into a plant creature.
  • That Which is Not Dead: Buried underground, in deep subterranean crypts, the kingdom of the Marleath thrived and grew, constantly digging and creating new buildings and tunnels. Armed with an array of dead servitors, raised from the body of every citizen of the city who passed the age of fifty, only the Patriarch Ve Angau stood eternal, a cold and restless Lich, who felt no love for the living, and viewed them as broodcattle to birth more to be slain.
    • Prerequisites: Deathwalker
    • Effect 1: Imbued into the claws and teeth of the undead servants of the Marleath was a vicious bite that would destroy those who wandered into the kingdom from outside. Whenever an undead the ecclesiast summoned via Deathwalker successfully strikes an opponent with a natural attack, the opponent is affected as if by the ghoul touch spell, at a caster level equal to the ecclesiast's.  The save DC is 10 + 1/2 spell points spent + the undead's Charisma modifier.
    • Effect 2: Ve Angau never believed that a creature was useless, that there was always something useful even a corpse could become. By touching a dead creature as a standard action, the ecclesiast may summon a facsimile from the great beyond. Treat the summoned creature as the dead creature in all particulars. The ecclesiast must be able to pay the spell point cost to summon the creature, and the creature must have an appropriate CR to be summoned.
  • Faith's Defense: Those of the Ghoel valued faith above all else, faith in their single, overarching diety. That monolithic faith drove them onwards, pressing outward into the surrounding lands until they encountered those of another faith. Each converted, through death or through life, until the other gods saw their civilization as a true threat to all of their existences. Faced with the combined wrath of the gods, the Ghoel redoubled their own faith, knowing that they had come close to toppling the balance in their god's favour. It was all for naught, as attrition and the ageless, remorseless hate of the gods ground their civilization down, eventually burying their great city beneath a giant slurry of molten lava.
    • Prerequisites: Burning Sun, Perception Intensified
    • Effect 1: Righteous and powerful in their faith, the priests of the Ghoel suffered no unbelievers to live, smiting them whenever found. Whenever the ecclesiast slays a creature of a different alignment than his own, he may cast a spell using Burning Sun or Perception Intensified that round as a swift action.
    • Effect 2: The Ghoel did not attach doors to their structures. Rather, their god gave those of strong and abiding faith the ability to walk through the walls of the earth, and many would test their faith by staying amidst the stone for as long as they could. Stone and brick prove no obstacle to the ecclesiast, who can see through and move through any wall made of stone with 1 ft. or less of thickness.
  • The Heavens Above: The Ferthyr spent their time in contemplation, studying the meaning of pain, of denial, and of how that affected arrival into the realms of the gods. Eventually, they began to understand that traffic between the realms of earth and sky was not merely a one-way street.
    • Prerequisites: Demonbinder
    • Effect 1: A traveller from above comes down. The ecclesiast gains the ability to cast a spell using Demonbinder as a swift action, once per encounter.
    • Effect 2: Travellers are made welcome by those who have bid them arrive. Outsiders summoned by the ecclesiast are advanced one hit dice.
  • Fettered Strength: Possessed of a most startling trait, the Pybyr could weaken themselves in order to store the energy for use at a later time. Pybyr would collapse in their homes, emaciated, only to emerge hours later, their muscles swollen, as they went to work at smithing a stubborn metal rod. Some of their racial makeup can be gleaned through the works of their cities, and the ecclesiast seeks to gain that for himself.
    • Prerequisites: Heroic Form, Courageous Will
