Powerfull Aid -
Prerequisite - Summon Aid Class feature -
Your summoned creatures from this class feature have a +4 to there str. and con. This is an enhancement bonus.
Durable Minions
Prerequisite - Powerfull Aid
Your summoned creatures from the Summon Aid class feature have bonus hit points equal to your witch level.
Frightful Curse
Prerequisite - Witch's Curse
Any creature saving against your curse is still shaken by you while within your presence. This effect fades after one minute.
WitchFire Adept
Prerequisite - summon power class feature
Your orb of fire does a base damage of 2d6 instead of 1d6. It can still be enhanced as normal.
Master Summoner -
Prerequisite - Powerful Aid / Durable Minions
you summon one additional minion with your summon aid class feature.
WitchFire Master
Prerequisite - WitchFire Adept
The orb you throw does normal damage to the primary target, and half that much damage to creatures adjacent to the main target. A reflex saving throw of 10 + half witch level + charisma mod halves this damage. You may choose to apply this effect as you throw the orb.
Saturday, June 30, 2012
Friday, June 29, 2012
Gun Mage -Test Class-
This is a test class of a gun mage. I wanted to try my hand at it but using my own angle.
-Gun Mages are people who forge ranged weapons out of the very fabric of there soul. These weapons are powerful tools that allow these mages to bring there own very unique form of magic to the battlefield in the shape of spell bullets.- If i used the gun mage class Id probably use the below or a varient. Currently my world would be capable of allowing gun mages in Alborine or Volasia, and perhaps Candomia.
Even if firearms exist in your fantasy world, the ones used here are of an entirely different make. They are forged out of the Gun Mages own essence, and thus have a unique set of rules applied to them.
Weapon and Armor proficiencies - Simple weapons and no armor proficiency
Hit Die - D6
BAB - as a priest
Saves - Good Reflex
Skills Points - 2+int mod.
Skills - Concentration / Craft / Intimidate / Knowledge Arcana / Knowledge Architect and Engineering / Spot / Spell Craft / Profession /
1st -Forge Weapon- Bonded Weapon - Gun Trick
2nd - Spell Savvy
3rd- Gun Trick
4th - Craft Spell Bullet - Copper
5th - +d6 to base gun damage
6th - Soul Charged Shot 1/day
7th - Gun Trick
8th - Craft Spell Bullet - Silver
9th - + 20' to maximum shot range / +d6 to base gun damage
10th - Soul Charged Shot 2/day
11th - Gun Trick
12th - Craft Spell Bullet - Gold
13th - + 2d6 to base gun damage
14th - Soul Charged Shot 3/day
15th - Gun Trick
16th - Craft Spell Bullet - Platinum
17th - +20' to maximum shot range / +d6 to base gun damage
18th - Soul Charged Shot 4/day
19th - Gun Trick
20th
The Guns -
All of the weapons here do the same damage. 2d6 points of damage with a crit multiplier of 2. A gun can fire one single shot, or put another way, do damage to only one target (note, this damage goes up gradualy as the character gains more levels, or invests gun tricks into damage). A character with twin sidearms for example, is focusing multiple attacks to do the damage as shown above. Gun Mages need 2 free hands at all times. One hand is for the weapon itself, and the other hand is to attune and shape the magic. So a gun mage with a rifle would be using his trigger hand to fire, and his steady hand to attune the weapons magic. Likewise, a dual pistol build would be using both pistols to simultaneously fire and steady the arcane energy. Firing a gun is a standard action. You cannot fire more than one shot per round from a gun unless specified as a class feature within this class.
The range on all guns is 60' with no range increment (This range goes up by as the gun mage gains levels or invests gun tricks into range). A guns bullets are shots from the Gun Mages soul itself, but have real, solid form. They are treated as normal weapons, and do not disapear or fade in antimagic rays or zones. Also, for the purpose of dmg reduction, treat the bullet damage as spell damage. Guns do not need to be reloaded, they have infinite ammo. See class features for variants on this rule.The Full Attack action does not apply to firing guns. They can only be fired as part of a standard action. Feats that affect range, multiple attacks or extra attacks do not apply to the Guns of Gun Mages, though they may apply to other firearms in your world. A gun is considered a medium size weapon for determing if it can be used within a grapple, etc.
Forge Weapon -
A gun mage starts his career by forging a weapon from his very soul. This process is similar to summoning a familiar, but shapes that energy into an inanimate object instead. The weapons cannot be damaged by normal means, but disapear when the caster is killed or the guns are removed from his person. The mage can create an identical copy of his weapon by taking a free action at the start of his turn. The weapons can appear in almost any shape the crafter can imagine, from a pair of sidearms, to a single large rifle or blunderbuss like weapon.
Bonded Weapon - A Gun Mages weapons are bonded to his very soul. They can be summoned as a free action and are relatively indestructable. While manifested the guns are considered real constructs, and thus dont disapear in antimagic rays or zones. A gun mage gains a competence bonus to his attack rolls with his bonded weapon as he advances in level. At every 3rd level he adds a +1 competence bonus to his attack roll, capping out at +6. This stacks with weapon focus, and offsets the fact that Gun Mages cannot get magical versions of there weapons.
Spell Savy-
Gun Mages can detect the presence of magic just as well as most arcane casters. At will they can detect magic as the spell with a caster level equal to there gun mage level. Gun Mages are savy to a particular type of magic. A gun mage choses that type of magic at this level. This choice effects the type of Spell Bullets he can fire. Schools of Magic are as stated under the specialization schools for a wizard. This choice cannot be changed.
Spell Bullet - A Gun Mage learns to craft special shells that contain magical energy very similar to spells. A gun mage can craft up to 10 shells in a single day assuming he has the resources available. A spell bullet gets its bonus to save DC's from intelligence.
Copper Shells cost 75g.p a shell.
Silver Shells cost 400 g.p a shell
Gold Shells cost 900 g.p. a shell
Platinum Shells cost 1400 g.p. a shell.
Spell Bullets allow a Gun Mage to channel the very essence of his soul into more shapeable forms.
(The spell bullet list will be on a seperate post)
Different Shells allow you to channell more refined powers, with platinum being the most refined and powerful of spell bullets. Most Gun Mages carry bandoleers containing many variants of spell bullets. A bandoleer holds 30 bullets. Loading a Spell Bullet requires a move action. Bandoleer's weigh 5 pounds and bullets weigh half a pound each.
Firing a spell bullet is similar to casting normal spells but also ignores some basic spell casting rules. First, all spell bullets are considered to be spells, they must overcome SR, wont enter an antimagic zone etc. Since they are fired projectiles however they dont require Verbal, Somantic, or Material components. The focus is considered the gun. Firing a spell bullet provokes attacks of oppurtunity for firing a ranged weapon, but not for spell casting. Firing a Spell Bullet is subject to arcane spell failure as per normal. The level equivelancy of the spell bullets is 2 per tier. Copper bullets are lvl 2, silver are level 4 etc. Save DC's are 10 + the spell level + intelligence modifier.
Spell Bullets that have added damage use the damage as special damage when resolving critical hits.
Spell Bullets will still do there base damage to creatures they hit that save v.s. SR. The spell simply fails, though the bullet itself is quite real.
Gun Tricks - As the character gains levels they get more proficient with there soul crafted guns. Most of these effect only there base shots, but may be varied depending on the trick. All bonuses derived here are considered Gun Trick bonuses and thus do not stack with the bonuses from other gun tricks unless specified below. This only applies to the modifiers.
1- Extra Damage - The Gun does +1d6 damage. This can be purchased 2 times for a max damage of +2d6 points of damage. (This simply modifies base damage and applies to all aspects of the class)
2- Ricochette - The attack can target a second creature within 20' of the primary target. A new attack roll is needed. (This applies only to the basic attack and must be declared before you fire. You can only ricochette off of one target.) You can take this trick a second time to add 40' to the range of the secondary target.
3 - Ranged Disarm - You can attempt to disarm from range. Treat your weapon as medium size for modifiers for this roll. You gain a +4 to this attempt. This attack does no damage. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to allow the attack to do damage as well as attempting the disarm.
4 - Increased Range - You can add 30 to the shots basic range. You may take this twice. (This modifies the base range from this point and applies to all aspects of the class.)
5 - Covering Fire - Your shots create a -2 penalty from an opponents attack rolls for one round if you hit. This penalty applies to the creature struck as well as all creatures within 10' of it. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to increase the penalty to -4 and the radius to 20'.
6 - Crafty Shots - You add your intelligence modifier to the damage of your shots. This damage is negated by creatures or abilities making them immune to critical hits or sneak attacks. (This simply modifies the base damage of your basic shots. This does not modifiy Spell Bullet or Soul Charged shots)
7 - Rolling Shots - So long as you move more than five feet before or after you fire you gain a +2 dodge bonus to your armor class and a +4 dodge bonus to your reflex saves until the start of your next round. (This simply modifies your base attacks and affects all applicable aspects of the class) You can take this trick again to also give you a +2 to your attack rolls so long as you move more than five feet before the attack.
8 - From the Hip - Although you are still flat footed you may make a basic attack during any suprise round in which you are conscious. You resolve this just after the enemies make there attacks. You roll for initiative normally on the following round. (This applies to the basic attacks only and has no bearing on any other function of your class abilities.)
9 - Close Quarter Gun Mage - You do not provoke attacks of oppurtunities for firing at point blank, and in fact gain a +2 to attack and +d6 to damage rolls while adjacent to a target. You can use your weapon even while being grappled or pinned. (This modifies the base attack and can be applied to most other aspects of your class.) You can gain this trick again to add an additional +2 to the attack rolls while adjacent to a target.
10 - Sniper - You gain a +2 bonus to your attack roll in any round in which you do not take a move action. You may not use a move action for any reason other than crouching, or laying down. While Sniping you threaten a critical hit on a 19-20. This new threat range is affected by improve critical as per normal ie, a snipe becomes 17-20 while the main shot is still 19-20. The bonus to attack rolls is in addition to any other you would recieve from laying down etc. (This modifies the base attack and modifies most other aspects of this class.) You can take this trick again to add an additional 2d6 points of damage on a succesful critical hit while using this trick. This damage is considered special damage.
SOUL CHARGED SHOTS -
These abilities are specialized abilities outside of the norm that go beyond the normal limitations of most gun mage attacks. When the Gun Mage first gets this ability he chooses one Shot that best compliments his abilities. This becomes useable once per day, though it can be used more often as the Gun Mage attains levels. This Soul Charged Shot is not a spell bullet, and is more like a basic shot in that it is created and forged from the Gun Mages very soul. Using a Soul Charged Shot is a full round attack action. All rules that apply to a Basic Shot apply to the Soul Charged Shot unless changed below.
1 - Overwhelming Cannon - The creates a massive line of energy that blasts out in front of him, enveloping and destroying his foes. Overwhelming Cannon does normal shot damage and an additional die of damage for each gun mage level achieved. The blast effects a single line 200 feet in length and all squares adjacent to it. Targets in the path of the Overwhelming Cannon do not get saves and no attack roll is needed. The attack can simply not be dodged. When ruling adjacent squares for diagonal lines, rule is that an adjacent square is one that shares a solid line with an square of the area effect.
2 - Everywhere Shot - In a flurry of gun fire you shoot at every available target within range. Each target is considered a basic attack and can have different gun tricks applied to individual targets. Everywhere shot does basic shot damage +3d6 + an additional die of damage per 4 caster levels you have achieved.
3 - Concentrated Fire - In a flurry of gun fire you shoot one individual target with a flurry of multiple attacks. The target must be within range and suffers the effects of your basic attack. In addition, the target suffers an additional 8D6 points of damage. After the initial blast which hits automatically, you may fire a number of regular basic attacks at the target (no special damage applies to these individual attacks) You may fire one additional attack at the target per 4 levels you have achieved. These basic attacks can have gun tricks applied as per normal, and if applicable.
4 - Eagle Eye Decimation - You fire a single, deadly shot at one opponent within line of sight. You do not need to roll, this attack automatically hits. Eagle Eye Decimation does basic shot damage + 4d6 + an additional die of damage per caster level. The target struck by Eagle Eye Decimation is also forced from moving more than 20' in a round (land or swim speed are the only options available for targets movement) for one minute and is automatically nauseated for his next round of combat.
5 - Flash Fire - For the next few moments your little more than a blur of motion and gunfire. You start off your attack by firing a basic attack at your opponent with a +4d6 modifier to the damage. Regardless of the hit or miss you instantly teleport to any square within 100'. Every round for the next 5 rounds following this one you can use an immiediate action once on your turn to teleport up to 50' away. Everytime you do this you can fire at one target within range with a basic attack as normal. The attack is resolved after the teleportation
6 - Blow Back Retaliation - This shot can only be used when adjacent to a creature. You focus all of your power and strength into a single concentrated blast. This does not provoke an attack of oppurtunity. The damage of the attack is standard shot damage plus an additional 2d6 damage, plus 1 additional die of damage per caster level of the gun mage. In addition you can force move a medium or smaller sized opponent away from you up to the range of your guns basic attack. A creature with a size category over medium takes 20' of forced movement away from the total for every category they are seperated from medium, though they will always take the damage, which hits automatically. Creatures striking solid objects take additional damage equal to the length they flew as if falling. Creatures are also automatically knocked prone if they strike a solid surface.
Once you choose your Soul Charged Shot it may not again be changed. This becomes your own, unique attack that you can use in times of great need.
Strengths of this class - it has the potential to be a high end damage dealer at a mid range level. Though it will lack the adaptability of true casters, the spell savvy/spell bullets will allow that this character at least has a small bag of tricks, while the Soul Charge Shots will mean that even those gun mages not specializing in damage will have a nice suprise for most beefier targets.
Weakness - Initially the class moves slow. For the first two levels you wont be much more than a mid range damage dealer with a decent ratio of damage. Once you get your core abilities such as Spell Bullets and Charge shots you should rely on your basic attacks most of the time, spell bullets for certain situations that arise, and Soul Charge Shots for boss fights or challenging fights. Another weakness is that this class pays for its base class feature. This balances the fact that many of these effects are basically spell like effects that do damage. This limits his overall potential while still allowing the gun mage to have some suprise attacks for his foes.
-Gun Mages are people who forge ranged weapons out of the very fabric of there soul. These weapons are powerful tools that allow these mages to bring there own very unique form of magic to the battlefield in the shape of spell bullets.- If i used the gun mage class Id probably use the below or a varient. Currently my world would be capable of allowing gun mages in Alborine or Volasia, and perhaps Candomia.
Even if firearms exist in your fantasy world, the ones used here are of an entirely different make. They are forged out of the Gun Mages own essence, and thus have a unique set of rules applied to them.
Weapon and Armor proficiencies - Simple weapons and no armor proficiency
Hit Die - D6
BAB - as a priest
Saves - Good Reflex
Skills Points - 2+int mod.
