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| Darth Sephiroth02-23-07, 01:32 AM | In times long past there was the Lord of the Above and the Lady of the Below, they formed the world into a place much like the one we now know. They created the first beings, the five Great Dragons who decended to the world and used their blood to form the peoples and beings of earth. After the Dragons decended the Blessed Daughter of the Great Lord and Lady followed to survey their work. She gave a single drop of her blood that mixed with the blood of the Dragons to form the Clans of Canta. Each of the Dragons forged a clan from those born from the blood union between the Blessed Daughter and themselves with the ones most like them. The five dragon clans came from this. For a time the world was peaceful until the Dark Ones arrived, their foul presence damaging the very land as they came. Abominations and monsters that spread corruption as they traveled. And thus war came to the land of Canta for the first time, thousands died in the carnage. A hero rose from the peoples, born from the union of all five Dragon Clans. He led the counter attack to drive the unholy ones back and ordered the construction of a great wall to hold them back in the most distant of lands. The hero was rewarded and became the first Emperor of Canta, and was betrothed to the Blessed Daughter by the Great Lord and Lady themselves. And thus the divine lineage of the Emperors began. -Origins of Canta, Book 1 Canta is an ancient land with a stable focus on order |
| Darth Sephiroth02-23-07, 02:00 AM | The Five Clans The five Clans are descendants of the mixture of drawn blood between the Blessed Daughter and one of the dragons. [Color] Each of the clans has a color that is attributed to them and is often used in the heraldry of members of the clan as well as clothing and other things. Stats Use the Human stats from the PHB save as stated under each clan. Humans of other clans are standard humans. The Jade Dragon Clan [Green] The keepers of knowledge, the Jade Dragons are known as the masters of magic and mysteries. Stats Spellcraft is a class skill Favored Class: Shugenja or Wu Jen (Chosen at 1st level) The Silk Dragon Clan [White] Master craftsmen and students of the various arts from combat to music and other arts. They are also known to many as the best assassins in Canta. Stats Either Perform or Craft is a class skill (Chosen at 1st level) Favored Class: Artisan The Shadow Dragon Clan [Black] Spies and masters of secrecy, the Shadow Dragons are the masters of the secrets of others. Stats Bluff is a class skill Favored Class: Rogue The Wandering Dragon Clan [Blue] Known for their coastal holdings, the Wandering Dragons are known as the sailers and adventurers of the world. Stats Profession (Sailor) is a Class Skills Favored Class: Swashbuckler The Blood Dragon Clan [Red] Believers in the greater powers of the spirits, Great Dragons, as well as the Lord and Lady. They defend the Great Barrier and follow any lead towards tracking down hints of the Dark Ones influence. stats Knowledge (Dark Ones is a Class Skill Favored Class: Samurai Minor Clans Over the centuries small groups have ascended to status as a clan or broken off of other ones. Falcon Clan [Grey] Masters of Beasts, the Falcon clan is well known as the trainers of various creatures like falcons and tigers. Stats Handle Animal is a class skill Favored Class: Ranger or Scout (Chosen at 1st level) Lion Clan [Gold] The personal guards of the Imperial Throne and capital. They also work as the Emperors emisaries. Stats Iajutsu Focus is a Class Skill Favored Class: Samurai Wolf Clan [Silver] A new clan who seem to be more focused on diplomacy than anything else. Stats Diplomacy is a class skill Favored Class: Marshal or Noble Hare Clan [Purple] Only a few survivors of the Hare clan still exist, their primary holdings fell when an Oni Lord managed to slip past the Blood Dragons and assault the Hare lands. The remainder are scattered around Canta and beyond. The Hare Clan remnant is one of the two clans with close ties to the Hengeyokai peoples. Stats Sense Motive is a class skill Favored Class: Scout Fox Clan [Orange] The Fox Clan lives on the southern border next to the corrupted lands of the Hare. They are a spiritual clan with a closer connection to nature than the others. Stats Bluff is a class skill Favored Class: Rogue Bear Clan [Dark Brown] The Bear Clan is viewed as barbaric by the others and rumors speak of them being of descent other than by the Blessed Daughter. Stats No Bonus Feat Powerful Build Favored Class: Barbarian Others Not quite clans or something entirely different, these groups are still powerful. Celestial Family The Imperial family has their own pull and have near total domination of the Lion Clan to the point of most members of the Lineage having personal Lion bodyguards. Stats The Celestial Family uses the Aasimaar or Lesser Aasimaar but have the Human-Blood trait Monestaries Various monestaries have influence across the lands. Stats Gain the style skill as a class skill. Monks instead gain 1 extra use of Stunning Fist at levels 1, 5, 10, 15, and 20 Sohei gain 1 extra daily use of Ki Frenzy Favored Class: Monk or Sohei |
| Darth Sephiroth02-23-07, 02:03 AM | Religion Ancestor and Spirit Worship are among the most common across the lands with shrines to various beings in almost every home. The Dragons are also worshiped, though primarily by the Dragon Clans, and the Lord of the Above and the Lady of the Below are also worshiped. Domains For classes that grant Domains, each minor spirit grants a domain. Domains must not be opposite to the characters alignment. Dieties Dieties The Great Lord of the Above [CN] One of the main dieities of the Canta religion. He is the guardian of the skies and one of the great creators. The Great Lady of the Below [LN] One of the main dieities of the Canta religion. She is the protector of the soil and those who gain their livelyhood from it. She is one of the great creators. The Blessed Daughter [NG] One of the main dieities of the Canta Religion. She is the mother of the celestial family and a drop of her blood mixed with that of the dragons is said to have formed man. The Dark One [NE] Belief in this being is somewhat mixed, several believe in its existance but few acknowledge its power. Originally this being is said to have been a true neutral diety, but upon the "birth" of the Blessed Daughter, it turned upon the others and created the Dark Ones from his own blood. Rumors speak of him forming a 6th dragon, but there has been no confirmation of this although he had a hand in the making of the 5 Celestial Dragons before he turned on the others. Dai'rok'aan [TN] Known as the serpent god although this being has no real gender. It is worshiped almost exclusively by the more depraved of the Naga and Yuan'ti as the Great Devourer Who Eats Both The Pure And The Corrupt. Dai'rok'aan is an unfeeling monster that even the other dieties fear. The devourer is portrayed in images as a snake with countless snapping heads The Celestial Dragons The Jade Dragon A female dragon who is the mistress of magic. She is also the only dragons to remain in mortal form rather than staying in her glory as one of the dragons. While this ability is inherent in all of the Dragons, she is the one to prefer human form