Interex Kingdoms [Archive] - Wizards Community

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feartheinvinceblehamster

04-12-07, 05:30 PM
POST 1: CHARACTERS

CHARACTERS
ALIGNMENT: There is no alignment in Interex Kingdoms. They are arbitrary and they do not restrict what you do at all.

Favor Rating: This is sort of a different method of alignment. Favor decreases, even into negative numbers, but it also increases. There are two favor axes, the Morality axis and the Order axis. The Morality axis decreases with evil actions and increases with good actions, and the Order axis increases with lawful actions and decreases with chaotic ones. .All characters start with 0 favor. If your favor is positive, you may add it to any roll once per day for each point of your charisma modifier (If you have 16 charisma, you may use it 3 times per day, for example). If you have negative Favor, you may do the same thing, except you use it as a penalty to another person’s actions. Using favor is a swift action. You must choose whether to use your Morality axis or your Order axis with each use. I prefer this system because it rewards consistency in a character’s actions without terribly restricting their abilities.

Classes:
Arcane and Divine magic; GONE. Interex, a skill based system of magic which allows casters to overtax themselves and take damage to have a chance of casting spells of incredible power. Interex has no principle practitioners, but Paladins and monks gain three Interex skills at character creation. Everyone else gets one unless they are gnomes, in which case they gain two at character creation, or four if the are Paladins or monks. That’s right! Everyone in the campaign setting can use magic, at least to a limited extent.

Paladins: Paladins have been replaced by knights of aspects of deities, and they gain abilities instead of their usual ones, based on their aspect. In addition, they start with 3 Interex skills instead of the usual 1. Check out the aspect to see what abilities you get.
Knight’s Code: Must always act in interests of their aspect, must never willingly work with members of an opposite aspect (Aspect of woman working with Aspect of men is an exception, other than that, aspect of fire and aspect of water working together is no-no, for example)

Classes:

Base Classes:

Kensai
Fighters train for years to become powerful. Knights are blessed by the gods. Rangers are imbued with the power of nature. Monks train to be able to slay any in their path without even drawing a weapon. Barbarians fly into adrenaline-fueled rages to react with superhuman toughness and strength. Then there are Kensai, who simply pick up their weapon and cut through those in there path with ease. Kensai are born, not made. They are the result of an extremely rare Interex blessing, that of War. Kensai do not have other Interex skills, but the blessings of War are more then powerful enough to make up for this. This class might seem overpowered, and in a non-Interex game it would be. The War interex is extremely powerful, and most Kensai wander the land, searching for a good cause to use their power for. Some Kensai become wandering conquerors, sometimes single-handedly conquering small villages.

Adventures: Most Kensai adventure because they want a cause to fight for. But there is another reason-The nagging power of the War Interex makes it almost impossible for them to live a normal life. Even if they try, trouble seems to come to them. They’ll be elected mayor of a small village, just before the news comes a horde of orcs are on the march.

Characteristics: Kensai might only know how to use simple weapons and sometimes a single other weapon, but they can put it to good use.

Favor: Kensai’s favor varies quite a bit, but overall they tend towards neutrality.

Religion: Kensai tend not to worship a specific deity, although some are curious to know who created the War Interex in the first place. No god, living or dead, has taken credit for it. (Or blame, depending on your perspective.)

Background: Kensai are born. There backgrounds vary widely. Sometimes it’s a poor, bullied child who one day picks up a stick and beats his tormenters into the ground. Sometimes he’s the town guard who almost single-handedly repels a pack of raiders despite having very little formal training. A Kensai when the War Interex first manifests is truly a sight to behold, the War Interex causing strange tricks of the light, rain turning red as blood, sticks looking like iron, and similar effects are not uncommon.

Races: the War Interex first manifested among the Dwarven Stones, followed by Dwarves. Several hundred years later, it manifested among the other races.

Other Classes: Kensai’s opinions on other classes vary from Kensai to Kensai.

Role: Kensai make excellent primary combatants.

GAME RULE INFORMATION
Abilities: Either Strength is important to the Kensai, as it determines his attack bonus and damage with his weapon.





HD: D10
Class Skills: Balance (Dex), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (local) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)
Skill Points per level: 2+int modifier

Level BAB Fort Ref Will Special
1 +1 2 0 0 Unblessed, Chosen Weapon, Weapon Focus
2 +2 3 0 0 Combat Expertise
3 +3 3 1 1 Power Attack
4 +4 4 1 1 Weapon Specialization
5 +5 4 1 1 Smite
6 +6 5 2 2 Throw Weapon
7 +7 5 2 2 Imbue Weapon
8 +8 6 2 2 Improved Critical
9 +9 6 3 3 Greater Weapon Focus
10 +10 7 3 3 -
11 +11 7 3 3 Storm of Steel
12 +12 8 4 4 Greater Weapon Specialization
13 +13 8 4 4 Improved Imbue Weapon
14 +14 9 4 4 -
15 +15 9 5 5 -
16 +16 10 5 5 Lethal Striker
17 +17 10 5 5 -
18 +18 11 6 6 Eternal Warrior
19 +19 11 6 6 -
20 +20 12 6 6 Flames of War


CLASS FEATURES

Weapon and Armor Proficiency: Kensai are proficient with all simple weapons and their chosen weapon.

Unblessed: The Kensai cannot gain ranks in an interex skill. If he has one when multiclassing into Kensai, he can no longer use it.

Chosen Weapon: The Kensai chooses a single masterwork weapon, which he is incredibly skilled with. Almost all of his class features only apply when wielding his chosen weapon.

Weapon Focus:The Kensai gains the benefits of the weapon focus feat with his chosen weapon.

Combat Expertise: At 2nd level, the Kensai gains Combat Expertise as a bonus feat when fighting with his chosen weapon, even if he does not meet the prerequisites.

Power Attack: At 3rd level, the Kensai gains power attack as a bonus feat when fighting with his chosen weapon, even if he does not meet the prerequisites.

Weapon Specialization: At 4th level, the Kensai gains weapon specialization with his chosen weapon, even if he does not meet the prerequisites.

Smite: Starting at 5th level, the Kensai may make a smite attack, which deals additional damage equal to his charisma modifier + his Kensai level. He may do this a number of times per day equal to one fifth his Kensai level. (Round down.) For example, a 10th level Kensai with a greatsword as his chosen weapon and 13 charisma may make an attack dealing 2D6+11 damage, 2 times per day. He must declare the use of this ability before making an attack, but if it misses the use is not wasted.

Throw Weapon: At 6th level, the Kensai gains the benefit of the Throw Anything feat while using his chosen weapon (He can only use this feat to throw his weapon), even if he does not meet the prerequisites.

Imbue Weapon: Beginning at 7th level, the Kensai may use the War Interex to enchant his weapon. He must spend a number of hours meditating equal to 10+the total market price modifier of the enchantments. He must spend ¼ the market price to buy special incenses and other objects for the ceremony, and must spend 200 experience points for each +1 of the market price modifier. For example, if a 7th level Kensai wishes to make his longsword a +2 longsword, he must spend 2,000 gold and 400 experience points. A Kensai’s class level must be 3 times the weapon’s enhancement of the weapon. For example, a seventh level kensai may give his weapon a +2 enhancement bonus, but no more. The Kensai’s class level must also be twice the total market price modifier. For example, a twelfth level kensai could make his battleaxe a +4 flaming burst battleaxe, but not a +4 Speed Battleaxe.