Skills - Concentration / Craft / Intimidate / Knowledge Arcana / Knowledge Architect and Engineering / Spot / Spell Craft / Profession /
1st -Forge Weapon- Bonded Weapon - Gun Trick
2nd - Spell Savvy
3rd- Gun Trick
4th - Craft Spell Bullet - Copper
5th - +d6 to base gun damage
6th - Soul Charged Shot 1/day
7th - Gun Trick
8th - Craft Spell Bullet - Silver
9th - + 20' to maximum shot range / +d6 to base gun damage
10th - Soul Charged Shot 2/day
11th - Gun Trick
12th - Craft Spell Bullet - Gold
13th - + 2d6 to base gun damage
14th - Soul Charged Shot 3/day
15th - Gun Trick
16th - Craft Spell Bullet - Platinum
17th - +20' to maximum shot range / +d6 to base gun damage
18th - Soul Charged Shot 4/day
19th - Gun Trick
20th
The Guns -
All of the weapons here do the same damage. 2d6 points of damage with a crit multiplier of 2. A gun can fire one single shot, or put another way, do damage to only one target (note, this damage goes up gradualy as the character gains more levels, or invests gun tricks into damage). A character with twin sidearms for example, is focusing multiple attacks to do the damage as shown above. Gun Mages need 2 free hands at all times. One hand is for the weapon itself, and the other hand is to attune and shape the magic. So a gun mage with a rifle would be using his trigger hand to fire, and his steady hand to attune the weapons magic. Likewise, a dual pistol build would be using both pistols to simultaneously fire and steady the arcane energy. Firing a gun is a standard action. You cannot fire more than one shot per round from a gun unless specified as a class feature within this class.
The range on all guns is 60' with no range increment (This range goes up by as the gun mage gains levels or invests gun tricks into range). A guns bullets are shots from the Gun Mages soul itself, but have real, solid form. They are treated as normal weapons, and do not disapear or fade in antimagic rays or zones. Also, for the purpose of dmg reduction, treat the bullet damage as spell damage. Guns do not need to be reloaded, they have infinite ammo. See class features for variants on this rule.The Full Attack action does not apply to firing guns. They can only be fired as part of a standard action. Feats that affect range, multiple attacks or extra attacks do not apply to the Guns of Gun Mages, though they may apply to other firearms in your world. A gun is considered a medium size weapon for determing if it can be used within a grapple, etc.
Forge Weapon -
A gun mage starts his career by forging a weapon from his very soul. This process is similar to summoning a familiar, but shapes that energy into an inanimate object instead. The weapons cannot be damaged by normal means, but disapear when the caster is killed or the guns are removed from his person. The mage can create an identical copy of his weapon by taking a free action at the start of his turn. The weapons can appear in almost any shape the crafter can imagine, from a pair of sidearms, to a single large rifle or blunderbuss like weapon.
Bonded Weapon - A Gun Mages weapons are bonded to his very soul. They can be summoned as a free action and are relatively indestructable. While manifested the guns are considered real constructs, and thus dont disapear in antimagic rays or zones. A gun mage gains a competence bonus to his attack rolls with his bonded weapon as he advances in level. At every 3rd level he adds a +1 competence bonus to his attack roll, capping out at +6. This stacks with weapon focus, and offsets the fact that Gun Mages cannot get magical versions of there weapons.
Spell Savy-
Gun Mages can detect the presence of magic just as well as most arcane casters. At will they can detect magic as the spell with a caster level equal to there gun mage level. Gun Mages are savy to a particular type of magic. A gun mage choses that type of magic at this level. This choice effects the type of Spell Bullets he can fire. Schools of Magic are as stated under the specialization schools for a wizard. This choice cannot be changed.
Spell Bullet - A Gun Mage learns to craft special shells that contain magical energy very similar to spells. A gun mage can craft up to 10 shells in a single day assuming he has the resources available. A spell bullet gets its bonus to save DC's from intelligence.
Copper Shells cost 75g.p a shell.
Silver Shells cost 400 g.p a shell
Gold Shells cost 900 g.p. a shell
Platinum Shells cost 1400 g.p. a shell.
Spell Bullets allow a Gun Mage to channel the very essence of his soul into more shapeable forms.
(The spell bullet list will be on a seperate post)
Different Shells allow you to channell more refined powers, with platinum being the most refined and powerful of spell bullets. Most Gun Mages carry bandoleers containing many variants of spell bullets. A bandoleer holds 30 bullets. Loading a Spell Bullet requires a move action. Bandoleer's weigh 5 pounds and bullets weigh half a pound each.
Firing a spell bullet is similar to casting normal spells but also ignores some basic spell casting rules. First, all spell bullets are considered to be spells, they must overcome SR, wont enter an antimagic zone etc. Since they are fired projectiles however they dont require Verbal, Somantic, or Material components. The focus is considered the gun. Firing a spell bullet provokes attacks of oppurtunity for firing a ranged weapon, but not for spell casting. Firing a Spell Bullet is subject to arcane spell failure as per normal. The level equivelancy of the spell bullets is 2 per tier. Copper bullets are lvl 2, silver are level 4 etc. Save DC's are 10 + the spell level + intelligence modifier.
Spell Bullets that have added damage use the damage as special damage when resolving critical hits.
Spell Bullets will still do there base damage to creatures they hit that save v.s. SR. The spell simply fails, though the bullet itself is quite real.
Gun Tricks - As the character gains levels they get more proficient with there soul crafted guns. Most of these effect only there base shots, but may be varied depending on the trick. All bonuses derived here are considered Gun Trick bonuses and thus do not stack with the bonuses from other gun tricks unless specified below. This only applies to the modifiers.
1- Extra Damage - The Gun does +1d6 damage. This can be purchased 2 times for a max damage of +2d6 points of damage. (This simply modifies base damage and applies to all aspects of the class)
2- Ricochette - The attack can target a second creature within 20' of the primary target. A new attack roll is needed. (This applies only to the basic attack and must be declared before you fire. You can only ricochette off of one target.) You can take this trick a second time to add 40' to the range of the secondary target.
3 - Ranged Disarm - You can attempt to disarm from range. Treat your weapon as medium size for modifiers for this roll. You gain a +4 to this attempt. This attack does no damage. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to allow the attack to do damage as well as attempting the disarm.
4 - Increased Range - You can add 30 to the shots basic range. You may take this twice. (This modifies the base range from this point and applies to all aspects of the class.)
5 - Covering Fire - Your shots create a -2 penalty from an opponents attack rolls for one round if you hit. This penalty applies to the creature struck as well as all creatures within 10' of it. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to increase the penalty to -4 and the radius to 20'.
6 - Crafty Shots - You add your intelligence modifier to the damage of your shots. This damage is negated by creatures or abilities making them immune to critical hits or sneak attacks. (This simply modifies the base damage of your basic shots. This does not modifiy Spell Bullet or Soul Charged shots)
7 - Rolling Shots - So long as you move more than five feet before or after you fire you gain a +2 dodge bonus to your armor class and a +4 dodge bonus to your reflex saves until the start of your next round. (This simply modifies your base attacks and affects all applicable aspects of the class) You can take this trick again to also give you a +2 to your attack rolls so long as you move more than five feet before the attack.
8 - From the Hip - Although you are still flat footed you may make a basic attack during any suprise round in which you are conscious. You resolve this just after the enemies make there attacks. You roll for initiative normally on the following round. (This applies to the basic attacks only and has no bearing on any other function of your class abilities.)
9 - Close Quarter Gun Mage - You do not provoke attacks of oppurtunities for firing at point blank, and in fact gain a +2 to attack and +d6 to damage rolls while adjacent to a target. You can use your weapon even while being grappled or pinned. (This modifies the base attack and can be applied to most other aspects of your class.) You can gain this trick again to add an additional +2 to the attack rolls while adjacent to a target.
10 - Sniper - You gain a +2 bonus to your attack roll in any round in which you do not take a move action. You may not use a move action for any reason other than crouching, or laying down. While Sniping you threaten a critical hit on a 19-20. This new threat range is affected by improve critical as per normal ie, a snipe becomes 17-20 while the main shot is still 19-20. The bonus to attack rolls is in addition to any other you would recieve from laying down etc. (This modifies the base attack and modifies most other aspects of this class.) You can take this trick again to add an additional 2d6 points of damage on a succesful critical hit while using this trick. This damage is considered special damage.
SOUL CHARGED SHOTS -
These abilities are specialized abilities outside of the norm that go beyond the normal limitations of most gun mage attacks. When the Gun Mage first gets this ability he chooses one Shot that best compliments his abilities. This becomes useable once per day, though it can be used more often as the Gun Mage attains levels. This Soul Charged Shot is not a spell bullet, and is more like a basic shot in that it is created and forged from the Gun Mages very soul. Using a Soul Charged Shot is a full round attack action. All rules that apply to a Basic Shot apply to the Soul Charged Shot unless changed below.
1 - Overwhelming Cannon - The creates a massive line of energy that blasts out in front of him, enveloping and destroying his foes. Overwhelming Cannon does normal shot damage and an additional die of damage for each gun mage level achieved. The blast effects a single line 200 feet in length and all squares adjacent to it. Targets in the path of the Overwhelming Cannon do not get saves and no attack roll is needed. The attack can simply not be dodged. When ruling adjacent squares for diagonal lines, rule is that an adjacent square is one that shares a solid line with an square of the area effect.
2 - Everywhere Shot - In a flurry of gun fire you shoot at every available target within range. Each target is considered a basic attack and can have different gun tricks applied to individual targets. Everywhere shot does basic shot damage +3d6 + an additional die of damage per 4 caster levels you have achieved.
3 - Concentrated Fire - In a flurry of gun fire you shoot one individual target with a flurry of multiple attacks. The target must be within range and suffers the effects of your basic attack. In addition, the target suffers an additional 8D6 points of damage. After the initial blast which hits automatically, you may fire a number of regular basic attacks at the target (no special damage applies to these individual attacks) You may fire one additional attack at the target per 4 levels you have achieved. These basic attacks can have gun tricks applied as per normal, and if applicable.
4 - Eagle Eye Decimation - You fire a single, deadly shot at one opponent within line of sight. You do not need to roll, this attack automatically hits. Eagle Eye Decimation does basic shot damage + 4d6 + an additional die of damage per caster level. The target struck by Eagle Eye Decimation is also forced from moving more than 20' in a round (land or swim speed are the only options available for targets movement) for one minute and is automatically nauseated for his next round of combat.
5 - Flash Fire - For the next few moments your little more than a blur of motion and gunfire. You start off your attack by firing a basic attack at your opponent with a +4d6 modifier to the damage. Regardless of the hit or miss you instantly teleport to any square within 100'. Every round for the next 5 rounds following this one you can use an immiediate action once on your turn to teleport up to 50' away. Everytime you do this you can fire at one target within range with a basic attack as normal. The attack is resolved after the teleportation
6 - Blow Back Retaliation - This shot can only be used when adjacent to a creature. You focus all of your power and strength into a single concentrated blast. This does not provoke an attack of oppurtunity. The damage of the attack is standard shot damage plus an additional 2d6 damage, plus 1 additional die of damage per caster level of the gun mage. In addition you can force move a medium or smaller sized opponent away from you up to the range of your guns basic attack. A creature with a size category over medium takes 20' of forced movement away from the total for every category they are seperated from medium, though they will always take the damage, which hits automatically. Creatures striking solid objects take additional damage equal to the length they flew as if falling. Creatures are also automatically knocked prone if they strike a solid surface.
Once you choose your Soul Charged Shot it may not again be changed. This becomes your own, unique attack that you can use in times of great need.
Strengths of this class - it has the potential to be a high end damage dealer at a mid range level. Though it will lack the adaptability of true casters, the spell savvy/spell bullets will allow that this character at least has a small bag of tricks, while the Soul Charge Shots will mean that even those gun mages not specializing in damage will have a nice suprise for most beefier targets.
Weakness - Initially the class moves slow. For the first two levels you wont be much more than a mid range damage dealer with a decent ratio of damage. Once you get your core abilities such as Spell Bullets and Charge shots you should rely on your basic attacks most of the time, spell bullets for certain situations that arise, and Soul Charge Shots for boss fights or challenging fights. Another weakness is that this class pays for its base class feature. This balances the fact that many of these effects are basically spell like effects that do damage. This limits his overall potential while still allowing the gun mage to have some suprise attacks for his foes.
Sunday, June 24, 2012
A Status Report
(gaming related post)
"..And so, we have returned the remaining mantles to the head clergy and returend the stolen goods to the Red Vines warehouses as was my intention. There were no casualties to be reported." Indeera spoke in cold, hard tones as she always did, and her mentor regarded her with a scowl. "No casualties you say, what about the half dozen enforcers, what about Hezghel." Indeera eyed her mentor and quirked a coy smile. "Again my lord. No casualties. Those who fail in there endeavors are doomed. As a man who believed in trickery and deciet to show his faith, he did his tasks poorly. Fayn has no need for such weakness." Her mentor eyed the girl. She was dangerous, very dangerous. Her insight into fayns ways were unbelievable, and to top that off she struck out on her own to aquire the Crimson Mantle. Many priests believed she would be a rising star, and some had already set resources aside to back up her ascent. Her mentor stroked his thin black beard and spoke again. "What of your crew. Do you plan on adding them to your personal attendants?" Indeera nodded. "Yes. I do." She paused, then continued. "The enforcer Karivas performed his tasks with great skill. Also, his aquisition of That mantle will be of great use to me. I doubt he'll mind following my lead from time to time." Her mentor interjected politely. "Ah, but what of the witch. She is the talk of the temples, many would like to aquire her for personal.." Indeera cut him off. "Kaliora is her name. Not Witch. She will be under my care. She will speak for me and through me. It was I who saw her potential, not the weak willed pretenders running these halls." her words were cold, filled with hatred. Her mentor began sweating, and brushed his brow gently before continuing. "Ah, not meaning to offend child. Of course no one will object to you aquiring her as your own servant." Indeera stopped in the dark halls and eyed her mentor. "Servant is a poor choice of words. She is already servant to something else." Her mentor smiled. "Yes. So I have heard. Well my child, we've walked these halls long enough. More and I shall become lost. Ill take my leave." The older man turned away from her and began to leave her presence. The last thing he heard was the heavy release of a chain, and the sound of the air being parted with great force. He hit the floor with a heavy, wet thud. Indeera smiled coldly. "Of course the enforcers also found tell of your dealings with Hezghel." She removed the small parcel containing the writ condemning him for treason and threw it on his corpse. "Now, all is settled." She turned, her appointed task done, and made her way back down the dark halls of the inner temples. Her thoughts moved to her companions. 'Unity is needed to achieve greatness, perhaps I should set an example for my new companions as well. Those two did bicker, that may become problematic. Best to set it right now.' Her thoughts shifted yet again. She would need to find more work for them. Her skills and faith had much more testing before she was ready for her own great design.
"..And so, we have returned the remaining mantles to the head clergy and returend the stolen goods to the Red Vines warehouses as was my intention. There were no casualties to be reported." Indeera spoke in cold, hard tones as she always did, and her mentor regarded her with a scowl. "No casualties you say, what about the half dozen enforcers, what about Hezghel." Indeera eyed her mentor and quirked a coy smile. "Again my lord. No casualties. Those who fail in there endeavors are doomed. As a man who believed in trickery and deciet to show his faith, he did his tasks poorly. Fayn has no need for such weakness." Her mentor eyed the girl. She was dangerous, very dangerous. Her insight into fayns ways were unbelievable, and to top that off she struck out on her own to aquire the Crimson Mantle. Many priests believed she would be a rising star, and some had already set resources aside to back up her ascent. Her mentor stroked his thin black beard and spoke again. "What of your crew. Do you plan on adding them to your personal attendants?" Indeera nodded. "Yes. I do." She paused, then continued. "The enforcer Karivas performed his tasks with great skill. Also, his aquisition of That mantle will be of great use to me. I doubt he'll mind following my lead from time to time." Her mentor interjected politely. "Ah, but what of the witch. She is the talk of the temples, many would like to aquire her for personal.." Indeera cut him off. "Kaliora is her name. Not Witch. She will be under my care. She will speak for me and through me. It was I who saw her potential, not the weak willed pretenders running these halls." her words were cold, filled with hatred. Her mentor began sweating, and brushed his brow gently before continuing. "Ah, not meaning to offend child. Of course no one will object to you aquiring her as your own servant." Indeera stopped in the dark halls and eyed her mentor. "Servant is a poor choice of words. She is already servant to something else." Her mentor smiled. "Yes. So I have heard. Well my child, we've walked these halls long enough. More and I shall become lost. Ill take my leave." The older man turned away from her and began to leave her presence. The last thing he heard was the heavy release of a chain, and the sound of the air being parted with great force. He hit the floor with a heavy, wet thud. Indeera smiled coldly. "Of course the enforcers also found tell of your dealings with Hezghel." She removed the small parcel containing the writ condemning him for treason and threw it on his corpse. "Now, all is settled." She turned, her appointed task done, and made her way back down the dark halls of the inner temples. Her thoughts moved to her companions. 'Unity is needed to achieve greatness, perhaps I should set an example for my new companions as well. Those two did bicker, that may become problematic. Best to set it right now.' Her thoughts shifted yet again. She would need to find more work for them. Her skills and faith had much more testing before she was ready for her own great design.
