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| EvilVegan01-21-07, 04:02 PM | I've got a craptastic site up, still in the process of formatting, excuse the clutter. http://neworinfo.googlepages.com/ Greetings! This is a work in progress and so far I'm on version 3.2 or something, and I've only been working on it for 2 months. Here's the basics: The forces of Order (Elves, dwarves, gnomes, some humans) are in a constant struggle with the forces of Chaos (Orcs, Goblins, Half-giants, some humans). In between there are the forces of Balance (Syarid, Enoth, some humans, some halflings). Unlike most worlds the forces of ethicality are dominant and morality takes second place. Angels, Modrons, Devils, and other forces of Order are aligned against Eladrin, titans, Demons, and other forces of Chaos. Positive/Negative energy: There is no such thing as "Turn Undead". Cure spells still cause damage to undead, but only because they try to boost a soul that isn't there, not due to positive energy. Undeath is a state of imbalance caused when a body becomes soul-less but keeps it's spirit due to an imbalance between the negative and positive energy. Metaphysically all living things are composed of a spirit, a soul, positive, and negative energy. The soul regulates the balance between positive and negative energy and cure spells strengthen the soul (instead of channeling positive energy). Beings without souls take damage from this boost, as their body attempts to move towards the natural state that they should be in (dead). Undead could be either positive or negative energy. Negative energy undead are the long-living, energy draining ones. Positive energy undead are very short lived and typically explode/burn out, taking lots of people with them. Those who survive a positive energy undead burnout have a high risk of becoming positive energy undead themselves. The spirit of a being serves to bind the soul to the body. A spirit leaves a corpse within a few minutes, letting new spirits move in and break the body down into it's parts, unless the body is unbalanced by negative or positive energy. Raise dead spells are gone, the rituals that can be used to do the same thing have a percent chance to call back a different spirit to the body, which causes major personality changes, but the memories and abilities return with the soul. Basically a soul is the memory and quality of a person, the spirit is the personality and motivation. (Spells that restore a soul within a few rounds/minutes are available to Healers, but only work if the spirit has not left.) There are no wizards or clerics. All the spell casters use the same spell progression chasis and are spontaneous. The casters are Alchemist, Beguiler, Dread Necromancer, Druid, Healer, Sorcerer, Transmogrifist, and Warmage. The non-human races have major cosmetic changes. They are as follows: Changeling - The changelings combine with the mongrelmen (same race, same abilities, just different base forms, one in 1000 changelings is a mongrelman and is held in higher honor than other changelings) and they are much older of a race. They are the humanoid descendents of one of the oldest sentient races. Changelings are responsible for almost all of the sentient races, due to their now dormant ability of functioning as a 3rd gender between two species. In other words, they would take seed from one creature, combine it with an egg of another creature, and viola - true-breeding mixture. Doppelgangers are Changeling vampires. Of the playable races, changelings are responsible for dwarves, guvants, enoth, and humans Dwarves - The dwarves are no longer simply "small, gruff, hairy humans". The dwarves are now Kinth, an ursine-descended race of cave-dwelling warriors. Long ago they were bred as a slave race for the Illearen. Since then they've gained their own kingdom along the northern border. Elves - The elves are now strictly a lawful, bureaucratic society of city dwellers, known as Illearen. They live thousands of years and are very slow to change. They are natural rulers and are the major motivating force for the powers of Order. Gnomes - The curious gnomes are the Shevar, beings of shadowy light. They seek to uncover all manner secrets and share the information freely. Their bodies are held together by magic. Goblins - The counter to the gnomes, the Revash are beings of inky black shadow. They seek to discover all secrets and keep them to themselves. Their society is well ordered and hierarchical, but they battle on the side of Chaos. Everything they do is an enigma. Halflings - Halflings are a race of curious travellers who share a common anscestor with weasels, ferrets, and otters. The Bander are curious and friendly, but are also natural rogues. Half-Elves - breeding between elves and humans results in 1> nothing 2> death of elven mother 3> still birth or 4> an Eshilhathvet. The Eshilhathvet are an evolutionary throw-back to the time before elves, humans, or orcs walked the earth. They are highly magical in nature and there are no records of them dying from old age. Elves and Orcs kill Eshilhathvet any time one is born, and if found they are hunted down. They look like they could be humans, elves, or orcs depending on which features are dominant. They are born when pregnancy occurs between elf/orc, elf/human, or human/orc. They are only .1% likely to survive to term and then most of them are killed/aborted. They use the stats for Elans, their favored class is warlock. Half-orcs - (See half-elf above). Orcs are a playable race, slightly reworked to be less evil and more chaotic. Half-giant/goliath - These are the Guvant. These guys are silly. They combine darksun type half-giants (alignment shifts to match group) and Gorons from Zelda lines of games. Warforged - Robots? No, Tree-folk! The Enoth are a race of medium sized treant descendents. They use most of the rules for living constructs, but they have powerful build and fire-vulnerabilty. Satyr/Nymph - Satyr and Nymph are a playable race. They are the male and female genders of the same race, Syarid. They don't have any of the racial abilities associated with them. They like the woods and defend natural environments. Satyr vary in their size and horn structure, nymphs skin/hair vary by seasons, moon, and environment. Alternate rules: Flaws/traits are allowed (and recommended, some additional flaws) Action points (some enemies get them) No XP penalty for multiclassing, but favored class has it's own benefit. . . . . .Custom racial classes, such as Bander Rogue, Enoth Druid, that combine racial substitutions, paragon classes, and base classes into one 20-level core class for the race's favored class. One very important new feat is the Magic Training feat. It lets you treat 8-9 spells as belonging to your spells known. For instance "Healing" Adds all the cure spells to your spells known, but at one level higher than normal. Coming back from the dead is not as easy as a spell. Other than next round revives (revivify, et al) once a person is dead it takes a very complex ritual to resurrect them. Character Creation and levelling: 36 point buy. Maximum hit points. (Monsters have max hp too!) Overview Setting Physical Structure: Planet size: Large world (bigger than earth, smaller than Jupiter). Climate: Earth standard climate, though extremes more extreme. Moons: One satellite, Luran, slightly luminescent, w/ oceans, forests, etc inhabited by fey, spirits, and a few dragons. Suns: One sun, Serav, pure white, smaller, and brighter than Sol. Cosmology: The cosmology of the world is divided more sharply along Chaos/Balance/Order than it is along the Good/Evil axis. There are “factions” which are religious bodies focusing on Order, Balance, and Chaos as religious concepts. They have their own sets of virtues. These are stolen directly and unashamedly from Ultima 7 part 2 : Serpent Isle. Order: Ethicality (Lawful good) Logic (Lawful neutral) Discipline (Lawful evil) Balance: Harmony - Neutral good (ethicality/tolerance) Rationality – Neutral (logic/emotion) Dedication – Neutral evil (discipline/enthusiasm) Chaos: Tolerance (Chaotic good) Emotion (Chaotic neutral) Enthusiasm (Chaotic evil) Excesses: Prejudice (Ethicality) Ruthlessness (Logic) Apathy (Discipline) Anarchy (Tolerance) Insanity (Emotion) Wantonness (Enthusiasm) As mentioned elsewhere the cosmology is divided more along Order/Balance/Chaos, so a Neutral evil person is more likely to work well with a Neutral good person than a Chaotic evil or Lawful evil. A paladin (LG) and an assassin (LE) would get along better than the same paladin (LG) and a barbarian (CG) or even a druid (NG). Of course, there aren't any paladins or barbarians, but if they were there they'd be changed greatly. Demographics / Politics: The two major nations are “elves” (Illearen) and “orcs” (oruks) with some changes (see below). The Illearen are effectively lawful neutral and represent self-control, super-ego, discipline, and Order above all. Oruks are chaotic neutral and represent freedom, impulse, id, and Chaos. In the middle you could place the humans Balanced and representing the ego. The other races are typically symbolic also, the Shevar represent curiosity, the Revash represent secrecy. The kinth represent family. They syarid represent masculine and feminine. These are just literary symbolism, within the actual world people would not acknowledge this difference and most wouldn't appreciate the meta-game analysis. The world of Newor was born several millions of years ago. The birth was a tough one, full of magma and fire, smoke and steam, rumbling earth and falling stars. When everything finally settled into a seemingly calm routine and the smoke cleared three beings became aware of each other. Newor the fertile mother of life was floating along being held by her brothers Luran and Serav. Time was peaceful and didn't flow so fast as it does nowadays. The Three spent long eons just basking in the glow of their own existence. None now know what caused the split, some say it was petty jealousy, some say a 4th party entered the mix and filled them all with doubt, and some claim they just grew bored. For whatever reason these mighty powers began to quarrel. Eventually Luran and Serav tore their poor Sister apart and took their halves to their own realms, Serav forming the land of day and night and Luran the land of dawn and dusk. Neshil, The Land of Day and Night: Long ago this was a land of stark opposites and extreme climates. Deserts gave way to icy fields. Serav's sight passed high overhead as he attempted to view the whole of his dominion, his visage was bright and concentrated as his focus, but he constantly strove to view the whole of the earth which would leave half of the world in darkness while the rest was in his sight. Upon Newor there arose sturdy plants that could withstand the harsh visage of Serav and these slowly spread to create primal forests and vast plains. In time there came the Illearen and the Orc, two sides of the same coin. The both contained the need to control as Serav had done, the illearen through learning and discipline, the orc through strength and enthusiasm. Long did they battle, always for control of Newor on whatever scale. Evenor, The Land of Dawn and Dusk: Unlike the land of day and night this land was all muted tones and tranquil climes. The sun (Luran) was never harsh and would also light the way at night, although much reduced so his love could sleep. Slowly and lazily the world became covered in fungi, plants, and drowsy animals. As in the Land of Day and Night there arose two opposed peoples, the Shevar and Revash, who also struggled against each other in the twilight. Unlike their brethen the Land of Day and Night however these beings did not seek to control all they saw and eventually came to an understanding. . . for a time. Long ago, the Land of Day and Night and the Land of Dawn and Dusk came together again. This was known as the Twilight time for those native to Day and Night and known as the Searing time for those of the Dawn and Dusk. It was at this time that the first humans appeared in groups. The illearen viewed them as small orcs and promptly enslaved them, the orcs loathed them as if they were pitiful illearen and attempted to slaughter them. War covered Newor and even the peace-loving Shevar and Revash went back to fighting each other. The Syarid, Banders, and Ensh all appeared at this time, typically defending the unspoiled lands and trying to hedge in the wars of the "civilized" races. Great empires of Orcs clashed against Empires of Illearen, Shevar against Revash, and between all the human mercenaries or slaves were sent as fodder. Over all the lord Serav watched with fiery delight and Luran brought solace to those trapped in the darkness or the light. Now Neshil and Evenor are combined again, but there are still separated remnants of the planes floating around. These planar husks sometimes collide with the prime, bringing creatures that were more common thousands of years ago (formian, kreen, demons, devils, angels, etc) back to the prime. These two demi-primes are very different. Neshil is a harsh land of pain and struggle, Evenor is a relaxed twilight realm. There is the Spirit Realm a world that coexists with the prime and the elemental planes. Powerful fey use the spirit realm to travel. Nature spells draw their power from this realm. The Shadowlands are another coterminous realm, but only with the prime and demi-primes (Neshil/Evenor fragments). This realm is the source of arcane magic. It is a highly mutable plane. Shadow spells draw their power from here, and it's inherent connection with arcane magic can sometimes make illusions more powerful (those wielded by killer gnomes!). The prime is an infinite plane similar to our own. There are other inhabited planets, but they are unimportant . . . for now! Divine casters draw their power from the collective beliefs of the masses more than from their deities. Deities are unreachable, but occasionally the consciousness of a deity will coalesce in a mortal form, either as a favored soul-type creature, up to an actual avatar, depending on the power/number/will of it's followers. Illearen Pantheon Serav - The Sun, God of Discipline Luran - the Moon, God of Logic Newor - The earth, Goddess of Ethicality Shevar/Revash Monotheism A curious trait of the Shevar/Revash peoples, they both admittedly worship the same deity - Luran the Moon. Shevar honor his full moon qualities as a bringer of knowledge. Revash revere his new moon and eclipsing qualities. There are rumors that at the time of half-moons there are rituals involving high-ranking Shevar and Revash priests working together. Side note: Shevar and Revash also have the highest number of avid atheists in their societies. Kinth Pantheon - Kinth worship a pantheon of old heroes that form a family. Tureka the Dutiful, kinth goddess of community and protection. Mother of the Kinth (Large bear constellation) Panith the True, god of justice and honor. Father of the Kinth (Small bear constellation) Human Religions - Humans have two major religions, one which is a philosophy system, the other is a triune pantheon. Philosophy of Virtue - the three principles of Love, Courage, Truth lead to the virtues of Compassion, Valor, Honesty, Justice, Honor, Sacrifice, Spirituality, and Humility. Triune pantheon - Serav (order), Newor (Balance), and Luran (Chaos) are worshipped collectively or separately by various humans. Oruk Pantheon Var the burning eye (Enthusiasm) Ran the trickster (Emotion) Rowe the Mother (Tolerance) Bander Pantheon Snatch the seeker Turpit the righteous - a demigod that attained this status because Snatch thought he was hilarious. Syarid/Enoth The syarid and enoth revere their ancestors and the millions of spirits that occupy their land. Civilized Syarid and Enoth tend to worship Newor or Rowe in any of her aspects. Mystery Cults Yeshish - an evangelical movement based on the belief in immortality, power, and righteousnous granted by the ritual drinking of blood and cannibalism. The Unborn - The unborn is a god that was never born, he was conceived by Rav and Rowe and died before childbirth. While in the womb the creature, being a god, learned magic and became the first lich. He appears as a misshapen fetus. He is a god of stillbirths, undead, secrecy, and magic. The First - A force of unrelenting evil and corruption, this entity is the first and greatest source of all evil. Overdeity - A force of unimaginable power and knowledge, far beyond the universe. The current year is 9961 RU. Prehistory (Taken from the Chronicles of Time in Drakva, home of the Primordial) Five Billion years ago the planet was formed. This process took nearly two billion years to fully complete. This time of chaos and pain is known as Planet Birth. After Planet Birth spirits and magic occupied the earth, flowing with the water and wind. The earth itself was alive and growing more aware. One billion years after Planet Birth the first complex organisms rose from the ooze. The strongest spirits chose new forms and inhabited the largest of these creatures and these first dragons set about exploring and fighting their way through life. A few of the more capricious spirits started to occupy the ooze of life, coalescing into the first primitive ooloi. The dimmer spirits were drawn to the lesser creatures. Thus animals, plants, and stranger creatures born