Showing posts with label game-mechanic. Show all posts
Showing posts with label game-mechanic. Show all posts

Sunday, June 24, 2007

Abyssals

Sometime between the Temple of the Undying Flame and Stony Vale on the Broken Plains of Sarakia

"Barrin."

"Yes, Obegard."

"My knowledge of the Planes is broad but shallow. I'm curious to learn more about the Abyssals to further my studies of the Planes."

"I'm afraid what I can tell you about the Abyssals may not further your understanding of the Planes."

"Why is that?"

"As you already know, a millennium ago when the Dragon was defeated and the It's body fell to the center of the earth, the Abyssals emerged from the World Below. Since the Dwarven nation, which resided on these very plains, was destroyed by the Dragon, Hember, the first King of Dwarves, volunteered my people to venture to the World Below to defend the World Above from the terrors of the Abyssals. We believed that these creatures, which closely resembled demons, where from the Astral Plane. At first we tried banishing them back to their native plane. Our strongest banishment spells did little to affect even the weakest of the Abyssals.

"Intriguing. If you could not banish them, then that means either they were protected by some very powerful magic or that they're native outsiders..."

"We thought as much as well and, until recently, we thought it was still the former. We held to this belief for so long because portals would randomly open and Abyssals would swarm through. We believed that these portals were random rifts between the planes created when the Dragon's body fell through the earth. Unfortunately we just learned that these were not random portals, but powerful Abyssals creating the portals from this plane..."

Abyssal

Information gained so far from Barrin about Abyssal's:

Abyssal's are abberations (Chaotic, Evil, Extraplanar) that exist simultaneously both on the Material Plane and another unknown astral plane.

Traits
A abyssal possesses the following traits (unless otherwise noted in a creature’s entry).
  • A minimum of DR 5/magic and good.
  • SR equal to 10 + HD.
  • Darkvision out to 120 feet.
  • Immune to ability drain, disease, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, and stunning.
  • Resistance to acid 10, cold 10, and electricity 10
  • Telepathy






Open Game License

Monday, April 30, 2007

The Deities

Albrecht

Symbol: A golden dragon
Alignment: LG
Cleric Alignments:
LG, LN, and NG
Domains: Law, Protection, and War
Favored Weapon: Greatsword

Albrecht
is the god of Protection and Justice and almost all Paladins worship Albrecht.

Kavara

Symbol: A ball of flame
Alignment: CN
Allowed Cleric Alignments: NG, N, NE, CG, CN, CE
Domains: Destruction, Fire, and Magic
Favored Weapon: Quaterstaff

Kavara is a minor god and is the god of emotion and magic. She encourages her followers to follow their hearts. Her followers are primarily sorcerers and young warriors who enjoy her focus on emotions rather than reason. Kavara has about 50,000 followers throughout the Accordlands.

Kor

Symbol: A dull gray hammer, flanked by orange flames.
Alignment: LG
Cleric Alignments:
LG, LN, and NG
Domains: Earth, Healing, Protection, and War.
Favored Weapon: War Hammer.

Kor is the god of Dwarves. If you do decided to take the dwarf cleric racial substitution levels from the Races of Stone, the only change is that at first level it would not be Smite Giants but instead Smite Abyssals.

Neus

Symbol: A circle divided into three equal circles.
Alignment:
Cleric Alignments:
LG, LN, and NG.
Domains: Animal, Healing, Plant, Protection, Good, and Knowledge.
Favored Weapon: None.

Neus is the god of Knowledge and is the most commonly worshiped deity in the Free Kingdoms.

The Storm

Symbol: A golden circle, bisected with a lighting bolt.
Alignment: LE
Cleric Alignments:
LE and LN.
Domains: Air, Evil, Law, Strength, and War
Favored Weapon: Heavy Mace

The Strom is no mere god, but rather the wandering soul of the Great Dragon.

Sunday, April 1, 2007

Gargoyles

When the Dwarves journeyed to the World Below they encountered Sjonnegaard, The King of Elementals, and his Elementals in a gruesome battle with the Abyssals. The Dwarves rushed to the aid to Sjonnegaard and his Elementals. After the battle was won, Sjonnegaard found the Dwarven people to be a noble and good race. In exchange for aiding him and his people in the war against the Abyssals, he granted the Dwarves the knowledge and power to create Gargoyles.