Monday, June 18, 2012
The Many Elves of Aokdawn
There are many variations of Elves in my created world. This post will help players differentiate between the varied race.
The "Normal" version of an elf would be the Wilder Elves. Wilder Elves are natives of the main continent and use most of the standard rules for Elves. Stat adjustments are the same as are all abilities and rules. Wilder Elves live to be about 300 years of age before they die, though some live as long as half a century. Most Wilder Elves reach adulthood in there 30's. They tend to be shorter than humans, and weigh less. Hair ranges in browns and blacks, and eyes run the gambit from greens to violets.
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The High Elves are the Elves Native to the Old Continent, and have made a place for themselves in the new continent. High Elves live in ther self made home of GreyStar, a woodland home with high rising crystal towers and other magnificent structures.
High Elves do not use the standard elven design. They are taller, averaging 6' in height but most weigh very little for there size. Hair ranges from platinum whites, blondes, and rarely some blacks and variations of blue. Eye Color is a solid color, but varies widely. High Elves live to be about 500 years old, though some have lived far beyond that, dying only after unatural causes.
High Elves get a -2 to Str and Con but receive a +2 bonus to there intelligence. The High Elves are a frail but intellectually elevated race.
Land Speed is 30
High Elves are immune to magical sleep effects and receive a +2 bonus to saves against enchantment spells and effects.
High Elves have standard Low Ligh Vision
High Elves get a +2 racial bonus to Knowledge Arcana and Spellcraft checks
High Elves get to chose from two wizard/sorcerer cantrips. They can cast these cantrips once per day. There caster level is equal to there character level.
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Dark Elves replace drow in my world, they are subteranean native elves of the continent and have an old, rich history. Most dark elves call the underbelly of RavenSpire there home, as most of there native territory has long been conquered by the Hobgoblin Empire. Some cities do exist far below the continent, and send envoys to trade with the surfacers from time to time.
Dark elves do not use the standard elven design. Dark Elves look like typical drow with black skin and white hair and black or red eyes. Dark elves live to be about 300 years, though the some do live as long as 400 years. Dark elves stand a little over 5' tall and have average weight for that height.
Dark Elves get a -2 to Con but recieve a +2 to Wisdom. Dark elves are as frail as most elves, but have excellent instincts that have allowed them to survive the dangers of the underdark.
Land Speed is 30
Dark elves are immune to magical sleep effects.
Dark elves get a +2 save v.s. all poisons.
Dark elves get a +2 save against magical spells and effects.
Dark Elves have darkvision out to 60'
Dark Elves can see in magical darkness as well as normal darkness with there darkvision.
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Shadow Elves are ancient natives to the Continent, long believe to have been destroyed when the god skisk chose there forest homeland as its lair, and turned it into what is now called The Endless Dark. Since the emergence of Lichus dark elves have once again resurfaced, and though most commonly seen far in the east, a few have migrated for one reason or another to the Empires side of the continent.
Shadow Elves do not use the standard elven design. Shadow Elves have marble white skin and shadow black hair. There eyes are a dull black. Shadow elves stand about 5'6 on average and maintain a weight normally for there size. Shadow Elves live to be about 300 years old, though it is rumored they can live much longer on occasion.
Shadow Elves get a -2 to Wisdom and a +2 to dexterity. Shadow elves live forever with the madness that they have seen in there homeland and it affects the entire race, even those who have been born outside the Endless Dark.
Land Speed is 30
Shadow Elves are immune to sleep effects.
Shadow Elves have a +2 save v.s. any mind effecting affect.
Shadow Elves have a +2 racial bonus to hide and move silently checks.
Shadow Elves have lowlight vision as per normal elves.
Shadow Elves have the racial trait of Dark Born. A shadow elf can roll the following checks even while blind or in total darkness. Search. Survival. (including tracking but more importantly finding ones way.) In addition aside from the 50% miss chance a Shadow Elf suffers no penalty from being blind, and always knows his general direction, and can thus move normally while in total concealment. (instead of half movement.)
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Half Elves -
Half Elves can come from any of the above Elven Races. When chosing a race decide what Elven Parent you had and consult the chart below. This template replaces the normal half elven template.
A Half Elf loses most of the resistances and immunities as well as racial training from there elven parent, but pick up on some unique skills of there own.
All Half Elves have low light vision
Half Elves must fend for themselves, and so pick up skills that normaly wouldnt be applied to them or the class they choose to follow. When a half elf chooses his class, add 4 skills of your choice to the class list.
Half Elves are skill based characters, relying on there wits and what they can learn to survive. They gain bonus ranks just as a human does. In addition, half elves focus on skills as a means of survival, choose a skill they know at character creation, they get a +2 racial bonus to that skill.
Elven Parent -
Wilder Elf parent - Choose a martial weapon proficiency in either a longsword, a rapier, or a specific type of bow.
High Elf parent - Choose a 1st level arcane cantrip. This is added to your repertoire and can be used once a day. The CL is always 1. This is a supernatural ability.
Dark Elf - You gain darkvision out to 60'
Shadow Elf - Immunity to Sleep. (even a little of your parents blood makes you never want to sleep again.)
The "Normal" version of an elf would be the Wilder Elves. Wilder Elves are natives of the main continent and use most of the standard rules for Elves. Stat adjustments are the same as are all abilities and rules. Wilder Elves live to be about 300 years of age before they die, though some live as long as half a century. Most Wilder Elves reach adulthood in there 30's. They tend to be shorter than humans, and weigh less. Hair ranges in browns and blacks, and eyes run the gambit from greens to violets.
_____
The High Elves are the Elves Native to the Old Continent, and have made a place for themselves in the new continent. High Elves live in ther self made home of GreyStar, a woodland home with high rising crystal towers and other magnificent structures.
High Elves do not use the standard elven design. They are taller, averaging 6' in height but most weigh very little for there size. Hair ranges from platinum whites, blondes, and rarely some blacks and variations of blue. Eye Color is a solid color, but varies widely. High Elves live to be about 500 years old, though some have lived far beyond that, dying only after unatural causes.
High Elves get a -2 to Str and Con but receive a +2 bonus to there intelligence. The High Elves are a frail but intellectually elevated race.
Land Speed is 30
High Elves are immune to magical sleep effects and receive a +2 bonus to saves against enchantment spells and effects.
High Elves have standard Low Ligh Vision
High Elves get a +2 racial bonus to Knowledge Arcana and Spellcraft checks
High Elves get to chose from two wizard/sorcerer cantrips. They can cast these cantrips once per day. There caster level is equal to there character level.
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Dark Elves replace drow in my world, they are subteranean native elves of the continent and have an old, rich history. Most dark elves call the underbelly of RavenSpire there home, as most of there native territory has long been conquered by the Hobgoblin Empire. Some cities do exist far below the continent, and send envoys to trade with the surfacers from time to time.
Dark elves do not use the standard elven design. Dark Elves look like typical drow with black skin and white hair and black or red eyes. Dark elves live to be about 300 years, though the some do live as long as 400 years. Dark elves stand a little over 5' tall and have average weight for that height.
Dark Elves get a -2 to Con but recieve a +2 to Wisdom. Dark elves are as frail as most elves, but have excellent instincts that have allowed them to survive the dangers of the underdark.
Land Speed is 30
Dark elves are immune to magical sleep effects.
Dark elves get a +2 save v.s. all poisons.
Dark elves get a +2 save against magical spells and effects.
Dark Elves have darkvision out to 60'
Dark Elves can see in magical darkness as well as normal darkness with there darkvision.
_____
Shadow Elves are ancient natives to the Continent, long believe to have been destroyed when the god skisk chose there forest homeland as its lair, and turned it into what is now called The Endless Dark. Since the emergence of Lichus dark elves have once again resurfaced, and though most commonly seen far in the east, a few have migrated for one reason or another to the Empires side of the continent.
Shadow Elves do not use the standard elven design. Shadow Elves have marble white skin and shadow black hair. There eyes are a dull black. Shadow elves stand about 5'6 on average and maintain a weight normally for there size. Shadow Elves live to be about 300 years old, though it is rumored they can live much longer on occasion.
Shadow Elves get a -2 to Wisdom and a +2 to dexterity. Shadow elves live forever with the madness that they have seen in there homeland and it affects the entire race, even those who have been born outside the Endless Dark.
Land Speed is 30
Shadow Elves are immune to sleep effects.
Shadow Elves have a +2 save v.s. any mind effecting affect.
Shadow Elves have a +2 racial bonus to hide and move silently checks.
Shadow Elves have lowlight vision as per normal elves.
Shadow Elves have the racial trait of Dark Born. A shadow elf can roll the following checks even while blind or in total darkness. Search. Survival. (including tracking but more importantly finding ones way.) In addition aside from the 50% miss chance a Shadow Elf suffers no penalty from being blind, and always knows his general direction, and can thus move normally while in total concealment. (instead of half movement.)
______
Half Elves -
Half Elves can come from any of the above Elven Races. When chosing a race decide what Elven Parent you had and consult the chart below. This template replaces the normal half elven template.
A Half Elf loses most of the resistances and immunities as well as racial training from there elven parent, but pick up on some unique skills of there own.
All Half Elves have low light vision
Half Elves must fend for themselves, and so pick up skills that normaly wouldnt be applied to them or the class they choose to follow. When a half elf chooses his class, add 4 skills of your choice to the class list.
Half Elves are skill based characters, relying on there wits and what they can learn to survive. They gain bonus ranks just as a human does. In addition, half elves focus on skills as a means of survival, choose a skill they know at character creation, they get a +2 racial bonus to that skill.
Elven Parent -
Wilder Elf parent - Choose a martial weapon proficiency in either a longsword, a rapier, or a specific type of bow.
High Elf parent - Choose a 1st level arcane cantrip. This is added to your repertoire and can be used once a day. The CL is always 1. This is a supernatural ability.
Dark Elf - You gain darkvision out to 60'
Shadow Elf - Immunity to Sleep. (even a little of your parents blood makes you never want to sleep again.)
Sunday, June 17, 2012
Mantle's and how they work
A mantle is the first energy given off during creation of a specific idea, place, creature, emotion etc. If somethine was created sometime during the multiverse, it has a mantle attached to it. Some mantles have been absorbed by the gods over time. Ember has the mantle of fire and sun since he is an embodiment of those things, and other gods have absorbed mantles into there own repertoir of domains over the years. Basically, the first thing/object/creature created took alot of extra power to get it right. The mold for that power became the mantle, the essence of that creation.
What do they look like - Object, animal, or otherwise physical mantles look like that thing. Only detect magic can detect that they are something other than what they appear. Most animal mantles look like a sleeping version of that animal. A mantle of Vase's would look like a Vase. Mantles of more escoteric things may take varying effects, but generally get the point across. A mantle of laughter might appear as a jovial mask, A mantle of hope may take the form of a torch, lantern, candle or some other representation of hope.
How do I put a mantle on - Touching a mantle usually does nothing. Long ago priests of Sheshensis discovered the rituals to placing them on another creature or themselves. Some mantles are unbound as well, and will automatically bind to the first creature that touches them. Most religions have created rituals to bind mantles, as having these lesser gods in there clergy only strengthens there masters divine power, player characters can ask priests to create these rituals in scroll form for them, though theres usually a cost involved. Once a mantle is donned it disapears and becomes part of the character. It returns to its original form 1 week after the death of the original bearer.
How do the powers work - Most mantle powers are spell like abilities, though some are extraordinary or supernatural. Regardless of the normal rules Mantle powers never suffer from arcane spell failure. A mantle functions only in the creatures normal form, and treat the mantle as a whole, a special ability for polymorph or shapechange effects. Ie, its benefits dont carry over to alternate forms.
Experience cost and mantles - A mantle does not place a level adjustment on a character. It is a 12 level template. It gives a character some lesser statistical increases, 3 spell like abilities useable once a day, and the Timeless Body ability. A bearer of the mantle can opt to spend experience on the spell like abilities or on the Timeless Body ability to increase there functionality and power. A character can skip some abilities, taking the base, and spend XP on those they want, or simply mix and match as they go. Level Loss does not effect the ability, though you would lose the ability if you lost a level where the ability was gained, you would have the powers maxed out if you had already done so, or would be at the level of the power you had invested xp into. So if you had a 5th level ability and had 4 tiers purchased, then you lost a level, when you came back to that level you would again be at the 4th tier of that ability.
Feats and Mantles - Feats cannot effect a mantles powers. Ability focus, ability metamagic etc, does not effect Mantles in any way. The power of the Mantles can only be increased via the personal sacrifice of the characters XP.
Can I do anything Godly? - You can enter zones known as Nulls to common folk. They are areas of such great divine energy that most mortal creatures cannot move into them, and thus instinctivey and subconsciously avoid them. Your powers and personal abilities must be used to make you seem more or less godly, as the Mantle is the least of the most divine powers.
Whats the Save DC of my mantle abilities - As spell like abilities, the save DC is as a 3rd level spell for the first ability, as a 4th level spell for the second ability and as a 5th level spell for the third ability. The stat that covers these abilities is left to the player. A player may choose wisdom, int. or charisma when donning a mantle, from that point on the save DC's of the effect will be based on that stat and cannot again be changed, even if lost and re-equiped by that person.
Mantles only go up to level 12. I want more power. - Mantles are the least in the divine rank of Godly power. They do not increase in power, and cannot be changed or modified. Most Mantles have weapons of destiny tied to them that can be sought out. Only mantle holders can actually use these items. Quests should be designed to attain them.
My mantle is stupid. Can I destroy it and gain another one? - Mantles can be destroyed, though its specific and usually extremely difficult to do. The mantle for snowflakes for example may need to be thrown into an erupting volcano and left there for a full week. The Mantle of Mice might need to be swallowed by a 16HD snake. Once you equip a mantle however, its the only one you get. You can never again don another mantle, even after losing one, you cannot re-equip another, even if it is destroyed. There are rumors that Fayn has created a means to destroy unattended mantles, but this has yet to be validated.
The Dragon Cast Mord Disjunction on me. Am I screwed? - Yes becasue its a powerful dragon, but No because of the spell. Mantles cannot be removed from you forcefully through any means. Once donned they cannot be removed, even by the players themselves. No mortal magic can cause the loss of a mantle. Only by death or by the intervention of a god can the mantle be removed. If you die and someone else dons the mantle, then you are later raised, the only way you can get the mantle back is to kill that creature and wait for it to come off, then re equip it.