    • Effect 1: By stunting their strength and sapping their balance, the Pybyr saved their energy for battle. As a free action, the ecclesiast may voluntarily take a number of points of ability damage no greater than his class level to any stat for as long as he likes, storing that energy away for later. When he chooses to use the stored energy as a free action, he gains an enhancement bonus equal to the number of points of ability damage taken to the same statistic, which lasts for a number of rounds equal to one-half the rounds he cursed himself with the ability damage. Use of energy in this way is tiring, and when the ecclesiast loses the enhancement bonus, he is exhausted for an equal number of rounds. The stored energy must be used within 24 hours or be lost, and the ecclesiast can only have energy stored for one ability score at a time -- if he stores energy from a new ability score, the old energy is lost.
    • Effect 2: Able to focus all of their will and energy into a single point, the Pybyr would use this in only dire circumstances. Once per day, the ecclesiast may gain a +10 ft. bonus to speed, a +4 untyped bonus to all abilities, and an extra standard action for one round. At the end of this round, he collapses, exhausted and nauseated for the next five rounds.
  • The Dead That Lie Not Still: It was long rumoured that existed a race of people to whom death was merely a stopping place on the eternal cycles of life, and it has finally come to the attention of the ecclesiast that they did indeed exist. Known by the name of the Edfryd, they possessed the qualities of the phoenix, able to die, only to be reborn.
    • Prerequisites: Blessed Life, Cleansing Gesture, Adaptation
    • Effect 1: The Edfryd were a violent people, in part because they knew it was of no matter to the person whom they struck, for it they died, they would merely return to life. Whenever the ecclesiast would be reduced to -10 or fewer hit points from hit point damage by an attack, spell, or effect, he may make a Will save equal to 10 + the total damage dealt as an immediate action. If he succeeds, he returns to life the next round as if a true resurrection spell had been cast upon him. He also gains a +2 bonus to attack, damage, armour class, and all physical statistics for one round, as he is invigorated in the return of his spirit. The ecclesiast cannot use this ability if he is unconscious or sleeping when the condition is met.
    • Effect 2: Even those who had died, and were not seen to spring back to life, were often able to be resuscitated by others among the Edfryd. Should the ecclesiast fail his save against hit point damage, or be killed in another fashion, if his body is materially intact after 2 hours, he returns to life as if a raise dead spell had been cast on him. The ecclesiast loses only half the normal XP from this.
  • That Which Is Not There: Mere ephemeral beings, the Pellennig danced and swum amidst the Astral plane, able to see what was before and behind them, and never in danger because of such. Their god had given them the gift of foresight at the cost of their bodies, and that was how they remained, half-present, but knowing all things that passed through their scope. Perhaps they still exist, although that, for certain, is not known.
    • Prerequisites: What Might Be, Where Things Lie, Unknown Worlds
    • Effect 1: Visions of the past and the future filter into the mind of the Pellennig, and it is that knowledge that the ecclesiast seeks. Once per hour, the ecclesiast can use augury as a spell-like ability to determine his next course of action. In addition, any spells that the ecclesiast casts using Where Things Lie have their spell point cost reduced by 1.
    • Effect 2: A creature that perhaps would be happier with no body, and living in a place of no where, and no when, its half-present state a perpetual curse. The ecclesiast can become incorporeal by spending 5 spell points as a standard action. This lasts for one hour, and he gains a fly (perfect) speed equal to his land speed.