to draconic. The Silk Dragon An artist who travels the world in search of inspiration, he is also a trickster and finds humor in tormenting the wicked in ingenious ways. he has seemingly lost faith in the clan of his blood to some extent and has befriended the rulers of the Fox clan as they seem to understand his humor. The Shadow Dragon A collector of knowledge and a patron of the arts, the Shadow Dragon seems to be more of an enjoyer of the fine things of life. His library is said to contain the sum knowledge of the entire world and beyond and is supposedly contained in a hollowed out mountain. Only those that impres him in some way are granted access to this treasure trove of knowledge. The Wandering Dragon Arrogant and vain, the Wandering Dragon gathers riches and seems to distain the peasentry. He rarely travels far beyond his island lair while demanding offerings from any who would seek his aid. He has a vast collection of relics and items of value. People often wonder about how this Dragon gained his name, but he won't talk about it and the clan with his name does travel the world. The Blood Dragon The so called Lady of Fury, the Blood Dragon is a student of war and battle. She seeks out the most powerful warriors and tests them in various ways, presenting those she views as worthy with gifts or on a few occasions, takes them as a consort... The Fiend Dragon Rumors of the existance of a monsterous dragon aiding the Dark Ones in battle with powers disturbingly like the Celestial Dragons have filled the Empire of Man and the Dwarven Kingdom. There have been no confirmed sightings of this vile demon, but that does not mean that it doesn't exist... |
| Darth Sephiroth02-23-07, 03:39 AM | Classes Used are from Oriental Adventures with the following additions and changes. Wu-Jen and Shugenja are the Complete versions where different. The Scout and Ninja from Complete Adventurer. Swashbuckler from Complete Warrior,Spirit Shaman from Complete Divine, Marshal from Mini's, Warlock from Complete Arcane. Swordsage & Warblade from Bo9S, Noble from Dragonlance, Archivist from Heroes of Horror. The Naga and Aec'iti may be Druids. I am working on another class called the Artisan which is similar to the Artificer though with its own focus. Ancestor Feats and Regional feats are allowed with some variation The Artisan can be found HERE (http://boards1.wizards.com/showthread.php?p=12915863) |
| Darth Sephiroth02-25-07, 11:59 AM | The Northern Kingdom In the mountainous north beyond the borders of Canta lies the mountainous home of the Dwarves, the ancient children of the Lady of the Below. The underground halls of the dwarven lords built ages ago and yet still growing, heated by the forges of the legendary craftsmen of metals. The Dwarves were made from the rock by the blood of the Lady of the Below. They are masters at working stone and steel at a level that is seemingly beyond that of the Empire. They also share the duties of guarding the Great Barrier with the Blood Dragon Clan and have developed close ties with the Blood Dragons. Culture The dwarves have a different system of life. At the top is their King who controls the council of the Dwarven Lords. Each Dwarf Lord rules over one of the mountains and the clan that lives within and preside over the Clan's Council of Elders. The Council is split between three major divisions, the Warriors, Craftsmen, and Caretakers. Beyond the members of the clan are the Exiles who have been kicked out. There are also the Wanderers who are Dwarves who travel between the various clans and even the Empire and beyond, Wanderers have the permission of their leaders to do so and are recalled in times of need. Their culture is similar to that of the Empire, except they are more insular and have more focus on religion as a group than the Empire Lands The Dwarves have their homes in a massive mountain chain that brushes the skies themselves. They seem to live in labrynthine fortresses dug into the mountains. They also have massive series' of terraces full of gardens and farms to feed their people. Religion The Dwarven Religion focus' on the Great Lady and refer to the Lord of the Above as her consort rather than her equal. Stats Use the Earth Dwarf race for Dwarves of the Northern Kingdom. |
| Darth Sephiroth02-26-07, 03:56 PM | Other Races Various races inhabit the known world, the Dwarved are the most populous, but not the only non-human race to walk the planet. Hengeyokai The mysterious race of the Hengeyokai have a small coalition of nations to the south extending into nearer islands of the Blood Seas. Each small nation is made up of one of the various tribes with active trade. They have near constant contact with the Fox and Hare (Or at least what's left of it) Clans of the Empire. Hengeyokai have access to the Hengeyokai Lord Class (http://boards1.wizards.com/showthread.php?t=676307). The only accessible Hengeyokai are the ones in the OA book. Spirit Folk The Spirit Folk are technically part of the Empire, they come from the intermarriage between spirits and man. They have no actual nations of their own and are exceedingly rare through the empire where they occasionally come into existance. Spirit Folk are in OA The Naga The Nage live to the south bordering the Hengeyokai lands as well as the Empire. The Naga are an old race that have their own problems in recent times when the trecherous T'ssorass rebelled from his brothers in the creation of the Yuan'ti. Yuan'ti An offshoot of the Naga created by the blasphemous mating between Naga and beast. They have forsaken much of their history and have an alliance with the Dark Ones. They are not entirely evil though and several hatchlings have abandoned this monsterous race but are rarely welcomed back into the Naga, the taint of their birth condemming them to life outside of their brethren. Vanaara To the North the Vanaara live in a series of valleys between various Dwarven and Imperial lands. They have a habit of living in places the other races would find difficult. Raptorans In the coastal cliffs live the winged Raptorans, servants of the Lord of the Above. They are a warlike race that prefers airborn combat. There is little contact between the Raptorans and the Empire or the Dwarves. They only have consistant contact with the Sparrow Tribe of the Hengeyokai and the Tengu. Tengu Living in scattered enclaves, the Tengu were formed by the Dark One before he fell to his curent state. The Tengu, however, did not fall as their creator did and remain on semi-friendly terms with the other races. Without their creators support, the Tengu are on a seemingly slow path to death with fewer born each year. They are split into three groups. Two of which use the name Tengu (Use the Oriental Adventures Tengu) and the newer Kenku (MMIII) who have sworn themselves instead to the Dragons and the Blessed Daughter. Aec'iti The Aec'iti are similar in many ways to humans in form, they are the remnants of the past accoring to the legends. Few have seen them in person due to their few numbers, though they are an ancient race with knowledge and long memories. They live beyond the Naga jungles within the deeper forests save for a few that live in the Imperial City. The Aec'iti are treated as Wood Elves (See PHB and MM). The Males have Ranger as their Favored class and Females have Druid as their favored class. Aec'iti