Why do I look normal. Im a God. I want to look wierd. - The players can decide how much the mantle effects there appearance, however it is only a superficial change. If the God of Vase's wanted his head to appear as a Vase with a face painted on it, that would be fine, however it would effect RP in some instances, though it would not effect normal mundane effects, such as eating, singing, sight, hearing etc. Players may also change there appearance gradually, and again, this is fine. The Mantle grants its bearer some freedom in there new appearance, and it could be changed as desired, within reason, and with the DM's final approval.
Saturday, June 9, 2012
New Class -Witch-
Witch was a suggested class in the DMG but was never completed. This is my attempt at creating the class.
Witch - Overview -
A witch is a mortal woman who makes a willing pact with an evil outside to achieve great power. A witch typically chooses her patron from among the powerful demigods available in the evil realms, though a few gain there powers from immensely powerful pit fiends or balor. Most witch's adventure for power, or to escape persecution. Even though a witch does not have to be of an evil alignment, most have an aura about them that attracts trouble. (see witch's mark)
Abilities - A witch gains her powers from her pact and ability to make this pact. A high charisma is essential for her spells and abilities.
Alignment - Most witch's are evil, but some make pacts for good reasons, such as gaining power to protect ones family, etc. Regardless, touching the face of evil leaves its marks moraly, and thus no witch can start play with a good alignment.
Hit Die - A witch has a hit die of D4
Class Skills - The Witch's class skills are as follows -
Concentration - Craft - Knowledge Arcana -Knowledge Planes - Profession - Spellcraft - Bluff - Intimidate - Survival -
Ranks for a Witch's skills are 2+int mod.
Weapons - A witch has limited weapon access, and has the same weapon proficiencies as described under the wizard.
Armor - A witch has no armor or shield proficiencies and must roll arcane spell failure if wearing such gear.
Base attack Bonus - as a wizard
Saves - a Witch has good will saves
Spells - A witch is similar to that of a Sorcerer in total spells per day but must create a list of known spells at every spell level. A witch must pick 6 known spells every time they achieve a new spell level. They achieve spell levels at the same level sorcerers do. A witch must pick her spells from the illusion/enchantment/transmutation or necromancy schools. A witch can also choose divination spells up to 4th level in power. Finally a witch can take spells with Cure or Inflict type at a spell level of one higher, and do not gain access to the mass versions of these spells. A witch's spells are considered to be arcane. Once the list is created it can never be changed. Unlike sorcerers who learn there magic and can adapt as they progress, a witch's powers are given to her, and once attained cannot be changed. A witch can also never take feats that allow her to gain more known spells or spell slots. Once created a witch can cast spells from her list without preparing them in advance, and uses the same rules for metamagic that sorcerers do. All spells chosen must be taken from the wizard/sorcerer list, once the spells are chosen the 6 spells known at each level on the characters sheet becomes his spell list. The list can not be altered as of this point. Rules for creating/using objects treat the chosen finalized spells as the characters spell list.
1st level - Witch's Mark - Pact - Spells -
2nd level - Summon Power -least- (su)
3rd level - Summon Aid (sp)
4th level
5th level - Witch's Curse -least-(su)
6th level - Summon Power
7th level - Call Companion (sp)
8th level -
9th level - Witch's Curse (su)
10th level -Summon Power
11th level - Call Companion
12th level -
13th level -Witch's Curse -Grtr-
14th level -Summon Power
15th level -Call companion
16th level
17th level -Witch's curse
18th level - Summon Power
19th level -
20th level - Gate -
Witch's Mark - A witch has a visible mark somewhere on her body. The mark is proof of her pact with an evil outsider. This mark radiates powerful Conjuration magic, and powerful Evil. For this reason Witch's tend to stay away from priests and paladins or others who can detect the presence of the mark. A Witch's mark cannot be covered up by any mortal means, nor can it ever be removed. A witch must be careful of the company she keeps, for the mark makes it easy for her identity to be revealed. Due to her servitude to a dark lord a Witch may have no mortal servants of her own. A witch can never qualify for the leadership feat, or the ability to take cohorts, familiars, animal companions or any other servant like class options. A witch can have charmed thralls and demonic hosts gained by this classes powers.
Pact - At 1st level a witch must choose a patron evil outsider. This outsider is the source of the witch's newfound power, and the holder of the witch's soul. A witch must choose from either a Demonic Pact or a Devilish Pact. (Other Evil outsiders grant pacts only rarely, and so they are not included, but may be created with the DM's approval.) A witch can choose one school of magic that she knows and gains the spell focus feat in the chosen school for free. This is not the Witch's aptitude, but the power of the outsider working its influence on her magic.
Strong Pact - At 6th level a witch's pact becomes stronger. The Caster level for the school of magic she chose for her spell focus is now increased by 1. The Witch also gains the spell penetration feat for free.
Greater Pact - at 11th level the witch's pact developes a much deeper bond, and the evil outsiders influence passes nearly freely into its subject. The Witch gains a +1 competence bonus on all save DC's of her spells. This stacks with Spell Focus, but not with Greater Spell focus.
Dark Pact - at 17th level the witch is a walking conduit of her pact holders dark energies. Her caster level increases by 1 for all schools of magic. The Witch also gains greater spell penetration feat for free.
Summon Aid - Much like many devils and demons the witch can summon demons or devils to aid her. Summoning is a full round action, and the summoning is equivelant of a 5th level spell, regardless of the creatures actual power. As a witch gains more levels she developes a greater chance to summon her allies, and the ability to do so more often. A witch who uses her summon Aid ability while having summoned allies replaces the old summoned creatures with the new ones. Summoned creatures must remain within 60' of the witch, and can be placed half that distance when first summoned. A witch can only summon lowly outsiders at first, gaining more powerful ones as she increases in level. A witch can use this ability once at 3rd level then gains an additional use at 8th, and a third use at level 13.
Demonic Pact Aid -
3rd level - 1 Dretch
5th level - 1 Quasit or D3 Dretch's
7th level - 1 howler
9th level - Shadow Mastiff or 2 howlers
11th level - 2 Shadow mastiffs or a Chaos Beast
13th level - Babau (demon)
15th level - 2 Babau's or 1 Vrock
17th level - 1 Bebilith or 1 Hezrou or 2 Vrock's
Devilish Pact -
3rd level - D3 Lemures
5th level - 1 Hell Hound
7th level - Yeth Hound
9th level - Bearded Devil or an Achiarei
11th level - Chain Devil or 2 Bearded Devils
13th level - Bone Devil or 2 Chain Devils
15th level - Hellcat or 2 bone devils
18th level - 1 Night Hag or 1 Barbed Devil or 2 Hellcats
Summoning Aid requires a full round action. Summoned creatures stay for 1 minute and then vanish.
Call Ally - 1nc/week at 8th level a witch can bind a devil or demon into service. Calling a creature of this power takes 10 minutes. The called creature serves until slain or until a new creature is called by this power, or a greater version of this power. Creatures bound by this ability and its greater versions are considered Called instead of summoned, and thus cannot be dispelled. Unlike Called creatures these cannot use there summonig abilities.
Those with an infernal pact call upon a Bearded or 2 Imps
Those with an abyssal pact call upon a Succubus or 2 Quasits
- At 12th level the caster can summon and bind a more powerful creature.
Those with an infernal pact can call upon 1 Erinyes or 1 Barbed Devil -
Those with a demonic pact can call upon 1 Hezrou or a Glabrezu
- At 15th level the caster can summon and bind its most powerful allies
Those with an infernal pact can call upon a Horned Devil
Those with an Abyssal pact can call upon a Marilith
Witch's Curse - At 5th level a Witch can cast a powerful curse on 1 sentient, living, creature. Creatures with HD less than the Witch's do not recieve a saving throw. More powerful creatures recieve a will save DC 10+1/2 caster level + charisma mod. A curse is useable 1/day.
A witch gains more selection of curses as she becomes more powerful.
5th - A creature affected by this curse is sickened. In addition the creature cannot heal by any means until the curse is removed. This is a necromancy effect.
9th - A creature is put into a deep sleep until the curse is removed. This is a mind affecting, Sleep effect.
13th - A creature falls into a catatonic state until removed and loses 1pt from con and str each day until it dies. This is a necromancy effect.
17th - A creature falls catatonic and loses all memories. The Witch can spend one hour replacing the creatures memories with new ones. This lasts until the curse is removed. This is a mind affecting effect.
Summon Power - a Witch can call on the bond of her patron to gain an increased level of power. Such an act is dangerous however.
At 2nd level a Witch can use the summon power ability to create a sphere of energy in her hand. On the following round, or any round within the next minute, the Witch can choose to throw the orb at a target within 60' of her. The orb of energy does D6 pts of damage. A witch can sacrifice a spell slot, any number up to her level in the Witch Class, to add an additional D6 pts of damage per spell level. (2nd level slot is 2d6, 3rd is three etc) The sphere requires a range touch attack, though a witch can choose to take 10pt of damage to have the sphere hit unerringly at a range of up to 400'.
At 6th level a Witch can use the summon power ability to apply silent, still, eschew component, enlarge or extend on a spell she casts. Doing so requires a full round action and the witch takes damage equal to the level of the spell she is affecting. So 1 for a 1st, 2 for a second and so on. A witch can place multiple affects on the same spell but adds the damage for each such effect.
At 10th level a Witch can take spend ten minutes to ask her patron a question as per the contact other planes spell. The Witch gets a bonus equal to the amount of damage she is willing to take, up to her class level. The damage must be done before the roll is actually made.
At 14th level a Witch can spend a full round action to cast a spell and sacrifice 10hp during the casting to bolster her spell. A bolstered spell ignores SR.
At 18th level a Witch can spend 20hp to caste one of there spells as a swift action. A witch can also choose to spend 20 hit points to cast a spell with a target of one creature on a seperate creature within 20' of the primary. (The affected spell cannot be a touch, personal, or ranged touch spell.). A witch can only use one of these abilities per round. (A witch could thus not cast a swift-spell that hit two creatures followed by a spell that hit two more creatures as a standard action. A witch could either use a swift cast spell, or one that affected two creatures.) Other summon power effects can be applied to these effects however.
Gate - The final and most powerful version of the Witch's summoning abilities is her ability to gate in a direct servant of her patron lord. After a witch uses Gate she must wait 7 days to again use this power. Creatures called stay until the direct combat or threat is taken care of and then leave. This power can only be used in combat, and the gated creatures will not appear if used outside of combat, and the ability will still be expended.
An infernal pact Witch gates in a Pit Fiend
An abyssal pact Witch gates in a Balor
Combat - Initially weak, a witch must use her spells carefully to survive most immiediate threats. As she gains power a witch can summon allies and permanent cohorts to aid her in her endeavors, she can use these to provide support in battle while trying to bring the battlefield under her control. Most Witch's are not afraid to flee if outmatched, as there patrons are waiting for the oppurtunity to claim there souls for eternity should they die.
Tactics - Use summoning abilities and spells to alter the battlefield to your liking. Once you have Witch's curse use it to stop weak threats or to pacify greater ones. Your pact strength will also help your spells stick when needed, so try and cast spells to win over enemies or take slow down strong ones while your minions attack. If cornered or threatened by overwhelming odds, use spells and abilities to cover your escape.
Witch - Overview -
A witch is a mortal woman who makes a willing pact with an evil outside to achieve great power. A witch typically chooses her patron from among the powerful demigods available in the evil realms, though a few gain there powers from immensely powerful pit fiends or balor. Most witch's adventure for power, or to escape persecution. Even though a witch does not have to be of an evil alignment, most have an aura about them that attracts trouble. (see witch's mark)
Abilities - A witch gains her powers from her pact and ability to make this pact. A high charisma is essential for her spells and abilities.
Alignment - Most witch's are evil, but some make pacts for good reasons, such as gaining power to protect ones family, etc. Regardless, touching the face of evil leaves its marks moraly, and thus no witch can start play with a good alignment.
Hit Die - A witch has a hit die of D4
Class Skills - The Witch's class skills are as follows -
Concentration - Craft - Knowledge Arcana -Knowledge Planes - Profession - Spellcraft - Bluff - Intimidate - Survival -
Ranks for a Witch's skills are 2+int mod.
Weapons - A witch has limited weapon access, and has the same weapon proficiencies as described under the wizard.
Armor - A witch has no armor or shield proficiencies and must roll arcane spell failure if wearing such gear.
Base attack Bonus - as a wizard
Saves - a Witch has good will saves
Spells - A witch is similar to that of a Sorcerer in total spells per day but must create a list of known spells at every spell level. A witch must pick 6 known spells every time they achieve a new spell level. They achieve spell levels at the same level sorcerers do. A witch must pick her spells from the illusion/enchantment/transmutation or necromancy schools. A witch can also choose divination spells up to 4th level in power. Finally a witch can take spells with Cure or Inflict type at a spell level of one higher, and do not gain access to the mass versions of these spells. A witch's spells are considered to be arcane. Once the list is created it can never be changed. Unlike sorcerers who learn there magic and can adapt as they progress, a witch's powers are given to her, and once attained cannot be changed. A witch can also never take feats that allow her to gain more known spells or spell slots. Once created a witch can cast spells from her list without preparing them in advance, and uses the same rules for metamagic that sorcerers do. All spells chosen must be taken from the wizard/sorcerer list, once the spells are chosen the 6 spells known at each level on the characters sheet becomes his spell list. The list can not be altered as of this point. Rules for creating/using objects treat the chosen finalized spells as the characters spell list.
1st level - Witch's Mark - Pact - Spells -
2nd level - Summon Power -least- (su)
3rd level - Summon Aid (sp)
4th level
5th level - Witch's Curse -least-(su)
6th level - Summon Power
7th level - Call Companion (sp)
8th level -
9th level - Witch's Curse (su)
10th level -Summon Power
11th level - Call Companion
12th level -
13th level -Witch's Curse -Grtr-
14th level -Summon Power
15th level -Call companion
16th level
17th level -Witch's curse
18th level - Summon Power
19th level -
20th level - Gate -
Witch's Mark - A witch has a visible mark somewhere on her body. The mark is proof of her pact with an evil outsider. This mark radiates powerful Conjuration magic, and powerful Evil. For this reason Witch's tend to stay away from priests and paladins or others who can detect the presence of the mark. A Witch's mark cannot be covered up by any mortal means, nor can it ever be removed. A witch must be careful of the company she keeps, for the mark makes it easy for her identity to be revealed. Due to her servitude to a dark lord a Witch may have no mortal servants of her own. A witch can never qualify for the leadership feat, or the ability to take cohorts, familiars, animal companions or any other servant like class options. A witch can have charmed thralls and demonic hosts gained by this classes powers.
Pact - At 1st level a witch must choose a patron evil outsider. This outsider is the source of the witch's newfound power, and the holder of the witch's soul. A witch must choose from either a Demonic Pact or a Devilish Pact. (Other Evil outsiders grant pacts only rarely, and so they are not included, but may be created with the DM's approval.) A witch can choose one school of magic that she knows and gains the spell focus feat in the chosen school for free. This is not the Witch's aptitude, but the power of the outsider working its influence on her magic.
Strong Pact - At 6th level a witch's pact becomes stronger. The Caster level for the school of magic she chose for her spell focus is now increased by 1. The Witch also gains the spell penetration feat for free.
Greater Pact - at 11th level the witch's pact developes a much deeper bond, and the evil outsiders influence passes nearly freely into its subject. The Witch gains a +1 competence bonus on all save DC's of her spells. This stacks with Spell Focus, but not with Greater Spell focus.
Dark Pact - at 17th level the witch is a walking conduit of her pact holders dark energies. Her caster level increases by 1 for all schools of magic. The Witch also gains greater spell penetration feat for free.