Gargoyle Subtype: A gargoyle is a new subtype of construct, created from specific types of stone and given sentience and free will through a ritual that only dwarves can perform.
Traits: A gargoyle possesses the following traits (unless otherwise noted in a creature’s entry).
  • Unlike other constructs, a gargoyle has a Constitution score. A gargoyle does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other constructs, a gargoyle is not immune to mind influencing effects.
  • Immunity to disease, energy drain, fatigue, exhaustion, nausea, paralysis, poison, and sleep.
  • A gargoyle cannot heal damage naturally.
  • Unlike other constructs, gargoyles are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Unlike other constructs, a gargoyle can use the run action.
  • Gargoyles can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a gargoyle can be healed by a cure light wounds spell or a repair light damage spell, for example, and a gargoyle is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a gargoyle.
  • A gargoyle responds slightly differently from other living creatures when reduced to 0 hit points. A gargoyle with 0 to -10 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. The gargoyle does not loose any additional hit points unless damage is dealt to him. When a gargoyle hit points falls below -10 he simply crumbles to dust.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.
  • Gargoyles receive a +4 racial bonus to Search and Spot checks.
  • Gargoyles receive a +8 racial bonus to Survival checks.
  • Spell-like Abilities: Gargoyles may use detect evil at will.


Open Game License

Sunday, February 11, 2007

Cavebear Master

Cavebears are one of the few dwarven pets. These large cave-dwellers are ferocious guardians of the home, and make excellent companions for dwarven children. More intelligent than most bears, the largest cavebears fight against the Abyssals. Their natural abilities and acute sense of smell allow dwarves to pinpoint Abyssals long before they appear, and the bears can identify the type and general number of Abyssals. Some dwarves train cavebears for battle. These trainers do not stay meekly in the stronghold while the bears do their work, but work with a pair of the bears in the same manner that a seeing-eye dog works with its master. Cavebear Masters are quite capable of fighting, and instruct their bears in group tactics. In fact, most Cavebear Masters spend so much time with their charges that they can communicate with them almost as readily as with other dwarves.
Hit Dice: d10
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st+1+2+0+0 Bear companion, Speak with bears
2nd+2+3+0+0 Formation Fighting
3rd+3+3+1+1 Roar (1/day)
4th+4+4+1+1 Extra bear companion (-3)
5th+5+4+1+1 Formation Defense
6th+6+5+2+2 Roar (2/day)
7th+7+5+2+2 Extra bear companion (-6)
8th+8+6+2+2 Dire bear shape
9th+9+6+3+3 Roar (3/day), mighty roar
10th+10+7+3+3 Extra bear companion (-9)

Requirements
To qualify to become a cavebear master, a character must fulfill all the following criteria.
Race: Dwarf
Skills: Handle Animal 8 ranks, Survival 4 ranks.
Feats: Skill Focus (Handle Animal).

Class Skills
The cavebear master's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (battle) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the cavebear master
Weapon and Armor Proficiency: Cavebear masters are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Bear Companion (Ex): A cavebear gains the service of a loyal cave bear(use brown bear stats). See the druid class feature, pages 35-36 of the Player's Handbook. As a cavebear master gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid's animal companion does.
Speak with Bears (Ex): A cavebear master can comprehend and communicate with bears. A cavebear master receives a +8 circumstance bonus on all wild empathy and Handle Animal checks made regarding a bear companion.
Formation Fighting (Ex): At 2nd level, the cavebear master becomes adept at instructing his bear companions in offensive group tactics. When engaged in melee combat with one or more bear companions, the cavebear master and each bear companion receives a +1 circumstance bonus to attack rolls.
Roar (Ex): At 3rd level, a cavebear master can emit a mighty roar that unsettles opponents. All opponents within 30 feet that can hear the cavebear master and has a character level lower than the cavebear master must succeed on a Will save (DC 10 + cavebear master class level + Charisma modifier) or become shaken for 1d6 rounds.
Extra Animal Companion (Ex): At 4th level, a cavebear master gains a second bear companion. Treat the cavebear master as a druid whose level is equal to the cavebear master's class level -3 for the purpose of improving the bear companion's statistics.
At 7th level, a cavebear master gains a third bear companion. Treat the cavebear master as a druid whose level is equal to the cavebear master's class level -6 for the purpose of improving the animal companion's statistics.
At 10th level, a cavebear master gains a third bear companion. Treat the cavebear master as a druid whose level is equal to the cavebear master's class level -9 for the purpose of improving the animal companion's statistics.
Formation Defense (Ex): At 5th level, a cavebear master becomes adept at instructing his bear companions in defensive group tactics. When engaged in melee combat with one or more animal companions, the cavebear master and each bear companion receives a +2 circumstance bonus to AC.
Dire Bear Shape (Su): At 8th level, the cavebear master gains the ability to turn himself into a dire bear and back again. The selected bear form's Hit Dice cannot exceed the cavebear master's character level. This ability functions as the polymorph spell, except as noted here. Changing form is a standard action and doesn't provoke attacks of opportunity. The cavebear master may assume bear form (and change back) at will and may remain in bear form as long as he wishes. The cavebear master retains the ability to speak while in bear form and may communicate with other bears.
Mighty Roar (Ex): At 9th level, the cavebear master's roar becomes more unsettling. Opponents failing their Will save become panicked for 2d6 rounds.