purely of magic and chaos came into the world. Another Billion years passed with innumerable Dragon empires rising and falling, with few memorable occurances involving non-dragons, this time is known as the Age of Dragons. The dragonstones were erected at this time, though their true function has been lost. The ooloi develop near the end of the age, becoming the first highly evolved shapechangers capable of retaining their full awareness, memories, and personalities regardless of form. At this time they had no set form but were aware of others of their kind. Some of the ooloi failed to breed true and over time became true members of the species they emulated. The end of the Age of Dragons was marked by the arrival of the first sentient humanoids. They originated on a wild land mass in the southern hemisphere. These beings had indomitable spirits and spread quickly, being the first creatures to gain the attention of the dragons not as a food source. The dragons took them under their wings and taught them magic, language, agriculture, history, and other things. They were the favored children of the godlike dragons. In time they grew to be powerful and immortal and the Firstborn Eshillhathvet came to be. They ruled their kingdoms (beneath the dragon’s watchful eye) for nearly 100,000,000 years of uninterrupted domination, this is the Age of Glory. The Eshil numbered in the thousands, each one capable of magic feats that startled even the dragons. For unknown reasons the Firstborn of these beings died, being several hundred million years old. Panic and fear of death gripped the immortal Eshil. They strove to increase their near-godlike power beyond that of even the dragons in an effort to stave off death. There had been no births for more than 50,000 years. Vast ritual circles were carved along the leylines of the entire planet and the whole of the world became a conduit to focus magical power. The dragons watched in wonder as the Eshil attempted to end the flow of time in an effort to bring about true immortality. The final outcome of this was as devastating as it was incredible. The whole earth shuddered, quaked, and rumbled. To a degree the Eshil succeeded in their efforts. Time stopped for one brief second and then shattered. The world was split in half and time marched on separated. The Eshil were no more. In their place were four newly formed races. The Illearen, graceful and long-lived, and the Oruk powerful and aggressive were in the world of harsh extremes known as Neshil, the Land of Day and Night. The Shevar and Revash were remnants of the living magic and knowledge of the Eshil remained in the tranquil dimension Evenor, known as the Land of Dawn and Dusk. In Neshil true magic was forgotten and only the remnants of the power once wielded flowed untapped in the Illearen and Oruk. In Evenor the Shevar perfected magic to a degree, but due to the dual-nature of the worlds magic was far diminished. On both worlds Dragons vanished. The great and powerful empires of the Dragons and Eshil fell into complete ruin or became absorbed by the warring tribes of early Illearen and Oruk. Thus ended the Age of Glory, thus began the Age of War. The following is an excerpt from the earliest known tome of Illearen history. Portions of the history are completely lacking with thousands of years passing between events with no records. Illearen claim this is due to the many wars that would have prevented them from taking time to make a record. It is dated at 49381 pre-union, common theory holds that this would have been 619 years after the sundering. This tome is the oldest known book. Entry 1: We are the Illearen. Our glory is unmatched, our rule predetermined. This tome is penned to record our deeds, great and small. I am Terialia’ne’irivan, first chronicler of the Empire of Celusulara. Current status: Celusulara rules all. The Oruk are easily controlled and we allow them to live in the undesirable land of the East. This historical entry has been confirmed as authentic and accurate by several other Illearen texts. However, there are cave paintings deep in the Eastern lands that depict a great war and mass graves of Illearen from this time period have been found near sacred sites of the Oruk. The following is a history compiled from a thorough examination of Illearen texts and geological digs by Thakva, a shevar scholar, during the reign of the 5th Emperor of Enaryal under the watchful eye of the Illearen. He was subsequently exiled and "silenced" when he published the book with the included "Theories". This is one of the few remaining copies with the theories. It was compiled 1218 years before the current day, 8743 years after the Union. Illearen History The Current Enaryal Dynasty is the 7th true dynasty of Illearen emperors since the Shattering. Each dynasty spans thousands of years. 1st dynasty - Celusulara Dynasty c.50,000 PR – 31745 PR (16 Emperors) 2nd dynasty – Anyeal 31745 PR – 18641 PR (17 emperors) 3rd dynasty – Forasa 18641 PR -10131 PR (13 Emperors) 4th dynasty – Tulaeren 10131 PR - 8461 PR (5 Emperors) 5th dynasty – Oricel 8201 PR -3284 PR (9 Emperors) 6th dynasty – Igravtha 3284 PR -15 RU (1 Emperor) 7th dynasty – Enaryal 1213 RU – current day (9961 RU, 9 Emperors so far) The Celusulara dynasty has so far been the longest running one and the most influential. They set precedent for every generation of Illearen since. (There have been 300 recorded generations since the beginning of Illearen history.) The war that started between Celusulara and the Oruk “Empires” has lasted to this day (The Celusulara recorded nearly 200 distinct Oruk Cultures that rose and fell in their rule). This Eternal War shows no sign of stopping. The language of the Celusulara is that of the Illearen and not a single stroke has changed (some have been added). The Celusulara are the only dynasty that has come reasonably close to total world domination. Their domination was halted by unknown forces and the history of the Illearen is silent for nearly 800 years, picking up in the middle of the rule of the Second Emperor of Anyael. The first ruler’s name is not recorded, only that there was a first ruler. (Theory: The first ruler of the Anyael was a traitor that brought down the Empire of Celusulara.) Anyael was the second longest Dynasty. It was during this dynasty that the Illearen started the habit of slavery, previously only known among the Oruk. The Illearen were of course kinder to their property, but slavery is still slavery. One modification they made on the institution of slavery was the process of selective breeding. The first bred servant race was the Kinth. The Kinth were a species that sprang out of ooloi mixing, at the time they were first chosen as servants they were living primitive lives in caves and the Illearen found them. They bred the Kinth for ability to complete complex tasks, humility, loyalty, and sturdiness. They used kinth to operate mines and to fight their battles. The kinth became the primary servant race for the Illearen. 34 generations of kinth served the Anyael dynasty, each birth detailed in ledgers along with other livestock. The Kinth were divided into several groups, bred for specific purposes, and these divisions closely resemble the clans of the modern day Kinth. There are no records of a 35th generation of kinth servants and there is no record of what happened to the kinth. Only a decade later the Anyael dynasty was replaced by Forasa. (Theory: A kinth uprising led by a holy leader or warrior weakened the Anyael dynasty enough for Forasa to take control. There are no records of such an uprising, but Kinth mythology speaks of a great Warrior who led his people in what is sometimes referred to as "the break from the light", and brought them to the underground, founding the Kingdom of Thainshold. Illearen in kinth could be an extremely devolved form of the Illearen phrase "the keepers of the light”). The Kinth are not mentioned again for 2314 years when they suddenly reappear as a fully separate nation and an underground ally against the Oruks and are refered to as Thainkinth. They have the distinction of being the first nation recognized as legitimate by Illearen. Forasa was a long lived dynasty with economic and diplomatic stability. Its conquest against the Oruks was the least bloody and least victorious in the history of Illearen but they lost very little useful land against the Oruks and the land they gained was rich in minerals. The Forasa are also the first dynasty on record to step down and allow a more popular Emperor come to power. The Forasa dynasty continued to dominate the Imperial economy and is still the most active Illearen trade family to this day. The Tulaeren dynasty rode a wave of popular nationalism into power and became the most powerful force of war since the Celusulara dynasty had fallen. They severed their alliances with the Thainkinth and reclaimed the lands lost by Forasa (despite their tactical uselessness) and nearly took the longtime capital city of the Oruk Empires. Yaira, the Third Tulaeren Emperor, personally slew the Emperor of the Oruks (name unknown) and the defense forces of the Oruk were routed, the Illearen felt the end of the Eternal War was near. The Illearen were shocked to discover that the Oruks had learned the lessons of diplomacy as well as those of breeding and a new force for the Oruks, the Guvant, appeared from the mountains of the north. The Guvant were nearly twice the size of the largest Illearen and more powerful than the Illearen. A single Guvant slave personally defeated the Tulaeren royal guard and Emperor Yaira Tulaeren was slain in hand-to-hand combat. Ishla Tulaeren was crowned Fourth emperor at the age of 38. He was buried at the age of 39. His cousin Reyala’ish Tulaeren was crowned at the age of 27 and died that year. The Tulaeren Dynasty has the unfortunate distinction of being the only dynasty to lose control of the capital of Tevash. It is known today as the Dynasty of Children. The only accounts of its downfall are in the historic chronicles of the Forasa trading house. For nearly 260 years the Illearen were on the losing side of a severe beating. The Capital stayed in the control of Oruk and Guvant lords. Until at long last the Western Lord of the Ice reaches Garyon Oricel managed to reforge the alliance with the Thainkinth and was able to reclaim the Imperial City. He crowned himself the new Emperor and drove a large portion of the Oruks out of Illearen lands. Some of the lands were even granted to the Thain of the Kinth. This is the only known instance of Illearens willingly granting land to another race. This move cemented the Illearen-Kinth alliance for the remainder of the time Pre-reunification and a long time after. The Igravtha Dynasty began during a time of unstable peace. Most of the inhabitted world was swept with a magical plague that reached even the Imperial Palace and completely ended the line of Oricel. In his place a strange Illearen known as Igravtha took the throne. He was a highly skilled tactician and he never lost a single battle. The wars that clashed under his command, while victorious, were wars of complete attrition with both sides suffering near total losses. With the three major nations weakened to their lowest point in recorded history a final catastrophic blow struck. The two worlds, separated for 50,000 years, crashed back together. New races appeared, the Shevar, Revash, and Humans all seemed to come forward at the same time. Also at this time the Ooloi recorded that there were no true members of their race being born, with the only children being what are known today as mottles and the last true ooloi dying in an ethnic purge done by Illearen c 150. The weakened state of the nations and the chaos that followed the Reunification allowed the Revash and Shevar to fill power vacuums on both sides of the Eternal war. Shevar brought the study of magic to the Illearen and Revash brought an element of stealth and control to the Oruks. Igravtha is listed as the longest living Illearen on record, when he died of unknown causes he was well over 3000 years old. (Theory: A decoded Revash scroll from this time could indicate that Igravtha was assassinated by one of their kind as an initial bargain to join the Oruk Empire. . . or it could be baking instructions for a meat pie). The time of chaos after the reunification saw no true dynasty. The Kinth alliance disintegrated, as did that between the guvant and oruk. Humans managed to carve out two nations of their own within the lands of the Illearen and Oruk and they still manage to hold them to this day. The Syarid, Bander, and Enoth all began to make their presence known at this time. The bander homeland was destroyed in one of the first battles to feature the new magicks of the Shevar. No records indicate where this ancient forest was and the only historical evidence it was there is a footnote on lumber income in a Forasa ledger and a shevar account of the massive increase in the effectiveness of previously less than flashy fire spells. (Theory: There are two possible locations for this, one is near the center of The Plains of Blood and Sorrow, the other is in the Valley of the Forgotten.) The destruction of an entire forest and the near decimation of an entire sentient species roused the slumbering Enoth and the wary syarid. For them magic had never left, their magic was drawn from the very trees and air. They rained destruction down on the forces of Illearen and Oruks who grew too greedy. The Illearen with their new found magical abilities were still unable to subdue the wrath of nature and the Oruk with all their strength were driven out of the Wildlands. The Enaryal Dynasty arose after a long time of 3 unrelated emperors who were unable to accomplish much of anything due to the wars being waged against them on nearly every front. One of the first acts Juva Ilea Enaryal brought to bear was a complete monitoring of resource consumption, namely those recovered from wilderness (lumber, hunted meat, minerals) in an effort to come to some sort of agreement with the Syarid and Enoth union. He met with moderate success and his 2nd daughter was even married (diplomatically) to a Syarid Forest Lord. Forasa used the opportunity to successfully initiate a trade agreement with several groups of syarid, mainly dealing in grapes, reeds, and grains, in return for safe passage through the Wildlands, and today an occasional rare caravan travels with Enoth or Syarid mercenaries even outside of the Wildlands. The next 4 emperors each performed admirably and managed to at least form non-agression pacts with the adjacent nations of humans and kinth, though the treaties were broken often (by either side) throughout the span of centuries, they more or less held. This is the end of the remaining copy of Thakva's account of Illearen history. Today the Illearen Empire, under Irlian Tevesh IV of the Enaryal Dynasty, is the largest surface empire (The lands of the Kinth are technically larger in terms of habitable space and resource control) on the planet, covering 65% of dry land on the continent. Take that Oruk! Tevesh is the capital of the Illearen Empire, but despite this fact the city has only a few hundred Illearen living here. The approximate racial distribution of the city is as follows (tallied by Illearen census, exact numbers of humans, kinth, and banders are not reported due to their high death/birth rate compared to the Illearen): Humans 278,000 Kinth 114,000 Bander 29,000 Shevar 4,213 Illearen 473 The city is a jewel set in the Plains of the Sun. It is a very organized and structured city, each street carefully planned. |