Summon Aid - Much like many devils and demons the witch can summon demons or devils to aid her. Summoning is a full round action, and the summoning is equivelant of a 5th level spell, regardless of the creatures actual power. As a witch gains more levels she developes a greater chance to summon her allies, and the ability to do so more often. A witch who uses her summon Aid ability while having summoned allies replaces the old summoned creatures with the new ones. Summoned creatures must remain within 60' of the witch, and can be placed half that distance when first summoned. A witch can only summon lowly outsiders at first, gaining more powerful ones as she increases in level. A witch can use this ability once at 3rd level then gains an additional use at 8th, and a third use at level 13.
Demonic Pact Aid -
3rd level - 1 Dretch
5th level - 1 Quasit or D3 Dretch's
7th level - 1 howler
9th level - Shadow Mastiff or 2 howlers
11th level - 2 Shadow mastiffs or a Chaos Beast
13th level - Babau (demon)
15th level - 2 Babau's or 1 Vrock
17th level - 1 Bebilith or 1 Hezrou or 2 Vrock's
Devilish Pact -
3rd level - D3 Lemures
5th level - 1 Hell Hound
7th level - Yeth Hound
9th level - Bearded Devil or an Achiarei
11th level - Chain Devil or 2 Bearded Devils
13th level - Bone Devil or 2 Chain Devils
15th level - Hellcat or 2 bone devils
18th level - 1 Night Hag or 1 Barbed Devil or 2 Hellcats
Summoning Aid requires a full round action. Summoned creatures stay for 1 minute and then vanish.
Call Ally - 1nc/week at 8th level a witch can bind a devil or demon into service. Calling a creature of this power takes 10 minutes. The called creature serves until slain or until a new creature is called by this power, or a greater version of this power. Creatures bound by this ability and its greater versions are considered Called instead of summoned, and thus cannot be dispelled. Unlike Called creatures these cannot use there summonig abilities.
Those with an infernal pact call upon a Bearded or 2 Imps
Those with an abyssal pact call upon a Succubus or 2 Quasits
- At 12th level the caster can summon and bind a more powerful creature.
Those with an infernal pact can call upon 1 Erinyes or 1 Barbed Devil -
Those with a demonic pact can call upon 1 Hezrou or a Glabrezu
- At 15th level the caster can summon and bind its most powerful allies
Those with an infernal pact can call upon a Horned Devil
Those with an Abyssal pact can call upon a Marilith
Witch's Curse - At 5th level a Witch can cast a powerful curse on 1 sentient, living, creature. Creatures with HD less than the Witch's do not recieve a saving throw. More powerful creatures recieve a will save DC 10+1/2 caster level + charisma mod. A curse is useable 1/day.
A witch gains more selection of curses as she becomes more powerful.
5th - A creature affected by this curse is sickened. In addition the creature cannot heal by any means until the curse is removed. This is a necromancy effect.
9th - A creature is put into a deep sleep until the curse is removed. This is a mind affecting, Sleep effect.
13th - A creature falls into a catatonic state until removed and loses 1pt from con and str each day until it dies. This is a necromancy effect.
17th - A creature falls catatonic and loses all memories. The Witch can spend one hour replacing the creatures memories with new ones. This lasts until the curse is removed. This is a mind affecting effect.
Summon Power - a Witch can call on the bond of her patron to gain an increased level of power. Such an act is dangerous however.
At 2nd level a Witch can use the summon power ability to create a sphere of energy in her hand. On the following round, or any round within the next minute, the Witch can choose to throw the orb at a target within 60' of her. The orb of energy does D6 pts of damage. A witch can sacrifice a spell slot, any number up to her level in the Witch Class, to add an additional D6 pts of damage per spell level. (2nd level slot is 2d6, 3rd is three etc) The sphere requires a range touch attack, though a witch can choose to take 10pt of damage to have the sphere hit unerringly at a range of up to 400'.
At 6th level a Witch can use the summon power ability to apply silent, still, eschew component, enlarge or extend on a spell she casts. Doing so requires a full round action and the witch takes damage equal to the level of the spell she is affecting. So 1 for a 1st, 2 for a second and so on. A witch can place multiple affects on the same spell but adds the damage for each such effect.
At 10th level a Witch can take spend ten minutes to ask her patron a question as per the contact other planes spell. The Witch gets a bonus equal to the amount of damage she is willing to take, up to her class level. The damage must be done before the roll is actually made.
At 14th level a Witch can spend a full round action to cast a spell and sacrifice 10hp during the casting to bolster her spell. A bolstered spell ignores SR.
At 18th level a Witch can spend 20hp to caste one of there spells as a swift action. A witch can also choose to spend 20 hit points to cast a spell with a target of one creature on a seperate creature within 20' of the primary. (The affected spell cannot be a touch, personal, or ranged touch spell.). A witch can only use one of these abilities per round. (A witch could thus not cast a swift-spell that hit two creatures followed by a spell that hit two more creatures as a standard action. A witch could either use a swift cast spell, or one that affected two creatures.) Other summon power effects can be applied to these effects however.
Gate - The final and most powerful version of the Witch's summoning abilities is her ability to gate in a direct servant of her patron lord. After a witch uses Gate she must wait 7 days to again use this power. Creatures called stay until the direct combat or threat is taken care of and then leave. This power can only be used in combat, and the gated creatures will not appear if used outside of combat, and the ability will still be expended.
An infernal pact Witch gates in a Pit Fiend
An abyssal pact Witch gates in a Balor
Combat - Initially weak, a witch must use her spells carefully to survive most immiediate threats. As she gains power a witch can summon allies and permanent cohorts to aid her in her endeavors, she can use these to provide support in battle while trying to bring the battlefield under her control. Most Witch's are not afraid to flee if outmatched, as there patrons are waiting for the oppurtunity to claim there souls for eternity should they die.
Tactics - Use summoning abilities and spells to alter the battlefield to your liking. Once you have Witch's curse use it to stop weak threats or to pacify greater ones. Your pact strength will also help your spells stick when needed, so try and cast spells to win over enemies or take slow down strong ones while your minions attack. If cornered or threatened by overwhelming odds, use spells and abilities to cover your escape.
Tuesday, June 5, 2012
Mesta -The sleeping Dragon-
Alternatively, because of her courage, or perhaps due to her grandmothers wish, Mesta is isnstead transformed into a demigod, sleeping peacefully forever in the arms of Avania. Mesta could be worshpped for many reasons, for her complete lack of fear, for her ability to lie about anything and everything, or simply because she was such a well renowned dragon. Being a demigod, mesta became capable of bearing the weight of worship.
Followers of Mesta must choose one domain from Avania's list, and one Domain from Mesta's list.
Mesta's domains would be as follows
Courage / Charm / Dragon
The symbol of mesta is the carving of a draconic face with closed eyes.
Followers of mesta do so because of her influence, She was so carefree that she seemed impervious to fear, she was such a ridiculous liar that it was impossible to hate her, and on top of it all, she was so prideful that evern her right as a dragon had to be respected. Worshippers often pray to mesta for courage in insane or sometimes just mundane circumstances. The courage to tell off a superior, the courage to speak the truth of someones faults, the courage to confess ones feelings. These are typical prayers to mesta. Many also pray to mesta when sheer charm is needed. When a lie fails and you need raw charisma to make it through, to hope your personality is enough to win over someone who would normally not like you. Finally, mesta was a dragon. Many wosrhip her as such, for being the first dragon to ascend to godhood, or simply as a way to admire and respect dragons. Kobolds and priests praying to her in this way try and show people the true courage and power that dragons can achieve.
Priests of Mesta do not use Avania's spiritual boon, instead relying on Mesta's turn option.
By spending a turn attempt as a standard action followers of mesta can exhale an invisible line at a single item or effect. This is a targeted dispel magic, and works as the spell, save to a maximum of +20 on the check.
Followers of Mesta must choose one domain from Avania's list, and one Domain from Mesta's list.
Mesta's domains would be as follows
Courage / Charm / Dragon
The symbol of mesta is the carving of a draconic face with closed eyes.
Followers of mesta do so because of her influence, She was so carefree that she seemed impervious to fear, she was such a ridiculous liar that it was impossible to hate her, and on top of it all, she was so prideful that evern her right as a dragon had to be respected. Worshippers often pray to mesta for courage in insane or sometimes just mundane circumstances. The courage to tell off a superior, the courage to speak the truth of someones faults, the courage to confess ones feelings. These are typical prayers to mesta. Many also pray to mesta when sheer charm is needed. When a lie fails and you need raw charisma to make it through, to hope your personality is enough to win over someone who would normally not like you. Finally, mesta was a dragon. Many wosrhip her as such, for being the first dragon to ascend to godhood, or simply as a way to admire and respect dragons. Kobolds and priests praying to her in this way try and show people the true courage and power that dragons can achieve.
Priests of Mesta do not use Avania's spiritual boon, instead relying on Mesta's turn option.
By spending a turn attempt as a standard action followers of mesta can exhale an invisible line at a single item or effect. This is a targeted dispel magic, and works as the spell, save to a maximum of +20 on the check.
Araris -The Champion-
This is an optional route for Araris to have went. Its possible that he chose to ascend to god hood and become a demi-god, however, due to his deeds and behavior, he was more than likely wisked away to the side of Tor'kir. As a symbol of a Champion, Araris inspires those to believe in themselves to accomplish anything set in front of them. Araris, as a demigod, can now bear the weight of worship.
The symbol of Araris is that of a silver shield with a red rose upon it
Followers of Araris must choose one domain from Tor'kir's list, and another from the domain list for Araris. His domains are as follows.
Dream / Renewal / Strength
To believe in oneself is to create reality. The aspect of dream is often tied to Araris, for it was through visions that he moved forward in his tasks. Monks and priests worshipping Araris through the dream domain often do so as a means of self reflection, finding out what could be, by simply applying will. Many also worship Araris due to the fact that no matter how many times he was struck down, he refused to die, Some worship him as a god of renewal, an everfull font of living energy that constantly renews, allowing a questing knight, or even a motivated beggar, to get through his trials in the face of anything, even death. Finally, Araris was an example that by applying strength to motivation, one could overcome any foe. In the end, no matter how tough his foe, Araris became stronger. Such is the example he sets forth, if an obstacle presents itself. Overcome that obstacle by becoming better than it.
Those worshipping Araris tap into his power more so than Tor'kir's power, and so use his optional turn attempt.
Followers of Araris can spend a turn attempt as a swift action to create a hand held weapon of masterwork quality. The weapon fades away at the beginning of the priests next round, or if the weapon is dropped. Alternatively, if a weapon is already held, it instead gets a +1 enhancement bonus. This bonus fades away as above. This bonus stucks with other enhancement bonus's given to magical weapons, up to a maximum of a +5 weapon.
The symbol of Araris is that of a silver shield with a red rose upon it
Followers of Araris must choose one domain from Tor'kir's list, and another from the domain list for Araris. His domains are as follows.
Dream / Renewal / Strength
To believe in oneself is to create reality. The aspect of dream is often tied to Araris, for it was through visions that he moved forward in his tasks. Monks and priests worshipping Araris through the dream domain often do so as a means of self reflection, finding out what could be, by simply applying will. Many also worship Araris due to the fact that no matter how many times he was struck down, he refused to die, Some worship him as a god of renewal, an everfull font of living energy that constantly renews, allowing a questing knight, or even a motivated beggar, to get through his trials in the face of anything, even death. Finally, Araris was an example that by applying strength to motivation, one could overcome any foe. In the end, no matter how tough his foe, Araris became stronger. Such is the example he sets forth, if an obstacle presents itself. Overcome that obstacle by becoming better than it.
Those worshipping Araris tap into his power more so than Tor'kir's power, and so use his optional turn attempt.
Followers of Araris can spend a turn attempt as a swift action to create a hand held weapon of masterwork quality. The weapon fades away at the beginning of the priests next round, or if the weapon is dropped. Alternatively, if a weapon is already held, it instead gets a +1 enhancement bonus. This bonus fades away as above. This bonus stucks with other enhancement bonus's given to magical weapons, up to a maximum of a +5 weapon.
Alzaroth of the Skies
Alzaroth, alternatively, can be used as a Demi-God of Weylywin. Alzaroth was tested all throughout his life, and it is possible that in the end, Alzaroth chose to ascend to godhood to instead of gaining Sorlah's favor. Alzaroth shows the negative aspects of what can transpire from being tested over and over. Many pray to Alzaroth to test those they feel are too arrogant or too proud. As a demigod Alzaroth is now capable of bearing the weight of worship. He has been assigned domains, and watches over his appointed task in the name of his demanding master.
Alzaroth's holy symbol is miniature pair of bronze wings usually worn as a clasp or medalion.
Followers of Alzaroth must choose one domain from Weyleywin and a second domain from Alzaroth's domain list.
Alzaroth's domain list is as follows
Competition / Suffering / Greed
Alzaroth lives to test those that need it, or those that simply desire to more, better creatures than they already are. Stopping is akin to death, and only through pressing ones limitations to there fullest can more power be attained. Many followers also take the philosophy of Alzaroth to mean that others should be tested as well, and wish to create suffering, so that creatures all over the world are in a constant state of being tested, in this way, only the strongest, most cunning, or luckiest survive. Most followers of Alzaroth also live for something, and constantly seek it out. This need could be for coin, power, women, or any number of things, but the compulsion of Greed runs through most true followers.
Alzaroth is a dark path that Weyleywin can sometimes take, and although not as common as true worshippers of Weyleywin, followers of Alzaroth are far easier to find in city based settings.
Followers of Alzaroth must take Alzaroth's turn option in lieu of Weyleywins.
Followers of Alzaroth can spend a turn attempt as a free action gain a deflection bonuse to there AC against one attack. This appears as a subtle manipulation of wind and force to block an incoming threat. The attempt must be spent before it is announced if the attack hit or missed. This can be activated once per turn.
Thats Alzaroth's option
Alzaroth's holy symbol is miniature pair of bronze wings usually worn as a clasp or medalion.
Followers of Alzaroth must choose one domain from Weyleywin and a second domain from Alzaroth's domain list.
Alzaroth's domain list is as follows
Competition / Suffering / Greed
Alzaroth lives to test those that need it, or those that simply desire to more, better creatures than they already are. Stopping is akin to death, and only through pressing ones limitations to there fullest can more power be attained. Many followers also take the philosophy of Alzaroth to mean that others should be tested as well, and wish to create suffering, so that creatures all over the world are in a constant state of being tested, in this way, only the strongest, most cunning, or luckiest survive. Most followers of Alzaroth also live for something, and constantly seek it out. This need could be for coin, power, women, or any number of things, but the compulsion of Greed runs through most true followers.
Alzaroth is a dark path that Weyleywin can sometimes take, and although not as common as true worshippers of Weyleywin, followers of Alzaroth are far easier to find in city based settings.
Followers of Alzaroth must take Alzaroth's turn option in lieu of Weyleywins.
Followers of Alzaroth can spend a turn attempt as a free action gain a deflection bonuse to there AC against one attack. This appears as a subtle manipulation of wind and force to block an incoming threat. The attempt must be spent before it is announced if the attack hit or missed. This can be activated once per turn.
Thats Alzaroth's option
Kaylah - The innocent -
As a saint of Skisk, Kaylah fallenshield, now known as the innocent darkness, the seed of infancy, or the happy monster is now capable of bearing the weight of worship. Transcended into demi godhood Kaylah is very real, and very powerful. She lives beside Skisk in the great swamps of the Endless Dark, and see's to the petitioners that gather in his heavans and hells.