Improved Critical: At 8th level, the Kensai gains the Improved Critical feat with his chosen weapon.

Greater Weapon Focus: At 9th level, the Kensai gains the Greater Weapon Focus feat with his chosen weapon, even if he doesn’t meet the prerequisites.

Storm of Steel: Beginning at 11th level, the Kensai may make one less attack in a round to attack different targets each at his full attack bonus. For example, an 11th level Kensai with no other bonuses could make 2 attacks at his full base attack bonus, provided they were both against different targets.

Greater Weapon Specialization: At 12th level, the Kensai gains Greater Weapon Focus as a bonus feat, even if he does not meet the prerequisites.

Improved Imbue Weapon: At 13th level, the Kensai must only spend 1/8 the market price instead of ¼ in incense and other objects for imbuing weapons.

Lethal Striker: At 16th level, when using his chosen weapon, the Kensai’s weapon’s threat range is doubled (This stacks with the improved critical feat and keen weapon property, two doublings becomes a tripling.) and the multiplier is increased by 1. For example, a Kensai wielding a longsword with the improved critical feat’s longsword’s threat range is 15-20/x3.

Eternal Warrior: At 18th level, the Kensai ceases to age. He no longer accrues penalties for aging, but he still accrues age-related bonuses. He also does not fall unconscious when he drops below 0 hit points, and automatically stabilizes. He can keep acting until he takes damage reducing him to -10 hit points.

Flames of War: At 20th level, a number of times per day equal to his charisma modifier, the Kensai can manifest the most spectacular power of the War Interex, a blast of energy known as the Flames of War. A sea of scourging fire burns every creature in a 100 ft. x 100 ft. x 100 ft. cube. This deals 20D6 points of damage to every creature and unattended object in the area. Half of the damage from this is fire, and half of it is simply the raging fury of the War Interex. All targets are allowed a reflex save (DC 10+1/2 Kensai level+Kensai’s Charisma modifier) for half damage.

Prestige Classes:

Interex Master
Once in many years, a child is born with massive skill in the Interex he was born in. Sometimes a kindly peasant, other times an evil noble, the Interex Master can wield Interex with little effort, for good or evil. Interex masters represent the best of the best, and most go on to become great rulers, generals, heroes, or villains.




Prerequisites
To become an Interex Master, a character must meet the following requirements:
Skill: 12 ranks in any Interex skill
Feats: Interex Mastery, Improved Interex Mastery, Spell Penetration.

Class Skills: An Interex Master’s class skills are:
Concentration, Craft, Knowledge [Interex], Profession, Spellcraft, and Search
Skill points per level: 2+Intelligence modifier, +1 free skill point which must be spent on their chosen Interex skill.

Hit Die: D4

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Ability Enhancement +1, Interex Bonus +2, Skill Dedication
2 +1 +0 +0 +3 Toughened Mind
3 +1 +1 +1 +3 Ability Enhancement +2, Interex Bonus +4
4 +2 +1 +1 +4 Greater Interex Mastery
5 +2 +1 +1 +4 Ability Enhancement +3, Interex Bonus +6
6 +3 +2 +2 +5 Enduring Mind
7 +3 +2 +2 +5 Ability Enhancement +4, Interex Bonus +8
8 +4 +2 +2 +6 Eternal Mind, Quick as Interex
9 +4 +3 +3 +6 Ability Enhancement +5, Interex Bonus +10
10 +5 +3 +3 +7 Soul of Interex


Weapon and Armor Proficiency: The Interex Master gains no additional proficiencies.

Skill Dedication: At 1st level, the Interex Master selects an Interex skill for which he has Improved Interex Mastery. This is the skill that all his abilities modify.

Ability Enhancement: At 1st level, and every odd numbered level thereafter, the Interex master gains a +1 cumulative bonus to the key ability of his dedicated interex skill

Interex Bonus: At 1st level, and every odd numbered level thereafter, the Interex Master gains a +2 cumulative bonus on his rolls for his dedicated skill. This stacks with bonuses from other sources.

Toughened Mind: At 2nd level, the Interex master only takes three fourths of the damage from failed Interex checks.

Greater Interex Mastery: At 4th level, the Interex Master gains Greater Interex Mastery for his chosen Interex skill as a bonus feat even if he does not meet the prerequisites.

Enduring Mind: At 6th level, the Interex Master takes one-half damage from a failed spell.

Eternal Mind: At 8th level, the Interex Master takes one-fourth damage from a failed spell.

Quick as Interex: At 8th level, the Interex Master gains the ability to cast spells considerably faster. All spell’s action time is halved. Full round becomes standard, standard and move-equivelent becomes free (You can only do one of these in a round, but they do not count against your quickened Interex limit) and free becomes swift (This includes quickened spells.)

Soul of Interex: At 10th level, the Interex Master undergoes an amazing transformation. His type permanently changes to Outsider [native], and his failed Interex skills now have a 75% chance of succeeding anyway, provided that they failed by less than 30. He also gains a distinctive mark of his Interex abilities, such as faintly glowing eyes, a distinctive mark, or the pupils of the eyes changing to resemble their Interex Foci.

RACES

Humans: Still a dominant race, blah, blah, blah, same old.

Elves: Very rare and not available as a PC race.

Half-Orcs: Humans and Orcs cannot have children together.

Half-Elves: Elves and humans cannot have children together.

Gnomes: Principle practitioners of Interex, live mostly in human lands.

Dwarves: Nonexistent. Became extinct ages ago due to strange plague.

NEW RACES
Wolf-Folk: Wolf-Folk are thin, strong, furred humans with elongated faces and slit-like eyes. They are known as Wolf-Folk to other races, and they call themselves a word that is totally unpronounceable to anyone except themselves. Other races can learn the Wolf-Folk’s language, but they struggle with it at some points, and sometimes have to switch between common and wolf-folk. Wolf-folk typically live in the wilderness areas in nomadic tribes. Wolf folk reach adulthood at 16, middle aged at 35 years, old at 60 years, and venerable at 80. They live to be about 100.

RACIAL TRAITS
- Medium Sized
- +2 Strength, +2 wisdom, +2 constitution, -2 Intelligence, -4 charisma
- Low light vision
- Speed 40 ft.
- -4 penalty on bluff checks. Wolf-Folk do not learn to tell lies, and they have difficulty saying anything but the truth even in adulthood. They have no problem relating myths and fiction, however.
- Can take scent as a feat
- Weapon familiarity: Bolas
- Cold Weather Protection Level 1 (If using Frostburn)
- +1 racial bonus on attacks with slings and bolas.
-Favored class: Ranger

Ancus: Ancus are thin, agile humanoids who can float slowly through the air. They usually live among humans, though a select few live in tiny floating communes, most of which are above the cloud-line and therefore unknown to most people. Ancus reach adulthood at the age of roughly 400, middle age at 1,000 years, old at 1,600 years, and venerable at 2,500 years. Their average lifespan is 3,000 years.
RACIAL TRAITS
-+2 Dexterity, -2 Wisdom, -2 Strength: Ancusi are fast, but very trusting of most people. The ones who live in floating communes have a charisma penalty instead of a wisdom penalty, because they are distrustful and rude to outsiders. Their near-constant floating means that their muscles are not as developed as other race’s.
- Fly 5 feet (Perfect): Ancus can manipulate Interex instinctively into one form: A cushion of air they almost constantly ride on.
-Cold Resistance 3: Ancus are adapted to life at high altitudes.
-Cold Weather Protection Level 1 (If using Frostburn)
-Hearty respiratory system: Ancus can breathe thin air of with no problem whatsoever, due to their time high in the air, where the air is very thin.