do not gain the usual automatic check near a secret door, they, instead, gain a +4 to any check to avoid becomming lost (+8 in the woods or jungle) Outlanders In the deep deserts, there comes a secretive race of man, a nomadic people who travel from a handfull of fortress cities hidden deep in the desert where they gather a few times per year. They are masters of mounted combat and claim that they decend from a dragon of the desert, but those dragons are not of the Celestial (or fiendish) type that the dragon clans come from. Stats +4 to all Appraise, Ride, and Handle Animal Checks with Horses Desert People: Outlanders take 1/2 damage from any attack that deals Dessication damage and are treated as one step better for dealing with heat damage due to exposure (Sand) Ride is always a class skill. Outlanders are proficient with the Scimitar, Shortbow (Including Composite Shortbow), and the Longbow (Including the Composite Longbow). The Greatbow (And Composite Greatbow)(CWar) and Greatscimitar (Sand) are treated as Martial Weapons for Outlanders. Push Mount: As a nomadic tribe of horsemen, the Outlanders gain the ability to push their mount to greater speeds for 1 round per HD per day. This boost is a +10 ft to the mounts speed. Bonus Feat: Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a). The only animal choice is an Outlander Riding Horse. Unlike the normal use of this feat, an Outlander may select the feat again using it's normal choices if they so desire. Human Blood: Outlanders are descendants from human stock, but harsh living has changed a lot about them. Even so they have several traits of their human ancestors in their blood and may take feats with Human or Half-Human as a prerequisite Favored Class: Ranger |
| GoriceXII03-04-07, 06:06 PM | This sounds fun. I like campaigns that are centralized around a main concept. Out of curiousity, what are these clans actually like? Are they nomads, farmers, city states, what? |
| Darth Sephiroth03-05-07, 09:52 AM | More or less city states or slightly larger, the only clan that doesn't is the Lion Clan which is under the direct control of the Celestial Family (aka the Imperial Family).They are still part of the empire and pay taxes tot he Celestial family (Once again the Lion Clan is exempt due to their direct service). |
| Darth Sephiroth03-07-07, 06:38 PM | Pople from the Dragon Clans can take levels in the Dragon Samurai (Minitures Handbook) prestige class for the dragon of their color. Alignment has no variance in selectability, the Dragon Samurai's breath weapon remains 1/day but may be either a line or a cone. The Dragonfriend ability is replaced with the feat (from the Draconomicon) of the same name. At first level the class gives the Dragonblood subtype and allows the next level based feat choice to be one of the ones normally restricted to first level for the dragonblood type. At 6th level, instead of gaining the bonus to ride dragons, Dragon Samurai gain the ability to use their Breath Weapon 3/day and may take the feat that allows Half-Dragons to use their breath weapon every 1d4 rounds as if they were a half dragon. |
| turalisj03-08-07, 11:48 AM | You wouldn' happen to play GuildWars, would you? This sounds awefully familiar..... |
| Darth Sephiroth03-08-07, 12:45 PM | I do play Guild Wars, but the similarity is a coincidence in this case. I was trying to think up a name for the setting and the Empire. Some of my friends were arguing over something and I heard Can't I with an odd pronunciation and it clicked. |
| Darth Sephiroth03-08-07, 01:14 PM | Monk Feats Note: The Dragon Styles were developed independantly of the Clans normal work and thus have a different connection to their Dragon Ancestor. Inner Focus [General] You can channel your inner energy into boosting your attacks. Prerequisites: Improved Unarmed Strike, Stunning Fist, Improved Natural Attack (Unarmed Strike) benefit: You may spend one daily use of stunning fist to trigger a limited version of Greater Magic Fang and Greater Magic Weapon as a spell like ability. This effect uses your HD as its caster level and applies to your Unarmed Strikes, Natural Weapons, as well as any Special Monk Weapons you wield during the duration. The duration of this effect is reduced to 1d4+1/2 HD rounds Special: A Fighter may select Inner Focus as a Fighter Bonus feat. Monk characters add 1/2 their full Monk level to the duration of this effect. Lions Rage [General] The Lion Clan developed it's own style to augment their clans defensive training. Prerequisites: Inner Focus, Concentration 12+ ranks Benefit: As a Swift action, you may spend one daily use of Stunning Fist to use Lions Roar as a spell like ability at a caster level equal to your HD. Special: A Fighter may select Lions Rage as a Fighter Bonus feat Blue Dragon Style [General] Drawing on your ancestor, the Dragon of Thunder, you can give your strikes the ability to deal electrical damage. Prerequisites: Improved Unarmed Strike, Ki Strike, Wandering Dragon Clan Benefit: Your Unarmed strikes are treated as if they had the Shock enhansement. Further you gain Electricity Resistance 5. Blue Dragon Master [General] Your mastery over lightning improves by training. Prerequisites: Blue Dragon Style, Improved Natural Attack (Unarmed Strike), Ki Strike (Adamantine) Benefit: Your Unarmed strikes are treated as if they have the Shocking Burst enhansement rather than Shock. Further the Electricity Resistance increases to 10. Red Dragon Style [General] Drawing on your ancestor, the Dragon of Fire, you can give your strikes the ability to deal firedamage. Prerequisites: Improved Unarmed Strike, Ki Strike, Blood Dragon Clan Benefit: Your Unarmed strikes are treated as if they had the Flaming enhansement. Further you gain Fire Resistance 5. Red Dragon Master [General] Your mastery over fire improves by training. Prerequisites: Red Dragon Style, Improved Natural Attack (Unarmed Strike), Ki Strike (Adamantine) Benefit: Your Unarmed strikes are treated as if they have the Flaming Burst enhansement rather than Flaming. Further the Fire Resistance increases to 10. White Dragon Style [General] Drawing on your ancestor, the Dragon of Ice, you can give your strikes the ability to deal cold damage. Prerequisites: Improved Unarmed Strike, Ki Strike, Silk Dragon Clan Benefit: Your Unarmed strikes are treated as if they had the Frost enhansement. Further you gain Cold Resistance 5. White Dragon Master [General] Your mastery over ice improves by training. Prerequisites: White Dragon Style, Improved Natural Attack (Unarmed Strike), Ki Strike (Adamantine) Benefit: Your Unarmed strikes are treated as if they have the Icy Burst enhansement rather than Frost. Further the Cold Resistance increases to 10. Black Dragon Style [General] Drawing on your ancestor, the Dragon of Shadows, you can give your strikes the ability to deal acid damage. Prerequisites: Improved Unarmed Strike, Ki Strike, Shadow Dragon Clan Benefit: Your Unarmed strikes are treated as if they had the Acidic enhansement. Further you gain Acid Resistance 5. Black Dragon Master [General] Your mastery over acid improves by training. Prerequisites: Black Dragon Style, Improved Natural Attack (Unarmed Strike), Ki Strike (Adamantine) Benefit: Your Unarmed strikes are treated as if they have the Acid Burst enhansement rather than Acidic. Further the Acid Resistance increases to 10. Jade Dragon Style [General] Drawing on your ancestor, the Dragon of Waves, you can give your strikes the ability to deal sonic damage. Prerequisites: Improved Unarmed Strike, Ki Strike, Jade Dragon Clan Benefit: Your Unarmed strikes are treated as if they had the Sonic enhansement. Further you gain Sonic Resistance 5. Jade Dragon Master [General] Your mastery over lightning improves by training. Prerequisites: Jade Dragon Style, Improved Natural Attack (Unarmed Strike), Ki Strike (Adamantine) Benefit: Your Unarmed strikes are treated as if they have the Sonic Burst enhansement rather than Sonic. Further the Sonic Resistance increases to 10. |