| EvilVegan01-21-07, 04:03 PM | Races Enaryal Empire When the world was young, fresh, and full of life the first sentient beings came forth. These were the Illearen, beings as full of life and grace as the young world, and upon looking over the vast expanse of beautiful existence they decided the whole thing should be under their control. Little has changed since that time and the Illearen still hold that the universe belongs to them, but they have come to learn that sometimes it may be permissible to loan it out to the lesser races, as long as they know their place. Most Illearen are aloof and haughty towards the "lesser races" and often order complete strangers to perform tasks that would demean even a servant. This comes from the fact that Illearen society is almost completely self-contained and isolationist. The only non-Illearens allowed near the secret places of their domains are loyal servants, born of generations of selective breeding. Physiology: Illearen are full of grace and beauty but lack the stamina and strength of lesser races. They stand between 5 and 6 feet tall with the occasional exceptional member reaching 7 feet (the royal family averages 6' 5"). They weigh between 85 and 150 pounds. There are very few physical differences between males and females. Their complexion is very smooth and they seem to glow with an inner radiance under direct sun. Illearen physically mature very slowly, requiring 2 years to come to term in a healthy pregnancy and taking nearly 100 years to reach true adulthood. Mentally they develop at an accelerated rate, learning to walk within a few months, learning rudimentary speech within a few weeks, and learning to sing and dance by their first birth anniversary. Unlike other races they do not suffer spurts of growth or awkwardness and like all things they do their growth is graceful, fluid, and controlled. Illearens through a combination of natural factors and rigorous training are extremely long-lived, at least one has been confirmed as living over 3000 years. Most however live between 1000 and 2000 years. Illearen learn things very slowly and methodically, sometimes spending over a decade learning something that a human can seemingly master in a week. The Illearen language is one example of this, very few Illearen are considered truly literate before they're 50 years of age, even though they can read by their first birth anniversary. This is a combination of perfectionism in their race and what could be viewed as partial retardation (more correctly a learning disability) when compared to other races due to the slow growth of new brain cells. Personality: Amongst their own kind Illearen are typically friendly and curious. They delight in varied studies, dancing, song, philosophical debate, gossip, and leisure. They seek to master and control all topics they find interesting, from the flight of an arrow, the arc of a blade, the sound of a song, the form of a dance, to the accumulation of knowledge on fields of study. Even the most reserved Illearen rarely resents an interruption by an Illearen stranger if they have some new discovery to share or a question to further their own mastery of life. Amongst others Illearen tend to see only the negative aspects of other races and even the most well-meaning Illearen tends to let them know what they are doing wrong and try to coerce them into doing it the right way (their way). Race Relations: Illearen prefer their own kind, but if they have to travel in the company of others they prefer Shevar above all others, indeed Shevar are the only other race they recognize as having a noble line and the Empire has even had 3 Shevar advisors over the last 2000 years. The race that get along best with the Illearen for their part are banders who find Illearens amusing counter-points to their carefree lifestyle and they can put up with being told what to do (typically by ignoring the Illearen). Humans also find themselves strangely drawn to Illearen and are the primary race that serves them. Alignment : Illearen tend to favor order and control and are typically Lawful Neutral. Lands: If you asked an Illearen they would tell you that all lands belong to the Illearen, but in reality the Illearen favor cultivated plains and large groves of useful trees and hills covered in orchards. They prefer tranquil climates that are suitable to agriculture. Religion: Serav the Vigilant is their primary deity but some also pay respect to Newor the Mother of Life and Luran the Soothing and a host of minor deities and philosophies of a lawful bent. Language: The language of the Illearens is flowing, graceful, and structured. The written form of the language is phonetic and each word has precisely one meaning and pronunciation, with punctuation and emphasis contained within the words themselves. The precise nature of both the written and spoken form, as well as the long lives of the Illearen themselves has led to the unique aspect that there is no outdated form of Illearen language. The language spoken and written today is the same as that from thousands of years ago and anything written correctly in Illearen eons ago is still correct and perfectly understandable today. This also leads to Illearen being the only language approved for legal documents in most civilized societies. Names: Illearen have at least three names. Their true name, which is known only to those present at their birth, their childhood name, and the name they choose at adulthood. The names are typically flowing, long, and represent something about the Illearen or their interests. Racial Traits Ability Modifiers:+2 Dex, +2 Cha, -2 Str, -2 Con; Illearen are graceful and adept at enforcing their will on others and due to this are unaccustomed to physical exertion and hardship. Medium Size: As Medium creatures, Illearen have no special bonuses or penalties due to their size. Speed: Illearen base speed is 30 feet (6 squares). Elf-sight: Elves ignore concealment (including total concealment) from darkness. Vision within total darkness is black and white only. Additionally they have blindsight within 5' of them. Sleepless: Illearen do not sleep and are immune to effects that cause sleep. Strong Willed: Illearen receive a +1 racial saving throw bonus on Will saves. Weapon Proficiency: Illearen treat longswords, rapiers, shortswords, longbows and shortbows as simple weapons and any exotic weapons with Illearen in their name as martial weapons. Aware: Illearen may choose to reroll any Perception check (Listen, Search, Sense motive, Spot). Automatic Languages: Westron (Common) and Illearen. Bonus Languages: Any. http://www.redhotscott.co.uk/pics/howler.jpg The Kinth are the descendants of the first servant tribe selectively bred by the Illearen, which was lost for nearly five thousand years. The Kinth are the decendents of a mountain-dwelling folk that were bred to be warriors against the Uruk and to be laborers in places the Illearen loathed to enter. They served the Illearen for thirty generations or more before being "lost". Illearen history is strangely silent on how these very useful servants were entirely lost but there are stories among the Kinth of a great leader who rose up against their rulers and escaped deep underground. Of course, the Illearens dismiss this as fanciful myth-making. Physiology: Stout, sturdy, and bred for work or war the Kinth seem to share a common ancestor with bears. They are mostly covered in thick fur that varies in color from light grey to dark browns and reds. Clans share common coloration but individual markings vary widely. The fur does not cover their powerful hands, their stern faces, or the bottom of their feet (some clans have even less fur with at least one clan being nearly hairless, save for their heads). Unlike their ursine ancestors Kinth have neither claw nor fang. Their hands are agile, steady, and typically calloused from labor. The typical male ursine stands between 4' 6" and 5' 6", with females being slightly larger. They weigh between 140 and 250 pounds. Personality: While their ancestors were chosen for their humility and willingness to serve this trait has evolved into a tenacious loyalty to family, clan, and king (and sometimes a higher power). Gruff, straight-foward, and often easy to anger, but amongst true friends they are often the first to laugh and quick with a friendly tale. They love hard work, stories, and songs, especially while drinking after a hard day of work. While they are often cold when among strangers if you can earn one's trust you have a friend and ally for life. Relations Kinth are welcome in most societies due to a common belief that they are excellent laborers. Kinth get along with anyone who offers or maintains respectable occupation and aren't as much xenophobic as they are surly. Despite their history (or perhaps because of their history) Kinth get along rather well with Illearen. Alignment Kinth believe in honor, loyalty, and responsibility. They tend to favor law over chaos and good over evil. Lands: Kinth live underground in complex cave systems that they lovingly enhance with skilled craftsmanship. Religion: Tureka the Dutiful, kinth goddess of community and protection is the primary deity acknowledged by kinth along with her husband Panith the True, god of justice and honor. Language: Short and stout like it's native speaker, Kinth language is harsh sounding and rumbles through the halls below the mountains. The words are useful for describing technical and tactical instructions quickly. The natural accent placed on the language sounds very strange above ground, but below ground it compensates for echoing. The written form of kinth is a simple, degenerated form of Illearen that lacks true phonetics or accentuation, rarely used even by Kinth (who prefer oral history and story-telling over reading). Names: Kinth have very short and practical names, but typically include their clan and kingdom as part of their full given name when introducing themselves to strangers. Racial Traits Ability Modifiers:+2 Constitution, -2 Charisma. The Kinth are as sturdy as the mountains, but are gruff and still retain a subservient will that makes them less willful. Medium size: As Medium creatures, kinth have no special bonuses or penalties due to their size. Base Speed: Kinth base land speed is 20 feet (4 squares). However, kinth can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Kinth ignore concealment (including total concealment) from darkness. Darkvision is black and white only, but it is otherwise like normal sight, and kinth can function just fine with no light at all. Weapon Familiarity: Kinth may treat kinth weapons as martial weapons, rather than exotic weapons. Stability: A kinth gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Resistant: +2 racial bonus on saving throws against spells and spell-like effects. Defensive training: +1 dodge bonus to Armor Class. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. Crafty: Kinth gain Skill Focus (Craft) as a bonus feat. Automatic Languages: Common and Kinth. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Warrior Kinth are also divided along clan lines, there are five major clans, each comprised of several families. Despite their clan ties, there is typically little malice between the clans, all are dedicated to serve their clans, their kings, and to look out for the well-being of other kinth. Clans Keplah - Descended from the slave group bred for stealth and reconaissance. They get +2 Dex, - 2 Str and +2 to hide and move silently. Raptas - The frontline troops bred for combat. They still serve as the front-line defense for the nation of Kinth. They force themselves to lead harsh lives to increase their natural toughness. They get +2 Str, -2 Int. They get +4 racial bonus to intimidate and survival checks. Eruth - The house-kinth, bred for their intelligence and docility. They serve as diplomats and most kinth spell-casters belong to this clan. They gain +2 Int, Cha; -2 Con, Str. They gain +2 bonus to diplomacy and sense motive. Delfin - The deep mining kinth. They have 120 darkvision, +1 additional bonus to saves vs spells, spell-like abilities, and poison. they also have light-sensitivity. Hoth - The craftsman bred kinth. These are the standard kinth. http://www.gamingforce.com/forums/images/avatars/midna_av3.gif When an object blocks light it creates shadow. In this shadow you can still make out what is hidden. This is because even in shadow there is light. The Shevar are this light. A race steeped in magic these beings seek always to learn. Physiology: Shevar are nearly hairless humanoids with soft skin. They have pale skin tones with large uniform markings of stark contrast that cover their bodies. They use their natural magics to keep their bodies free of dirt and parasites. Some few are born with eldritch markings that glow brightly whenever they perform magic, these typically appear on the arms, but some have markings on legs or scalp. (Schalatha the greatest known hero of the shevar had these markings cover almost 90% of his body at the height of his power.) Shevar males are up to 3’ 6” tall, but can be as short as 1’ 6” and weigh between 20 and 80 pounds. Females range from 1’ 4” to 3’ and weigh between 15 and 70 pounds. Shevar pregnancies are approximately a year long and are highly prone to complications. This is due to generations of dependency on magic to aid in childbirth, making successful childbirth more dependant on the magical skill of those related in the birth process than the health of the mother! This initial exposure to magic is also thought of as good for a baby shevar. They may be right, infant shevar have been known to wield their natural magic as early as 3 months after birth, moving small objects and creating magical lights, often in lieu of crying for attention. Personality: Shevar are curious to a fault and always seek to understand how and why things work. Relations: Shevar get along well with Illearen and humans, but really favor anyone who has something they can learn. Alignment: Shevar are good natured and relaxed and they tend towards neutral good. Lands: Shevar prefer shady forests and underground homes. Religion: Most shevar worship Luran the shadow light. Many are also atheists focusing mainly on their studies and approaching life from a truly analytical point of view. Language: Shevar language is the language of magic. Names: Racial Trait: +2 Constitution, -2 Strength. Small: As a Small creature, a shevar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Shevar base land speed is 20 feet. Low-Light Vision: A shevar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Familiarity: Shevars may treat shevar weapons as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by shevars. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against Revash. +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Automatic Languages: Common and Shevar. Spell-Like Abilities: A shevar has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + shevar’s Cha modifier + spell level. Favored Class: Beguiler. Yu'rak'sa Empire http://www.zelda-unlimited.com/img/archief/ras-goron.gif Guvant are the result of a forced breeding between various giants that the Oruks enslaved thousands of years ago. They are powerful, dumb, and easily manipulated. Deep down they may have different ideals, but they typically adopt the views of those around them in an effort to win favor. Physiology: Guvant stand nearly 8 feet tall and weigh around 500 pounds. They have arms that are disproportionately large. Their skin has a golden rocky texture. Personality: Guvants are always seeking to prove themselves. They attempt to prove their worth in whatever they do and are prone to bragging about their size and power. They try to get other people to like them, typically to the point of annoying those they respect. Earning the respect of a guvant is as simple as defeating them anytime they compete against you (if you can choose the competition it makes it easier). Relations: Guvant are known to associate with Oruks, but this is a factor more of heritage and homeland than of personal choice. A guvant who is born outside of Oruk lands is just as likely to attempt to convince those around him to like him. As such they guvant get along with any race that has earned their respect (or the respect of someone they respect). Alignment: Guvant alignment is prone to shifting to match those around them. Typically a guvant chooses only one aspect of their alignment, such as Good or Chaotic, and this is their primary alignment. Every morning when they wake up they may elect to change the other axis along the scale. For instance a guvant who is primarly Good could be Lawful Good one day and then Neutral Good the next, and finally Chaotic Good the third day. This change typically only occurs if they are consistently in the presence of someone who strongly favors one alignment over the other (such as priests). Lands: Guvant originally hail from the northern mountains of the Oruk continent and they still have minor holdings there, but they have effectively been driven out by their larger ancestors. Religion: Some Guvant manage to maintain an alignment and religious belief long enough to be priests or druids, but this is rare. Most Guvant try to behave in a manner that suits those around them. A guvant Paladin is extremly rare (and extremely powerful). Language: Guvant language is a mixture of their original giant language and the Oruk language they picked up in their years as slaves. As such the more negative aspects of their language bear a closer resemblance to Oruk. Guvant is actually an old Oruk word for slave. Names: Guvant cherish nicknames given to them by others, no matter how embarassing they would be for others. But they also have their own personal names given to them by their families or owners. Racial Traits: +4 str, +4 Con, -4 Dex, -2 Int, -2 Cha Otherwise same as Goliath from Races of Stone. Treat as goliaths for feats and whatnot. http://www.powerhousemuseum.com/previous/lotr/images/Uruk-hai.jpg Where the Illearen represent learning, restraint, and self-control, the Oruk represent passion, chaos, and domination. They live their lives with a combination of agressive brutalism and willpower. An Oruk typically spends little time considering their options and would much rather cram an axe or fist into someone's skull than bother with diplomacy. A few rare Oruk are capable in areas not exactly favored by their race, such as magic, diplomacy, and "good talkin'". These Oruk are either outcasts, secretly manipulating those in power, or in power and heavily disguising their tendencies. Physiology: Oruks are approximately 5-6 feet tall, 200 pounds, and stoutly built. They have enlarged canines or tusks, skin tones ranging from dark reds to greens, black or brown hair (typically greasy or in dreadlocks from not washing). The females of the race are brutally suppressed and abused. They stand a full foot shorter and are typically malnurished. The only time they're fully fed is when they're pregnant. Most die after having a few litters. Pregnancy lasts a brief 6 months and they can have up to 4 