Dwarven Stone: Dwarven Stones are tall, lanky humanoids created by an ancient dwarven craftsmen. They do not move in large groups, and tend to be largely nomadic. How long Dwarven Stones live is not known, although there are no known instances of one dying of old age.
RACIAL TRAITS
-Medium Size. No benefits or penalties for size.
-Speed 20 feet
-+4 Strength, -2 Constitution, -2 Wisdom, -2 Charisma. Dwarven Stones are massive and strong. However, their bodies are weak and brittle, they tend to be extremely quick to action, without thinking, and they are inept in social situations.
-Weak Bones: Dwarven stones take 2 additional points of damage from bludgeoning attacks.
-Powerful Build: Dwarven Stones are treated as huge for the purposes of carrying capacity, what weapons they may wield, and size related bonuses to combat maneuvers.
-Weak Unarmed Strike: Dwarven Stone’s flesh is extremely soft, and therefore they deal damage with an unarmed strike as a small creature.
-Favored Class: Fighter or Kensai
feartheinvinceblehamster

04-12-07, 05:36 PM
POST 2: Deities and Interex

Deities and Aspects

The three principle deities are: Hotu (Ho-Two) , Ygrof (Ya-Grof) , and Arnos (Are-Nos)
Each of them has several aspects:
Hotu: Surtur, Mede, Inoke, Veneri, and Nede
Ygrof: Ofa, Lia, Teo, Tipi, Taine, and Rangi
Arnos: Uki, Vai, Hagi

ASPECT DESCRIPTIONS
NOTE: All turn/rebuke abilities are gained at third level.
Knight Explanations: Knights have paladin levels, but they gain different abilities.

Surtur: Aspect of fire, Surtur’s followers tend to love fire and be excellent blacksmiths at that. His followers typically were born with the Interex of Elements. His Knights gain a fire weapon ability instead of lay on hands, they can deal extra damage with melee attacks. They may add up to their (paladin level+Charisma modifier)x7 fire damage per day.in this way. Instead of remove disease, they may use fireball using their paladin level as their caster level, and they may use it a number of times per day instead of a number of times per week. They cannot turn or rebuke anything. They can sense water and fire when they are within a number of miles equal to their paladin level, and know how to get to where they are.

Mede: Mede is the Aspect of Woman. Her followers are born with any Interex skill. Her Knights gain the usual paladin abilites, and can sense undead and disease within a number of miles equal to their paladin level.

Inoke: Aspect of Balance, Inoke believes in a close balance between anarchy and tyranny, Health and plague, etc. It’s followers were typically born with the Interex skill of Illusion or Enchantment. Inoke’s Knights gain the ability to detect whether a person’s favor rating is positive, negative or zero (But not the number, unless it’s zero, of course)), and can smite people with a favor rating of 5 or higher in any direction a number of times per day equal to their charisma modifier. The can also knock someone’s favor rating to zero with a successful melee touch attack a number of times per week appropriate to their Knight level (Meaning: the number of times a week a normal paladin could use remove disease), and if their favor rating is zero, it counts as ten in either direction of the Knight’s choosing. They lose this bonus if it goes above or below zero, but it returns if it returns to zero. Inoke’s knights can also turn creatures that are embodiments of good and evil, law and chaos (Meaning: Demons, Devils, Celestials, Formorians, Inevitables, and Slaad.) They can do this 3+CHA mod times per day.

Veneri: Aspect of the Sun. Her followers typically were born with elements or healing as their Interex skill. Her knights can use lay on hands like a normal paladin, and can cast searing light the same number of times per day as a paladin could use remove disease. They can smite creatures from the shadow plane once per day. They can also tell what time it is as long as they can see the sky.

Nede: Aspect of Men. His followers are born with any Interex skill and his knights gain the usual abilities, and can sense undead and disease within a number of miles equal to their paladin level.

Ofa: Aspect of the Moon. His followers were typically born with illusion or influence as their Interex skill. His knight’s can cast invisibility a number of times per day equal to their paladin level divided by three (Minimum one), can cast deeper darkness a number the number of times per day a normal paladin could cast remove disease in a week.
They can also tell what time it is as long as they can see the sky.

Lia: Aspect of Love. It’s followers were typically born with influence. It’s knights can cast charm person a number of times per day equal to their paladin level divided by three (Minimum one) and can cast dominate monster a number of times per week equal to the number of times a paladin of equal level can cast remove disease. They may rebuke succubus and erinyes instead of undead.

Teo: Aspect of War. It’s followers are typically born with damage, elements, or augmentation. It’s knights gain a +2 bonus on all damage rolls and they may summon a mount a number of times per week as a normal paladin could cast remove disease. The mount stays for six hours. Teo’s followers can also cast rage once per day.

Tipi: Aspect of Charity. It’s followers are typically born with creation. It’s paladins may cast purify food and drink a number of times per day equal to half their paladin level (Minimum one), can cast create water a number of times per day equal to half their paladin level (Minimum one), can cast hero’s feast once per week, and can cast remove disease as a normal paladin can.

Taine: Aspect of Light. His followers were typically born with illusion. His paladins may cast light at will, can cast continual flame once per day, and can cast Daylight a number of times per day as a normal paladin could cast remove disease in a week.

Rangi: Aspect of Nature. It’s followers were typically born with travel or changing. It’s knights gain woodland stride at first level, as the druid ability. They can cast liveoak or awaken a number of times per month as a paladin could cast remove disease in a week.

Uki: Aspect of Darkness. Her followers were typically born with illusion. Her paladins may cast darkness a number of times per day equal to half their paladin level (minimum one), can cast deeper darkness a number of times per day as a paladin could cast remove disease in a week, and may cast shadow walk once per week.

Vai: Aspect of Water and Ice. Her followers were typically born with elements. Her paladins may lay on hands, cast create water at will (Only enough to fill a waterskin at a time, however), and they can cast ice storm a number of times per day as a normal paladin could cast remove disease in a week.

Hagi: Aspect of the sky and the earth. His followers were typically born with elements or changing. His followers may cast stone to mud a number of times per day equal to one third their paladin level (Minimum one) and can cast call lightning a number of times per day as a normal paladin could use remove disease in a week.


INTEREX

Interex is basic magical force which can be tapped into by almost anyone. Note that no sorcerers, wizards, clerics, druids, or bards exist in Interex Kingdoms. Almost everyone is born with the ability to tap into some kind of Interex.

Who has Interex?
Almost everyone. Everyone starts with one Interex skill, unless they are destined to become a paladin or monk, in which case they start with three. They have had these skills since birth. Gnomes gain an extra Interex skill, and Rangers gain an extra one at fourth level. Hexblades start with two.

Interex Feats and flaws

Unblessed [Flaw]
You have no magical talent
Effect: You can never learn Interex skills. This counts as two flaws if you are a paladin or monk.

Blessed [Interex]
You have been blessed.
Prerequisite: Ability to use Interex
Effect: Add an additional Interex skill to your class skills.
Special: You may select this feat multiple times. Each time it gives you a new Interex skill.

Interex Mastery [Interex]
Choose one Interex skill. You are particularly adept at using that Interex skill.
Prerequisite: 6 ranks in Interex skill to be chosen.
Effect: You gain a +4 bonus on checks made to use that Interex Skill.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.