8
Arhosa / Arcane Fortes
« on: April 24, 2018, 01:26:20 PM »
    Arcane Fortes
    Each area of Arhosa specializes in certain forms or techniques of magic, techniques that they are more than willing to share with the properly skilled individual. Through study and skill, the Arcanist has learned how to adapt those teachings and techniques to their own needs and style of seedcasting. In order to select a particular forte, he must know the seed or seeds listed under prerequisites.

    • Repeating Magic: The people of the Biyan region are a specialized culture. Each boy, at a young age, is tested and slotted into an appropriate discipline, and thence trained for a decade and a half before he is allowed to perform and become an adult. This applies equally to the study of magic, where those few who show magical apptitude are further subdivided, each studying a single small area of the totality of magic. The apprentices practice that one area until they have perfected the art, and there are vicious duels between various factions, each supporting their own area of magic as the perfect expression.
      • Prerequisites: None
      • Effect 1: Whenever the arcanist targets a creature (or creatures) with the same spell seed twice in a row, he increases the DC by +1 for the second casting. For every additional spell cast from the same seed in a row on the same creature the DC increases by a further +1 (+1 for the first, +2 for the second, and so on).  As soon as the arcanist uses a different spell seed or targets different creatures, the chain is broken and resets to zero.
      • Effect 2: Once per day, the arcanist may use the same seed a second time in the same round as a swift action. This still counts as a use of the seed, and may be used to trigger Effect 1.
    • Distant and Imperfect: Far from the madding crowd and pathetic, squirming civilizations that profess to master magic, the Enayinbo remained quiet and still. Travelling hither and yon amidst their peoples through teleporation that came to them as easily as breathing, they remained free and imperturbable, for as they had mastered teleportation, so had they mastered the arts of magical combat. That mastery they expended in duels amongst themselves, looking inward until they all but collapsed under their own weight.
      • Prerequisites: Magic Rent Asunder
      • Effect 1: Whenever the arcanist succeeds at a dispel check, he may move away from the target of his dispel as a free action up to a maximum distance of 40'.
      • Effect 2: Exquisite mastery of magical combat has given those who have studied the arts of the Enayinbo an edge in combat against their peers. They receive a +2 bonus to dispel checks, and increase the DC for others to dispel their spells by the same amount.
    • The Thorns that Bleed: The Ferthyr long believed that to know, the person wishing to know must suffer for their art. Be it in the form of flagellation, self-denial, or even outside loss, suffering became a core to their society, such that they incorporated it into all of their magical artefacts and casting.
      • Prerequisites: Any Damage seed
      • Effect 1: While suffering for their art was long a stated goal of their society, it was a suffering of the wounded's choosing, and they warded themselves against those who would have intruded upon them. Whenever the a damage seed is used to create a spell with retributive targeting, reduce the spell point cost by 2. This cannot reduce it below 1.
      • Effect 2: It is in the licking flames of perdition that the Ferthyr found their greatest comfort, and so it is now with the arcanist, too. Whenever struck in combat, the arcanist is affected by a damage seed of his choice with retributive targeting until the end of the round, with a total number of spell points equal to one third the damage dealt or his caster level, whichever is lower.
    • That Which Comes Between Us: Brilliant yet eccentric, the Liara used their magical talents to create tools that would ease their daily tasks. Lawns were watered, silent servants kept the housing spotless, and magical beasts patrolled the land and town, keeping all those within the bounds unharmed. Freed of responsibility, the Liara danced and partied, their lives bathed in an endless ether of pleasure. Yet at the end of all things, they are gone, for even the mages who maintained the spells were swept up and away, and the defenses crumbled. The Liara sang as their civilization burned.
      • Prerequisites: Any summoning seed
      • Effect 1: A master of magical servants and magical combatants, the Liara bequeath that knowledge to you. Treat all creatures the arcanist summons as if he had the Augment Summoning feat.
      • Effect 2: Late in their decadence, it was seen as poor form to even walk about the city. Whenever a arcanist uses a summoning seed to summon a mount (i.e., any creature of a size to allow the arcanist as a rider), he may choose to have the mount lose all natural attacks, and special qualities that deal damage or have otherwise offensive effects. If he does so, it lasts for one hour per spell point expended instead of its normal duration, and the arcanist gains a +20 bonus to Ride checks made to ride the mount.
    • Swirling Grotesques: History has long taken those things that cannot be seen, and twisted and warped them until they became a source of fright and of fear for those whose imaginations ran rampant. There are few things more terrifying than seeing what was feared step out of the mists of the dreamworld and stand bold and clear, the light of day stripping away the pretenses and shadows surrounding the non-existence.