children at a time. The young are raised quickly and males are considered adults at the age of 7, though they don't reach full physical maturity until they're 20. Females are considered useful as soon as they're fertile, but are never treated as "adults" in Oruk society. Personality: Oruk tend to be brutal and efficient. The weak are left behind, the strong rule, the timid are ignored. Relations: Oruk get along with anyone who submits to their strength. This includes Revash and Guvant primarily, who are both capable of taking orders and avoiding/tolerating a beating. Cruel Humans are also found living somewhat comfortably in Oruk lands, as are Mottles. Oruks raised by other societies tend to be slightly more reserved and get along with people without beating them into submission. Alignment: Oruks tend to favor action and competence over tradition and entitlement. As such they favor Chaotic alignments. Their society is brutal and tends to create an air of evil, but there are many good Oruks living in silence there. Most would be chaotic neutral with those in places of power tending towards chaotic evil. Lands: Oruk lands are a vast plains and the cavern systems beneath them. They typically have two cities in one, the common city above ground where the mercantile and agricultural (typically herding) activities take place, and the undercity where the population lives and spends most of their time. The undercity is highly defensible, typically with only one well guarded entrance and several secret exits. Religion: Language: Names: Racial Trait: Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Oruk are strong and healthy, but tend to be brutish and abrasive. Base Speed: An oruk’s base land speed is 40 feet (8 squares). Darkvision: An oruk ignores concealment (including total concealment) from darkness. Darkvision is black and white. Oruk weapon proficiency: Oruk's treat Oruk Exotic weapons as martial weapons. Intimidating: Oruk may choose to reroll any Persuasion check to Intimidate someone. Survivor's fury: Whenever reduced to less than 50% hit points an ourk may choose to enter into a furious rage. During this rage they gain a +2 rage bonus on melee attack and melee damage rolls. They may maintain the rage for a number of rounds equal to 5 + their constitution modifier. After a fit of rage ends they become fatigued. Light Sensitivity: Oruks are dazzled in bright light, such as sunlight or within the radius of a daylight spell. Automatic Languages: Eastran Common (speak only), Oruk (speak only). http://www.zeldasrejects.zeldacavern.com/gallery/albums/userpics/10001/Bulblin.PNG Where shevar represent the light within shadow, Revash are the shadowy darkness. The revash share the Shevar's curiousity and natural knack for learning, what they don't share is a desire to share this information. Revash are constantly striving to know more than those around them, seeking new truths and then concealing them. Physiology: Revash are range between 3 and 4 feet in height. Their skin is dark purples, greens, greys, and sometimes orange with non-uniform spots of lighter colors. They have long arms for their size and short legs. Despite their legs being shorter than a proportionately sized human they are well designed for quick movement. Revash have larger than normal eyes that glow red or green in complete darkness. Personality: Revash are secretive and inquisitive. They attempt to learn much without giving away what they know. Other than this natural tendency they are very commited to the improvement of their family group and are self-sacrificing if it will accomplish a long-term goal. Relations: Revash get along best with Oruks because Oruks don't mind sharing their secrets and don't care to learn any new ones. Alignment: Revash tend towards well structured heirarchies dominated by the most ruthless and capable manipulators. As such they are typically lawful evil. Lands: Revash live in secluded forest homes, preferring forests with a high canopy that remain dark even during the day. They build mid-level tree cities and hunt at night. They are highly capable of concealing their cities with camoflague and there have been instances of travellers passing through an entire metropolis without even noticing the bustling activity above them. Religion: Language: Revash language is hushed wispers, harsh consonants, and complex hand-gestures. They prefer coded written communications and hand-gestures to speech. Their written language is hard to learn and easy to subtly alter because of it's reliance on character writing rather than an alphabet system. Names: Revash children have no names other than their clan title. When they come of age they undergo a rite to acquire their adult name. This name is also assigned a unique character that is branded in a concealable location. Revash families rarely use the same name twice. Names are not necessarily sensical, but may also be a sentence or incomplete sentence, such as "Tea'al'sha" or translated to common as "He-that-folds" or "In-the-One". The meaning behind the name is clear only to the bearer. It is the ultimate secret for a revash to keep or discover. Racial Traits: +2 Dex, -2 Con; Revash are quick but not as sturdy as other races. Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. Revash base land speed is 30 feet Darkvision 60' +4 racial bonus on move silently checks. Martial Weapon Proficiency: Revash are proficient in longbows, shortbows. Weapon Familiarity: Revash treat all Revash weapons as martial weapons rather than exotic weapons. Light sensitivity: Revash are dazzled in bright light. Favored Class: Archer Wildlands and Wanderers and Outcasts http://images.solidcactus.com/neeps/prodid/large/mr-00295.jpghttp://home.att.net/~trferretcouncil/tfs00702.gif Banders wander the world typically searching for happiness and bringing much with them. They're carefree and loving of almost anything. Banders search far and wide for friends, food, and fun. Physiology: Banders resemble large weasels. They have long bodies with short arms and legs. Despite their short arms they have long, nimble fingers. They have large teeth and wide smiles. They are covered in short fur from head to toe. The fur color and texture varies with climate and season, shedding and turning darker in warmer climes and summer months and thickening and turning white in colder climes or winter. Bander males range from 3 to 4 feet tall and weigh between 50 and 80 pounds, females range from 2' 6" to 3' 6" and weigh between 30 and 65 pounds. Banders breed quickly, having multiple children at each birth (typically 2-4). Pregnancy lasts only 6 months. Bander children begin speaking within a year but crawl (some say skitter) until they're almost five years old. Adulthood is reached by fourteen years of age. Personality: Banders are always in a patient hurry and seem on the edge of laughter and insanity. They don't mind waiting, but they are constantly moving which can lead people to believe they are bored. They know when to keep quiet and when to speak and have a knack for not getting on other's nerves. They are not afraid of strangers and even treat their enemies as friends in some cases. They enjoy almost everything, even things other people find dreadfully boring or painful can be interesting to a bander. Bander greet each other with a firm bite on the neck or arm and typically greet other races with that races most informal greeting. Relations: Banders like everyone. This enjoyment is often returned, but Illearen find banders flighty and hard to control. Oruk find Banders annoying and pointless. Alignment: Banders are staunch hedonists and most would never seek to restrict another persons enjoyment of life. As such they tend towards chaotic neutral. There are exceptions of course (Turpit the Righteous, bander paladin of old comes to mind). Lands: Bander originally come from a great forest that was long ago destroyed in the wars between Oruk and Illearen. The banders don't mind, as far as they can remember they were tired of it anyway. However, there are still quite a few bander who are still a bit bitter on this issue. Religion: Snatch, the Wanderer is their patron. He wanders the land looking for something but no one knows what it is. Devout bander are always willing to help him look though. Language: Bander language includes tongue noises and clicks that aren't present in most languages. Their language changes very quickly as slang terms and new concepts work their way through their mobile culture. Their written language is flowing and emotionally descriptive and makes wonderful poetry. Bander poetry is often enjoyed by people who don't even speak the language due to the rythmic clicks and tones that create a percussion effect within the lyrics and melody. It takes non-banders decades to master the language, and in that time most non-banders are speaking an outdated dialect that causes much good-natured snickering. Names: Banders choose names that are both pleasant and descriptive. Most go by a nickname rather than their given name. Racial Traits: +2 Dex, -2 Str; Bander are quick and lithe, but their wiry forms aren't designed for physical prowess. Small Base speed 20 +1 to hit with thrown weapons and slings. Bander love throwing contests! +4 racial bonus to escape artist checks to escape or prevent grapples. You can't touch this. +1 luck bonus to all saving throws. +2 racial bonus on balance, climb, and jump checks. Bander make excellent acrobats and practice these skills before they can walk. +2 racial bonus on diplomacy checks. Favored Class: Expert. http://endicottstudio.typepad.com/endicott_redux/images/brian_froud_green_man_1.jpg The enoth are a long-lived race that arose from the unusual practices of one particularly adventurous ooloi druid. He combined the genetic traits of various trees and the tree-dwelling primates that lived in them. Physiology: Enoth are an impossible-looking mixture of mammal and tree, they stand mostly upright and range from six to nine feet tall and weigh between 300 and 500 pounds. Enoth are grown from large fruits that form in the womb of their mother. Once the fruit ripens it is planted in a sacred grove that also serves as a graveyard. The enoth are grown in the compost of their ancestors and they pick up their racial memories from this event. Enoth spring from the ground slowly and mature for a few years living as saplings. They can speak after their third year (but understand speech at birth, if grown in the sacred grove). After their seventh year they gain the ability to walk. They are mature by their eighteenth year. Some enoth are grown in a specially created soil that merges the soul of a specific fallen enoth with the ungrown seed, effectively bringing the fallen enoth back to life. Enoth druids are all grown this way and they are subject to an additional ritual that binds a nature spirit to their seed. They never cease growing, the tallest known enoth was Yuvrua, who was over fifty feet tall when he finally passed away at the age of four thousand eight hundred and sixty four summers. Enoth grown outside of the grove are devoid of the memories shared by those who are, and have a much harder time learning how to cope with social situations. They also tend to suffer from mental and physical disorders. Personality: Enoth possess the knowledge of hundreds of generations of their ancestors from their earliest moments of sentience. Not all have full access to these memories, but they do experience an emotional connection with the past. This leads them to be reserved in most situations, and also a causes them to experience deja vous quite often. Relations: Alignment: Lands: Religion: Language: Names: Racial Traits: +2 Str, +2 Con Medium: As medium creations, enoth have no special bonuses or penalties due to their size. Enoth base speed is 30 feet. Half-plant type : Enoth are a mixture of tree and mammal. They have internal organs and musculature, but most of their energy comes from photosynthesis. Half-plant traits: Low-light vision Immune to effects that target humanoids. Susceptible to plant-affecting spells. Immune to fatigue and exhaustion and sleep spells. No need for sleep. 25% chance to ignore mind-affecting spells, poison, paralysis, and stunning. This includes positive mind-affecting spells. Powerful build. While medium size, enoth possess strength and structure that enables them to function as large creatures. They are treated as large when it would be beneficial. Fire susceptibility: Enoth take 50% extra damage from fire. Light fortification: 25% chance to ignore critical hit or sneak attack. Bark-skin: Most enoth have tough, barky skin and gain a +2 natural armor bonus. Slam attack: Enoth have a natural slam attack that deals 1d6 damage plus one and one-half their strength modifier. Exotic form: Armor designed for an enoth costs three times as much. Enoth are also unable to wear clothing designed for other races other than belts, necklaces, periapts, brooches, and rings. Level adjustment +1 Favored class: Warrior. Enoth druid. Enoth druids are so different from regular enoth that they are effectively a separate race. The birth of an enoth druid is a carefully planned event, typically to bolster the power of a grove of enoths, or to start a new grove. +2 Wis, +2 Con, -2 Str, -2 Cha: The nature spirit bound to the enoth stunt’s its growth, both physically and socially. Small: As small creature, an enoth druid gains a +1 size bonus on armor class, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but he uses smaller weapons and his lifting and carrying limits are three-quarters those of a medium character. An enoth druid’s base speed is 20 feet. Half-plant type (see above) Fire susceptibility: Enoth take 50% extra damage from fire. Light fortification: 25% chance to ignore critical hit or sneak attack. Slam attack: Enoth druids have a natural slam attack that deals 1d3 damage plus one and one-half their strength modifier. Exotic form: Armor designed for an enoth druid costs three times as much. Enoth druids are also unable wear to clothing designed for other races other than belts, necklaces, periapts, brooches, and rings. Favored Class: Enoth druid. Before illearen and oruks began their age-old struggle there were only Eshilhathvet. These creatures were pure and primal and ruled the entire world for millennia. As their rule grew stale and they grew placid a few of their remaining powerful wizards performed a strange and forgotten ritual. This ritual split the eshilhathvet into two separate races. One of the new races bore the grace and immortality of their parent, the other took the strength and primal force that motivated them to great deeds. These races completely absorbed or destroyed all of the remaining Eshilhathvet and all traces of their society were nearly destroyed. Of course there is no record of this destruction and none now know of the common link between Illearen and Oruk, anyone who seriously considers this possiblity is either seen as a charlatan or a threat. Occasionally however, there are born creatures of this primal and pure strain. They appear for no known reason and are feared by all. Illearen and Oruk typically destroy the abominations, leaving most Eshilhathvet raised by human parents who are typically more accepting than others. Eshilhathvet can be born to humans, illearen, or oruks. Physiology: Eshilhathvet are tall, graceful, and powerful. They have slightly enlarged canines and pointed ears. They are often mistaken for humans. They can live for hundreds of years, but are typically killed. There is no known account of one dying of old age. Personality: Eshilhathvet are typically brooding and surly, due mostly to lives of being distrusted and abused. They are rarely happy and seem to contain a hidden darkness. Those few moments when they are seen to be joyful are shocking to those around them. Relations: Eshilhathvets are feared and hated by Illearen, Oruks, and most Humans. Other races do not share this hatred. Alignment: Eshilhathvets are typically drawn towards evil attitudes, mostly due to the outside influence of a life steeped in hatred, but this only serves to reinforce the stereotype. Some also strive to show their goodness and live as if they're trying to apologize for being born. Lands: None. Religion: Varies Language: Common. Names: Standard names for whichever parent race birthed them. Racial Traits: Medium: As medium creatures Eshilhathvet have no special bonuses or penalties due to their size. Base Speed: Eshilhathvet base land speed is Speed 30 Elf-sight: Eshilhathvet ignore concealment (including total concealment) from darkness. Vision within total darkness is black and white only. Additionally they have blindsight within 5' of them. Mixed blood: For all effects related to race an eshilhathvet is treated as an illearen, an oruk, and a human. Immortal: Eshilhathvet do not physically age past adulthood. They never suffer penalties for aging, and gain +1 to Intelligence, Wisdom, and Charisma for every century that passes after their first. The Eshilhathvet must be normally active during this time, so they may not suspend themselves in a time dimension or magical sleep to gain these bonuses. Soulless: Eshilhathvet are physical representations of their own soul and therefore cannot be brought back from the dead. Automatic Languages: Eshilhathvet learn whatever languages are common for their parent or guardian. The