Improved Interex Mastery [Interex]
You gain further ability using Interex
Prerequisites: 9 ranks in Interex Skill to be chosen, Interex Mastery in skill to be chosen.
Effect: You gain a +6 bonus on checks made with the selected skill. This does not stack with Interex Mastery.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.

Greater Interex Mastery [Interex]
You are one of the most powerful people alive.
Prerequisites: 14 Ranks in Interex skill to be chosen, Improved Interex Mastery in skill to be chosen.
Effect: You gain a +8 bonus on checks made with the selected skill. This does not stack with Improved Interex Mastery or Interex Mastery.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.


Interex and metamagic
You may use metamagic feats on Interex. In which case the feat increases the DC by twice the amount it would increase a spell’s level.

Interex Focuses:
Interex requires a special focus to work, and it varies from person to person. It must cost at least 50 gold pieces however. If you lose your focus, you must spend 150 GP to get a new one and spend 8 hours meditating (50 GP for the focus, 100 GP for special incenses and liquids to attune it to yourself)

Interex and Spell Resistance
Creatures with spell resistance that are targeted by Interex must succeed at an opposed check against the user’s Interex skill, and the creature must roll 1D20+SR, if it fails this check, the spell gets through. Feats such as spell penetration give the user bonuses on their check.

INTEREX SKILLS
Failing an Interex Skill Check: If you fail to pass an Interex check, you take damage equal to the amount that you failed the check by. This does not count for enchantment. However, even if you fail the check, there is a 50% chance the spell still succeeds as long as you did not fail by more than 30.Youi take three times as much damage if the spell succeeds when it should fail.

Saving against Interex: Unless otherwise listed, the DM should use his best judgment to choose what save is appropriate. It is usually the same as a similar spell. The DC of a saving throw is equal to the amount rolled on the check.

Cross-Class: Interex skills cannot be learned cross-class.

Note: The spells listed to duplicate are just guidelines. This system is freeform enough you can accomplish almost any effect with the right Interex skill. If it says “DC #+spell level” and the player is attempting something new, we recommend that the DM come up with it on the fly.

Another Note: Casting times are just “guidelines”- The DM may change them to fit the situation.

Animation [Intelligence]
Animation is the ability to animate and control objects.

DC: 20+CR of animated creature.
Animated creatures are animated until they are destroyed, but an Animator may never have more than a one third his level of animated creatures at one time. It can also be used to create golems. People born with the animation skill are known as Animators.
MAKING GOLEMS
Golem Name DC
Flesh 22
Clay 25
Stone 28
Iron 32

Using Animation: Animating an object takes 5 rounds. It does not provoke an attack of opportunity, but if you are attacked you must make a concentration check to sustain animating. Creating a golem requires the materials, a golem manual, the craft construct feat, and the appropriate amount of time.

Augmentation [Constitution]
Augmentation is the ability to add to physical skill, persuasiveness, and combat prowess. Augmentation can be used to duplicate effects of spells like bull’s strength, enlarge person, righteous might, magic fang and similar spells. People born with Augmentation are called Fulcios.

DC: A good starting point for Augmentation spells is take the level of the spell, multiply it by two, and add ten to it.

Using Augmentation Skill: Making an Augmentation check is a standard action that provokes an attack of opportunity.

Barriers [Constitution]
Barriers is the ability to impose magical force to protect you or others. It can duplicate effects such as wall of stone, prismatic wall, and wind wall. It can also duplicate effects like shield or mage armor. People born with skill of barriers are called Wallmasters.

DC: Barrier DC is 20+spell level. Regardless of what spell they are duplicating, Barriers created with this spell last a number of hours equal to how much you succeeded this check by.

Action: Using barriers is a full round action that provokes an attack of opportunity.

Changing [Constitution]
Changing is turning something into something else. From turning yourself into a bear to turning a pencil into a dresser. People born with changing are called changelings.

DC: 20+Spell level

Action: Using changing is a full-round action that provokes an attack of opportunity.

Creation [Intelligence]
Creation is the ability to create objects out of nothingness. It can duplicate effects such as minor creation. It can also create food or water. People born with creation are called Craftsmen.

DC: Difficulty classes for Creation is 15+spell level.
Creation can be used to make homunculi and boguns provided the creator has the craft construct feat. The DC to create these is 25.

Action: Using a creation spell takes one hour.

Communication [Charisma]
Communication is the skill to communicate with people over long distances. Those born with Communication are called Deferos.

DC: 10+Spell Level

Action: 1 standard action to communicate with a person and back, or one minute to establish an enduring link.

Damage [Strength]
Damage is the ability to deal pure magical damage. Effects like disintegrate, inflict light wounds, and similar spells. This is a melee attack unless the ranged attack option is added. The target may make a will save for half. People born with damage are called Destroyers.

DC: 15+1 for each D8 of damage dealt. DC 30 for a save-or-die effect.

Other factors to DC:
Touch attack: +2
Ranged attack (Short range): +1
D6 used for damage: -2
D4 used for damage: -4
D10 used for damage: +2
D12 used for damage: +4
D20 used for damage: +6
Backlash (per 1D6): -2
Increase range to medium: +1
Increase range to long: +3
Make effect a line/burst/area etc: +4
Change save to reflex or fortitude: +2
Change save to Will negates: -2
No save: +5 (+20 if a death effect)
No attack roll required: +5

Action: Using a damage spell is a standard action that provokes an attack of opportunity.


Elements [Constitution]
Elements is the ability to use spells like lightning bolt, fireball, ice storm. That kind of thing. It is similar to Damage, but it deals elemental damage instead of just damage. People born with Elemental Interex are called elementalists.

DC: 15+spell level

Action: Using elements is a standard action that provokes an attack of opportunity.

Enchanting
Enchanting is the skill that creates magic items large and small. Enchanting requires the appropriate feat to make an item. Note: If wands or scrolls are made, they are usable without use magic device checks by anyone whose Interex skill is similar to the spell within. People born with Enchanting are called Makers.

Crafting the Item:
Enchanters pay the price of the raw materials. Then you remove two digits from the price. This is the total DC. Each day, an Enchanter makes a check and subtracts the result from the total DC. When the DC is down to 0, the item has been made. The enchanters have to spend experience points as normal. If they every roll a one, add 40 to the current total DC.

Enchanting can also be used to duplicate Permanency, with a DC 25 check required along with the Experience point expense.

A DC 28 Enchanting check is required to discern the abilities and command word of a magic item.

Temporary Improvements: With a check against DC 20+Bonus to be granted, a Enchanter may give a item enhancements and powers for 1 minute.

Farseeing [Wisdom]
Farseeing is the ability to see into the past and future, to divine whether an action is good or bad, and similar effects. It can also be used to discern the properties of magical items. Those born with farseeing are called Seers.

DC: 20+spell level

Action: Using farseeing takes one hour.

Healing [Wisdom]
Healing is the most rare and coveted of all Interex skills, for the least are born with it. Healing is the ability to heal wounds, mend broken bones, purge weakness and disease, and even restore the dead. Those born with healing as their skill are called Healers (How original…)

DC: One third the amount to be healed, or 20+damage or drain(Each point of drain counts as 2 points of damage for this purpose) to restore level loss or ability damage, or 30 to raise the dead with a complete body and level loss (The healer must have 5,000 GP in gems and incense to do this), 35 to raise the dead with most of a body and level loss (The healer must have Gems and Incense totaling 7,000 GP to do this), 40 to raise the dead with no body and level loss (Healer must have 10,000 GP of gems and incense to do this), or 50 to raise the dead with no body and no level loss (Healer must have 15,000 GP in gems and incense to do this.)