      • Prerequisites: Phantasmagoria, Terror's Face
      • Effect 1: Imbued with an aura of fright, the vision before steps forth and the children scatter, adults soon to follow. Whenever Terror's Face is combined with Phantasmagoria, the save DC against the fear effect from Terror's Face is increased by 1.
      • Effect 2: The mind cannot comprehend all things, and that is a weakness easily exploited. Whenever Phantasmagoria is used, if the targeted creature dies, the arcanist can cast a spell using Terror's Face upon a single target as a free action.
    • The Wide But Shallow Sea: Each element is held in high regard by the Hegwyd, and it is to all of them that they pray, and from those precious elements that they draw their life and energies. Now, though, they lay at the bottom of a great sea, their land swept under as the shores burst and the water rose.
      • Prerequisites: Shocking Sting or Rolling Thunder, Rolling Mists
      • Effect 1: Oceanic weather sweeps away the defenses of those caught within. Enemies struck by a spell from Rolling Mists and and Shocking Sting or Rolling Thunder take extra one point of damage per spell point expended on the spell.
      • Effect 2: The Hegwyd knew and loved the elements of the sea. Whenever the arcanist uses Shocking Sting or Rolling Thunder, rather than roll for damage, he may choose to do two points each of electricity and sonic damage for each d6 of damage he would normally do.
    • Shadowed Brilliance: Darkness follows light, as easily as as death follows life. They are equal and yet separate, sections of the same whole. Magic has long sought to combine the two into a single, solid, whole.
      • Prerequisites: Blackest Pit, Solar Glare
      • Effect 1: The Cysgodi were one such race, born with their women averse to the sun, and their men to the dark. Meeting only at the middle, there were a few brief moments of joy each day. If the arcanist blinds a creature using Solar Glare, he may cast a spell of equal or lesser spell point cost from Blackest Pit as a swift action, once per encounter.
      • Effect 2: The warmth of the sun makes the darkness of the shadow that much sharper, that much more clear to those who know how to look. Any spell the arcanist casts using Blackest Pit is unaffected by Light spells, including his own Solar Glare spells.
    • Gifts of Alteration: Few things offer a wizard more delight than to twist the designs of one spell into that of another. The Tro Ar Fyd have long studied the essence of magic, and what divides the conjuration of ice from the invocation of fire. They did, perhaps, discover the root of magic, but as their civilzation was lost within years of finding that result, it was quickly assumed that those who hunted for it hunted in vain.
      • Prerequisites: Mirrors and Chimeras, Ascending Sovereignty
      • Effect 1: To be acknowleged a full adult amongst the Tro Ar Fyd, one had to show the ability to perform two separate acts with the same spell at the same time. If the arcanist shapes a spell using at least two targeting or meta-targeting options, the spell point cost is reduced by one for each option chosen.
      • Effect 2: The Tro Ar Fyd expressed themselves in the artful creation of strange and magical sculptures, held together not by wood or stone, but by ethereal bonds and astral strings. All spells using Mirrors and Chimeras have one additional figment.
    • Earth and Sky: The Hanian civilization was one of the first to discover the magic needed to make lands flow and form, lifting the mountain tops from the hoary peaks and turning them into the first flying landmasses. Each was enmeshed in the gale that kept it airborne and stable, but one by one, these failed as the patterns of the world changed, and the great stones fell from the sky, leaving behind little but forgotten hills and tiny islands as markers of what once was.
      • Prerequisites: Winged Feet, Abode Instantaneous
      • Effect 1: A mastery of flight is the mark of the a properly trained Hanian mage. Whenever the arcanist casts a spell that uses only Winged Feet, double the duration of the spell.
      • Effect 2: Investing the talents of the Hanians into the landscape, the arcanist can create his own small flying structure, the equivalent of a two-story tower, by spending 9 spell points as a standard action. It flies at a speed of 30ft. per round with poor maneuverability, and requires the expenditure of 9 spell points every hour to maintain and move it. The arcanist can direct its movement mentally as a free action.
    • Forms of Fantastical Eye: To change. To become other than one's self. That was the goal of the Cyfnewid, a people of such subtle and shifting form that no two ever looked alike. Each took to himself his own, unique, identity, as separate from one another as a bird in the sky is from a bush in a swamp. Eventually, each began to change and differ so much, that the race was not able to create enough children, and it ceased to exist.
      • Prerequisites: Any one metamorphosis seed
      • Effect 1: Seen by many, only rumours of their existence penetrated the knowledge of the utmost of scholars, for the forms of the Cyfnewid kept them well hidden, yet strong. By making a Knowledge (Arcana) check equal to 10 + two times the HD of a target creature while casting a spell from the appropriate metamorphosis seed, the arcanist gains the feats of the copied creature.
      • Effect 2: Able to change their form on a whim, the Cyfnewid never stayed in one form for too long. As an immediate action, the arcanist can cast any metamorphosis seed on himself and only himself.