origin of humanity is lost in the history of early civilization. The common theory is that they appeared as the land of dawn and dusk merged with the land of day and night, because that is the first record of large groups of humans forming their first cities. The truth is that humans are the result of breeding between oruk and illearen by the design of a lost tribe of mottle ooloi. The humans were brought into being as an attempt to stop the endless fighting between oruk and illearen, but all they really did was push both groups to greater rage. Physiology: Personality: Relations: Alignment: Lands: Religion: Language: Names: Racial Traits: When the world was young and the races new to the world there was a time of chaos that none now recall. During this time the laws of nature were not as concrete as they are today. Animals could speak, plants could walk about, and the race now known as mottles was between them all, literally. The Mottles are the decendents of a race of shapechangers that had the unique ability to breed with multiple differing species of animals or plants. These forgotten breedings led to the creation of several new races (kinth, enoth, guvant, and other less civilized races such as minotaur, gnolls, etc). The mottles accomplished this feat through natural shapechanging abilities and a lost third gender. Gross eh? Since the ancient days of chaos the laws of nature have prevented these beings from performing their strange breeding and their forms have more or less settled into a humanoid form. Physiology: Mottles natural form is that of a cream colored (typically) genderless, hairless humanoid with light and dark spots covering them. From mottle to mottle natural features vary greatly, from more pronounced muzzles with pronounced canines to oval heads with large eyes and diminished features. The natural form of a Mottle, however, has little to do with how they appear. Mottles are natural shapechangers, capable of assuming the appearance of any humanoid race. They can naturally grow/lose hair, alter bone structure, change skin tone/texture, and even appear to gain weight and height (by manipulating the distribution of liquid and gasses within thier body). Mature mottles may assume either gender and may breed as either male or females. Mottle children are typically mottles, but some rare mottles are so capable at altering their form that their children come out as pure members of the race they are emulating. One in a hundred mottles natural form is an uncomfortable amalgamation of different races with non-uniform features such as one hand that is clawed and another that is smooth and beautiful or one foot is cloven and the other is webbed. These are held in high regard as a purer form of the species in most mottle societies and are more-highly feared in non-mottle societies. Pregnant mottles may not change gender. Personality: Mottle personality is generally secretive and deceptive, but not malignantly so. Lies come to them as easily as breathing does to other species. They try to blend in to societies with as little turbulence as possible. Some mottles live for decades in the same form attempting to pass themselves off as a whole person. Other mottles assume a new form daily and delight in putting on characters, but they're really shy in their own way. A rare mottle is one that chooses to stay in their natural form around non-mottles. Relations: Most races fear mottles to a degree and they aren't typically welcome, but even so major cities support large communities of mottles without much complaint from the masses (who may not even know they're living near mottles). Alignment: Mottle alignment varies as much as the roles they assume, but more tend towards chaos than order. Lands: Mottles live everywhere humanoids live. Religion: Mottles are typically only religious enough to pass as whoever they're imitating, which isn't to say that they don't believe it while thy're acting like they believe it. Mottles are masters of self-deception as well. Those mottles that do have a true religion are typically more openly religious than other humanoids, perhaps as overcompensation to proove themselves. Language: Mottles have no language of their own. Names: Racial Traits: Unable to reprint due to similarity with a currently non-OGL race. http://members.tripod.com/~tiki_21/disney2/phil.gifhttp://www.hhhh.org/maia/img/Faery.jpg (Best picture here (http://upload.wikimedia.org/wikipedia/en/4/40/A_Hamadryad_.jpg)but it has classical nudity) Deep in the wilds there are only the laws of nature. Laws of stark opposites. Life and death, birth and old age, growth and turmoil, male and female. The Syarid are as much a part of nature as a breeze through an ancient forest. They live in true harmony with nature and their society is based on a strict order that ensures respect for Mother earth and Father time. Syarid are almost unique in that the male of their species and the female of the species have vastly different body structures. Depending on subrace (determined by native climate/terrain) the males of this race have the legs and horns/antlers of a ram (mountain), a buck (forest), or a buffalo (plains). The females of the race also adopt aspects of the world around them having hair and eyes that changes color with the season. Physiology: Syarid are strangely attractive to members of the opposite gender of any race. They are typically in excellent physical condition. The three main subraces of Syarid males vary wildly in size and weight. Forest Satyr average between 5'6" and 7' tall and weigh between 150 and 250 pounds (sometimes greater when antlers are fully grown). Mountain satyr average between 4'6" and 5'6" and weigh between 100 and 200 pounds. Plains satyr average between 5' and 6' tall and weigh between 140 and 200 pounds. Syarid females are typically 4'6" through 5'6" tall and weigh between 90 and 150 pounds. Syarid are typically only fertile between other members of the same race and subrace (children being the subrace of whichever climate the mother is in for the majority of the pregnancy and birth). Some rare members are interfertile with humans, oruks, illearen, shevar, and revash. This is the source of half-fey. Personality: Serious when there is need and playful when there is not these beings are as changing as the spring breeze. Relations: Syarid get along most poorly with races that show little respect for nature, namely Oruks and Illearen come into the most conflict with them, though certain members of those races have come to call the wildlands home. Syarid get along most well with Banders who share their love of freedom. Alignment: Neutrality is favored. Syarid prefer to remain out of the affairs of civilization, except when those affairs threaten the balance of nature. Lands: The wildlands are home of the Syarid. Anywhere hammer and axe have not hewn a home or anywhere such homes have fallen to ruin and been reclaimed by the wild are home of the syarid. As long as there has been no guiding hand, save the wind and rain and spirits of the earth the syarid will feel at home. Religion: The syarid have no true religion, most are shamanistic and respect all life as having a sacred spirit. Language: Names: Racial Traits: +2 Cha, -2 Int; All syarid are forceful and attractive but they don't favor book-learning and tend to function off of awareness and instinct. Male gain +2 Str, -2 Wis: Satyr are weaker willed yet stronger. Female +2 Wis, -2 Str: Nymph are wiser and somewhat frail. Medium: As medium creatures syarid have no penalties or bonuses due to size. A Syarid's base land speed is 30 feet. Low-light vision +2 Racial bonus to Perform checks Male Syarid receive +2 racial bonus on Balance, Move Silently, and Spot checks. Female Syarid receive +2 racial bonus on Hide, Listen, and Swim Checks. Automatic Languages: Common and Syarid. Favored Class: Ranger (Satyr) or Healer (Nymph) Racial Feats Satyr Gore You are capable of wielding your natural weaponry. Prerequisite:Syarid male 1st level Benefit: You gain a gore attack that deals 1d6 damage. You deal double damage with these horns on a charge. Normal: Mature Syarid males have horns or antlers, but they can only be used for ceremonial battles and aren't physically capable of dealing damage without doing damage to the syarid (and probably breaking). Nymph's Kiss You are especially alluring. Prerequisite: Syarid Female 1st level. Benefit: You gain +4 to diplomacy checks to humanoids who are attracted to females. 1/day you may use Charm Person as a supernatural ability with a range of touch. The save DC is equal to 11 + Charisma modifier and the effect lasts 1 hour or until you leave their presence, whichever comes first. |
| EvilVegan01-22-07, 11:34 AM | Warrior Hit Die: d10 Class skills: The warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex). Skill points at 1st = 4 + int Skill ponts at each additional level = 4 + int Saves A warrior has one good save or two average saves. Level BAB Special Abilities 1 +1 Feat 2 +2 Feat 3 +3 Pool 4 +4 Feat 5 +5 Pool 6 +6 Feat 7 +7 Pool 8 +8 Feat 9 +9 Pool 10 +10 Feat 11 +11 Pool 12 +12 Feat 13 +13 Pool 14 +14 Feat 15 +15 Pool 16 +16 Feat 17 +17 Pool 18 +18 Feat 19 +19 Pool 20 +20 Feat Class abilities The following are all class abilities of the warrior. Weapon and Armor proficiency: A warrior is proficient with all simple and martial weapons. A warrior is proficient with light,medium, and heavy armor. A warrior is proficient with shields but not tower shields. Feats: At each listed level a warrior gets bonus feats. Unlike standard feats, these feats scale with level. Pool: A warrior has a pool of weapons that he is trained with. Beginning at 3rd level a warrior chooses one weapon per point of Intelligence modifier (minimum 1). With the weapons in his pool a warrior can apply any feats he knows that typically apply only to one weapon (such as weapon focus). At every odd level after 3rd he adds an additional weapon to his pool. These feats benefit from warrior levels. Blind-Fight - At 5th level you no longer suffer penalties for movement while unable to see. At 10th level you gain blindsense out to 15 feet. At 15th level you gain blindsense to 30 feet. At 20th level you gain blindsight. Combat Expertise - When using combat expertise you add 1/4 your warrior levels as a dodge bonus to your AC, up to the amount you deduct from your BAB. Improved Disarm - Add 1/4th your warrior levels as an additional bonus on disarm checks. Improved Feint - +1/4 levels. At 10th level you may feint once per encounter as a free action. At 15th you may feint as a free action. Improved Trip - Add 1/4th your warrior levels as an additional bonus on trip checks. Whirlwind Attack Combat Reflexes - Warriors with this feat gain one additional attack of opportunity per 3 levels. Dodge - +1/3rd warrior levels to dodge bonus against dodge opponent. Mobility - +1/3rd warrior levels to dodge bonus against attacks of opportunity provoked by movement. Spring Attack - You may make one additional attack on a spring attack at 11th level. A 3rd attack is possible at 17th. These attacks are at -5 and -10 respectively. Exotic Weapon Proficiency - Warriors who take this feat gain an additional exotic weapon proficiency every 4th level. Improved Critical - Warriors with this feat add +1 to their threat range for every 5th level. Improved Initiative - Add 1/3rd your warrior levels as an additional bonus on initiative checks. Improved Shield Bash - SMASH! Improved Unarmed Strike - For every two unarmed strike feat a warrior takes their damage die improves one step. Deflect Arrows - One additional arrow deflected per round per 5 warrior levels, up to a maximum of their dex modifier. Improved Grapple - Add 1/3rd your warrior levels as an additional bonus on grapple checks. Snatch Arrows - One additional arrow snatched per round per 6 levels, up to a maximum of their dex modifier. Stunning Fist - You gain one use of stunning fist per warrior level. Mounted Combat - Warriors can train mounts to be amazingly powerful. They gain an animal companion as a druid, but this animal companion must be suitable as a mount. Mounted Archery - +1/5 levels to hit while mounted. Ride-By Attack - +1/4 levels as a dodge bonus on AC for attacks of opportunity caused by ride-by-attack. Spirited Charge - +1/5 levels to hit on a charge while mounted. Trample - Add 1/4th your warrior levels as an additional bonus on overrun checks. Point Blank Shot - Add + 1/4 levels to hit with ranged weapons while within 30 feet. Far Shot - Beginning at 11th level the penalty for long ranges is reduced by 1 (-1,-3,-5, -7, -9), at 15th it is half (-1, -2, -3, -4, -5). At 20th level there a warrior has no penalty for range (but is still limited to 5 or 10 range increments). Precise Shot - At 11th level a warrior with this feat gains the benefits of improved precise shot. Rapid Shot - At 5th level you suffer only -1 to hit while using rapid shot. At 8th level you suffer no penalty for rapid shot. At 13th level you gain one additional attack at your highest BAB with Rapid shot. At 18th level you gain one more additional attack (for a total of 3 bonus attacks with rapid shot). Manyshot - At 11th level this feat improves to greater manyshot. If you already had this feat, you may select another one. Shot On The Run - At 10th level you may make any ranged attack that requires a standard action (such as manyshot) as part of a shot on the run, but at a further -4 penalty. At 15th level this is at a -2 penalty. At 20th level there is no penalty. Improved Precise Shot - Subsumed by precise shot. Power Attack - At 3rd level you gain the benefits of cleave whenever you power attack. At 7th level you gain the benefits of great cleave whenever you power attack. At 11th level you gain the benefits of supreme cleave whenever you power attack. Cleave - If you select this feat before 3rd level, you get a bonus feat at 3rd level (due to power attack granting the benefit). You still gain the normal benefit of cleave even if not power attacking. Great Cleave - If you select this feat before 11th level, you get a bonus feat at 11th level (due to power attack granting the benefit). You still gain the normal benefit of great cleave even if not power attacking. Improved Bull Rush - Add 1/3rd your warrior levels as an additional bonus on bull rush checks. Improved Overrun - Add 1/3rd your warrior levels as an additional bonus on overrun checks. Improved Sunder - Add 1/3rd your warrior levels as an additional bonus on sunder checks. Quick Draw - A warrior of 7th level or higher can sheath a weapon as a swift action. At 12th level when a warrior draws a weapon as a free action within melee range of his opponent, that opponent is flatfooted for the initial attack, once per encounter. Rapid Reload - At 5th level you no longer provoke for reloading a hand or light crossbow (but do still provoke for firing one while threatened). At 10th level you reduce the reload time for a heavy crossbow to a free action. Two-Weapon Fighting - A warrior gains iterative attacks with their off-hand at 6th, 11th, and 16th level of warrior. Two-Weapon Defense - +1/6th warrior level to shield bonus granted by off-hand weapon. Improved Two-Weapon Fighting - Warriors gain no benefit from this feat unless they're multiclassed. Greater Two-Weapon Fighting - Warriors gain no benefit from this feat unless they're multiclassed. Weapon Finesse - At 5th level you add half of your intelligence modifier to damage dealt with a finessable weapon. At 10th level you add your full intelligence modifier to damage dealt with a finessable weapon. At 15th level you add 1 1/2 your full intelligence modifier to damage dealt with a finessable weapon. Weapon Focus - The benefit of weapon focus for warriors is not a simple bonus to hit, but an actual increase to BAB when wielding that weapon. This means that you gain extra attacks sooner and can deduct more from your attack for abilities like combat expertise and power attack. At 4th level you gain +2 to damage with chosen weapon. At 8th level you gain an additional +1 to BAB. At 12th level you gain an additional +2 to damage. At 16th level you gain an additional +1 BAB. At 20th level you gain an additional +2 to damage. These bonuses replace the feats weapon specialization, greater weapon focus, greater weapon specialization. Weapon Specialization - Subsumed by weapon focus. Greater Weapon Focus - Subsumed by weapon focus. Greater Weapon Specialization - Subsumed by weapon focus. Same as rogue except that at each level they gain sneak attack they can trade that for a fighter feat, a skill feat, or a luck feat. Kind of like an artificer, poor BAB, no trap-finding, limited spells that create/modify/enchant objects. More like a full-metal alchemist / potion maker. May, in fact, make heavy use of Craft (alchemy). Kaboom? Miniature's handbook healer with a few more protection spells and altered casting chasis. No unicorn mount (wtf?) A spellcaster bent on physically changing things, such as turning a rock into a dove or themselves into other creatures. They become adept at wearing different forms and causing others to change as well. Priest A priest is a devout member of a religious organization dedicated to a specific deity or pantheon. Their duties include preaching to the faithful, attempting to bring in more faithful through evangelism (or brute force or through good works/example), and performing