Action: Healing up to 100 HP or two points of ability or level drain or damage at once is a full round action that provokes and attack of opportunity. Anything beyond requires six hours, or twelve hours to restore the dead.

Knowledge (Interex) [Intelligence]
Not an Interex skill, Knowledge [Interex] is a class skill for anyone who has priesthood in their background, is a priest currently at a church (Not if priesthood was gained during the game), and it is also a class skill for Monks, Paladins, Hexblades, and Rangers.

Influence [Charisma]
Influence is the ability to trick creatures into doing things, or simply controlling them. Those born with Influence are known, with more than a little irony, as Diplomats.

DC: 15+Spell level

Action: Using Influence takes a full-round action that provokes an attack of opportunity.

Nature [Wisdom]
Nature is the ability to affect the weather, give animals intelligence, and bring trees to life. Those born with nature as their skill are called naturalists.

DC: 20+Spell level

Action: Using nature takes half an hour.

Reanimation [Charisma]
Reanimation is the ability to create and control undead. A body is required to reanimate it. You can control Hit die in undead up to twice your ranks in this skill. Those born with Reanimation are called Spiritualists if they focus on incorporeal undead, or Necromancers if they focus on corporeal undead.

DC: Controlling Undead: DC 15+Undead’s hit dice+Undead’s intelligence score.
Creating undead
Skeletons or zombies: 10+Hit dice of skeleton or zombie to be created.
Ghouls: 16
Ghasts: 17
Shadow: 18
Wight: 19
Mummies: 20
Wraith: 21
Mohrg: 23
Spectre: 25
Vampire, Death knight, or ghost: 20+Hit dice of vampire, death knight, or ghost to be created
Spawn of Kyuss: 26
Bodak: 30
Devourer: 35
Prepare self for lichdom: Cost of phylactery and DC 40.
Nightwing Nightshade: 36
Night Walker Nightshade: 38
Night Crawler Nightshade: 50
Other Undead: 25+Hit dice

Undead created in this way are automatically under the Necromancer/Spiritualist’s control. He may control other undead by making an Interex check opposed by the target’s will save.

Spellcraft [Intelligence]
Not technically an Interex skill, but it is a new use for this skill. A Spellcraft check with a DC equal to the number rolled on the Interex check can Identify what kind of Interex skill is being used.

Summoning [Charisma]
Summoning is the ability to rip creatures from other planes and put them into another.
Those born with summoning as their skill are called summoners.

DC: 20+CR of creature to be summoned.
The creature remains summoned for 1 minute/level. For a +2 DC modifier, it stays one hour per level, for a +4 DC modifier, it stays one day per level, and four a +8 DC modifier, it stays until it is slain.

Action: Summoning a creature takes three full rounds and does not provoke an attack of opportunity, but if you take damage you must roll concentration to sustain it until the creature appears.

Travel [Dexterity]
Traveling is the ability to speed travel. It can give a person the ability to fly, speed their movement, or cause them to react faster, or even cause them to teleport to other planes of existence. Those born with travel as their skill are called Runners.

DC: 20+Spell level

Action: Using travel is a move-equivalent action.

Telekinesis [Strength]
Telekinesis is the ability to lift things from a distance. Those born with Telekinesis are called Telekinetics.

DC: 15+1 for every 50 pounds of weight. A reflex save to negate is allowed if Telekinesis is used against a creature or attended object, with a DC equal to the amount rolled on this check.

Action: Using telekinesis is a standard action that provokes an attack of opportunity.

Unterex [Consitution]
For every action, there is an equal and opposite reaction. This applies to Interex just as it applies to everything else. No one knows when Unterex began existing, but it's plagued most people ever since, although very few people are born with Unterex, roughly 1 in 100,000. Those born with Unterex are called Daemons.

DC:
Counterspell a Interex Skill: Opposed by caster's roll. If succesful, Interex skill has no effect.
Dispel an existing Interex Spell: DC 10+Caster's rank in relevant Interex skill. If succesful, the effect ends.
Create Anti-Interex Field: DC 45. Interex skills and abilities do not function within an Anti-Interex Field, including weapons affected by the enchantment Interex, KENSAI CLASS ABILITIES, undead created by the Reanimation Interex, and constructs created by the Animation Interex. However, upon walking into this field all negative effects from the Weakening Interex are removed. This field lasts until the creator dismisses it, or someone succeeds at a check using an Interex skill of their choice, with the DC being the creator's roll to create it. If they succeed, the field is destroyed.

Action: Counterspelling an Interex skill is a swift action, Dispelling an existing Interex spell is a standard action, and creating an anti-interex field takes 3 rounds.

Weakening[Intelligence]
Weakening is the ability to deal ability drain and damage and give negative levels. Those born with weakening are called Maceros.
DC: 20+4 for each point of ability damage.
20+6 for each negative level
20+10 for each point of ability drain
Weakening may also be used to hold people in place, interfere with their movement, and destroy their senses.

Action: Using Weakening is a standard action that provokes an attack of opportunity.
feartheinvinceblehamster

04-12-07, 05:38 PM
POST 3: GEOGRAPHY AND HISTORY

Geography:

The endless plains: The vast majority of the world is taken up by plains and hills, full of nomadic tribes of wolf-folk, and the wolf-folk’s mortal enemies, the Gnolls. Villages interrupt the plains rarely, about once every thirty miles. The plains, particularly the hilly areas, are full of monsters, so most villages have walls and guards. Evil doppelgangers are fairly common, meaning travelers are wise to have a guard, and villages wiser to check to make sure no one coming in is a shape-changer. But even more deadly are the flying creatures: The tribes of the harpies, manticores, and the Han (Winged, incredibly strong, very intelligent Minotaurs) pose constant threats of raids, not to mention all three are constantly at war with each other, meaning the worst possible thing that can happen to a traveler who goes by flight is to be caught in a crossfire between the tribes. To the far south lies the icy and mountainous kingdom of Appin, where the dwarves once lived. In the center of the world lies the main plains and hill area- the kingdom of Gunth, to the north lies the kingdom of Tormond. In the west lies the Empire of Nofri, and to the east lies the kingdom of Ruga.

Nations:

APPIN

Pop 6 million
49% Neanderthal
48% Human
2% Gnome
1% Other

Ruler: Emperor Appin XXIII

Appin is a frigid land with flat wastes of ice and tall mountains. If you are using Frostburn, the temperature band is cold. If you are not using Frostburn, see cold weather dangers in the DMG, and replace Neanderthals with wolf-folk. The church of Vai is very active in this area. Appin holds a very large celebration on the Autumn Equinox, and another one on the Winter Solstice. A great many people hunt in the Ice Wastes, though it is usually for profit, seeing how dangerous it is.

Locations of Note
The Ice Wastes: These take up about 75% of Appin, and are full of creatures of all sorts. People going into the Ice Wastes must be prepared, since the temperature can fluctuate wildly at night, not to mention the monstrosities that lurk. Ice Waste temperatures during the day are typically around 20 below 0 Fahrenheit. During the night, it varies from almost 200 below to 200 above. The ice never melts, for some reason. The native monstrosities seem not to mind the changing temperatures.

Appin: Population 2 million, the largest concentration of people in Appin. Appin is the capital city of Appin, and most of the nation’s commerce goes on there. Appin is often the best place to stop for equipment for being in the ice wastes, since the people there make the highest quality survival gear around.