    9
    Other Games / Blood Bowl Association
    « on: March 25, 2018, 01:36:17 PM »
    These are the rules for the Blood Bowl Association, Blood Bowl 2 league system I run. You can safely ignore them if not interested.

    Special League Opening Rule: For the first season of the BBA, no more than one team of any given type in each of the leagues. Please contact me to determine what is available. They will be allocated on a first come first serve basis.

    Team Rules:
    • Only new teams may sign up
    • The starting TV must not exceed a team value above 1000
    • The newly created team has a minimum of 11 players within its starting roster.
    • The newly created team has a minimum team value of 500 within its starting roster.
    • All entries are accepted at the discretion of the league commissioner. Where circumstances warrant the league commissioner reserves the right to enforce sanctions up to and including the right to permanently bar a coach from entry
    • Such circumstances may include, but are not limited to, failure to complete a previous season within Big Crunch 2 league or an affiliated league, infringement or breach of league rules and infringement or breach of forum rules

    Match Arrangement:
    • Matches are played 1 a week, although the league can and will move faster where possible
    • Each coach is responsible for arranging to meet their respective opponent during each week and playing the match
    • Match weeks begin and end at Midnight Sunday GMT
    • Any pair of teams that has not played a match in a given week will both be given a forfeit. If one coach discloses that he cannot make the match and the other can, only that coach will be given a forfeit. The other coach will be awarded a concede. More complex problems will be adjudicated by the league admins on an as necessary basis.
    • If there are any problems, please contact a league admin (Stratovarius) via Discord or this forum
    • All players are expected to be members of Turin's discord or this forum (one or the other is fine)

    League Play & Rankings:
    • Victories are worth 3 points, draws 1 each, and losses 0
    • The Blood Bowl Association has (at present) three leagues - the top tier Nuffle Premier League, the second tier Nuffle Championship League, and the third tier Nuffle League One.
    • Leagues have 10 teams, and at the end of each season the top four teams of each league will move upwards, and the bottom four downwards.
    • Leagues will be added as interest in the BBA grows
    • Teams are perpetual, and retain their state from one season to the next. Do not play any games in between seasons with your team
    • If you wish to drop your team and start a new squad, you are guaranteed a spot in the lowest rung of the BBA for the next season.

    10
    Creations & Ephemera / Looking for 5e books?
    « on: December 12, 2017, 04:02:36 PM »
    Humble bundle has a sale on! They're 3rd party, and no idea whether they are good or not. they're mostly by Kobold Games.

    11
    Through the Drakwald / Background Material
    « on: December 06, 2017, 08:52:38 AM »
    Untergard and Recent History
    Untergard was founded roughly 100 years ago. Villagers from the Grimminhagen area, fed up with the oppressive taxes of Graf Sternhauer, packed up their belongings and headed south. The Graf was furious, but he was also certain these malcontents would be swallowed up the Drakwald Forest. The villagers followed the river south until they found a suitable spot for a settlement. They built a village on the west side of the river and managed to scrabble out an existence against all odds. More than that, the village began to grow. The small settlement turned into a town, eventually expanding to the eastern side of the river. With supreme effort, the people of Untergard dragged enough stone south to build a wide bridge to connect the two halves of town. Within two generations the village of exiles had turned into a centre of local trade. The bridge was the only crossing south of Grimminhagen and the town became a natural stopping point for trade barges coming up the river.

    This success had a price, however. When Archaon’s forces invaded Middenland, Untergard and its bridge became critically important. Khazrak, the most powerful Beastman warlord of the Drakwald and the arch nemesis of Count Todbringer, led a surprise night time attack against Untergard. Khazrak’s Beastmen assailed the walls, broke inside, and completely overran the eastern half of town. The defenders rallied at the bridge, however, and a nine-day battle for Untergard ensued. Thousands of Imperial troops and Dwarf allies reinforced the town and the bridge became a scene of unbelievable carnage. Stymied, Khazrak destroyed the eastern half of town and took his forces north. The focus of the campaign soon shifted to Middenheim itself and Untergard seemed safe. Regiment after regiment was called away from Untergard to strengthen Imperial forces elsewhere. The survivors began to rebuild. The eastern half of town was so thoroughly destroyed that it had to be temporarily abandoned. Untergard natives, plus many refugees from even less fortunate settlements, went to work in the ruins. The task of burying the dead took weeks and the rotting corpses caused a contagion that further reduced the survivors’ numbers. The population of Untergard is currently around 75 people, mostly Peasants and Burghers. All able-bodied residents are expected to contribute to the town’s defence, standing guard duty on the town walls and the river-front palisade for a few hours a day in addition to their normal activities. The town is effectively under martial law, run by Gerhard Schiller, the Captain of the Watch. This is where the adventure opens.

    Boris Todbringer
    http://warhammerfantasy.wikia.com/wiki/Boris_Todbringer

    12
    Through the Drakwald / Through the Drakwald
    « on: November 18, 2017, 10:01:42 PM »
    All of you grew up listening to stories of the Great War Against Chaos. The tale of Magnus the Pious and his victory over the armies of Chaos is well known. While there have been wars and threats in the 200 years since, there has been nothing on that scale. Until now. This year the Chaos Lord Archaon invaded the Empire with five mighty armies. They swept down from the Chaos Wastes, ranks filled with mutant warriors, nightmarish monsters, and power-mad sorcerers. Flagellants and other prophets of doom declared these the End Times. And as these armies pillaged and burned their way through the northern provinces of the Empire, it was easy to believe.