minor duties for the church. A priest is as much an elite member of a bureaucracy as he is a devout example of holiness. Making a Priest A priest's primary function is to keep the church well funded, well stocked with church-goers, and working towards the common goals of the religion (as determined by the higher-ups, with varying degress of adherence their actual religious teachings). As such a successful priest needs to be able to convey ideas and information in a persuasive manner and be slightly resistant to the influence of others. Races: Priests come from any race that has an organized religion. Priests of Racial deities are typically members of that race. Game Rule Information Abilities: Charisma determines which level of spells a priest has access to, how powerful these spells are to resist, and how many bonus spells they have per day. It is also an important ability for many of the priests abilities. Constitution is useful for additional hit points and lends to good health. Wisdom is useful for priests who fill roles as advisors or who want to advance within the ranks of the organization. Truly good priests also need a great deal of intelligence for skill points. Alignment: A priest must begin within one step of their deity's alignment. A priest's alignment may shift over time with little or no effect. Hit die: d8. Class skills The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Speak Language (None), and Spellcraft (Int). Domains and Class Skills: A priest who chooses the Animal domain adds Handle Animal and Knowledge (nature) (Int) to the priest class skills listed above. A priest who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A priest who chooses Magic adds Knowledge (Arcana). A priest who chooses Plant domain adds Knowledge (nature) (Int). A priest who chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. Skill Points at 1st level: (6 + int modifier) X 4 Skill Points at each additional level: 6 + int modifier The Priest Level BAB Fort Ref Will Special 1 +0 +0 +0 +2 Church favor, domains, religious oratory(inspiration) 2 +1 +0 +0 +3 3 +2 +1 +1 +3 Inspire competence 4 +3 +1 +1 +4 Bonus domain 5 +3 +1 +1 +4 6 +4 +2 +2 +5 Conversion 7 +5 +2 +2 +5 8 +6 +2 +2 +6 Bonus domain, inspire courage +2 9 +6 +3 +3 +6 Inspire greatness 10 +7 +3 +3 +7 11 +8 +3 +3 +7 12 +9 +4 +4 +8 Atonement, bonus domain 13 +9 +4 +4 +8 14 +10 +4 +4 +9 Inspire courage +3 15 +11 +5 +5 +9 Inspire heroics 16 +12 +5 +5 +10 Bonus domain 17 +12 +5 +5 +10 18 +13 +6 +6 +11 Revival 19 +14 +6 +6 +11 20 +15 +6 +6 +12 Bonus domain, Inspire courage +4 Class features All the following are class features of a priest. Weapon and Armor proficiency: Priests are proficient with all simple weapons and the favored weapon of their deity or pantheon (or a weapon of a deity of said pantheon if there is no common weapon). Priests are not proficient with armor or shields. Priests with the War domain gain proficiency in shields and light armor. Spells:A priest casts divine spells, which are drawn solely from her domain list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. To cast a spell, a priest must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Charisma modifier. Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. He receives bonus spells per day if he has a high Charisma score. A priest spontaneously casts his spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can cast spells. A priest can cast any spell on the priest's domain list, provided that he can cast spells of that level. Church Favor: Priests are often sent on assignments by their religious body. These missions can take a priest far away from home. When a priest is in the field on a mission for his church he has official church favor. This comes in many forms and can include, but is not limited to, some of the following: loaned equipment, additional manpower, political asylum, research, etc. The priest makes a level check modified by his charisma in order to use his favor. He may only call upon church favor once per level per assignment. ((Needs work on DCs and outcomes)) Domains: At 1st level A priest chooses two domains that their deity or pantheon offers. He may only cast the spells listed on his domain list. He gains a bonus domain at every 4th level. If his deity has too few domains he may choose any domain that doesn't oppose his deities domains (Death and healing or law and chaos). Religious oratory: Once per day per priest level, a priest can use his skill at oratory to produce magical effects on those near him (including himself if desired). Starting a religious oratory is a standard action. Some religious oratory abilities require concentration, which means the priest must take a standard action each round to maintain the ability. Even while using a religious oratory that doesn't require concentration, a priest cannot cast spells, activate magic items by spell completion (such as scrolls, or activate magic items by magic word (such as wands. Just as for casting a spell with a verbal component a deaf priest has a 20% chance to fail when attempting to use religious oratory. If he fails the attempt still counts against his daily limit. Inspire courage (Su)As a full round action a priest with 3 or more ranks in perform (Oratory) (or for more artistic deities perform (song or poetry)) and knowledge (Religion) can receit relevant portions of their religious doctrine in order to inspire followers of their religion. This grants a +1 morale bonus on attack and weapon damage rolls and a +1 morale bonus on saves vs charm and fear effects to all people who believe in the cause of the religion who are friendly towards the priest (individuals may choose to believe at the time of the oration). This bonus lasts for as long as the priest maintains his oratory and for 5 rounds thereafter. Inspire Competence (Su): A priest of 3rd level or higher with 6 or more ranks in a Perform skill can use his oratory to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the priest. The priest must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the priest's oratory. Certain uses of this ability are infeasible. The effect lasts as long as the priest concentrates, up to a maximum of 2 minutes. A priest can’t inspire competence in himself. Inspire competence is a mind-affecting ability. Conversion (Su): A priest of 6th level or higher with 9 or more ranks in Diplomacy, Knowledge (religion) and Perform (Oratory/Singing/Poetry) can make an impassioned plea to an individual to change his ways. To start this plea the priest must approach to within 90 feet of the creature to be converted and the creature must be able to pay attention to him. The priest must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. To use this ability the priest makes a Diplomacy check. His check result is the DC for the creature's initial Will save against the effect. If a creature's saving throw is successful, the priest cannot attempt to convert that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the words of the priest, taking no other actions, for as long as the priest continues concentrating and speaking to the creature. The attentive creature is effectively fascinated and takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as an ally of the priest approaching the creature, requires the priest make another diplomacy check and allows the creature a new saving throw against a DC equal to the new Diplomacy check. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target automatically breaks the effect. Once the initial save fails the priest gets a chance to convert the creature who is now listening. The priest spends 1d4+1 minutes speaking to the creature about various aspects of his religion and giving him convincing reasons for converting. At the end of this time the creature gets another will save (DC 10 + 1/2 the priest's level + priest's cha modifier). Creatures of opposite alignment, an enemy church, or with class abilities that would be lost for chaning alingment gain a +4 bonus to this save. If this save is successful the creature is no longer rivetted to the priest and returns to his normal routine and cannot be affected again for 24 hours. If the creature fails this save it's alignment shifts to match the priest's deity for a number of minutes equal to the priest's level and his attitude changes two categories positive (per a successful diplomacy check). After this time the creature may willingly remain this alignment. If a creature chooses to return to it's old ways it gets an additional will save (10 + 1/2 the priest's level + priest's cha modifier). If it succeeds at this save it returns to it's old ways immediately (but may require atonement for paladins and others). If it fails this save its alignment shifts one step closer to the deity/religion of the priest and they must seek out a priest of a different alignment to completely break the effect (by voluntarily failing a save against their conversion) or they may shift their alignment normally through actions (but may feel guilty about doing so until their alignment fully shifts). This is an enchantment (compulsion), mind-affecting, language-dependent ability. Inspire greatness (Su): A preist of 9th level or higher with 12 or more ranks in Knowledge (religion) and Perform can use oratory to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a priest attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a priest must speak and an ally must hear him. The effect lasts for as long as the ally hears the priest speak and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. Atonement (Su): A priest of 12th level or higher with 15 or more ranks in knowledge religion may perform an atonement (as the spell) with a daily use of their religious oratory. Using this ability requires 1 minute of uninterrupted concentration and oratory, and it functions on a single target within 30 feet. A priest cannot use this ability on themself. Inspire heroics (Su): A priest of 15th level or higher with 18 or more ranks in Knowledge (Religion) and Perform can use oratory to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a priest must speak and an ally must hear the priest speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the priest speak and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. Revival (Su): As conversion above, but requires 21 ranks in diplomacy, knowledge (religion), and perform. It affects one creature plus one additional creature per 3 levels plus one creature per point of charisma modifier. Some priests have different abilities than those above, but this is the default. Specific deities may grant additional or completely different abilities. Ex-priests A priest may over time change to an alignment that does not match it's deity. When this happens there is a chance that someone within the organization notices. Should it become public knowledge that a priest has become less than faithful to the cause they lose their ability to gain church favor and are unable to use their religious oratory until they atone. If it never comes to light that the priest has fallen then there is no penalty. This leads some less than honest priests to blackmail each other and typically allows for a high level of corruption within the heirarchy. Through understanding and awareness of the natural world and it's forces these wise men and women maintain the natural order of the world. Not changed much. Not changed much. Not changed much. These guys are now feats for warriors. Yummy feats! Oh you know! New skill tricks: Acrobatic charge Prerequisite: Balance 5 ranks, jump 5 ranks, tumble 5 ranks Benefit: Thanks to your acrobatic training, you can charge where other people cannot. You may charge you opponent as long as you have a straight line and can successfully tumble, jump, or balance your way to them (making skill checks to avoid obstacles) within your double-moving distance. Bander charge! Prerequisite: Acrobatic charge, Twisted charge, Balance 8 ranks, tumble 8 ranks, Jump 8 ranks Benefit: You may make an insanely random and erratic charge at an enemy. This functions as an acrobatic charge and a twisted charge but the opponent being charged is denied their dexterity bonus for the initial attack. Bander snatch! Prerequisite: Sleight of hand 5 ranks Benefit: You may make a sleight of hand check to lift light objects off of your opponents while grappled, grappling, or as an attack of opportunity without provoking an attack of opportunity. Wielded weapons and worn objects cannot be lifted. Bander sling attack! Prerequisite: Sneak attack +1d6, sling proficiency. Benefit: When making a sneak attack with a sling you add an additional +2d6 damage. Bander slinger! Prerequisite: Sling proficiency, Weapon Focus (sling), BAB +6 Benefit: You may reload a sling as a free action and it only takes one hand to do so. Bander bite! Prerequistie: Benefit: You gain a natural bite attack (1d3 damage + str mod). This can be used as a secondary natural weapon at -5 (d3 damage+ ½ str mod). If you succeed with this bite attack you can latch on to an opponent that is at least one size category larger than you by making a successful grapple check (using either strength or dexterity for the grapple check, ignoring size modifiers for both opponents). If the grapple is successful you are latched on and automatically deal bite damage each round until they use a grapple check to remove you. You are considered grappling them, but they are not considered to be grappling you (meaning they retain their dexterity to AC, but you do not). They may remove you with a successful grapple attempt. Aside from encumbrance you don’t prevent them from moving. While grappling in this fashion both of your arms are free, allowing you to attack with both hands without the normal -4 penalty to hit for being in a grapple. Satyr Gore You are capable of wielding your natural weaponry. Prerequisite:Syarid male 1st level Benefit: You gain a gore attack that deals 1d6 damage. You deal double damage with these horns on a charge. Normal: Mature Syarid males have horns or antlers, but they can only be used for ceremonial battles and aren't physically capable of dealing damage without doing damage to the syarid (and probably breaking). Nymph's Kiss You are especially alluring. Prerequisite: Syarid Female 1st level. Benefit: You gain +4 to diplomacy checks to humanoids who are attracted to females. 1/day you may use Charm Person as a supernatural ability with a range of touch. The save DC is equal to 11 + Charisma modifier and the effect lasts 1 hour or until you leave their presence, whichever comes first. Unbalanced Training (Martial) - You don't have as much martial training as other warriors, you are proficient with one category lower armor (Heavy>Medium>Light>None) and less martial weapons (All>5>1>none). This flaw can only be taken by Warriors. It can be taken up to 2 times. Code of Honor - Itembound - The feat you choose with the taking of this feat is bound to a magic item that occupies an item slot. If you lose/remove this item for whatever reason you lose the feat (and any feats based off that feat). |