| Darth Sephiroth03-15-07, 03:13 AM | Chian'lung Monestary Most of the older members of the Lion Clan and the Celestial Family retire to this monestary in the mountains outside of the capital. One of the eldest of the Living Dragons dwells within the monestary as well. |
| Darth Sephiroth03-15-07, 03:15 AM | Dragons Celestial Dragons The five dragons of legend who were formed by the Great Lord of the Above and the Great Lady of the Below. Living Dragons This is the term used for the True Dragons in this setting as a way to differentiate them from the Celestial Dragons Lesser Dragons Anything with the Dragon type that does not fit into the Celestial or Living Category |
| imake1303-15-07, 03:34 AM | Good work man, you have put alot of work into this... I can't wait to read more. |
| Darth Sephiroth03-16-07, 01:15 PM | Shi'en Temple Centuries ago the demon Tellasir plagued the countryside and spread a terrible plague across the fertile valleys of the empire. The creature appeared unkillable until a wadering ronin who refused to speak others his name intervened. In a weeklong running battle through the demons soldiers and people who were transformed by the curse of the Onilord, until he slew the beast general himself in single combat in the mountains above the Sorias Pass. Even then the man did not speak although mortally wounded in return for his deed. The valiant swordsman managed to return to the valley and nodded to General Kotura of the Blood Dragon Clan before falling to his wounds. His sword was presented to the Emperor who had it examined in the hopes of finding some clue as to the heroes name. After months of searching, his name was discovered to be Shi'en of the Hare Clan, and had survived the near destruction of his clan and its holdings. He had hunted the demons and oni of the Dark Ones in the hopes of gaining some measure of retribution againstthose who had slain those of his clan. An ancient monestary was errected to his honor where he had fallen from his wounds. In the mountain there lies a shrine and a sacred barrier to maintain a seal on the Oni General and his minions to prevent their escape and rebirth. Before they can marry, the men of the surrounding valleys make a pilgrimage to the Monestary and spend a week there in purification before ascending to the shrine to leave an offering. The Shi'en Monestary and the Mountain Shrine is located in the lands of the Silk Dragon Clan, but it has been given to the survivors of the Hare Clan to guard and maintain. Special Notes: Further many members of the Hare clan may travel to the site to gain additional benefits. Hare Samurai may treat their Daisho as if it were made of Jade and Hare spellcasters learn the Detect Taint and Jade Circle spells. Monks gain the ability to spend a daily use of stunning fist to imbue their unarmed attacks/special monk weapons with the ability to act as if made of Jade. The villagers gain a +2 to saves against Taint and all others gain a +1 to all saves against taint. The ritual takes a total of one month and costs 500 exp as well as a small offering worth at least 100gp. Monks training here gain proficiency with the Katana and Fullblade but lose proficiency with Crossbows, Sling, and Javelin. They may treat Katana's and Fullblades as special Monk Weapons. |
| turalisj03-16-07, 05:34 PM | That sounds a lot like the storyline from Factions... :D Now you've got me wanting to create a campaign similar to Nightfall :eek: |
| Darth Sephiroth03-17-07, 07:04 AM | That sounds a lot like the storyline from Factions... :D Now you've got me wanting to create a campaign similar to Nightfall :eek: Some of it is similar to Guild Wars: Factions, but I'm not really trying to do that. My main goal for it is to make a world with an OA feel to it that my players would enjoy using. For Nightfall, haven't gotten it as of yet, but it could be fun to see a setting based on it |
| Darth Sephiroth03-17-07, 09:09 AM | Added some more to the religion and a bit more to the Shi'en Monestary. |
| Darth Sephiroth03-18-07, 12:11 PM | Weapons Makers Marks Makers Marks Can Be FOund Here (http://boards1.wizards.com/showthread.php?t=794149) Special Materials Oni Bone [Weapon Material] Carved from the remains of defeated fiends, these weapons are purified and are especially effective against tainted creatures. Oni Bone weapons deal additional damage to a tainted target equal to 1/2 the targets taint score (Rounded up). A medium Oni can create 2 medium sized one handed weapons, 1 set of ammunition, or 1 double/2-handed weapon. The number of weapons is doubled for each size category larger the Oni is or halved for each size category smaller. Larger or smaller weapons make the same adjustment. Oni Bone weapons must be masterwork weapons. Oni Bone weapons cost an additional 200 GP (300 for a double or two handed weapon). Oni Skin [Armor Material] Cleansed of the taint, the skin of an Oni is especially effective against taint. When wearing Oni Skin armor you gain a +4 bonus to saves against taint. The skin of an Oni 1 size larger than the armor made is required (2 sizes for Heavy armor, and 2 shields or 1 tower shield may be made from an oni of the same size). Because it isn't metal, Druids may wear Oni Skin armor at no penalty. Oni Skin armor costs 100 GP extra (150GP extra for heavy and 50 GP extra for a shield) Weapons Katana Type: Exotic, Slashing, One-Handed Cost: 400GP Damage: 1d6 (Small)/1d8 (Medium) Critical: 18-20/x2 Range: NA Weight: 6 lbs Special: Someone with the Martial Weapon proficiency for the Bastard Sword may wield a Katana 2 handed. Further, a Katana is not necessarily Masterwork. The Katana shares weapon feats with the Bastard Sword. Wakizashi Type: Martial, Slashing, Light One-Handed Cost: 300GP Damage: 1d4 (Small)/1d6 (Medium) Critical: 18-20/x2 Range: NA Weight: 3 lbs Special: The Wakizashi does not necesarily have to be masterwork. A Wakizashi shares weapon feats with the Short Sword Other Ashanil Blade A special style of crafting small blades that is unique to the Outlanders. An Ashanil Blade deals one extra point of damage the round after it is used in an attack that deals lethal damage. This damage is multiplied with a sucessful critical. Only Light Melee weapons that deal slashing damage may have an Ashanil Blade (Weapons that deal both Slashing and another type still qualify but only gain the benefit when dealing Slashing Damage). Weapons with an Ashanil Blade cost 600 GP extra, this cost includes that of the Masterwork Quality. Outland Craft Bow As the Elvencraft bows, save they decrease the penalty for attacking from a mount by 1. An Outland Craft Bow increases the price by 600 GP, an Outlander may "upgrade" a bow during Character creation for 100 GP. Other Mounts Outlander Riding Horse As the Valenar Riding Horse (Ebberon) save that it has the Heat Endurance and Sandskimmer feats as additional feats. |