Kaylah can be worshipped under skisk. Such followers are considered worshipers of Kaylah, first, and Skisk second. Kaylah's symbol is a silver piece with a tentacle like burn through it. As a demi-god, one of the primary Domains must first come from Skisk, and the secondary domain comes from Kaylah's domain list.
Kaylah's domains - Followers can Choose from Healing / Good / and Fate
Kaylah was a good person in her life, and despite her suffering she tended others before her, and never once strayed away from her destiny.
Followers of Kaylah try to show the good hidden inside of people, and to help people along with undersirable fates. Those stuck in miserable places or circumstances often seek her out in prayer, and it is because of the followers flocking to her that Skisk is becoming more accepted.
Followers of Kaylah must take her turn option instead of skisks - Kaylah's turn option is as follows.
As a free action once per turn a follower of Kaylah can spend a turn attempt to cause a shadowy tendril to appear and touch a creature up to 20' away. Touch attacks, spells, and so forth can be channeled through this tendril on the round it is summoned. It fades away after delivering one touch effect.
Ok. Demigod Kaylah is created -
Kaylah can be worshipped under skisk. Such followers are considered worshipers of Kaylah, first, and Skisk second. Kaylah's symbol is a silver piece with a tentacle like burn through it. As a demi-god, one of the primary Domains must first come from Skisk, and the secondary domain comes from Kaylah's domain list.
Kaylah's domains - Followers can Choose from Healing / Good / and Fate
Kaylah was a good person in her life, and despite her suffering she tended others before her, and never once strayed away from her destiny.
Followers of Kaylah try to show the good hidden inside of people, and to help people along with undersirable fates. Those stuck in miserable places or circumstances often seek her out in prayer, and it is because of the followers flocking to her that Skisk is becoming more accepted.
Followers of Kaylah must take her turn option instead of skisks - Kaylah's turn option is as follows.
As a free action once per turn a follower of Kaylah can spend a turn attempt to cause a shadowy tendril to appear and touch a creature up to 20' away. Touch attacks, spells, and so forth can be channeled through this tendril on the round it is summoned. It fades away after delivering one touch effect.
Ok. Demigod Kaylah is created -
Monday, June 4, 2012
Soul Coins!!
Ok, thanks to an innovative idea, im introducing a simple perk based system into my world. This will be nothing overpowered, and be more to flavor or add small bonuses to starting characters.
System - Every 1st level character starts with 3 soul coins. You can buy any one perk for 1 coin, and can only buy one at a time. And yes. I am calling it the soul coin system. Cause I can.
General -
Add a skill to your class list
Give yourself a +2 racial bonus to any single skill
Add 3 hp to your characters maximum total
Fighter -
Choose one specific weapon type and add a +1 enhancment bonus to the damage rolls
Take one from any armor check penalties from worn armor.
Add a +1 racial bonus to fear saves
Rogue -
Add 15 pounds to your maximum carried encumberance for a light load.
Add a +1 racial bonus to poison saves
Double your starting standard gold
Wizard -
Add one additional known spell to your spell book
add a +1 competence bonus on trained knowledge checks
Start with a single level one scroll of a spell in your spell book
Priest -
Gain proficiency in your gods chosen weapon
Add 1 to your turn attempts per/day
Gain a +1 racial bonus to death effects
Bard -
Add one additional instrument to a single perform skill
Gain one additional use of your bardic music per day
Gain a +1 save v.s mind affecting effects.
Ranger -
Gain a +1 on saves versus effects from your favored enemies
Gain a +1 on attack rolls on ranged attacks at penalized ranged increments.
Gain a +1 dexterity modifier max on any worn light armor
Druid -
Animal companion has +3 hp
Your natural attacks while polymorphed do +1 damage
Gain an additional Orison useable each day
Paladin -
Gain a +1 bonus to your courage aura on allies within 5' of you.
Add 3 to your maximum points healed per day on lay on hands
Gain a +1 to saves versus evil spells or effects
Monk -
Jump five additional feet when you make a running jump
Gain a +1 to damage rolls when you hit with a stunning fist
Gain a +1 to saves v.s. paralysis and stunning effects
Barbarian -
Only take a 1 point penalty from charging
Add 1 to your damage on your attacks while raging.
Add 3 to your maximum starting hp
Sorcerer -
Choose a charisma based skill as a class skill
Gain a +1 to save versus an elemental or alignment effect of your choice
Add 2 to the skill bonus of a familiar, or one to a save bonus of a familiar
Hexblade -
Add a +2 to concentration checks to cast defensively
Add any charisma based skill to your class list.
Do +1 damage v.s. a cursed opponent
And thats it. nothing dramatically tough. just a point of damage or a bonus to saves here and there to add some diversity and possibilities to character creation.
System - Every 1st level character starts with 3 soul coins. You can buy any one perk for 1 coin, and can only buy one at a time. And yes. I am calling it the soul coin system. Cause I can.
General -
Add a skill to your class list
Give yourself a +2 racial bonus to any single skill
Add 3 hp to your characters maximum total
Fighter -
Choose one specific weapon type and add a +1 enhancment bonus to the damage rolls
Take one from any armor check penalties from worn armor.
Add a +1 racial bonus to fear saves
Rogue -
Add 15 pounds to your maximum carried encumberance for a light load.
Add a +1 racial bonus to poison saves
Double your starting standard gold
Wizard -
Add one additional known spell to your spell book
add a +1 competence bonus on trained knowledge checks
Start with a single level one scroll of a spell in your spell book
Priest -
Gain proficiency in your gods chosen weapon
Add 1 to your turn attempts per/day
Gain a +1 racial bonus to death effects
Bard -
Add one additional instrument to a single perform skill
Gain one additional use of your bardic music per day
Gain a +1 save v.s mind affecting effects.
Ranger -
Gain a +1 on saves versus effects from your favored enemies
Gain a +1 on attack rolls on ranged attacks at penalized ranged increments.
Gain a +1 dexterity modifier max on any worn light armor
Druid -
Animal companion has +3 hp
Your natural attacks while polymorphed do +1 damage
Gain an additional Orison useable each day
Paladin -
Gain a +1 bonus to your courage aura on allies within 5' of you.
Add 3 to your maximum points healed per day on lay on hands
Gain a +1 to saves versus evil spells or effects
Monk -
Jump five additional feet when you make a running jump
Gain a +1 to damage rolls when you hit with a stunning fist
Gain a +1 to saves v.s. paralysis and stunning effects
Barbarian -
Only take a 1 point penalty from charging
Add 1 to your damage on your attacks while raging.
Add 3 to your maximum starting hp
Sorcerer -
Choose a charisma based skill as a class skill
Gain a +1 to save versus an elemental or alignment effect of your choice
Add 2 to the skill bonus of a familiar, or one to a save bonus of a familiar
Hexblade -
Add a +2 to concentration checks to cast defensively
Add any charisma based skill to your class list.
Do +1 damage v.s. a cursed opponent
And thats it. nothing dramatically tough. just a point of damage or a bonus to saves here and there to add some diversity and possibilities to character creation.
The End of a Story
(Update explaining current chronicles end results)
The heros succeeded in there quest to track down the sword of chains. They did this with the help of the First Queen, who's only real goal was to see the heroes destroy the power source of the Queens, and leave future lines helpless to the First's grand plan of conquest. Eventually after retrieving the sword and confronting many obstacles, the heroes unsealed Sorlah, the Seeker, and another god, one of the originals, was added back into the cosmos. As it stands, the common folk know that the heroes went against a great evil, and took great risks to set the god free. The queen has named them the heroes of the ages, the Great Liberators of Sorlah. The queens power has been unaffected, as the great Sorlah saw that even though they were at fault, the later generations set out to do good with the powers they were given. The commoners know nothing of the story of Sorlah being the true power behind the queen, and now that things have been settled, the truth, beeing a moot point, will probably never be discovered. As things are, the Empire stands with the Queen still in charge over the continent. There are a few noteable changes.
Lichus - The first queen had been preparing her own empire for the last century and a half, turning the barbarian folk into an organized and powerful nation. Lichus exists of a main city base with the given name. There are two branch citys as well. Coldwater - SwordSaint - Coldwater is a place of evil, slavery, and foul dealings. It is not very large, but is the trade hub of the Lichus empire, and so is extremely well guarded. SwordSaint is the closest city to the main Empire. A huge army is housed there, and this army keeps there enemy neighbors at bay and on guard, and hunts down and kills rogue barbarians, giants, and ogre bands. SwordSaint is the military hub, and so is extremely fortified. Also, all members out of SwordSaint are well trained, and noted warriors. Lichus itself is modeled after Volasia. It runs off of commands of the High Queen, and noble houses make up the smaller decisions. Though not evil in and of itself, Corruption runs through the halls of the nobles of Lichus, and so long as it is kept in check, and does not put the whole of Lichus in danger, it is tolerated. Not much is known of the Ruling queen, though agents have been sent to kill her many times, and always failed. Commoners call her the Usurper Queen, or the False queen, as they do not realize she in actuality, was the first Queen of the main nation. As of the next chronicle, no wars have been perpetuated from, or against the Nation of Lichus, though there is hostilities.
Goblins - The hobgoblins had only a small part to play, but were savagely attacked by Lichus for mountain territory. The hobgoblins have consolidated some of there power, and counterattacked lichus several times to no avail. With enemies on both fronts, the hobgoblins grow more and more agressive at each passing day.
The Lost Continent - The orignal continent, whose name has been lost over time, the one that was swallowed by Sheshensis, was released when Sorlah was freed. The commoners believe, by view of the Queen, that such was only a coincidence, and that the continent had been there all along. Still incredibly far away, explorers say that the entire, massive continent is swarming with ancient cities, old powerful creatures, imortals, and an imeasurable amount of undead. The few to make it back said that the continents inhabitants were aware, and hostile of anyone coming to the shores. Many on the main continent believe it is only a matter of time before this continent of undead turns its power and hunger on the empire. Azash seems to have claimed a great seat of power among the lost continent, making him seem even more unfavorable on the main continent.
The Heroes -
Araris FallenShield - Died freeing Sorlah. He was survived by his wife who had three children by him, they in turn had children of there own. It is said that his wish was for his line to be strong and blessed by the gods, and so it seems they were. What is known of Araris is that he was guided by Avania to free Sorlah, and that he was blessed by her as well. During the last fight at the gates that kept Sorlah bound, Araris stood his ground against a great, powerful red dragon, Holding his position until the very end while his allies broke the god free. Although he did not die by his wound, the presence of Sorlah was enough to consume the Knight, though not after being blessed by the Seeking God. His line still remains strong to this day, many devoute worshipers of Tor'kir, Phaethon, and a few to Avania. The line is mostly comprised of soldiers and military, with an occasional priest. The FallenShields still owe there loyalty to Ravenspire, and a mysterious Matriarch who oversees the families progress.
Kaylah Fallenshield - Was uplifted after freeing Sorlah. She was a devout worshiper of Skisk, though with the help of her Cousins she lived an almost normal, and always happy life. She found pleasure and happiness, even in her miserable and monstrous state, and was always optimistic and innocent. In the end Kaylah used her very presence to conceal the power of Sorlah long enough to speak with the god. Even as her essence was consumed, she never once complained, cried, or called out, and it is said she died with a quite sane, and pleasant smile on her face. Kaylah, unlike her comrades, did not die. She rose after death, chosen by her god for her service, and now sits besides skisk in the great endless dark. She is referred to as the Smiling Monster, or the Seed of Infancy. She is worshipped as a protector of children (Many see the minds of a child as mad, much like the more innocent madness of kaylah herself.) She is also widely worshipped by those who seem to be monsters, but are more than that. Half Orcs, and many half breeds have taken up to worshipping skisk through her, and because of this fact the worship of Skisk is no longer cosidered banned.
Zekku Havunoth - Zekku would seek out, and eventually Marry Kaylah Fallenshield. The two would have a few wonderful years together, but no child was ever born of them, though Kaylah did adopt a daughter, little is know as to what happened to it after her departure into godhood. Zekku was the God of Gloves, a mantle holder, and he was also an extremely powerful mage. He was a follower of Skisk, and sought out Kaylah because he feared the various cults would try and capture her and worship her as a god. Zekku eventually fell in love with her, and after bearing his heart and gaining permission from the families, married her. He made her very happy for the few short years they were together. Kaylah was captured by a faction of Skisk, and imprisoned to be worshipped. Using his great power Zekku sought her out, and with the help of his cousins laid siege on the temple they were hiding out in. The mad priests of skisk had set a trap however, and the prison holding Kaylah could only be broke if the main idol of skisk was destroyed. The idol was ancient, and holy, and Kaylah begged her cousins not to destroy it, as it would cause the great Frog God to bring his wrath down upon him. Not one to give up, or let his beauty be trapped forever, Zekku wished that should the Idol be destroyed, he would take its place. With that wish in there minds, the trio systematically destroyed everything, and everyone in the room. With a wry smile and a blown kiss, Zekku disintegrated the Idol. The loss of the old idol caused the entire foundation of the temple to become struck with powerful shockwaves. Unable to leave the temple kaylah had to watch as Zekku gave her one final bow, as his cousins wisked her to safety. From a distance, the heroes watched as the temple sank into oblivion. Heartbroken, Kaylah and her cousins returned home. It is said, days later, as Kaylah was sitting in her garden, mourning her husband, a single sturdy gardeners glove dug itself out of the ground near her feet. In its hand it had a small folded piece of parchment. On it were the words. "If you become a god someday, would you mind digging me out?" No one knows as to the true fate of Zekku, what his wish actually did, or what happened to him after Kaylah transcended. Folklore tells that the ending, much like there life together, was a happy one. (Zekku was not an actual hero, but was later added due to his closeness to Kaylah, and his importance in the good image that Followers of Skisk are now trying to show.)
Alzaroth Fallenshield - Alzaroth died freeing Sorlah. Alzaroth is known by most to have been an excellent archer, though a few believe he was at one time a scout of sorts. What is known, is that in the beginning he had a soft, carefree demeanor. At the end of his life Alzaroth was a man of well tested determination, and sometimes an extremely grim attitude. Alzaroth was succeeded by his wife, though she died shortly after his passing due to mysterious circumstances. His life was blessed with 4 healthy children, and they in turn had children of there own. The line itself is healthy, and still in existence. His line still lives under the Fallenshield title, and although they pay homage to a mysterious Matriarch, the caretaker that came into being after the death of his wife still oversees the branch families business much more directly. It is said that Alzaroth was given a blessing in death, but no one knows for sure what that blessing was. Incredibly powerful, some believe he simply wanted to be tested, to the best of his abilities, and was thus wisked away to Weyleywins side. Others say that his was a darker wish, and that he would see the world tested, as he once was. The Queen has officially dismissed this last bit as a rumor however, though some commonfolk still cling to that tale. Regardless of the type of man he was in the end, he was a hero. He laid his life on the line, and paid the final cost to release a long imprisoned god. His name is a name of honor, and is whispered as a blessing by archers and woodsman across the main continent.