    You’ve heard endless stories over the past few months. They say that Sigmar once again walked the earth. They say an army of wolves attacked the Kislevian city of Erengrad. They say the dead rose from their graves to defend the Empire. They say a mighty victory was won at Middenheim. They say a plague has choked the streets of Talabheim with bloated corpses.

    You can only believe what is in front of your eyes. You are in the town of Untergard in the Drakwald Forest. A nine-day battle took place here, as Beastmen tried to force their way across the town’s great bridge. They were rebuffed but the price was high. The town is in ruins and its remaining citizens struggle to survive. The Imperial army has long since moved on from Untergard, leaving behind only its dead. You’ve heard tell of more battles up north but the war here seems over. Or so you hope.

    You have been in Untergard for several days, as rainstorms of utmost savagery lashed the Drakwald. You find two things when you awaken: the rainstorm has broken and there is a commotion in the nearby Ackerplatz.

    13
    Through the Drakwald / Morr's Touch [Dice]
    « on: November 18, 2017, 09:56:06 PM »
    .

    14
    Through the Drakwald / Voices of the Downtrodden [OOC]
    « on: November 18, 2017, 09:54:22 PM »
    .

    15
    Through the Drakwald / Cripples, Charlatans, and Liars [Sheets]
    « on: November 18, 2017, 09:53:48 PM »
    .

    16
    Play By Post / [Warhammer 2nd] Through the Drakwald
    « on: November 17, 2017, 08:43:34 AM »
    I've been on a Warhammer kick recently, so... here we are!

    Background:
    Through the Drakwald is a short adventure intended to introduce players to the Warhammer World, the WFRP rules, and an Empire reeling from the ravages of Chaos.

    Rule Set: Warhammer 2nd edition
    Players: 3-4
    Character creation: Full random (see page 15 and on of the link below)
    Resources: Core only

    For those who don't have the rulebook, look here.

    And for those of you who want to see what comes up, you can use the list of Roll commands to roll a complete character (although you might need a second roll for Birthplace, depending on
    the result). Everything is alphabetical that needs to be.

    Race: [roll]1d4[/roll]

    WS: [roll]2d10[/roll]
    BS: [roll]2d10[/roll]
    S: [roll]2d10[/roll]
    T: [roll]2d10[/roll]
    Ag: [roll]2d10[/roll]
    Int: [roll]2d10[/roll]
    WP: [roll]2d10[/roll]
    Fel: [roll]2d10[/roll]

    Wounds: [roll]1d10[/roll]
    Fate: [roll]1d10[/roll]

    Random Talents: [roll]1d100[/roll]

    Career: [roll]1d100[/roll]
    Career: [roll]1d100[/roll]

    Gender: [roll]1d2[/roll]
    Height: [roll]1d10[/roll]
    Weight: [roll]1d100[/roll]
    Hair: [roll]1d10[/roll]
    Eyes: [roll]1d10[/roll]
    Marks: [roll]1d100[/roll]
    Siblings: [roll]1d10[/roll]
    Star Sign: [roll]1d100[/roll]
    Age: [roll]1d100[/roll]
    Birthplace: [roll]1d100[/roll]
    Name: [roll]1d100[/roll]

    17
    Arhosa / Convergence [Prestige]
    « on: October 25, 2017, 09:12:38 AM »
    Convergence

    "A short step, and I shall be far and away."
    – Kilgrae the Disappearing, Convergence


    Text

    Becoming a Convergence
    Text

    Table 1: The Convergence
    Hit Die: d12

    Code: [Select]
    Level  BAB    Ref   Fort  Will   Special Abilities                               
    ––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
      1    +1     +2    +2    +2     Focus Feats                           
      2    +2     +3    +3    +3     Focus Feats                           
      3    +3     +3    +3    +3     Focus Feats, Convergence               

    Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int).

    Requirements:
    Skills: Balance 16, Listen 16, Spot 16
    Feats: Combat Focus
    BAB: +13
                 
    Class Features
    All of the following are class features of the Convergence.
    • Focus Feats (Ex): At 1st and 2nd level, the Convergence selects two Focus feats for which he meets the prerequisites. At 3rd level, one Focus feat.
    • Convergence (Ex): The Convergence's combat focus becomes permanent, unless cancelled by Combat Strike, in which case it returns in his next encounter.