Mountains of Ice: This range of mountains is located towards the edge of the continent. The Mountains of Ice are incredibly dangerous, full of monsters, sheets of ice, the constant threat of avalanches, and supernatural precipitation. It is also, however, where the Dwarvish ruins lie, waiting for a brave adventurer to explore them. In the thousand years since dwarven civilization fell, it is estimated less then one percent of the dwarven cities and treasure halls have been explored and looted.

Politics
Appin, like almost every other nation, has a caste system. At the very top of this are the nobles, who sometimes lobby the king for laws and other such things. One step down from the nobles is the priests, those Interex practitioners who serve a church. Two steps down are the monks and paladins. Three steps down are the soldiers, craftsmen, and merchants. Four steps down are peasants.


GUNTH

Population: 7 million
76% human
15% Gnome
3% Wolf-Folk
2% Ancus
4% Other

Ruler: King Brahim the Just (So named because he abolished the caste system. He is called King Brahim the Just by most, but called King Brahim the Devil by the nobles.)
Royal Council (Group of 120 elected individuals who vote on laws before the king is allowed to implement them.)

Gunth is a flat land with many streams, in the center of the continent. Gunth is home to every Aspect’s church. Gunth holds a large celebration on both equinoxes and both solstices. It’s climate is temperate.

Locations of Note

The Royal City: Pop 500,000 Actually not the main commerce zone of Gunth, The Royal City is the center of government. Mostly populated by families that used to be of the Noble Caste, The royal city is also holds the houses of the Royal Council.

Aneri: Pop 3 million. Not the capital, but certainly one of the more influential cities in the Kingdom of Gunth, most commerce goes on here. Gunthish craftsmen are well known for their fine jewelry.

The Forbidden Spire: A gigantic structure rising hundreds of miles into the air, the Forbidden spire is visible almost everywhere in Gunth, and in some other places as well. The Forbidden Spire is about 13 day’s ride south of Aneri. No one knows much about the Forbidden Spire, except that it rose out of the ground during the night about 120 years ago.

Politics
King Brahim, called the Just or the Devil, rules kindly. King Brahim abolished the caste system and established the Royal Council, consisting of 120 people of all religions, races, and genders. Every 10 years, around 450 people run for Royal Council, and the 120 of them who get the most votes throughout the nation are put on the royal counsel. Brahim also outlawed slavery, which was rampant throughout Gunth until his rule. He wisely outlawed slavery before he established the Royal Council, meaning that they could not prevent him from doing so. The Royal Council could overturn this law, but they do not, mostly because about a fourth of the Royal Council were freed by this ban. Because the population was mostly peasants, mostly former peasants get elected, along with some progressive former nobles.

Tormond

Pop 4 Million
40% humans
30% Wolf-Folk
10% gnome
13% Ancus
7% other

Ruler: General Kerr Urskin

Tormond, an unreligious, military state that believes Interex is no blessing, but a tool to be used to crush those that stand in their way. Death or mutilation without trial is just about the only form of punishment in Tormond, and priests hold no power. Monks and Paladins are regularly questioned on the streets to make sure that they aren’t “planning” anything.

Locations of Note:

The Great Barracks: Pop 1 million: This is where the soldiers and support (Chefs, medics, blacksmiths, etc.) live. Every healthy nonslave (Slaves serve until they are too old to fight) in Tormond is required to spend at least 1 year in the military, and the military is always in fighting shape. Tormond’s military is well known for distinctive, risky maneuvers and odd weapon choices. Tormond’s military is well known for training all their soldiers in the use of bolas to capture fleeing enemies for questioning. The Great Barracks also holds the fortress of General Kerr Urskin.

The Great Wall: Tormond is surrounded by a massive stone wall, nearly 4 feet thick, with gates every 3 miles, and guards every 300 feet. They have beacons every 1000 feet, and the guard’s armor is enchanted to explode in a plume of light over a mile high upon their death, and the gates are made of oak nearly 6 feet thick and reinforced with iron and magic, making Tormond nearly impossible to break into.

Politics
Slavery is more of the rule than the exception in Tormond, and all slaves must serve until they are too old or injured in Tormond’s military. All other people are required to serve at least one year in the military upon reaching the age of 16. Tormond has a caste system, with Generals at the very top, one step down are career military officers, two steps down are blacksmiths, medics, and similar people who work for the military, three steps down are blacksmiths, chefs, and other artisans who do not work for the military, along with merchants. Four steps down are Peasants and Priests, and five steps down are slaves.


NOFRI

Pop 7 million

46% human
14% Ancus
20% Gnome
10% Wolf-Folk
10% Other

The Kingdom of Nofri is a peaceful, religious nation that gives much attention to the needs of the general populace. Nofri was once invaded by Tormond, the military of Tormond taking advantage of their peacefulness. Nofri expelled them after 3 years of trying to negotiate them out. The government got tired of it and expelled them-Literally. The entire army of Tormond was teleported back to Tormond in one night. The specifics of how the Nofri did this are state secrets, to prevent other nations from using the power as a weapon.

Ruler: Church Circle: One representative from each aspect’s church make up this council, which makes laws.

Locations of Note:

The Abandoned Barracks: Located a few days’ ride south of Dalmazio, Almost no one has been in the Abandoned Barracks for over a hundred years. The Abandoned Barracks are eerie, the location where the entire Army of Tormond was forcibly hurled back to Tormond, meaning many supplies, weapons, and who knows what else is still lying their.

Dalmazio: The capital city of Nofri, Dalmazio holds the building where the Church Circle meets, along with a temple to every aspect. Dalmazio is also famous for its’ fine cuisine.

The Proving Grounds: Abandoned and buried far underground, almost no one knows of their existence. The Proving Grounds are the last remnants of the era when people were ascending to godhood. It’s estimated about 300 people ascended to godhood during the Ascensions. Only 3 remain. The Proving Grounds are a deadly series of tests to see whether or not someone is worthy to become a god. Nofri does not bother to guard this place. It is a place of ancient whispers and runes. The mad mutterings of those driven insane by the surge of power, the wonderings of former gods of knowledge, the crazed rants of gods of slaughter and death, haunt this place.


Ruga

Pop 2 million

60% human
39% Ancus
1% other

Ruler: Council of an elder from each village.

Ruga is a small, desert kingdom that recently seceded from Tormond about five years ago. Ruga consists mostly of villages near oasises and nomadic tribes. The largest city is Huner, also where the Elders meet.

Locations of Note:

Huner: Pop 500,000. Huner is the center of commerce where the Nomads come to sell their goods and the elders meet. Huner is also home to the barracks and training grounds of Ruga’s small military, which concerns itself with repulsing the groups Tormond deploys to harass and pillage Ruga.

Politics
Ruga consists mostly of former peasants and slaves from Tormond, when they successfully defeated Tormond’s military using guerilla tactics. Ruga must deal with parties of 100 or so soldiers Tormond sends over about once a week to destroy villages and generally reek havoc on Ruga. Due partly to the people’s former status, slavery is outlawed.