Lycanthropes

Lycanthropes in the Accordlands differ from the ones found in the Monster Manual and are not the typical were-creatures found in fiction. The notable difference is that their condition is not a curse, therefore no afflicated lycanthropes exist in the Accordlands, but an evolution from the corrupting magical influence of Bascaron, the Broken Moon. Although they are often mistaken for worshipers of the hated Cult of Bascaron, and thus are hated and shunned by all races of the Accord.

Racial Traits
  • Starting Ability Score Adjustments: +2 Wisdom, -2 Charisma
  • Medium: As Medium creatures, lycanthropes have no special bonuses or penalties due to their size.
  • A lycanthrope's base land speed is 30 feet.
  • Low-light vision in any form: A lycanthrope can see twice as far as ahuman in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Animal form(Su): A lycanthrope can tap into it's heritage and assume the form of animal. At character creation, the lycanthrope chooses a animal that represents it lycanthrope heritage. The lycanthrope can shift into animal form. This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. The lycanthrope does not assume the ability scores of the animal, but instead adds the animal's ability score adjustments (see page 172 of the DMG) to his own. The lycanthrope retains it's size category while in animal form. A slain lycanthrope reverts back to humanoid form, although he remains dead. Separated body parts retain their animal form, however.
  • +2 racial bonus on all Listen checks and Spot checks.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Ranger. A multiclass lycanthrope’s ranger class does not count when determining whether he takes an experience point penalty.

Animal Forms

When selecting an animal that is of large size or larger, use the the rules found in the MM on page 291 to reduce the animal to a medium creature before determining the ability score adjustments. Tiny and small creatures stats remain unchanged.

Feats

The following feats are available to lycanthropes.

Beasthide [GENERAL]

Your natural armor becomes ticker and harder.
Prerequisites: Lycanthrope.
Benefit: You gain a +2 natural armor bonus to Armor Class in any form.

Extra Animal Form [GENERAL]
You gain an additional lycanthrope animal form.
Prerequisites: Lycanthrope, base Fortitude save +3, base Will save +3
Benefit: Select an animal, you gain the ability to assume this animal's form.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new animal.

Greater Werform Defense [GENERAL]
Prerequisites: Wereform Defense
Benefit: While in animal or hybrid form, you damage reduction improves to 4/silver.

Hybrid Form [GENERAL]
You gain a hybrid form.
Prerequisites: Lycanthrope, base Fortitude save +3, base Will save +3
Benefit: You can assume a bipedal hybrid form with prehensile hands that is a mix of your humanoid and animal forms. In hybrid form, you gain any natural attacks of the animal form and can use weapons and armor.

Large Animal Form [GENERAL]
Your animal form is of unusually large size.
Prerequisite: Lycanthrope.
Benefit: Your animal form becomes Large size. While in animal form, you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, a +2 natural armor size bonus to Armor Class, a -1 penalty to AC and attack rolls, and your Space/Reach changes to 10 ft./5 ft. Your natural weapons increase by one damage category (see table 4-3 of the MM).

Large Hybrid Form [GENERAL]
Your hybrid form is of unusually large size.
Prerequisites: Lycanthrope, Large Animal Form.
Benefit: Your hybrid form becomes Large size. While in hybrid form, you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, a +2 natural armor size bonus to Armor Class, a -1 size penalty to AC and attack rolls, and your Space/Reach changes to 10 ft./10 ft. Your natural weapons increase by one damage category (see table 4-3 of the MM).

Wereform Defense [GENERAL]
Prerequisites: Lycanthrope, base Fortitude save +4.
Benefit: While in animal or hybrid form, you gain damage reduction 2/silver.

Wereform Speech [GENERAL]
You perfect the ability to speak in your animal and hybrid forms.
Prerequisites: Lycanthrope
Benefit: You can speak normally in animal and hybrid form. Thus, you can cast spells with verbal components and use items that require a humanoid voice.