Mesta - The Best Dragon Ever - Mesta died freeing Sorlah. Mesta was a simple minded, carefree copper dragon. (as far as the common folk know) Mesta was also blessed, for she had merged with a powerful artifact long ago, and was capable of breaking seals with the power of her potent dragon breath. Having befriended Alzaroth in the past, she insisted on being there in the end, and it was her power that allowed the seal to be weakened long enough for Alzaroth to fully break the seal with one of his potent arrows of thunder. Mesta's heart was unfortunately merged with the artifact, and mesta had to use all of her own power, and the power of the artifact to keep the seal in check. Unlike many of the heroes, it is said that a woman heard Mesta's last words. "Look at me! only the most powerful Gods can glow this bright!!" Mesta disapeared in a flash of light the moment her breath, and Alzaroths arrow, broke the seal. It is said that Sorlah granted her grandmother, a powerful copper dragon, Mesta's final wish. "While my precious granddaughter dreams in the arms of Avania, let Feromesh and Fishbone collect treasure in her honor, until the day comes when it is enough to appease her appetite." No one knows exactly what the names were meant to be, or what the wish was supposed to do, but recently a pirate taking that name has appeared around Alborine, stealing treasure and causing mischief among the coastal trading shores. Donning rich green clothes, and flaunting gaudy jewelry and incredible skill, he has been dubbed the Emerald Terror of the Coast. Many believe it to be someone trying to steal fame, having heard the common tales. Priests of Phaethon use Mesta as an example, that all dragons can choose to do good, and help the other races of the world when it is needed most.
There were many more that sacrificed and died to make the story come to a whole, but the ones above are those that will truelly be remembered.
and thats that -
The heros succeeded in there quest to track down the sword of chains. They did this with the help of the First Queen, who's only real goal was to see the heroes destroy the power source of the Queens, and leave future lines helpless to the First's grand plan of conquest. Eventually after retrieving the sword and confronting many obstacles, the heroes unsealed Sorlah, the Seeker, and another god, one of the originals, was added back into the cosmos. As it stands, the common folk know that the heroes went against a great evil, and took great risks to set the god free. The queen has named them the heroes of the ages, the Great Liberators of Sorlah. The queens power has been unaffected, as the great Sorlah saw that even though they were at fault, the later generations set out to do good with the powers they were given. The commoners know nothing of the story of Sorlah being the true power behind the queen, and now that things have been settled, the truth, beeing a moot point, will probably never be discovered. As things are, the Empire stands with the Queen still in charge over the continent. There are a few noteable changes.
Lichus - The first queen had been preparing her own empire for the last century and a half, turning the barbarian folk into an organized and powerful nation. Lichus exists of a main city base with the given name. There are two branch citys as well. Coldwater - SwordSaint - Coldwater is a place of evil, slavery, and foul dealings. It is not very large, but is the trade hub of the Lichus empire, and so is extremely well guarded. SwordSaint is the closest city to the main Empire. A huge army is housed there, and this army keeps there enemy neighbors at bay and on guard, and hunts down and kills rogue barbarians, giants, and ogre bands. SwordSaint is the military hub, and so is extremely fortified. Also, all members out of SwordSaint are well trained, and noted warriors. Lichus itself is modeled after Volasia. It runs off of commands of the High Queen, and noble houses make up the smaller decisions. Though not evil in and of itself, Corruption runs through the halls of the nobles of Lichus, and so long as it is kept in check, and does not put the whole of Lichus in danger, it is tolerated. Not much is known of the Ruling queen, though agents have been sent to kill her many times, and always failed. Commoners call her the Usurper Queen, or the False queen, as they do not realize she in actuality, was the first Queen of the main nation. As of the next chronicle, no wars have been perpetuated from, or against the Nation of Lichus, though there is hostilities.
Goblins - The hobgoblins had only a small part to play, but were savagely attacked by Lichus for mountain territory. The hobgoblins have consolidated some of there power, and counterattacked lichus several times to no avail. With enemies on both fronts, the hobgoblins grow more and more agressive at each passing day.
The Lost Continent - The orignal continent, whose name has been lost over time, the one that was swallowed by Sheshensis, was released when Sorlah was freed. The commoners believe, by view of the Queen, that such was only a coincidence, and that the continent had been there all along. Still incredibly far away, explorers say that the entire, massive continent is swarming with ancient cities, old powerful creatures, imortals, and an imeasurable amount of undead. The few to make it back said that the continents inhabitants were aware, and hostile of anyone coming to the shores. Many on the main continent believe it is only a matter of time before this continent of undead turns its power and hunger on the empire. Azash seems to have claimed a great seat of power among the lost continent, making him seem even more unfavorable on the main continent.
The Heroes -
Araris FallenShield - Died freeing Sorlah. He was survived by his wife who had three children by him, they in turn had children of there own. It is said that his wish was for his line to be strong and blessed by the gods, and so it seems they were. What is known of Araris is that he was guided by Avania to free Sorlah, and that he was blessed by her as well. During the last fight at the gates that kept Sorlah bound, Araris stood his ground against a great, powerful red dragon, Holding his position until the very end while his allies broke the god free. Although he did not die by his wound, the presence of Sorlah was enough to consume the Knight, though not after being blessed by the Seeking God. His line still remains strong to this day, many devoute worshipers of Tor'kir, Phaethon, and a few to Avania. The line is mostly comprised of soldiers and military, with an occasional priest. The FallenShields still owe there loyalty to Ravenspire, and a mysterious Matriarch who oversees the families progress.
Kaylah Fallenshield - Was uplifted after freeing Sorlah. She was a devout worshiper of Skisk, though with the help of her Cousins she lived an almost normal, and always happy life. She found pleasure and happiness, even in her miserable and monstrous state, and was always optimistic and innocent. In the end Kaylah used her very presence to conceal the power of Sorlah long enough to speak with the god. Even as her essence was consumed, she never once complained, cried, or called out, and it is said she died with a quite sane, and pleasant smile on her face. Kaylah, unlike her comrades, did not die. She rose after death, chosen by her god for her service, and now sits besides skisk in the great endless dark. She is referred to as the Smiling Monster, or the Seed of Infancy. She is worshipped as a protector of children (Many see the minds of a child as mad, much like the more innocent madness of kaylah herself.) She is also widely worshipped by those who seem to be monsters, but are more than that. Half Orcs, and many half breeds have taken up to worshipping skisk through her, and because of this fact the worship of Skisk is no longer cosidered banned.
Zekku Havunoth - Zekku would seek out, and eventually Marry Kaylah Fallenshield. The two would have a few wonderful years together, but no child was ever born of them, though Kaylah did adopt a daughter, little is know as to what happened to it after her departure into godhood. Zekku was the God of Gloves, a mantle holder, and he was also an extremely powerful mage. He was a follower of Skisk, and sought out Kaylah because he feared the various cults would try and capture her and worship her as a god. Zekku eventually fell in love with her, and after bearing his heart and gaining permission from the families, married her. He made her very happy for the few short years they were together. Kaylah was captured by a faction of Skisk, and imprisoned to be worshipped. Using his great power Zekku sought her out, and with the help of his cousins laid siege on the temple they were hiding out in. The mad priests of skisk had set a trap however, and the prison holding Kaylah could only be broke if the main idol of skisk was destroyed. The idol was ancient, and holy, and Kaylah begged her cousins not to destroy it, as it would cause the great Frog God to bring his wrath down upon him. Not one to give up, or let his beauty be trapped forever, Zekku wished that should the Idol be destroyed, he would take its place. With that wish in there minds, the trio systematically destroyed everything, and everyone in the room. With a wry smile and a blown kiss, Zekku disintegrated the Idol. The loss of the old idol caused the entire foundation of the temple to become struck with powerful shockwaves. Unable to leave the temple kaylah had to watch as Zekku gave her one final bow, as his cousins wisked her to safety. From a distance, the heroes watched as the temple sank into oblivion. Heartbroken, Kaylah and her cousins returned home. It is said, days later, as Kaylah was sitting in her garden, mourning her husband, a single sturdy gardeners glove dug itself out of the ground near her feet. In its hand it had a small folded piece of parchment. On it were the words. "If you become a god someday, would you mind digging me out?" No one knows as to the true fate of Zekku, what his wish actually did, or what happened to him after Kaylah transcended. Folklore tells that the ending, much like there life together, was a happy one. (Zekku was not an actual hero, but was later added due to his closeness to Kaylah, and his importance in the good image that Followers of Skisk are now trying to show.)
Alzaroth Fallenshield - Alzaroth died freeing Sorlah. Alzaroth is known by most to have been an excellent archer, though a few believe he was at one time a scout of sorts. What is known, is that in the beginning he had a soft, carefree demeanor. At the end of his life Alzaroth was a man of well tested determination, and sometimes an extremely grim attitude. Alzaroth was succeeded by his wife, though she died shortly after his passing due to mysterious circumstances. His life was blessed with 4 healthy children, and they in turn had children of there own. The line itself is healthy, and still in existence. His line still lives under the Fallenshield title, and although they pay homage to a mysterious Matriarch, the caretaker that came into being after the death of his wife still oversees the branch families business much more directly. It is said that Alzaroth was given a blessing in death, but no one knows for sure what that blessing was. Incredibly powerful, some believe he simply wanted to be tested, to the best of his abilities, and was thus wisked away to Weyleywins side. Others say that his was a darker wish, and that he would see the world tested, as he once was. The Queen has officially dismissed this last bit as a rumor however, though some commonfolk still cling to that tale. Regardless of the type of man he was in the end, he was a hero. He laid his life on the line, and paid the final cost to release a long imprisoned god. His name is a name of honor, and is whispered as a blessing by archers and woodsman across the main continent.
Mesta - The Best Dragon Ever - Mesta died freeing Sorlah. Mesta was a simple minded, carefree copper dragon. (as far as the common folk know) Mesta was also blessed, for she had merged with a powerful artifact long ago, and was capable of breaking seals with the power of her potent dragon breath. Having befriended Alzaroth in the past, she insisted on being there in the end, and it was her power that allowed the seal to be weakened long enough for Alzaroth to fully break the seal with one of his potent arrows of thunder. Mesta's heart was unfortunately merged with the artifact, and mesta had to use all of her own power, and the power of the artifact to keep the seal in check. Unlike many of the heroes, it is said that a woman heard Mesta's last words. "Look at me! only the most powerful Gods can glow this bright!!" Mesta disapeared in a flash of light the moment her breath, and Alzaroths arrow, broke the seal. It is said that Sorlah granted her grandmother, a powerful copper dragon, Mesta's final wish. "While my precious granddaughter dreams in the arms of Avania, let Feromesh and Fishbone collect treasure in her honor, until the day comes when it is enough to appease her appetite." No one knows exactly what the names were meant to be, or what the wish was supposed to do, but recently a pirate taking that name has appeared around Alborine, stealing treasure and causing mischief among the coastal trading shores. Donning rich green clothes, and flaunting gaudy jewelry and incredible skill, he has been dubbed the Emerald Terror of the Coast. Many believe it to be someone trying to steal fame, having heard the common tales. Priests of Phaethon use Mesta as an example, that all dragons can choose to do good, and help the other races of the world when it is needed most.
There were many more that sacrificed and died to make the story come to a whole, but the ones above are those that will truelly be remembered.
and thats that -
Saturday, June 2, 2012
The Master of Ones home.
(Gaming related post)
Keyvahna watched as Orndurst and Gelevelle did battle out in the main courtyard. Gelevelle was a great offensive fighter, but he didnt have much in the way of stamina, and stamina mattered on the battlefield, most often more than simple sheer strength. Neither of them however, were very clever. Keyvahna went back into her home, making her way past her servants. She was always a woman of few words, and used formalities to adress her servants and attendants. She was a proud and regal woman of ravenspire, she had her honor, she had her duties, and she was not to be taken lightly. Keyvahna was a tall beauty, she had not the elegance of Alzaroths wife, but had an intense and strong beauty. Long black hair, dark eyes, a palor to her skin that was both elegant and macabre. The pregnancy was a great gift from the mother of creation, and it was her duty to see to it that her unborn child would come to the world healthy and ready for the harsh reality that was Ravenspire. But Keyvahna had other business to attend today. Her husband would be up soon and in the training yard. If he wasnt trying to lay with her, he was trying to improve himself on the battlefield. He was dull to be sure, but he was dependable, and predictable. She respected the situation she was in, and was duty bound create a long lasting, healthy line to be honored for the ages. That was enough. Not all battles were so easy to win however. Almost on que Keyvahna noticed a small black cat looming by the kitchen door. She eyed the thing, a companion of Alzaroths, and made for the kitchen, shooing away the servants there. "Here then cat. Have at some cream." She set the small delicate bowl of cream on the floor and admired the creature. As he moved to the bowl her thoughts moved to the faults of her husband, to the things in life she desired as a youth, that she would never have now. The dark cat looked at her, then moved to the bowl, so intent on the cream and its deception that it failed to notice the small line of sea salt before its paw had moved over the surface. Keyvahna smirked. "No dark cat, thing of the obsidian king. You have no power here." Gloom found that he could not move, having stepped into the circle he was powerless. How, how could she know. She reached down and removed the bowl, underneath it was a small silver pendant of a long eared rabit. Gloom hissed but could not move. Carefully Keyvahna bit the tip of her finger enough to draw blood, then reaching out she dipped it in the salt, touched it to the silver then began tracing it along the side of gloom, who hissed in sheer agony. "First is my name. Second is my husbands name, and third is the symbol of my children. Test not these words, or they will turn your body to ash, and let it be blown away by the purity of tor'kir." The words glowed and burned a deep red, and vanished into the body of the cat. "Mine is an old family Gloom of Fayn. Word of Evil. Your weakness has had ages to be told. Are you suprised those in this common age have not forgotten your horrible deeds of the past. Take your poisons from this house, and never set foot in it again. You have the borrowed strength and powers of your predicessors, there names, and there weaknesses. I know most, as does the majority of my family, there branches, and the sects that dedicate themselves to tor'kir and banishing your kind and the vile undead of this world." She put the tip of her finger to her lip, enhaled a quick breath and then spit onto gloom. "That blood is your death. My blood, my families blood, will end you should you interfere with it, and the salt will follow your body for all days should strike down even one. We will see you destroyed, Gloom of Fayn. Begone. You have no power here." And as the mantra was said, gloom began fading, hissing all the while, as his power and essence were transfered outside the house, the gates, and finally onto the street outside. Gloom had underestimated that opponent. Foolish. Tassel had found his weakness, surely there were others, survivors that remembered the old ways, the old rites. He would leave her alone, she was an enemy to be sure, but one he could not attack directly. Best to let that house be, for now. Time was a battleground he was familiar with, but it seemed so to was her family. He had no advantage here, and battles fought without advantage were seldom won. Defeated, the black cat hissed once more at the manor and vanished back to his master. Keyvahna cleaned up, and ignored a servant who inquired about the commotion a moment ago. Her husband did not need to know of this. He more than likely already knew something of the creature, but probably not the depths that she and her family did. The charm and rite worked, just like the old books and tales had said. Best to touch up on a bit more old lore, now that it seemed such knowledge would prove useful. Without giving it another thought, the proud, powerful daughter of ravenspire made her way from the kitchen to attend to her husband.