    18
    Homebrew and House Rules (D&D) / Combat Focus
    « on: October 23, 2017, 12:13:08 PM »
    This is me trying to make the Combat Focus set of feats (PHBII) not suck.

    Combat Focus [Focus]
    Prerequisites: BAB +1, Wis 13
    Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per four character levels. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a bonus on Will saves equal to the number of Focus feats you possess. If you have BAB of +8 or higher, you gain Mettle (as per Hexblade). If you have BAB of +16 or higher, you gain Slippery Mind (as per Rogue).

    Combat Awareness [Focus]
    Prerequisites: Combat Focus
    Benefit: While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally. If you have BAB of +8 or higher, you gain Blightsight out to 10 feet. If you have BAB of +16 or higher, once per round you can make an attack of opportunity against an opponent who has just been struck for damage by another character. This attack counts as your attack of opportunity for that round.

    Combat Defense [Focus]
    Prerequisites: Combat Focus
    Benefit: While you are maintaining your combat focus, you gain a bonus on Armour Class equal to the number of Focus feats you possess. If you have BAB of +8 or higher, you gain Uncanny Dodge (as per Rogue). If you have BAB of +16 or higher, you gain the ability to roll with an attack. On the first successful attack against you in each round, you can attempt a reflex save (DC = damage dealt). Success cuts the damage in half, after any damage reduction is taken into account.

    Combat Stability [Focus]
    Prerequisites: Combat Focus
    Benefit: While you are maintaining your combat focus, you gain a bonus on checks or rolls to engage in or resist bull rush, disarm, grapple, overrun, and trip attempts equal to twice the number of Focus feats you possess. If you have BAB of +8 or higher, once per round when you hit with a melee attack, you can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you. If you have BAB of +16 or higher, you gain the ability move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    Combat Strike [Focus]
    Prerequisites: Combat Focus
    Benefit: If you choose to end your combat focus as a swift action, you can make a number of extra attacks against adjacent enemies equal to the number of Focus feats you possess. You immediately lose all benefits from Focus feats that affect you only while you are maintaining your combat focus. If you have BAB of +8 or higher, the additional attacks deal extra damage equal to the number of focus feats you possess. If you have BAB of +16 or higher, these attacks ignore any concealment or damage reduction.

    Combat Vigor [Focus]
    Prerequisites: Combat Focus
    Benefit: While you maintain your combat focus, you gain fast healing equal to the number of Focus feats you possess. If you have BAB of +8 or higher, you gain bonus to movement speed equal to 5' ft for each Focus feats you possess. If you have BAB of +16 or higher, you gain Steely Resolve and Furious Counterstrike (as per Crusader, treating your character level as your Crusader level).

    19
    Board Business / Cleaning Up Homebrew
    « on: October 16, 2017, 08:27:24 AM »
    The forum staff would like to improve the homebrew area, which is currently a little scattershot and difficult to explore. To that end, we've come up with a few ideas. Those ideas are:
    • The existing top level forums (Campaign Settings, Reworks, and New Mechanics) will be removed.
    • The Homebrew Optimization Contest forum will be merged into the Homebrew forum.
    • Any homebrew forum without a new post for one year will be moved under a forum called Homebrew Archive. This will remain in the homebrew area.
    • Any inactive homebrew forum with under 100 posts (currently 21 forums) will be merged back into the general homebrew forum (alternatively, they can merged together into a single forum under the archive, or into the archive itself).
    • Individual homebrewers (myself, bhu, sirp, Garryl, etc.) will receive one top level forum, named as desired, and any number of subforums beneath that one.

    The goals of these changes is to improve discoverability of actively used & developed homebrew, simplify using the homebrew area of the forums, and give newcomers to homebrew an equal footing to existing members. Thoughts?

    20
    Min/Max 3.x / Optimizing the Worst
    « on: September 23, 2017, 02:16:49 PM »
    This is a repeat of a (very) old challenge I had for myself back on BG - how to make a Healer/Warmage a viable character.

    This is the original thread, (ab)using a number of early entry tricks. However, I got one of them wrong, and am curious what the build would look like today with all the extra years of experience.