| EvilVegan01-22-07, 11:35 AM | Enoth Druid Alignment Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die D8. Class Skills The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier. 1st Living skin, nature sense, nature's aspect 2nd Woodland stride 3rd Trackless step 4th Resist nature’s lure 5th Bond with the green 6th Percipience 7th Venom Immunity 8th Speak with Spirits 9th 10th 11th Timeless body 12th Long Slumber 13th Dense wood 14th 15th Spirit walk 16th 17th 18th 19th 20th Class Features All of the following are class features of the druid. Weapon and Armor Proficiency Enoth druids are proficient with their natural weapons and the quarter staff. Enoth druids are not proficient with armor or shields and are prohibited from wearing metal armor or shields; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells A druid casts nature spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid casts spells spontaneously. A druid regains her daily spells by meditating at a time chosen by her. Once chosen this time may not be changed. Most druids choose sunrise or sunset as their time of meditation. Chaotic, Evil, Good, and Lawful Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Bonus Languages A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Living Skin (Ex/Su) The enoth druid’s skin is alive and supports all manner of moss, insects, and other creatures. Combined with the enoth’s connection with nature this grants several abilities. All caster levels are at the druid’s caster level. Curative moss (Su): The moss that grows on an enoth can be harvested and has healing properties when applied properly (DC15 heal check). Harvesting and applying this moss is a full round action. This moss grows quickly and can be harvested daily. It grows more potent so that the same amount of moss heals more damage. At 1st level the moss heals as a cure light wounds, at 3rd level it acts as cure moderate wounds, at 5th level cure serious, and at 7th level cure critical. Moss can be harvested a total number of times per day equal to 1 + 1/3 druid’s level + natural constitution modifier. At 5th level two clumps of moss may be combined with the sap of the enoth to act as neutralize poison, remove disease, or restoration. This requires a DC 20 heal check. Moss removed from the enoth loses it’s curative powers after 3 rounds + constitution modifier. Root (Ex): Beginning at 6th level as a full round action an enoth druid can cause his feet to grow into true roots. This causes them to be unable to move from that spot. They gain a +8 bonus on checks and saves to resist being moved in any way. They cannot activate this ability if they aren’t standing on a solid surface. If activated on fertile dirt they gain fast healing 3. This ability can be activated once per day. It remains active for as long as the druid doesn’t move. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Nature’s Aspect (Su) An enoth druid’s most potent ability comes from their ability to draw out the spirit kami that resides within them. This kami is a powerful spirit that is bound to the enoth at birth that grants the enoth supernatural abilities. You may assume an aspect 1/day, plus one additional time for every 3 levels. Its effect lasts one minute per level. Assuming an aspect is a full-round action, though at 7th level it becomes a standard action, at 13th level it becomes a move action, and at 18th level it becomes a swift action. Wrathful strike - This ability lets you focus your spellcasting ability into attacks that are more potent. While in any aspect you may expend a spell slot to add that slot's spell level as a bonus to your attack and damage rolls. Willow – quick and pliable, this aspect is designed for mobility and agility At 1st level while in willow aspect you gain a slam attack that deals 1d6 slashing damage +1 1/2 your strength modifier. You gain a +4 enhancement bonus to dexterity and the weapon finesse or dodge feat. Your natural armor improves by 2. Your base land speed becomes 30 feet. You are small sized. You may only cast spells on yourself or as part of the wrathful strike ability. At 3rd level while in willow aspect you gain improved disarm, improved grapple, or improved trip as a bonus feat. You also benefit from evasion. You may use your dexterity to determine the results of all grapple, trip, or disarm attempts if you choose. Your bonus feat may be different each time you assume an aspect. You are treated as having 4 ranks in tumble. At 6th You may make two attacks as part of a full-round action, both at –2 to hit. When you make two attacks you add only your strength bonus to both attacks (not 1 1/2). At 9th level while in willow aspect form you gain +6 enhancement to dexterity and you become medium sized, now dealing 2d4 with your slashing attack and you gain 10’ reach. You also gain the mobility feat. Your base land speed becomes 40 feet. You gain improved disarm, improved grapple, or improved trip as a bonus feat (choose 2). At 11th level your penalty when making 2 attacks is reduced to –1 to hit. You are treated as having 8 ranks in tumble. At 13th level while in willow aspect your base speed becomes 50 feet and you gain spring attack even if you do not meet the prerequisites. At 15th level while in willow aspect you gain +8 enhancement to your dexterity and now benefit from improved evasion. Your speed improves to large, granting you 15’ reach and your slam attack now deals 2d6 damage. You may make your two attacks as part of a spring attack but both suffer a –5 penalty. You are treated as having 12 ranks in tumble. You gain improved disarm, improved grapple, and improved trip as a bonus feat. At 18th level while in willow aspect you gain +12 enhancement to your dexterity. You gain a 3rd attack and no longer suffer penalties for attacking three times during a full attack action. Your base speed becomes 60 feet Birch – most mystical of the trees, this form lends itself to spell casting At 1st level while in birch aspect your natural armor improves by 4. You gain +2 wisdom. Your size is medium and your base speed is 30 feet. Your slam attack deals 1d4 piercing damage from your long daggerlike limbs. At 4th level while in birch aspect any conjuration (calling/summoning) spell you cast benefits from the Augment summoning feat. If you already have this feat it stacks with itself. At 8th level while in birch aspect your natural armor improves by 6. You gain +4 wisdom. At 12th level while in birch aspect you gain +6 wisdom. Any conjuration (summoning/calling) spell that has a metamagic effect applied to it has it’s effective level reduced by one, to a minimum of it’s typical level. For instance an empowered (+2) rapid (+1) summon summon nature’s ally IV would normally be a 7th level slot, but in birch aspect it occupies a 6th level slot. At 16th level while in birch aspect you gain +8 wisdom. Any conjuration (summoning/calling) spell that has a metamagic effect applied to it has it’s effective level reduced by two, to a minimum of it’s typical level. For instance an empowered (+2) rapid (+1) summon summon nature’s ally VII would normally be a 10th level slot, but in birch aspect it occupies an 8th level slot. At 20th level while in birch aspect you gain +10 wisdom. Any conjuration (summoning/calling) spell that has a metamagic effect applied to it has it’s effective level reduced by three, to a minimum of it’s typical level. For instance an empowered (+2) rapid (+1) summon summon nature’s ally IX would normally be a 12th level slot, but in birch aspect it occupies a 9th level slot. Oak – Tall and regal. This is the combat aspect At 1st level while in oak aspect you lose the ability to cast spells. Your base attack bonus is equal to your druid level. You gain the power attack feat. Your strength and constitution improve by 4. Your slam attack deals d6 bludgeoning damage + 1 1/2 your strength modifier. You gain +4 natural armor. You are medium size and your base speed is 30. At 3rd level while in oak aspect you gain the improved sunder, improved bullrush, or improved overrun feat. Your bonus feat may be different each time you assume an aspect. At 5th level while in oak aspect your size improves to large (1d8 damage / 10' reach) and your base speed becomes 40 feet. You gain +6 natural armor. You gain the cleave feat. At 9th level while in oak aspect you may spend a full-round action to do a massive strike that deals double damage (triple damage to objects), though you suffer a –2 penalty to your attack roll. You gain +8 natural armor. You gain the improved sunder, improved bullrush, or improved overrun feat At 13th level while in oak aspect your size increases to Huge (2d6 damage/15' reach). Your strength increases by 8 and your constitution increases by 6. You gain the great cleave feat. At 15th level while in oak aspect you may spend a full round action to do a single massive strike that deals triple damage (quadruple damage to objects), though you suffer a -4 penalty to your attack roll. You gain +12 natural armor. You gain the improved sunder, improved bullrush, and improved overrun feat At 18th level while in oak aspect your size increases to Gargantuan (2d8 damage/20' reach). Your strength increases by 12 and your constitution increases by 8. You gain the supreme cleave feat. Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey. Bond With the Green (Su) At 5th level an enoth druid may perform a four-hour ritual that mystically bonds him with Nature. The ritual must be conducted privately and it grants the druid an intuitive sense of the condition of the land – a literal bond with the Green. This means that if the land is harmed in any way (a forest fire, a famine, disease) within one mile per level, he becomes aware of it and gains a general understanding of what is happening. If he makes a caster-level check (DC 25), he gains knowledge on distance and direction. In order for an event to trigger the bond, it must affect an area at least 100 yards across or involving at least 25 creatures or large plants (such as trees). Natural daily events, such as predators hunting, do not alert the druid. For example, a Cyclops band is hacking down trees for a huge pyre. A 7th-level druid four miles away becomes alerted once they chop down about 25 trees. All the druid knows is that numerous trees are dying rapidly. If he makes his caster level check, he knows that it occurs four miles away and which direction. He would not know that it was Cyclops specifically cutting down trees. Percipience (Su) Starting at 6th level a druid can see and hear nature spirits otherwise imperceptible to mortals (unless the spirit wishes to show itself). The druid finds this ability disconcerting at first, because it makes him realize how pervasive spirits are: they are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. Druids sometimes become alerted to danger when the spirits of an area are upset or absent. Venom Immunity (Ex) At 7th level, a druid gains immunity to all poisons. Speak with Spirits (Su) The 8th level druid gains the ability to speak with the spirit of a tree, a brook, the air, or any other part of nature that he touches. Once per day he can ask a spirit questions with a one-word answer. Generally, only natural things have spirits – wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100% accuracy. For example if the druid asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. The spirit’s surrounding are never more than a 100-yard radius, however – a river miles long has many spirits. A spirit has a 75% chance, plus 1 percent per level of the druid to know the answer to a question about things farther afield, such as ”is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I’m here?” To convince the spirit to give an answer the druid must make a diplomacy check. A failed check might result in no answer or a lie. The DC of the check depends on the type of spirit: Spirit DC Water spirit 10 Wood spirit 15 Air spirit 18 Animal spirit 20 Stone spirit 30 At 14th level, a druid can ask a question that requires an answer of up to one word per druid level or a series of yes/no questions – one per druid level. Timeless Body (Ex) After attaining 11th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. Long Slumber (Ex) An enoth druid of 12th level or higher can enter a state of extended hibernation. At any point after 12th level an enoth druid can remain motionless for 24 hours, at the end of this period she roots deep into the soil and resembles a normal tree with some slight enoth features. she no longer needs to actively breath or eat, drawing all nutrients from soil, air, and sun. She can move at any time, but it breaks the sleep and she would have to spend another 24 hours rooting. During this state her Kami spirit is free to leave her body. This kami travels the spirit realm and the area around the her sleeping form. This has the immediate affect of rendering the area around a sleeping enoth more vibrant and alive with spirit energy, duplicating the effects of aplant growth spell, but at a range of one mile per month in sleep, to a maximum of one mile per level. Dense wood (Ex) At 13th level the enoth druid becomes even more resistant to critical attacks. Their natural fortification improves to 50%. Spirit walk (Su) When an enoth druid is sleeping under the effects of their Long Slumber ability she may not only allow her kami to leave her body, she may herself travel the world as a spirit. This leaves her body completely inert and unaware, but the spirits of her grove are there to protect her. While on a spirit walk she travels through the spirit realm, but can manifest on the real world as an incorporeal spirit. Ex-Druids A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description). Druid Spells 0-Level Druid Spells (Orisons) Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (-1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Resistance: Subject gains +1 bonus on saving throws. Virtue: Subject gains 1 temporary hp. 1st-Level Druid Spells Calm Animals: Calms (2d4 + level) HD of animals. Charm Animal: Makes one animal your friend. Detect Animals or Plants: Detects kinds of animals or plants. Detect Snares and Pits: Reveals natural or primitive traps. Endure Elements: Exist comfortably in hot or cold environments. Entangle: Plants entangle everyone in 40-ft.-radius. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.\ Hide from Animals: Animals can’t perceive one subject/level. Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Obscuring Mist: Fog surrounds you. Pass without Trace: One subject/level leaves no tracks. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger. Speak with Animals: You can communicate with animals. Summon Nature’s Ally I: Calls creature to fight. Vigor, Lesser: Creature gains fast healing 1 for 10 rounds + 1 round per level (max 15) 2nd-Level Druid Spells Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Delay Poison: Stops poison from harming subject for 1 hour/level. Fog Cloud: Fog obscures vision. Gust of Wind: Blows away or knocks down smaller creatures. Hold Animal: Paralyzes one animal for 1 round/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Summon Nature’s Ally II: Calls creature to fight. Warp Wood: Bends wood (shaft, handle, door, plank). Wood Shape: Rearranges wooden objects to suit you. 3rd-Level Druid Spells Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Daylight: 60-ft. radius of bright light. Diminish Plants: Reduces size or blights growth of normal plants. Dominate Animal: Subject animal obeys silent mental commands. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). Plant Growth: Grows vegetation, improves crops. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Quench: Extinguishes nonmagical fires or one magic item. Sleet Storm: Hampers vision and movement. Snare: Creates a magic booby trap. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Stone Shape: Sculpts stone into any shape. Summon Nature’s Ally III: Calls creature to fight. Vigor: As lesser vigor,but fast healing 2 (max 25 rounds) Vigor, Mass lesser: As lesser vigor, but affects 1 creature per 2 levels (max 25 rounds) Water Breathing: Subjects can breathe underwater. Wind Wall: Deflects arrows, smaller creatures, and gases. 4th-Level Druid Spells Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Antiplant Shell: Keeps animated plants at bay. Command Plants: Sway the actions of one or more plant creatures. Control Water: Raises or lowers bodies of water. Flame Strike: Smite foes with divine fire (1d6/level damage). Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Rusting Grasp: Your touch corrodes iron and alloys. Scrying F: Spies on subject from a distance. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Summon Nature’s Ally IV: Calls creature to fight. 5th-Level Druid Spells Animal Growth: One animal/two levels doubles in size. Atonement: Removes burden of misdeeds from subject. Awaken X: Animal or tree gains human intellect. Baleful Polymorph: Transforms subject into harmless animal. Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Control Winds: Change wind direction and speed. Death Ward: Grants immunity to all death spells and negative energy effects. Hallow M: Designates location as holy. Insect Plague: Locust swarms attack creatures. Stoneskin M: Ignore 10 points of damage per attack. Summon Nature’s Ally V: Calls creature to fight. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Tree Stride: Step from one tree to another far away. Unhallow M: Designates location as unholy. Vigor, Greater: As lesser vigor, but fast healing 4 (max 35 rounds) Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Thorns: Thorns damage anyone who tries to pass. 6th-Level Druid Spells Antilife Shell: 10-ft.-radius field hedges out living creatures. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Find the Path: Shows most direct way to a location. Fire Seeds: Acorns and berries become grenades and bombs. Ironwood: Magic wood is strong as steel. Liveoak: Oak becomes treant guardian. Move Earth: Digs trenches and builds hills. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. Repel Wood: Pushes away wooden objects. Spellstaff: Stores one spell in wooden quarterstaff. Summon Nature’s Ally VI: Calls creature to fight. Transport via Plants: Move instantly from one plant to another of the same kind. Vigorous Circle: As mass lesser vigor, but fast healing 3 (max 40 rounds) Wall of Stone: Creates a stone wall that can be shaped. 7th-Level Druid Spells Animate Plants: One or more plants animate and fight for you. Control Weather: Changes weather in local area. Creeping Doom: Swarms of centipedes attack at your command. Fire Storm: Deals 1d6/level fire damage. Scrying, Greater: As scrying, but faster and longer. Summon Nature’s Ally VII: Calls creature to fight. Sunbeam: Beam blinds and deals 4d6 damage. Transmute Metal to Wood: Metal within 40 ft. becomes wood. True Seeing M: Lets you see all things as they really are. Wind Walk: You and your allies turn vaporous and travel fast. 8th-Level Druid Spells Animal Shapes: One ally/level polymorphs into chosen animal. Control Plants: Control actions of one or more plant creatures. Earthquake: Intense tremor shakes 80-ft.-radius. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Repel Metal or Stone: Pushes away metal and stone. Reverse Gravity: Objects and creatures fall upward. Summon Nature’s Ally VIII: Calls creature to fight. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Vigor, Ultimate: One creature gains fast healing 15 for 10 rounds + 1 round per level (Max 50 rounds) Whirlwind: Cyclone deals damage and can pick up creatures. 