| Darth Sephiroth03-19-07, 01:10 PM | Toshi Castle and the Sakura City Lord Toshi was a younger brother of the Emperor centuries ago. Through his life, he tried various things and failed miserably at combat, politics, higher learning, magic, and many other things. Even with all of his failures, he was much loved by the people for his kindness and generosity, though he was dispised by many of the clans leadership as well as much of his own family save the Emperor. Eventually, he began to dispair at his lack of skills and contemplated suicide. He had prepared himself to die when he encountered an old woman struggling with her load of food. Quickly he went to aid her as was his way to help any in need. Toshi aided the lady and she led him to a tree that seemed to be dying. She smiled and gave him a box containing several seeds and then seemed to fade from sight as the tree seemed to collapse.. Deciding that he wished to know what these seeds were for, he planted them and cared for them. In so doing he grew magnificent Sakura Trees and uncovered that he did have a skill, to grow plants of wonder and beauty. His gardens grew into a wonderous place where people came from far and wide to see this thing that was Toshi's. In honor of this, the amazed Lords built the castle named after him and he married well. He lived to old age with many children and it is said that when he died his entire garden was in bloom far greater than ever before especially the Sakura Trees who are said to have human spirits within them. Even to this day, the Celestial Family comes to Toshi Castle and the Sakura city for the Sakura festival every year. Toshi's Line [Ancestor] While a member of the Celestial Family, you are descended from Lord Toshi of the Sakura Blossoms and have inherited some of his abilities. Prerequisites: Celestial Family Benefit: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Special: If you gain the Plant Domain you gain the ability to Rebuke/Command Plant creatures an additional 3 times per day and as a cleric of 2 levels higher. If you use the normal version of the Celestial Family (rather than the Lesser), your type changes to Fey rather than Outsider. Essence of Sakura [Regional] Raised in the gardens around Toshi Castle, you have gained some measure of skill with plants. Prerequisites: Character Level 1, Knowledge (Nature) 2+ ranks Benefit: You may use Command Plants as a Spell Like ability a number of times per day equal to 1/4 your level plus 1. Your caster level is as your HD. Further, Knowledge (Nature) is always a class skill for you. If you gain this spell in another way (such as a Druid or Cleric with the Plant Domain) your level is treated as 4 levels higher to determine the maximum number of HD of plant creatures you may command. Special: This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat |
| Darth Sephiroth03-20-07, 11:42 AM | The Jade Mountain (Oni Skull Spire) A short distance from the Great Barrier there is a mountain of almost pure Jade. It is covered with the bodies of powerful Oni and beings of corruption. People tainted by the forces of the Dark One travel from far around to be purified in a pring at the peak. Several demon hunters leave the bodies of powerful Oni to be cleansed by the atmosphere of the place for later use in weapon construction. The trip is not for the faint of heart or weak as the spirits of fallen demons prey on those who travel to the spring and back. They are dangerous foes, but less dangerous as the taint of their living existance can not be spread and the Jade of the mountain purifies and destroys them. Note: Anyone who travels to the spring and takes a drink from the waters there recovers 1d4 points of taint and this may reduce the taint score to 0. The spring has another use, water taken from it works as Holy Water against creatures with a Taint Score and the waters removed from the mountain also cures 1 point of taint per dose. 1 vial of Jade Mountain Water costs 2 Silver. Jade Mountain Adept [Regional] You come from the villages at the foot of the Jade Mountain and thus have gained some of the traits of the area in your very being. Prerequisite: Character Level 1 Benefit: When attacking a tainted creature, your attacks gain a +1 to attack and damage. Further you heal 1 point of taint per week. Also when using water from the Jade Mountain Spring, the waters remove 1d6 points of taint if administered on the mountain and 1d3 if elsewhere. When used against Tainted creatures the damage is doubled. Special: This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat Oni Skull Slayer [Ancestor] You come from one of the many lines of Oni hunters and have many weapons at your disposal to deal with them. Prerequisites: Human, Character Level 1 Benefits: During character creation you may upgrade a single weapon and armor of your choice to a Masterwork Oni Bone weapon and a Masterwork Oni Skin armor. Further you gain a +2 to attack and damage against beings with a Taint Score. Special: If you possess the Sneak Attack or similar ability, when you take this feat you may choose to lose the +2 to attack and damage in order to gain the ability to use Sneak Attack or other abilities against tainted creatures that are normally immune to it. |
| Darth Sephiroth03-20-07, 06:27 PM | Mount Tenshi A short distance off the coast lies an ancient, smouldering volcano. It is here that the first weapons of war were forged in the flames of the Great Lady's forge. Even today the island is full of the sound of the forge and is under the control of both the Dwarves and the Silk Dragon Clan. Metalworkers from all over the world come to Mount Tenshi to learn at the feet of the absolute masters of their art. Note: Craftsmen from Mount Tenshi often have the ability to add Makers Marks (http://boards1.wizards.com/showthread.php?t=794149) to things they craft. Tenshi Forge Trained [Regional] Your training amongst the best craftsmen of the world during your youth had a massive impact upon you. Prerequisites: Craft (any) 2+ ranks, Character level 1 Benefit: Any item you craft has its XP and Gold cost reduced by half. Further all Craft skills are class skills to you. Special: This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat |
| Darth Sephiroth03-20-07, 11:35 PM | Who remembers the fallen champions of the Empire of Canta? Who has forgotten the ancient warriors of the Northern Kingdom? We will not forget, we will never cease to remember, for we will keep the blades of our ancestors!" -Shugun Taanado before the Battle of Danatai Pass The Shrine Of Fallen Swords After the loss of several heroes of the Empire and the Kingdom, the Dark Ones nearly overran the gathered forces until Takanado rallied the troops and led them in battle in the name of the fallen champions. To commemorate the vistory, a large shrine was built in the Danatai Pass to remember the heroes of both kingdoms. The weapons of mighty champions of both countries wihtout family to pass it on to have them placed with honor in the Shrine of Fallen swords. Danatai Pass is also home to a monestary that guards the entrance to the massive caverns and vaults that contain the precious relics. Monk of the Fallen Swords [Regional] You have trained at the Danatai Pass Monestary and have experience with handling various weapons. Prerequisites: Character level 1, Monk Level 1 Benefit: You gain proficiency with all Martial Weapons and any weapon that you possess the Weapon Focus feat for is treated as a Monk Special Weapon. Also your BAB is treated as 1 higher when fighting unarmed or with a Monk Special Weapon. Special: This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat Blood of Taanado [Ancestor] The blood of Shogun Taanado runs through your veins and leadership in combat is part of that dynasty. Prerequisites: Human/Aasimaar, Charisma 15+ Benefit: You and all allies within a number of feet of you equal to 5xCharisma modifier gain a +2 bonus to all saves against fear. This bonus increases by 1 at 3 HD and every third HD gained after that. Further, 1/day you may reroll a failed save against fear. Special: If you gain immunity to Fear, the range of this effect doubles and the bonus to saves against fear increases by 2. |
| Darth Sephiroth03-21-07, 02:33 PM | Added more ancestor and regional feats |
| Darth Sephiroth03-21-07, 03:39 PM | Kohaku's Reach A large community in the mountains barely within the Empire, Kohaku's reach borders the outlands on the so called end of the world desert. It is a large fortress in its own right and stands against mysterious raiders that sweep in from the sands. The origin of these warriors is unknown, but many believe them to be demons of the sands. The Bear Clan has made Kohaku's reach (or Kohaku as it is often called) their center for operations and have accepted the aid of many outcasts who are willing to fight in the same way as the Blood Dragon clan has in their defense of the Great Barrier. Note: The Bear Clan will take in anyone willing to aid them in battle against the raiders and will often award Samurai status to those who have proven themselves. Valor in combat and loyalty to allies are major things to the generals of the Bear Clan. Anyone they deem worthy may visit Mato Citadel within the relative safety of the center of the Bear clans holdings and be granted Samurai status with the presentation of written comendations. Anyone doing so is presented to Lord Chiyo who may grant them the status. Doing so allows the character to add Samurai or Wu Jen as a Favored Class. |
| Darth Sephiroth03-21-07, 04:45 PM | The Nightmare Pass [Plane] A short distance from the Imperial City lies a gated pass full of mists that leads up to a solid wall with a carved gate in it. The use of this place has been both a bane and boon to the empire. It's use is still dangerous at best for within these gates lies a place where reality becomes something else entirely. Within the gates lies a fantastic series of roads that lead in all directions ignoring sense and gravity but never touch save at the entrance to this cursed place. These paths lead everywhere in the world if the right path is taken. Planar Traits: The Nightmare Pass has the following traits Objective Directional Gravity: Gravity always pulls to the paths of the Pass. Untimed: Between entrance and exit of the Pass, no time passes in the real world, further those within do not age, hunger, thirst, or tire while within the Pass. Time still appears to pass within the Pass for those within and deals 1 point of Wisdom damage per hour to those within the pass. Shape: Infinate in all directions as a maze of paths. Morphic: Partial Static, while the plane seems to rearrange itself each time it is entered, while inside the plane it is considered to have the static trait Alignment: Neutral Aligned Dead Magic: Magic is suppressed within the Nightmare Pass, but spells with durations come back into effect (if applicable) as soon as one leaves. Special: Passing through the Pass requires a DC 20 Knowledge (The Planes) check that has its DC increase by 1 for every man in the party with the leader. If this DC increases beyond 30 this changes to +1 per 100 men. |
| Darth Sephiroth03-27-07, 08:57 PM | The Glass Sea Beyond the borders of the Empire and the lands held even by the noble Naga. it is a vile place where the ground seems made of shattered black glass and the skies of smoke. It was formed from fire falling from the skies during the Dark Ones own fall and is rumored to have been the place where he touched the ground with his own feet. Little lives within these accursed lands, and those that do are amongst the most dangerous things to exist. Within the sea itself lies countless restless spirits of those touched by the Taint of the Dark One who search for a way to pass on from this life as well as illusionary beings and monsters that do not dwell in this world. Glass Child [Regional] You come from one of the places around the Glass Sea and have gained some adaptation to its everpresent darkness. Prerequisites: Character Level 1 Benefit: You gain a +2 to all saves against illusions and gain Low-Light Vision at a range of 1/2 your normal vision. Special: If you already possess or later gain low-light vision, the total range of your Low Light Vision doubles. This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat |
| Darth Sephiroth03-28-07, 05:39 PM | Spiral Deep Deep within the jungles of the Naga lies a strange place where the ancient spirits of their ancestors come to visit the world of the living much like the Ancestors of the Empire come to their shrines. Few outside the Naga are allowed to enter within the walls of the hidden and sacred city and even within the Naga it is a harsh requirement to enter them. Notes: Creatures with the Deathless subtype in Spiral Deep are treated as if they have the Fast Healing trait of one higher then normal or gain Fast Healing 1 if they don't. They also gain turn immunity. Naga gain Fast Healing 1 and lesser Regeneration while within the sacred city. You must complete the Ritual of Cleansing in order to gain access, upon completion its effects are perminant. Any being that worships Dai'rok'aan or who is a Yuan'ti is forbidden entry and takes 1d6 points of Con damage ever 15 minutes within its walls. The Coiled Order The coiled order is mainly composed of Spirit Shamen with a handfull of other divine casters and several Sohei (or Paladins if the class is used) who guard the area along with Rangers. All members must go throught he Ritual of Cleansing Ritual of Cleansing One must complete the ritual of cleansing in order to enter Spiral Deep. Prerequisites: Must gain permission from a member of the Coiled Order and be lead through the ritual by one of its higher ranking members. Benefit: You gain a +2 bonus to all Diplomacy checks with Naga. Further you may use Commune 1/week as a spell like ability. The Ritual: You must drink a special elixer made by the Spirit Lords of the Coiled Order (Fort save DC 20, failure does 1d4 points of Con damage) and deal 1d8 points of damage to yourself with a special bone knife (Treated as a Holy Bone Knife). Cost: You must spend 100 GP on the elixer, and you perminantly lose 4 HP Special: Yuan'ti may not attempt this ritual. When within the Deep Spiral Commune becomes a 1/day spell like ability. |