Keyvahna watched as Orndurst and Gelevelle did battle out in the main courtyard. Gelevelle was a great offensive fighter, but he didnt have much in the way of stamina, and stamina mattered on the battlefield, most often more than simple sheer strength. Neither of them however, were very clever. Keyvahna went back into her home, making her way past her servants. She was always a woman of few words, and used formalities to adress her servants and attendants. She was a proud and regal woman of ravenspire, she had her honor, she had her duties, and she was not to be taken lightly. Keyvahna was a tall beauty, she had not the elegance of Alzaroths wife, but had an intense and strong beauty. Long black hair, dark eyes, a palor to her skin that was both elegant and macabre. The pregnancy was a great gift from the mother of creation, and it was her duty to see to it that her unborn child would come to the world healthy and ready for the harsh reality that was Ravenspire. But Keyvahna had other business to attend today. Her husband would be up soon and in the training yard. If he wasnt trying to lay with her, he was trying to improve himself on the battlefield. He was dull to be sure, but he was dependable, and predictable. She respected the situation she was in, and was duty bound create a long lasting, healthy line to be honored for the ages. That was enough. Not all battles were so easy to win however. Almost on que Keyvahna noticed a small black cat looming by the kitchen door. She eyed the thing, a companion of Alzaroths, and made for the kitchen, shooing away the servants there. "Here then cat. Have at some cream." She set the small delicate bowl of cream on the floor and admired the creature. As he moved to the bowl her thoughts moved to the faults of her husband, to the things in life she desired as a youth, that she would never have now. The dark cat looked at her, then moved to the bowl, so intent on the cream and its deception that it failed to notice the small line of sea salt before its paw had moved over the surface. Keyvahna smirked. "No dark cat, thing of the obsidian king. You have no power here." Gloom found that he could not move, having stepped into the circle he was powerless. How, how could she know. She reached down and removed the bowl, underneath it was a small silver pendant of a long eared rabit. Gloom hissed but could not move. Carefully Keyvahna bit the tip of her finger enough to draw blood, then reaching out she dipped it in the salt, touched it to the silver then began tracing it along the side of gloom, who hissed in sheer agony. "First is my name. Second is my husbands name, and third is the symbol of my children. Test not these words, or they will turn your body to ash, and let it be blown away by the purity of tor'kir." The words glowed and burned a deep red, and vanished into the body of the cat. "Mine is an old family Gloom of Fayn. Word of Evil. Your weakness has had ages to be told. Are you suprised those in this common age have not forgotten your horrible deeds of the past. Take your poisons from this house, and never set foot in it again. You have the borrowed strength and powers of your predicessors, there names, and there weaknesses. I know most, as does the majority of my family, there branches, and the sects that dedicate themselves to tor'kir and banishing your kind and the vile undead of this world." She put the tip of her finger to her lip, enhaled a quick breath and then spit onto gloom. "That blood is your death. My blood, my families blood, will end you should you interfere with it, and the salt will follow your body for all days should strike down even one. We will see you destroyed, Gloom of Fayn. Begone. You have no power here." And as the mantra was said, gloom began fading, hissing all the while, as his power and essence were transfered outside the house, the gates, and finally onto the street outside. Gloom had underestimated that opponent. Foolish. Tassel had found his weakness, surely there were others, survivors that remembered the old ways, the old rites. He would leave her alone, she was an enemy to be sure, but one he could not attack directly. Best to let that house be, for now. Time was a battleground he was familiar with, but it seemed so to was her family. He had no advantage here, and battles fought without advantage were seldom won. Defeated, the black cat hissed once more at the manor and vanished back to his master. Keyvahna cleaned up, and ignored a servant who inquired about the commotion a moment ago. Her husband did not need to know of this. He more than likely already knew something of the creature, but probably not the depths that she and her family did. The charm and rite worked, just like the old books and tales had said. Best to touch up on a bit more old lore, now that it seemed such knowledge would prove useful. Without giving it another thought, the proud, powerful daughter of ravenspire made her way from the kitchen to attend to her husband.
Friday, June 1, 2012
A dawn of betrayal?
(Game related post)
Callissa smiled as she past her servants, her thin near elven smile and beautiful features always managed to get a blush or smile from her servants. Wide, curious green eyes, well kept and flowing brown hair. She was beautiful, both inside and out. But she was also a woman, one with secrets, one with flaws, one with desires, and one with a future. Granted, these days her features were growing a bit, she was still pleased to see that her beauty was only slightly diminished, only a bit larger in the mirror. The mistress of the house walked the stone stairs towards her room, she noted a few of the servants looking into her room, and peeked in as well, seeing her husband sleeping soundly, his wings folded cautiously behind him as he lay on his side. Calissa smiled and shooed his servants away, allowing her beloved husband to sleep just a bit longer. The grand party he was planning was on its way, all in the works, and Callissa had aided in the creation of it just as much as the money had aided in getting the space and people needed to make it unforgettable. Callissa moved a finger over the scroll of paper as she moved up the stairs and towards her study. Well, it was both of there studies really, but she enjoyed the paperwork. Alzaroth did not. So it was hers. The scout that had given her the scroll was a veteran, said he had known Alzaroth, and that he wanted to drop it off in person, but had to return to the lines immiediately. The mans name was Ragamonte, an older, scruffy looking human scout with a mustache that covered most of his face, almost comically so. He was half candomian, but he was a raven spire loyalist, and the finest scout captain the forces had seen in a long time. Callissa moved the scroll to her desk and carefully read the text again. Every word burned into her, and she put it to memory, though it was already etched into her mind after its first reading downstairs. The writing was in a very poor common, so obvious an elf had written it.
"Alzaroth, I hope this reaches you. My common is bad, so bear with me. I got your letter, though it took some time. I am doing ok. Things here are getting crazy. Its all I can do to stay alive and get the information back to the forces that need them. Took a few wounds that looked pretty final, but pulled through all the same. I dont like thinking of this war, and the things in this war. I remember our talks, and the talks of a life without all the conflict. I want that kind of life. I hope for that kind of life. Just like you always have. I want a place for myself, a place where I can be myself and escape from the things Ive had to see and do. I know you want that kind of peace as well. We wont find it here. We wont find it anywhere. I know you may not see me like this, but I have always seen you. I hope that when I get back, we can find a place together. I know this seems forward. Being in deaths embrace for so long, being so close to losing everything everyday, it speeds up time. Makes things become clear, especially the future. I look up at the night sky. I see the stars, but I dont see you. Maybe I will some day, when I make it home. I Hope you will be looking for me too. If I do not come home, look after things for me. I have a half sister and a mother. Both are a handful, but they will need to be told about who I was, should I never come back. Ill ask that you look after them if I dont make it back. Even if our being together was not in the stars, no that our friendship will be forever. I hope the fates find you well, and tested, and lead you to the person you were meant to be. Your ears on the ground. Dialanthara/Diane"
Callissa looked the scroll over again and sighed. Her husband would need to see this. Would want to see this. It was obvious that her dear sister had no idea of there marriage or almost any news. She knew getting information to and from the lines was hard, and figured most of the missives either got lost or dismissed. Getting mail to scouts was not only difficult, it was extremely distracting. Callissa sighed again and looked at the letter. Dear sister. What a complication this was. Worse, the whole thing could get blown up by the townsfolk if her sister made a big scene of it all. Though it would go with the stories of the unhappy marriage. Callissa looked up to see that black cat that was always wandering about. She reached out and petted its almost ethereal coat, smiling. A dark though crossed her mind as she looked back down to the scroll. It might almost be better if she never did make it back, both for the family, and for her dear sister herself. As dark as it was, it almost seemed right. Callissa moved to a cabinet and fetched a bottle of elven wine and poured it into a chalice. She took a long drink as she put a hand over the slight bulge in her belly. With a sigh she moved back to her writing desk, trying to dispel the darkness that had krept in there. She smirked, the black cat apparently playing with something on the scroll. What was that in its mouth? A single red rose petal. Red roses, why did that seem familiar in her mind. Ah, crimson rose. Thats what it was. She pet the cats head once more and looked back down at the scroll. She rolled it up and set it aside. She had plans, plans for her dear husband. She grinned as she though of the gift she had bought him. He'd be suprised at the party, which would be fitting. He'd spent all this time and energy on the party, its only fitting he got some reward. Callissa dismissed the thoughts of the scroll for now. She'd have to think of something, some way to present it to him, or deal with it soon enough. But for now, there life was full of happiness. Why ruin it with bad news. The dark cat simply watched on as the woman went about her business.
Callissa smiled as she past her servants, her thin near elven smile and beautiful features always managed to get a blush or smile from her servants. Wide, curious green eyes, well kept and flowing brown hair. She was beautiful, both inside and out. But she was also a woman, one with secrets, one with flaws, one with desires, and one with a future. Granted, these days her features were growing a bit, she was still pleased to see that her beauty was only slightly diminished, only a bit larger in the mirror. The mistress of the house walked the stone stairs towards her room, she noted a few of the servants looking into her room, and peeked in as well, seeing her husband sleeping soundly, his wings folded cautiously behind him as he lay on his side. Calissa smiled and shooed his servants away, allowing her beloved husband to sleep just a bit longer. The grand party he was planning was on its way, all in the works, and Callissa had aided in the creation of it just as much as the money had aided in getting the space and people needed to make it unforgettable. Callissa moved a finger over the scroll of paper as she moved up the stairs and towards her study. Well, it was both of there studies really, but she enjoyed the paperwork. Alzaroth did not. So it was hers. The scout that had given her the scroll was a veteran, said he had known Alzaroth, and that he wanted to drop it off in person, but had to return to the lines immiediately. The mans name was Ragamonte, an older, scruffy looking human scout with a mustache that covered most of his face, almost comically so. He was half candomian, but he was a raven spire loyalist, and the finest scout captain the forces had seen in a long time. Callissa moved the scroll to her desk and carefully read the text again. Every word burned into her, and she put it to memory, though it was already etched into her mind after its first reading downstairs. The writing was in a very poor common, so obvious an elf had written it.
"Alzaroth, I hope this reaches you. My common is bad, so bear with me. I got your letter, though it took some time. I am doing ok. Things here are getting crazy. Its all I can do to stay alive and get the information back to the forces that need them. Took a few wounds that looked pretty final, but pulled through all the same. I dont like thinking of this war, and the things in this war. I remember our talks, and the talks of a life without all the conflict. I want that kind of life. I hope for that kind of life. Just like you always have. I want a place for myself, a place where I can be myself and escape from the things Ive had to see and do. I know you want that kind of peace as well. We wont find it here. We wont find it anywhere. I know you may not see me like this, but I have always seen you. I hope that when I get back, we can find a place together. I know this seems forward. Being in deaths embrace for so long, being so close to losing everything everyday, it speeds up time. Makes things become clear, especially the future. I look up at the night sky. I see the stars, but I dont see you. Maybe I will some day, when I make it home. I Hope you will be looking for me too. If I do not come home, look after things for me. I have a half sister and a mother. Both are a handful, but they will need to be told about who I was, should I never come back. Ill ask that you look after them if I dont make it back. Even if our being together was not in the stars, no that our friendship will be forever. I hope the fates find you well, and tested, and lead you to the person you were meant to be. Your ears on the ground. Dialanthara/Diane"
Callissa looked the scroll over again and sighed. Her husband would need to see this. Would want to see this. It was obvious that her dear sister had no idea of there marriage or almost any news. She knew getting information to and from the lines was hard, and figured most of the missives either got lost or dismissed. Getting mail to scouts was not only difficult, it was extremely distracting. Callissa sighed again and looked at the letter. Dear sister. What a complication this was. Worse, the whole thing could get blown up by the townsfolk if her sister made a big scene of it all. Though it would go with the stories of the unhappy marriage. Callissa looked up to see that black cat that was always wandering about. She reached out and petted its almost ethereal coat, smiling. A dark though crossed her mind as she looked back down to the scroll. It might almost be better if she never did make it back, both for the family, and for her dear sister herself. As dark as it was, it almost seemed right. Callissa moved to a cabinet and fetched a bottle of elven wine and poured it into a chalice. She took a long drink as she put a hand over the slight bulge in her belly. With a sigh she moved back to her writing desk, trying to dispel the darkness that had krept in there. She smirked, the black cat apparently playing with something on the scroll. What was that in its mouth? A single red rose petal. Red roses, why did that seem familiar in her mind. Ah, crimson rose. Thats what it was. She pet the cats head once more and looked back down at the scroll. She rolled it up and set it aside. She had plans, plans for her dear husband. She grinned as she though of the gift she had bought him. He'd be suprised at the party, which would be fitting. He'd spent all this time and energy on the party, its only fitting he got some reward. Callissa dismissed the thoughts of the scroll for now. She'd have to think of something, some way to present it to him, or deal with it soon enough. But for now, there life was full of happiness. Why ruin it with bad news. The dark cat simply watched on as the woman went about her business.
A gloomy day
(This is a gaming related my post about my current campaign.)
Master. A relative term really, for no one is master or slave. The term itself is ellusive and meaningless. Gloom watched outside of the tower window. Rain, clouds, a dark and dismal day. All relative. With his new found power he could make a difference. A real difference. Alzaroth was a good man, a good person, and had let gloom do as he pleased for the most part. He would be rewarded. There was no reason to destroy a man such as him. For a such a man doesnt actually exist. Underneath the almost frenetic goodness that is Alzaroth is darkness waiting to happen. Gloom knew he would have to do nothing to see it blossom. It was coming, all on its own, like an innevitable storm. In all honesty, such a change would be troublesome. Evil, the destructive kind that fayn so desired, was actually hard to perpetuate for long. No, steps always had to take place, steps that would result in something that would cause long term destruction and suffering. Alzaroth falling into despair and darkness would be short lived, for his frenzied destruction would undoubtedly spell his own demise. No, Alzaroth wasnt a target for Fayns glory, such would be pointless. But Alzaroth was going towards a goal that would most assuredly bring about great destruction. There was something to this quest, this sword, the queens. It was all tied. Fayn could not impart the knowledge, and it was sealed from Glooms memory for a reason. A mandate of the gods, but for some reason the mortals were allowed to participate. The scale of this quest could be far reaching indeed. But gloom would not be free, not yet, not until the 12th incarnation of his master had passed. He must follow this bloodline for a bit, until it diluted his pact to the point where he could break free of it. Until then he would bless his masters with whatever it was they desired, it assured his destruction could not happen after all. Oh, but the things he would do for his masters, in there honor, in there name. A glorious day it would be, a glorious age. Gloom noticed something move below. A shape, the one he'd been waiting for all day. Another piece to be put onto his board. Gracefully and silently glooms form shimmered and faded as the dark godling began to make his move.
Master. A relative term really, for no one is master or slave. The term itself is ellusive and meaningless. Gloom watched outside of the tower window. Rain, clouds, a dark and dismal day. All relative. With his new found power he could make a difference. A real difference. Alzaroth was a good man, a good person, and had let gloom do as he pleased for the most part. He would be rewarded. There was no reason to destroy a man such as him. For a such a man doesnt actually exist. Underneath the almost frenetic goodness that is Alzaroth is darkness waiting to happen. Gloom knew he would have to do nothing to see it blossom. It was coming, all on its own, like an innevitable storm. In all honesty, such a change would be troublesome. Evil, the destructive kind that fayn so desired, was actually hard to perpetuate for long. No, steps always had to take place, steps that would result in something that would cause long term destruction and suffering. Alzaroth falling into despair and darkness would be short lived, for his frenzied destruction would undoubtedly spell his own demise. No, Alzaroth wasnt a target for Fayns glory, such would be pointless. But Alzaroth was going towards a goal that would most assuredly bring about great destruction. There was something to this quest, this sword, the queens. It was all tied. Fayn could not impart the knowledge, and it was sealed from Glooms memory for a reason. A mandate of the gods, but for some reason the mortals were allowed to participate. The scale of this quest could be far reaching indeed. But gloom would not be free, not yet, not until the 12th incarnation of his master had passed. He must follow this bloodline for a bit, until it diluted his pact to the point where he could break free of it. Until then he would bless his masters with whatever it was they desired, it assured his destruction could not happen after all. Oh, but the things he would do for his masters, in there honor, in there name. A glorious day it would be, a glorious age. Gloom noticed something move below. A shape, the one he'd been waiting for all day. Another piece to be put onto his board. Gracefully and silently glooms form shimmered and faded as the dark godling began to make his move.
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