9th-Level Druid Spells Antipathy: Object or location affected by spell repels certain creatures. Elemental Swarm: Summons multiple elementals. Foresight: “Sixth sense” warns of impending danger. Shapechange: Transforms you into any creature, and change forms once per round. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Nature’s Ally IX: Calls creature to fight. Vigorous Circle, Ultimate: One creature per level in 30' burst gains fast healing 10 for 10 rounds + one round per level (Max 55 rounds) 1st Sneak attack +1d6 2nd Evasion 3rd Bonus luck feat 4th Sneak attack +2d6, Uncanny dodge 5th Easy luck 6th Bonus trick, favorite trick 7th Extra fortune, sneak attack +3d6 8th Improved uncanny dodge, special ability 9th Bonus trick, favorite trick 10th Bonus luck feat, sneak attack +4d6 11th Special ability 12th Bonus trick, favorite trick 13th Extra fortune , sneak attack +5d6 14th Special ability 15th Bonus trick, favorite trick 16th Bonus luck feat, sneak attack +6d6 17th Special ability 18th Bonus trick, favorite trick 19th Extra fortune, sneak attack +7d6 20th Special ability BAB - Average. Saves - Good Reflex. Alignment Any. Hit Die d6. Class Skills The bander rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at 1st Level (8 + Int modifier) ×4. Skill Points at Each Additional Level 8 + Int modifier. Class Features All of the following are class features of the bander rogue. Weapon and Armor Proficiency Bander rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Bander rogues are proficient with light armor, but not with shields. Sneak Attack If a bander rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The bander rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bander rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two bander rogue levels thereafter. Should the bander rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a bander rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A bander rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The bander rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bander rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Evasion (Ex) At 2nd level and higher, a bander rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the bander rogue is wearing light armor or no armor. A helpless bander rogue does not gain the benefit of evasion. Bonus luck feat (Ex) At 3rd level a bander rogue gains a bonus luck feat. They gain an additional luck feat at 10th and 16th level Uncanny Dodge (Ex) Starting at 4th level, a bander rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a bander rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. Easy luck (Ex) Beginning at 5th level when using an immediate or swift action for a luck feat you don’t count that action against your normal limit of one immediate or swift action per round. You still may only use one luck reroll per round. Bonus trick (Ex) At 6th level you gain a bonus skill trick. This does not cost skill points or count against your normal limit of skill tricks. You gain an additional bonus trick every 3rd level after 6th (9th, 12th, 15th, 18th) Favorite trick (Ex) At 6th level you may choose one skill trick you know. You may use this trick one additional time per encounter. You gain an additional favorite trick every 3rd level after 6th (9th, 12th, 15th, 18th) Extra Fortune (Ex) At 7th level you gain one additional luck reroll per day. You gain one extra use again at 13th and 19th. Improved Uncanny Dodge (Ex) A bander rogue of 8th level or higher can no longer be flanked. This defense denies another bander rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more bander rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum bander rogue level required to flank the character. Special Abilities On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th, and 20th), a bander rogue gains a special ability of her choice from among the following options. Crippling Strike (Ex) A bander rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Defensive Roll (Ex) The bander rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the bander rogue can attempt to roll with the damage. To use this ability, the bander rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the bander rogue’s evasion ability does not apply to the defensive roll. Improved Evasion (Ex) This ability works like evasion, except that while the bander rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless bander rogue does not gain the benefit of improved evasion. Opportunist (Ex) Once per round, the bander rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the bander rogue’s attack of opportunity for that round. Even a bander rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. Skill Mastery The bander rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A bander rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex) This ability represents the bander rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a bander rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Feat A bander rogue may gain a bonus feat in place of a special ability. THIS IS OBSOLETE. Needs to be fashioned into a proper 20 level paragon class. Deep in the soul of a mottle is a heavily restrained mutable soul. This being is capable of attaining a degree of control above that of the common mottle. At the height of their power they can even unlock the ancient secret of the third gender, the Ooloi. Prerequisites Feats: Racial Emulation Skills: Bluff and Disguise 8 ranks each Hit Die d8 Class Skills: Bluff, Concentration, Diplomacy, Disguise, Heal, Intimidate, Listen, Profession, Sense Motive, and Spot. Skill points: 4+int modifier. BAB Fort Ref Will Ability 1 +0 +2 +2 +0 Enhanced senses, self-control I 2 +1 +3 +3 +0 Bonus feat 3 +2 +3 +3 +1 Change shape, self-control II 4 +3 +4 +4 +1 Bonus feat 5 +3 +4 +4 +1 Ooloi transformation, self-control III Class abilities Enhanced senses: Whenever a mottle uses their minor shapechange ability to assume a form that normally has low light vision or darkvision they gain those senses. Darkvision is 60' regardless of which form is assumed. Self-control I: On the path of true understanding of their heritage a mottle becomes immune to diseases through an intimate understanding of their body. Also a mottle may grow size appropriate natural weapons. They may grow one natural weapon for each level they have in mottle paragon. If they assume a form with natural weapons they count the forms normal number of natural weapons towards their maximum number of natural weapons. For instance a 3rd level mottle becomes a troglodyte. Troglodytes already have 3 natural attack modes so the third level mottle could not gain any additional natural attacks. A 5th level mottle in troglodyte form could grow two additional natural attacks. Bonus feat: At 2nd and 4th level a mottle gains a bonus feat. This must be chosen from the following list: Deceitful, Negotiator, Improved Natural Attack, Multi-attack, Persona Immersion, or Quick Change. Change shape: A 3rd level mottle paragon gains the change shape ability as an extraordinary ability. This replaces their minor shapechange ability and all feats that function for minor shapechange also work for change shape. A mottle with change shape may assume the form of any humanoid, monstrous humanoid, or giant of size small, medium, or large. His equipment does not resize and his ability scores do not change. Self-Control II: Whenever a mottle of 3rd level or higher assumes a shape they gain +2 bonus to strength, dexterity, and constitution. A mottle can gain fast healing 5 for a number of rounds equal to 3 + constitution modifier per day, these rounds need not be used consecutively. Ooloi transformation: Upon attaining full awareness of their body's internal organization the mottle awakens a primal force. This allows them to function as a 3rd gender and subconsciously choose the best traits from two creatures from different races and give birth to an entirely new creature bearing the features of both parents. They may combine any two living creatures (any creature with a constitution score) and the offspring is a fully viable species that is half of both parents. Once the offspring is created as a full embryo it is implanted in the female parent (if both parents are within 1 size category of the mottle) or the ooloi assumes a hybrid form capable of giving birth to it. This has very little in-game effect, but it's really neat. It also allows for really random things like half-dragon, half-daffodil mixtures. Self-control III: A mottle of this level of control has learned to control even the most minor of features of his internal anatomy, he no longer ages. He no longer suffers penalties for aging and bonuses still accrue. A mottle paragon may effectively live forever unless they decide to let themselves die of old age. Additionally the paragon becomes immune to critical hits whenever he retains his dexterity bonus to AC. The Nymph healer Alignment: Any Good Hit Die: d6 Class Skills The nymph healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Swim (Str). Skill Points at 1st level: (4+int modifier) X 4 Skill points at each additional level: 4 + Int modifier 1st +0 +1 +1 +1 Augment Healing, Unearthly grace 2nd +1 +1 +1 +1 Skill Focus (Heal) 3rd +1 +2 +2 +2 Divine Grace 4th +2 +2 +2 +2 5th +2 +2 +2 +2 Healing Hands 6th +3 +3 +3 +3 Divine Health 7th +3 +3 +3 +3 Effortless Healing 8th +4 +4 +4 +4 DR 1/cold iron 9th +4 +4 +4 +4 Divine body 10th +5 +5 +5 +5 Empower Cure 3/day 11th +5 +5 +5 +5 12th +6/+1 +6 +6 +6 Fast healing 1 13th +6/+1 +6 +6 +6 Maximize Cure 3/day 14th +7/+2 +6 +6 +6 DR 5/cold iron 15th +7/+2 +7 +7 +7 16th +8/+3 +7 +7 +7 Supreme Cure 3/day 17th +8/+3 +7 +7 +7 Fast healing 5 18th +9/+4 +8 +8 +8 19th +9/+4 +8 +8 +8 20th +10/+5 +9 +9 +9 DR 10/Cold Iron Class abilities The following are the class abilities of the nymph healer Weapons and armor Nymph healers are proficient with all simple bludgeoning weapons. Nymph healers are not proficient with armor of any kind nor shields. They are forbidden from using slashing or piercing weapons and from wearing armor. If they do so they lose their supernatural, spells, and spell-like abilities for 24 hours. Spells A nymph healer casts nature spells, which are drawn from the nymph healer spell list given below. A nymph healer casts spells spontaneously. To cast a spell a nymph healer must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The difficulty class against a nymph healer’s spell is 10 + the spell’s level + the nymph healer’s Charisma modifier. Nymph healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead they must meditate or pray for their spells, receiving them from their connection to and understanding of the natural world and it’s spirits. Each nymph healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a nymph healer regains her spells for the day. A nymph healer can cast any spell on her list, provided she can cast spells of that level. Augment Healing (Su) A nymph healer gets Augment Healing as a bonus feat. Unearthly Grace (Su) A nymph healer adds her charisma modifier (if positive) as a deflection bonus to armor class. Skill Focus (Heal) (Ex) At 2nd level a nymph healer gains Skill Focus (Heal) as a bonus feat. If she already has this feat she may choose another one. Divine Grace (Su) Beginning at 3rd level a nymph healer adds her charisma modifier (if positive) to all of her saving throws. Healing Hands (Su) At 5th level a nymph healer adds her charisma bonus to the amount of damage healed by any cure spell. Divine Health (Su) At 6th level a nymph healer becomes immune to all diseases. Effortless Healing (Ex) At 7th level a nymph healer may Take 10 on concentration checks to defensively cast spells of the healing subschool. Damage reduction (Su) Beginning at 8th level a nymph healer gains DR 1/cold iron. This improves to DR 5/cold iron at 14th and DR 10/cold iron at 20th. Divine body (Su) At 9th level a nymph healer becomes immune to poison. Empower Cure (Su) At 10th level a nymph healer gains the ability to empower any cure spell she casts as if with the Empower Spell metamagic feat, without increasing its effective level. This increases the casting time to 1 round. She may do this 3/day. Fast healing (Su) Beginning at 12th level a nymph healer gains fast healing 1. At 17th level this improves to fast healing 5. Maximize Cure (Su) At 13th level level a nymph healer gains the ability to maximize any cure spell she casts as if with the Maximize Spell metamagic feat, without increasing its effective level. This increases the casting time to 1 round. She may do this 3/day. Supreme Cure (Su) At 16th level a nymph healer gains the ability to empower and maximize any cure spell she casts as if with the Empower and Maximize Spell metamagic feats, without increasing its effective level. This increases the casting time to 1 round. She may do this 3/day. Nymph healer Spell List 0- Create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic 1- Bless water, cure light wounds, endure elements, entropic shield, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, shield of faith, speak with animals, vigor (lesser) 2- Calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, resist energy, restoration (lesser), shield other 3- Close wounds, create food and water, cure serious wounds, dispel magic, neutralize poison, protection from energy, remove curse, restoration, status 4- Cure critical wounds, death ward, freedom of movement, cure light wounds (mass), panacea, repel vermin, spell immunity 5- Atonement, break enchantment, cure moderate wounds (mass), revivify, spell resistance, stone to flesh, true seeing 6- Restoration (greater), heal, heroes’ feast, cure serious wounds (mass), dispel magic (greater), regenerate 7- Cure critical wounds (mass), repulsion 8- Antimagic field, discern location, holy aura, heal (mass), spell immunity (greater) 9- Forsight, gate, revivify (greater) Greater rivivify is the same as revivify, but it takes 5000 gp in diamonds and can be done within 1 round per caster level. Shevar Alchemist- Enhances the light-shadow forces that power the magic of Shevar. Revash Ninja - Enhances the dark-shadow forces that lie at the heart of Revash. Human - Humans may take the human paragon PrC. Syarid Satyr Ranger - Enhances the primal hunter that is the satyr. These guys become keepers of the grove and gain limited druid spells. Syarid Nymph Healer - Enhances the nymph with the healing power of nature. Also enhances the natural charm of the nymph to aid her in resisting attacks. Enoth Druid - A spirit-bonded class that focuses on channelling aspects of nature. Guvant Warrior - Me big and smashy! A class that actually gets a little bit bigger. Oruk Warrior - Enhances the primal fury that is ORC! Eshilhathvet Warlock - Enhances the dark power that defines these beings. . . or offers a path towards the light. |
| Azar01-22-07, 01:39 PM | I like it a lot - it has a classic feel to it while remaining unique. My first question is how are Half-Elves created? Just as the standard race is or is there a more sinister force at work? With Warlock as their favored class I'd assume that a decidedly fiendish flavor is superimposed onto your Half-Elves, or will you be changing the flavor of the class to suit the shadow-duality of your world's magic? |
| EvilVegan01-22-07, 02:15 PM | I most certainly will. The "half-elves" will be creatures born with features reminiscent of a mixture of Oruk and Elf. Oddly enough they can be born to orcs, elves, or humans and have little to do with being half-anything. Its more like a half-elf in that it has the controlling/magical nature of an elf in a form not fit to bear it. This may be explained later on in the campaign, currently I'm leaning towards a common ancestry between orcs, humans, and elves and these are the throwbacks. It is also going to tie in with the secret 4th member of the holy "trinity", the one that represents true darkness (not just the absence of light present in a shadow) and opposition/corruption. |
| EvilVegan01-27-07, 06:24 PM | . . . |
| EvilVegan03-04-07, 09:19 AM | I've got a lot of information up there, any tips for presentation? |
| SSj3goblin03-04-07, 01:29 PM | I love the banders, are they your version of a fairy inspired kender? |
| EvilVegan03-04-07, 05:47 PM | Nah, I've got pet ferrets. :P But, yea I was wanting something similar to kender, but not racial thieves. I'm thinking more swashbucklers / sorcerers and a deeper connection to travelling, music, and dancing. They're mostly gypsies. |
| EvilVegan03-25-07, 02:55 PM | Bump for version 3.2 |
| KeshFerrar03-25-07, 05:19 PM | I would agree with Azar: classic feel, but enough "spin" to make it unique. Editing and content wise: Any time you have spoilers within spoilers content is going to get lost or forgotten. And you have some important information in there. Namely the History and the classes. In my opinion they should be their own spoilers. You discuss nations underneath the races, but I think you should discuss the nations in more detail in a dedicated post. Just a few thoughts, hope that helps. |
| EvilVegan03-25-07, 06:12 PM | Thank you for the tips! I am still editting heavily. I know a lot of it is in bad places and will eventually get it's own post/spoiler heading. Why, just now I reworked three of the posts to be more legible. |
| EvilVegan01-11-08, 03:47 PM | How long does it take to put things in the archive? Shameless :bump: |