| Darth Sephiroth03-31-07, 06:56 PM | Royal Valley The Dwarves of the Northern Kingdom have long had a sealed valley that they let few pass save at the funerals of the nobility of the Dwarves. The tombs stretch for miles deep within the hills while so far down where little has ever been touched by the light of day. Laberinths of carved stone lead to crypts of the dwarven leaders of ages past. And other than funerals of those who are rewarded by burial within there are only two days a year where visitors can enter. Even then only the first levels are open with chapels and walls with the inscribed names of those buried within. Tomb Warden [Ancestor] You are a descendant of the tomb guardians of the Royal Valley and have trained in the maze of crypts below the valley. Prerequisites: Dwarf, Character Level 1 Benefit: You may use Dancing Lights as a Spell Like Ability at will. The Duration of the spell is extended to as long as you wish it to and you may dispell it at will. |
| Darth Sephiroth04-02-07, 03:05 AM | The Deeper Jungle The jungle home of the Aec'iti is a confusing place that even the Naga avoid. The trees seem almost alive in their grasp of this almost primevil place. Monsters seem to live within them and few, beyond the Aec'iti, come out unscathed by the place if at all. |
| Darth Sephiroth04-04-07, 11:29 PM | Azurah Azurah is an odd place for those of the Empire and few have gone to see it. The Wandering Dragons are among the few who have walked its shores across the seas. It seems to be another land of humans untouched by the Dark Ones direct influences for the time being. It is a land of shifting sands that has a good trade relationship with the Wandering Dragons, though they keep the course as secret as they can. |
| Darth Sephiroth05-08-07, 08:11 PM | Outlander Ranger Substitution Levels Outlanders and their mounts are a powerfull combination, their rangers have taken advantage of this in their abilities. Prerequisites: Race: Outlander LVL Ability ------------------------- 4 Wild Mount Class Abilities Wild Mount: The Valenar Riding Horse gains the abilities of both the Wild Cohort feat and the Animal Companion feats. Feats Mount Bond [Racial] Your horse is far better than average. Prerequisites: Outlander, Ride 4+ ranks, Handle Animal 4+ ranks Benefit: Your Valenar Riding Horse gains the Mage Breed (Ebberon) template. Further you gain a +2 bonus to all Handle Animal and Ride checks with your Valenar Riding Horse Warrior Riding [General] You ride as one Prerequisites: Mount Bond, Mounted Combat, Coordinated Strike Benefit: Your Valenar Riding Horse gains the Warbeast template (MM2). It also perminantly learns the Trained for War purpose without counting against your horses known tricks. Desert Child [Regional] You are a child of the desert, one of the Outlanders finest. Prerequisites: Outlander, Character level 1 Benefit: You gain immunity to Dessication and Fire Damage, but you take double damage from Cold effects. Further 1/day you may make a DC 15 Survival check when in the desert to find enough fresh water for yourself plus 1 other person per 3 points the check suceeds by. Special: This is a Regional feat, it may only be taken at 1st level and a character may only possess 1 Regional feat Classes Outlanders have a few prestige classes limited to them. Dust Rider (http://boards1.wizards.com/showthread.php?p=12418077) |
| Darth Sephiroth05-09-07, 02:35 AM | Outlanders The mounted, nomadic tribes of the desert peoples, known through the empire as the Outlanders. They are fierce warriors, masters of the Bow to an unmatched level by the normal man among the Dragon Clans. Rarely if ever do they leave their horses for much time and seem to be raised to ride from a young age. The Outlanders are horsemen and masters of the desert, few travel abroad from their homes unless there is a reason for it. Culture The Outlanders are a tribal nomads that spend much of the year in the deserts in tribes. Every third month their tribes gather at massive fortresses in the desert, they also gather there during times of war or danger. The head of each tribe is known as the Horse Lord and the ruler of the tribes is the Horse King. These are normally chosen from the eldest men of the tribes. Each tribe also has at least two record keepers or loremasters, a teacher and an apprentice, though some have more and there is a short period of time after the death of either that one can wait before selecting another. The Horse King has a dozen including the head loremaster who is responsible for the geneology records and is the one who is in charge of directing the interchanges of daughters between tribes. While the Horse Lord of each tribe is the head of the tribe, most decisions are made by triumverate with the Horse Lord, Loremaster, and the eldest woman of the tribe who is given the title of Dragon Lady. Almost from birth children are trained to ride and are often given their first horse at their third birthday. Birthdays are celebrated on the spring gathering rather than on the day of birth. When they recieve their first horse, the daughters of the tribe are sent to another of the tribes in an arrangement by the Horse King's record keepers. This is an expected thing, though occasionally a tribe with to many sons may send their sons to smaller tribes to maintain the existance. If a tribe grows to large, it may split into two smaller tribes. The elderly and the crippled are normally sent to the trade villages when they are incapable of riding with the rest of their tribe. Ashanil Daggers Ashanil daggers are special weapons for the Outlanders. Males gain one from their father when they become an adult, and females are given one by their foster mother. Only by possessing an Ashanil Dagger can an Outlander be judged ready to marry. The daggers have many purposes and are used in duels and are exchanged in the marriage ceremony. They are buried with their wielder and are carefully maintained. Breaking anothers Ashanil Dagger is considered a grave insult to the owner that is often enough for one to kill the breaker. Lands The Outlanders have control of the deep deserts to the southwest to the craigs of the Westrend Mountains. They have only a few fertile lands that are periodically harvested by designated tribes and brought to the gatherings. There are four fortress cities in the deserts and the trade city of Melonai near the Imperial Border where they trade goods and supplies with other nations. Religion The Outlanders worship Valeiar, the diety they believe is the first of the horses, and Undara, the one they call the sand dragon. Their worship of the two dieties is done differently, they often burn a mix of wine and meat at the beginning of meals in reverence to these dieties. In death they are buried with a carved horse and a carved dragon, they bury their horses with the same reverence as they do their people, save they include only a carved horse in the likeness of the horse itself. They view the Horse as a male diety and the symbol of freedom. The Dragon is viewed as a female diety and is the symbol of safety. |
| Darth Sephiroth05-10-07, 09:55 AM | Modified the Outlander traits, added another feat for Outlanders, and added the Outlander Craft Bows |