HISTORY

0: World created by an ancient being known as the Last Philosopher. No one in the Interex Kingdoms is sure how big the world is, as the great ocean surrounds it. Scholarly estimates vary widely, from the belief the great ocean goes on forever, with nothing on it, to the belief that the great ocean goes on forever, but does have other places on it.
7: The Last Philosopher creates Ancus, Elves, and Dwarves.
56: The Dwarves, the favored race and champions of the Last Philosopher, request his knowledge. The Last Philosopher grants it in the form of a book, which according to dwarven lore was strangely thin, given its title. It was titled simply “The Book”. What it said is not known.
150: A Dwarven craftsmen, given the blessing of the Last Philosopher, creates Dwarven Stones.
176: Dwarves, with the help of Dwarven Stones, begin to hollow out their mountain halls.
194: Start of the clash between Elves and Ancus, known as the Ageless War.
200: Interex first manifests among the Elves, which use it to obliterate the Ancus ranks, until several weeks later when if manifests among the Ancus.
208: Interex manifests among dwarves, who use it to speed up the digging of their Mountain Halls.
212: The War Interex manifests among the Dwarven Stones. Those few who learn extremely quickly use the Fires of War ability to accelerate the digging of the Mountain Halls to undreamed of speeds.
224: The Ageless War comes to an end, both sides decimated.
226: The War Interex manifests among the Dwarves, allowing more to use the Fires of War, thus speeding the digging of the Mountain Halls to unheard of levels.
234: The Mountain Halls completed. It is estimated about a million miles were hollowed out, using Interex, dwarven skill, and the Fires of War. Some scholars have since postulated dwarves had incredible technological constructs allowing them to dig, but these claims have never been substantiated.
270: Humans and Neanderthals created by the Last Philosopher. First races created already with Interex in them.
290: Elves assault the blossoming civilizations of the Humans and Neanderthals, attempting to eradicate them, known later as the Purging Wars.
293: The Battle of the Ice Wastes, the final battle of the Purging Wars, is fought in the Ice Wastes. Roughly 500,000 elves attack 200,000 Humans and Neanderthals, In one of the most brutal combats in the history of the Interex Kingdoms. Dwarves and Dwarven Stones charge down from the mountains, the Fires of War blasting elves into oblivion, the powerful dwarven and dwarven stone warriors cleaving through elves. Many credit the dwarves with the fact that the Human and Neanderthal races are still in existence. Elves retreat.
300: After, in their opinion, leveling the playing field between humans, Neanderthals, and elves by teaching the Humans and Neanderthals basic tactics and iron weapons.
343: War Interex blossoms among the Elves, who use it to launch the Second Purging Wars, attacking the humans, choosing to ignore the Neanderthals living in the icy south. The Last Philosopher gives them the Philosopher’s Blade, which was wielded by Jing the Mighty, which turned the tide of the war with ease. Elves decimated, their civilization on the brink of collapse, they open portals to the Astral Plane, taking their forests with them, leaving the barren plains that cover most of the Interex Kingdoms today.
350: War Interex manifests among the other races. Wisely, few choose to harness the power in warfare. Philosopher’s Blade hurled into a portal to the Negative Energy Plane, with the hopes none will find it again.
374: The Last Philosopher creates the Proving Grounds.
376: Fofrer the Bloody Handed, former Elven general, becomes the first to pass the tests of the Proving Grounds. He uses his newfound divinity to unleash a horde of horrors onto the Interex Kingdoms, including Ogres, Goblinoids, Trolls, Ogre Mages, and Giants.
378: Galther the Slayer, another Elven general, ascends to godhood, unleashing a horde of other monstrosities onto the world.
380: Working together, Galther and Fofrer finish unleashing their horrors, having created almost every malignant, frightening, or disturbing monster they could think of. Most of these are still alive today, and form most of the monsters adventurers encounter.
384: Galber the Wise recovers the Philosopher’s Sword, and, using it, passes the tests of The Proving Grounds. He creates the creatures of good and neutrality, rather than evil. Some of these monsters are still fairly destructive, but are not outright evil or malignant.
386: Galther the Slayer creates the Reanimation Interex.
387: The first person with the Reanimation Interex is born, an Ancus girl named Lethena.
400: Lethena raises her first skeleton, and makes it dance in the flying commune. She is hurled off the edge of the commune, and exiled. Hurtling towards earth, a Nightwing catches her. Undead of any kind had not been known to exist before now.
405: Lethena creates a vampire, which begins to create more of its kind.
410: A pack of powerful vampires, known as Lethena’s brood, lead by Lethena, march to the edge of the great sea and raise hordes of Drowned. They march on human lands, hacking and burning as they go.
416: Galber the Wise creates the Animation Interex.
417: The first baby with the Animation Interex is born, a Human boy named Artru.
430: Galber visits Artru, and gives him an artifact known as the Golem Text. It is the original text on which all golem manuals are based on. The next day, a massive pile of scrap appears in the center of town. Artru begins using it to create Iron Golems.
433: The Iron Golem army is completed, a force of roughly 5 thousand.
435: Lethena and her brood attack the village Artru lives in. Every last Drowned, Vampire, and Lethena herself are slaughtered by the Iron Golems.
437: Galber the Wise obliterates Galther the Slayer in a massive conflict.
439: The Last Philosopher imprisons both Galber the Wise and Fofrer the Bloody Handed in the Astral plane.
460: Three adventuring parties all ascend to godhood, each group becoming a single, multi-aspected god. They become known as Hotu, Ygrof, and Arnos.
462: The Last Philosopher is imprisoned in the Astral Plane by Hotu, Ygrof, and Arnos.
522: An unknown being ascends to godhood, becomes known as the Great Question.
523: The Great Question is obliterated by Hotu, Ygrof, and Arnos.
540: The Great Dwarven Plague wipes out every dwarf in a single year.
600: Wolf-Folk created by Hotu.
607: Gnomes Created by Arnos.
609: Dragons created by Ygrof.
643: War Interex finally awakened in every race.
760: The kingdom of Gunth is officially founded.
833: Appin officially formed.
946: Tormond founded.
1484: Tormond invades Nofri, conquering it.
1487: After three years of failed negotiations, Nofrian Runners hurl the Tormond Army back to Tormond using powerful Traveling Interex.
1530: Tormond invades Appin. Appinese easily repel them, despite how well-trained the Tormond Army is.
1600: The War of Rugan independence begins.
1655: Ruga successfully breaks away from Tormond.
1660: Current year.
GoriceXII

04-13-07, 07:55 AM
Interesting...the vast populations and landscapes are rather striking. I like how large everything sounds--it makes me think of Siberia or northern Canada.

A few thoughts:

Might I suggest that you put together some kind of introduction for your world?

What is the political situation like between these countries currently?

How do the people live? Are the racial mixings harmonious?
feartheinvinceblehamster

04-14-07, 04:22 PM
Interesting...the vast populations and landscapes are rather striking. I like how large everything sounds--it makes me think of Siberia or northern Canada.
I personally like the ratio of civilized areas to wilderness. It gives the entire world a more adventurous and unknown feel, in my opinion. Obviously, there's millions of miles of unexplored dwarvish ruins, so that's a good adventure source right there.



Might I suggest that you put together some kind of introduction for your world?

That's a pretty good idea.


What is the political situation like between these countries currently?

I'll have to work on that.


How do the people live? Are the racial mixings harmonious?

I'll get to that as well.


Also, like usual, my campaign settings have excessively detailed and long histories.

Also, what do you think of the Kensai class? I can't actually tell if it's overpowered compared to, say, a fighter with interex.

Final Also, I'm adding a new semi-Interex skill, which popped into my head earlier.
feartheinvinceblehamster

04-22-07, 05:02 PM
POST 4: Interex Items, the Philosopher's Blade, and Politics

Politics

Tormond is mostly isolated from the rest of the world. Every nation other than Appin considers selling to them treason. Tormonds hate Appin merchants, due to their exorbitantly high prices. However, Tormond has strict laws on injuring Appin merchants, because they are well aware if the merchants are injured, their only outside source of goods will dry up. The actual punishments for dealing with Tormond vary from country to country.