    Edit: Moved the build into this thread:

    The Worst

    Race: Bamboo Spirit Folk
    Alignment: NG
    Stats: Str 8/Dex 10/Con 14/Int 12/Wis 16/Cha 16 (required: Con 13, Wis 13)

    Level  Classes              Skills Needed   Skills                          Feats
    ------------------------------------------------------------------------------------------------------------------------------------------------
    1      Healer 1                             4 (Sur 4, Arc 4, Rel 4, Nat 4)  Educated (ECS), Earth Sense (Murky Eyed), Earth Spell (Noncombatant)
    2      Warmage 1                            1 (Arc, Rel)
    3      Mystic Theurge 1     Arc 6, Rel 6    1 (Arc, Rel)                    Heighten Spell
    4      Mystic Theurge 2                     2 (Nat)
    5      Mystic Theurge 3                     2 (Nat)
    6      Sand Shaper 1        Sur 4, Nat 4    4 (Nat)                         Touchstone (City of the Dead) [Sandstorm]
    7      Mystic Theurge 4                     2 (Nat 8)
    8      Mystic Theurge 5                     2 (Arc)
    9      Mystic Theurge 6                     2 (Arc 8)                       Versatile Spellcaster       
    10     Mystic Theurge 7                     3
    11     Arcane Hierophant 1  Arc 8, Nat 8    3
    12     Arcane Hierophant 2                  3                               Extraordinary Spell Aim
    13     Arcane Hierophant 3                  3           
    14     Arcane Hierophant 4                  3
    15     Arcane Hierophant 5                  3                               Empower Spell
    16     Arcane Hierophant 6                  3         
    17     Arcane Hierophant 7                  3
    18     Arcane Hierophant 8                  3                               Practised Caster (Warmage)
    19     Arcane Hierophant 9                  3         
    20     Arcane Hierophant 10                 3


    Requirements:
    Mystic Theurge - Arcana 6, Religion 6, 2nd level Arc + Div
    Arcane Heirophant - Arcana 8, Nature 8, BAB 4, non-lawful, 2nd level Arc + Div, Trackless step
    Sand Shaper - Nature 4, Survival 4, any neutral, Touchstone (City of the Dead), Arcane caster level 5th.

    Feat Ideas:
    I've been looking at using the Arcane Thesis (Scorching Ray) + assorted metamagic feats as probably the primary option, maxing out the Warmage's trick of lots of damage, but the poor Dex makes me not as fond of that as I might be. Still, something like Arcane Thesis (Enervation) + Split Ray, Twin Spell, Empower Spell, is probably my best bet.

    An idea that is certainly piquing my interest is Arcane Thesis combined with Fell Animate, in order to have a Neutral Good healer with a small army of zombies. And yes, this stretches the bounds of anything remotely sane.

    I recall there are feats/class abilities that let lower level spells be combined into higher level ones, but I don't believe there are ones that allow powering of arcane spells with divine slots, and so on. If there are, it would help greatly.

    Suggestions are welcome.

    Pro:
    • Warmage Casting - Level 18 spontaneous casting/9th spells.
    • Healer Casting - Level 18 casting/9th spells.
    • Sanctified Spells - Useable by the Healer. Gives much needed divine versatility.
    • Gets into the dual progression class very quickly, losing only one caster level.
    • Sand Shaper spells, giving much needed power boost to the arcane side. Allows buffing using the low level slots, and adds increased options for battlefield control, including via summons.
    • Volume of spells: More spells than actions in battle.
    • Versatile Spellcaster: Allows the use of more higher level spells, should the need arise.
    • Extraordinary Spell Aim: Better utilization of battlefield control spells.
    • Cloudy Conjuration: Turns all those conjuration spells into debuffers, as well.
    • Practiced Caster (Warmage): Making up for the lack of caster level.
    Con:
    • Warmage Casting - It's a Warmage.
    • Healer Casting - It's a Healer.
    • Mystic Theurge - It's a Mystic Theurge.
    • Caster Level/DCs - These fall behind those of a single class caster, as expected.
    • Skills - Limited skill points, mostly spread out to cover requirements for the first 10 levels.
    • Stats - As with almost all dual-class casters, the stat spread suffers from severe MAD. Will need magic items to reach 19 in both casting stats.
    • Feats - 5 feats are taken with making the trick work at all, limiting feat choice severely.
    • AC/Attack - The lack of Dex from MAD makes the defenses and offense suffer.
    Touchstone is gained via having a Touchstone Key (item of 250gp).

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