| Darth Sephiroth05-10-07, 10:11 AM | Skill Uses Appraise [Int] Appraising an Animal When purchasing an Animal one can make an Appraise check (DC 10x Animals HD). If the check suceeds, the animal has one of it's non-Int stats increased by 2 or if it's Int was a 1 it can be increased to 2. For each 5 points the check suceeds by, the animal gains 1 additional stat increase. These bonus' are considered natural and part of the animal. A character with 5 or more ranks in Handle Animal gains a +2 synergy bonus to this check. A character with 5 or more ranks in Ride gains a +2 synergy bonus to this check if the animal in question is a mount. A character with the Wild Empathy ability gains a bonus equal to 1/4 their Wild Empathy bonus to this check. |
| Darth Sephiroth05-11-07, 04:36 PM | Creatures Note: The creatures listed here are in addition to the normal ones from the books Paradragons (http://boards1.wizards.com/showthread.php?t=845485) |
| Darth Sephiroth05-14-07, 04:36 PM | Added more to the Outlanders description |
| Darth Sephiroth05-16-07, 06:51 PM | Added a section on special classes for Dust Riders |
| Darth Sephiroth05-19-07, 07:16 PM | Ti'lan Monestary is unusual in that it seems to incorperate more training in ranged weaponry than most while keeping the martial arts training that most have. Several master archers have come from the mountain monestary and still more seem destined to come from within its walls. -Daimyo Tien Shoduru of the Blood Dragons Ti'lan Monestary Founded nearly five centuries ago, the Ti'lan monestary borders Naga lands in a mountain peak overlooking the jungles of the true serpent people. They have adapted the bow as their weapons of choice and never seem to have a large number of students due to its remote location. Note: Monks from the Ti'lan Monestary replace their proficiencies with crossbows with all Shortbows (Including Composite Shortbows) and all Longbows (Including Composite Longbows). Zen Bowman [General] Forming the basic style of the Ti'lan bowmanship styles, you have begun to understand these links in depth. Prerequisites: Zen Archery, Ki Strike (Magic) Benefit: Bows are treated as Monk Special weapons. Improved Zen Bowman [General] You have an innate ability to utilize bows through your art. Prerequisites: BAB 8+, Zen Bowman benefit: When wielding a bow, the bow is treated as possessing the Ki Focus special ability for all of its arrows. |
| Darth Sephiroth05-22-07, 12:46 PM | Added information on Ashanil Daggers to the Outlanders and on Ashanil Blades to the items section |
| Darth Sephiroth05-27-07, 04:19 AM | The Cantan Year The Cantan Calendar is full of twelves, which is considered a lucky number to the Empire. This calendar is kept by the Empire and there are others in other places. The Year of Canta is three hundred and sixty days long, it is divided by twelve thirty day months. Each day has a morning and evening timing with twelve hours each. These hours are split into minutes and seconds as per the normal measures of time. Each grouping of twelve years is refered to as a set based on their zodiac and not every set has a full twelve, as the death of an Emperor starts the next one. For ages, members of the Empire refer to their Zodiac followed by the number of Sets since their birth. It has been nearly a hundred sets since the founding of the Empire. Birth Feats Members of the Empire may select a Birth feat for their characters birth year. Note: Occam helped in developing these feats HERE (http://boards1.wizards.com/showthread.php?t=818118). Rat [Birth] You were born in the year of the Rat. Benefit: You gain a +3 bonus to Bluff and Sense Motive checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Ox [Birth] You were born in the year of the Ox. Benefit: Your Strength and Constitution scores are each treated as 4 higher for the purposes of carrying, lifting, and resisting fatigue. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Tiger [Birth] You were born in the year of the Tiger. Benefit: You gain a +3 to Initiative and Intimidate checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Rabbit [Birth] You were born in the year of the Rabbit. Benefit: Once per day, you may reroll any failed saving throw, skill check, or ability score check. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Dragon [Birth] You were born in the year of the Dragon. Benefit: You gain a +3 bonus to Diplomacy and you gain a +2 increase to your Leadership score. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Snake [Birth] You were born in the year of the Snake. Benefit: You gain a +3 to all Concentration and Sense Motive checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Horse [Birth] You were born in the year of the Horse. Benefit: You gain a +3 bonus to Diplomacy and Ride checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Sheep [Birth] You were born in the year of the Sheep. Benefit: You gain a +3 bonus to Disguise and Move Silently checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Monkey [Birth] You were born in the year of the Monkey. Benefit: You gain a +3 bonus to checks for any two Knowledge skills, chosen when this feat is selected. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Rooster [Birth] You were born in the year of the Rooster. Benefit: You gain a +3 bonus to all Craft checks, and to checks for any single Knowledge skill, chosen when this feat is selected. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Dog [Birth] You were born in the year of the Dog. Benefit: You gain a +3 bonus to Intimidate and Sense Motive checks. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. Boar [Birth] You were born in the year of the Boar Benefit: You gain a +4 bonus to all saves against fear. Special: You may only take this feat at 1st level. If you take this feat, you cannot take any other birth feat. |
| Darth Sephiroth05-30-07, 05:24 PM | Clan War Kidomu Totori of the Silk Dragon clan has declared war on the Shadow Dragon clan, claiming that several of his clans holdings were destroyed or stolen by Shadow Sabateurs. Lady Kiyone Ataru denies the allegations and has marshaled the clans forces while apparently preparing for a shadow war. |
| Darth Sephiroth06-03-07, 08:09 PM | Added a bit on using my Makers Mark variant into Canta |
| Darth Sephiroth06-21-07, 07:47 PM | The Rest of the World Pax (The Other Empire) To the north and across the waves lies another world and another empire. They are human, but claim a different dragon. Pax is more of a Roman themed empire than the Celestial Empire. Alerion Savage in comparison to the rest of the world, Alerion is ruled by a group most similar to the Naga in their magical skills and leadership. Alerion is a celtic world in fierce competition with Pax. |
| Darth Sephiroth06-30-07, 01:56 PM | Added a link to the Artisan |
| Darth Sephiroth10-14-07, 02:51 PM | When the first light of the dawn star shines emerald above the ancient temple, When the last touch of dawn touches the ocean, When the moon weeps tears of blood. Then shall come a reconing. -"The Shadow Rise Prophecy" The Talion, book 5. Shadow Rise "But what does it mean?" the young man asked the wise one. "It means that something is coming," the blind sage responded, "A great power is coming." With that the young seeker walked away, oblivious to the next words spoken by the ancient master. "Great and yet terrible." Diviners who seek answers of the future have long spoke of a distant shadow that grows slowly nearer. The Celestial Dragons seem to be slowly withdrawing from the lands as if sensing something coming that is a threat even to their awesome majesty. And the Blood Dragons see increased powers coming towards the wall. |