Nofri: Required work in the temple district for an indefinite length of time.
Ruga: Imprisoned for an indefinite length of time, then hanged.
Gunth: An amount of jail time varying on what was sold, how much of it, and how long. (Selling Interex-based weaponry even once can get you a life sentence.)

Gunth has pledge Ruga 100,000 soldiers should Tormond ever send a full invasion force, and currently has about 5,000 to help repel Tormond’s raiding forces. Nofri remains neutral in all conflicts it is not involved in. The last time Gunthian and Tormond politicians have talked, it ended with the Gunthians swearing to send half a million troops into Tormond should they ever invade Ruga, in addition to the forces promised to Ruga. Whether or not the Gunthians are standing by this is unknown. Tormond has informed the other countries that if they attempt to defend Ruga from Tormond invasion, all soldiers fighting for them will be considered terrorists and be put to death. Nofri responded by saying they will kick any Tormond soldier found in Nofri into the gate to hell found in one of the temples of a defunct god in Nofri, which is the first time Nofri has ever threatened another nation.

The most conservative estimate among politicians is all hell will break loose in 5 years or less, with an amount of damage estimated to rival both the Purging Wars put together. The only thing everyone hopes is that no one finds the Philosopher’s Blade.


Interex Based Weaponry

Interex Cannon
Enchanting DC: 80
Raw Materials Cost: 800 GP
Market Price: 80,000 GP

An Interex Cannon is a stationary weapon roughly 10 feet in length, typically mounted on a castle or wall. It fires a beam of focused Interex, causing 6D6 points of damage to everything within a 10 ft. radius of it’s impact zone. A reflex save (DC 18) halves the damage. It has a range of 500 feet with no range increment. Operating an Interex Cannon requires two people. For two people to prep the cannon to fire and fire it takes a full round action. A single person can load the cannon as a full round action and fire it the next turn as a full round action.
Feat Required: Exotic Weapon Proficiency (Siege Interex Weaponry)


Interex Rifle
Enchanting DC: 20
Raw Materials Cost: 200 GP
Market Price: 4,000 GP

An Interex Rifle is a two-handed weapon, a long tube with a handle that fires a beam of Interex energy at a single target. It deals 3D6 points of damage on a successful ranged touch attack. It has a range increment of 250 feet. This is a ranged touch attack. It has a critical of 19-20/x3
Feat Required: Exotic Weapon Proficiency (Ranged Interex Weaponry)


Interex Pistol
Enchanting DC: 15
Raw Materials Cost: 150 GP
Market Price: 2,000 GP

An Interex Pistol is a one handed weapon, a short tube and a handle that fires a beam of Interex energy at a single target. It deals 2D6 points of damage on a successful ranged touch attack. It has a range increment of 100 feet. It has a critical of 19-20/x2
Feat Required: Exotic Weapon Proficiency (Ranged Interex Weaponry)

Interex Shooter
Enchanting DC: 5
Raw Materials Cost: 50 GP
Market Price: 75 GP

An Interex Shooter is a two-handed weapon, a long tube with a handle that fires a beam of Interex energy at a single target. It deals 1D8 points of damage on a successful ranged touch attack. It has a range increment of 75 feet. It has a critical of x2. This weapon is popular among wealthier hunters.
Fear Required: Exotic Weapon Proficiency (Ranged Interex Weaponry)

Interex Gun
Enchanting DC: 0 (Interex Guns are ridiculously easy to make. Anyone with 10 GP and a day to spare can make one.)
Raw Materials Cost: 10 GP
Market Price: 20 GP

The preferred weapon of gangsters in the slums of most major cities, as well as the preferred sidearm of the Gunth army, Interex Guns are cheap and easy to make, making them a common sidearm among the civilian population as well. They look like an Interex pistol, although less ornate and refined. They deal 1D6 damage on a successful ranged touch attack, with a range increment of 15 feet. It has a critical of x2.
Feat Required: Exotic Weapon Proficiency (Ranged Interex Weaponry)

Interex Cutter
Enchanting DC: 120
Raw Materials Cost: 1200 GP
Market Price: 20,000 GP

Easily one of the more destructive handheld weapons in the Interex Kingdom, it is the primary weapon of some of the Tormond Generals. It deals 5D10+3x Wielder’s Strength Modifier on a successful melee attack. An Interex Cutter is a massive, two-handed, scythe. It has a critical of 18-20/x3. It functions by using Interex to propel the weapon forward at speeds to maximize damage and the strength behind the blow.
Feat Required: Exotic Weapon Proficiency (Interex Cutter)

Interex Knife
Enchanting DC: 12
Raw Materials Cost: 120 GP
Market Price: 200 GP

An Interex Knife uses Interex to propel it at lethal speeds and to maximize the strength behind the blow. It deals 1D8 damage on a successful melee attack. It can also be thrown as a ranged attack, with a range increment of 15 feet. It has a critical of 18-20/x2.


The Philosopher's Blade
THE PHILOSPHER’S BLADE
The Philosopher’s Blade is a deadly sword that has surfaced several times in history, both times shifting the world.
COMBAT STATISTICS:
Damage: 10D6+10x Wielder’s Strength modifier, 1 handed weapon. 15x wielder’s strength modifier if used in two hands.
Range: 40 ft. range increment when thrown. No maximum range increment.
Critical: 16-20/x5
Weight: 3 LB
(For the purpose’s of feats, the Philosopher’s Blade is a group of weapons. Such as Weapon Focus [Philosopher’s Blade])

SPECIAL ABILITIES: The Philosopher’s Blade has several special abilities.

Spell-Like Abilities: At will, the Philosopher’s Blade can be used to cast Maximized Enlarged Meteor Swarm, Regenerate, Mass Heal, Implosion, Wail of the Banshee, Maximized Horrid Wilting, Extended Shapechange. Three times per day it can be used to cast Time Stop.
All spells cast as a 25th level caster of the appropriate type.

Pitiful Creatures: The wielder of the Philosopher’s Blade can instantaneously kill any creature with half his hit dice or less within 10 feet with a thought as a free action.

Slaughter: As a full-round action, the wielder of the Philosopher’s Blade can make a single attack against an opponent. If it hits, the opponent must make a fortitude save (DC 35+1/2 Wielder’s Class Level+Wielder’s Charisma Modifier) or be instantaneous killed. This leaves roughly the same amount of remains as Disintegrate, but the remains aren’t ashes.

Smash: As a full-round action, the wielder of the Philosopher’s Blade may make a single attack against an object that both ignores the object’s hardness and deals quintuple damage. The most common use of this attack is destroying buildings.

Damage Reduction Bypassing: The Philosopher’s Blade ignores all forms of damage reduction.

Earthshaker: As a full-round action, the wielder of the Philosopher’s Blade can either create or destroy 100 square feet of natural features. For example, he could destroy part of a mountain, or restore water in a stream. Buildings made of stone and other natural materials are not considered natural features for the purposes of this ability.

Ability Bonuses: The Philosopher’s Blade provides a +12 bonus to every ability.

Skill Bonuses: The Philosopher’s Blade provides a +30 bonus on every skill check.

Save Bonuses: The Philosopher’s Blade provides a +10 bonus to every save.


I personally like the weird irony of a weapon called "The Philosopher's Blade" being extremely destructive and unsubtle.