| Post/Author/DateTime | Post |
|---|---|
| feartheinvinceblehamster04-10-07, 07:04 PM | The Lands of Aeris Countries/areas THE FIRELANDS Ever-burning. Deadly. These describe the firelands. Azer, Efreet, and other creatures reside in hunter/gatherer communities, which hunt creatures such as fire elemental bison and nightmares. RANDOM ENCOUNTER TABLE 1-10: 1d6 Azer 11-15: 1d10 fire element bison 16-22: 1d2 efreet 23-24: Cauchmerer Nightmare 25-27: nightmare 28-32: lesser nightmare 33-35: large magma paraelemental 36-40: elder fire elemental 41-50: 1d4 flamebrothers 51-55: 1d3 average salamanders 56-58: greater salamander 59-65: 1d8 fire gnomes 66-69: greater fire elemental 70-80: small fire elemental 81-85: Medium fire elemental 86-90: Fire Elementite swarm 91-99: Xac-Yel 00: Noble Efreet Dangers of the Firelands: It’s eternally burning land, of course there are dangers! If not properly protected, anyone in the firelands takes 1d6 fire damage a round a must make a DC 13 Reflex save or catch on fire ITEM! Firelands Protection Suit: Weight: 15 LB Price: 600 GP This Bulky Suit is designed for exploring the firelands. It is made of a flame-retardant fabric. It grants the wearer fire resistance 10 and immunity to catching on fire. Flame Gouts: Every hour, there is a 1% cumulative chance that a flame gout blasts in front of the character. The character takes 4D6 fire damage; half on a successful DC 18 reflex save. ITEM! Firelands Tent: Weight: 25 LB Cost: 1,300 GP This specially treated tent is made of the same material as a Firelands Protection Suit. It grants fire resistance 20 to all inside. BLACKFIRE In the Firelands, there is a curtain of black fire. If you run into it, you emerge in the city of Blackfire. Population: 300,000 30% fire gnome 20% efreet 40% Azer 5% human 5% other Exchange Rate 3 platinum=one fireball 3 gold=1 fire gout 3 silver=1 flame 3 copper=1 ember City Alignment: Lawful Neutral Ruler: Mayor Ad-Jeehan (male azer aristocrat 4) System: Democracy (Mayor elected every 6 years) Cost of Avg. house: 30,000 fire gout. SHOPS: Saerekssss’s….General Store: Saereks’ sells a variety of items. Basically, magic items costing less than 50 flame gout, and any item on the misc. list in the PHB. Shopkeep: Saerek’s Store isn’t really called Saereksss’s, It’s just a joke name given to it due to Saerek’s reptilian accent. Saerek male average salamander expert 4 Notes: Saerek has a heavy repeating crossbow under the counter for those “Tough Customers” Jer’s Armory: Jer sells just about every weapon known to humanoids, and several that aren’t. Jer sells every piece of armor, every shield, and every weapon in every book. Shopkeep: Jer is a fire gnome. He talks very fast and ALWAYS speaks his mind. Jer male fire gnome FTR 3/Expert 2. Notes: Jer has a gnome hook-hammer and doesn’t like it when you linger…. Carista (car-EAST-uh)’s magic: Carista sells stuff. Magic stuff. Carista has any magic item costing less than 80,000 fire gout available within two days of request. For each 20,000 fire gout after that, it takes another week. Shopkeep: Carista is a female Azer sorcerer. Carista female Azer Sorcerer 12. notes: only call her a fortune-teller, magician, or street trickster if you’re wondering what it would feel like to be turned hot pink by the presdigitation spell. The Mad Energon: Stately Inn, Doncha’know me good chaps, eh? Eh? (Yes, the barkeep actually has that speech pattern.) Games: dungeon 133 or photocopy Food: Roast Ham: 3 flame Chicken: 2 flame Roast tiny monstrous spider: 3 fire gout Fire Element Bison Haunch(cooks itself!): 3 flame Energon Tentacles (the specialty): 1 fire gout Drinks: Ale: 2 ember Orc Thudrud: 1 ember Distilled Energon: 3 fire gout, make DC 17 fortitude save or -2 constitution for 3 hours. Room(per night): 3 fire Barkeep: Chuck Aders, who works as a fire bison hunter in his free time. Chuck Aders male half-fire element human expert 4/scout 2. Notes: Chuck loves sharing stories about hunting, and he has numerous trophies in the hallways and main dining area. Aeris, the Capital of the Lands of Aeris Pop: 3.4 million 63% human 8% elf 3% frost dwarf 7% technokobold 6% fire gnome 13% other City Alignment: LG Currency: Gold Piece Ruler: King Terrijin XI, Aristocrat 6/fighter 3 System: Monarchy Cost of Average house: 20,000 gold pieces Shops: Seris’s Tech: Seris, a Technokobold inventor, Runs a technology shop here. Seris holds Fire(or any other element) resistance 10 suit: 300 gold Seris’s Magnum Model: 200 gold(36 bullets: 5 gold)(2d6 damage, 6 shots per clip, 70 ft. range inc.) Seris’s Rifle Model: 400 gold(20 bullets: 10 GP)(2d8 damage, 2 shots per clip, 140 ft. range inc.) Seris’s Treecutter: 100 GP(1 pint of oil runs for 24 hours)(saws through a tree in 12 seconds, 10% chance of malfunction, 5d6 damage to user and anyone within 5 ft of him if it malfunctions) Jerlini Adventuring: The low-level adventurer’s one stop shop. Sells Alchemist’s fire, sunrods, All items under “Adventuring Gear” in the Player’s Handbook, Thief’s tools(normal and masterwork) Nonmagic weapons(normal and masterwork), spell component pouches, wooden holy symbols, scrolls(level 2 spell or lower), potions(100 gold or less) Shopkeep: Ribo Jerlini male human fighter 4 Notes: Retired adventurer, loves sharing stories of the old days. Has his old frost longsword above the counter, and it looks suspiciously like the Frozen Sword, family heirloom of the Kings of the LeShay. The Durnken Harpie (yes, it’s spelled like that, and the h in “the”, the D, K, and e in drunken, and the a and e in harpie are backwards.) The only thing served here is “food” and “drink” They cost 5 copper each. It’s best not to ask what kind of food or drink it is. A brawl happens about once every 5 minutes. It’s not a great place, even for it’s bad neighborhood. Barkeep: The barkeep doesn’t tell anyone his name, and his conversation consists of “Buy somethin’ or ge’ out!” Notes: Loitering not encouraged. It’s in fact, discouraged. With a technokobold multibarrelled pistol (harpie pistol). ITEM! Harpie Pistol Used at the 3 inns of called the Drunken Harpie (or at least that’s what they’re called when you correct the backwards letters), the Harpie Pistol was designed by Seris to deal with the Harpie’s tough clientele in mind. The Harpie Pistol is a short barreled pistol which can be used in close quarters (in melee combat) without provoking an attack of opportunity. The harpie pistol is roughly the equivalent of a handheld gatling gun, at least in terms of how it functions. It has four barrels, which rotate when a shot is fired from each. Each one is basically a separate pistol, dealing 2D6 The barkeep is widely believed to be human. Oh, it’s in a very bad neighborhood. It’s also widely agreed that you’ll be lucky if you have 75% of your valuables when you get to the inn, and your even luckier if you have 50% when you leave. The bouncers consist of the actual clientele, most of which are very good at their job. The Bronzewood Forest Elves reside here, along with half-crazed by patriotism, elf-ruled Drow. The area, like many other regimes, is 10% elf, 90% Drow. Of course, the elves aren’t particularly unjust to the Drow, and the Drow are generally quite happy with their jobs. Sautéed Assassin vine is a delicacy. RANDOM ENCOUNTER TABLE D% 1-10 Girrallon 11-13 Assassin Grove: 1D6 vines in a grove. Hence the name. 14-20 Ettercap 21-35 Drow Rebels (1st level warriors) 1D6 36-42 Elf Hunters (1st level warriors) 1D4 43-53 Dryad 54-60 Young green dragon 61-72 1D8 dire wolves 73-80 Dire Tiger 81-83 1D8 dire apes 84-90 1D6 dire boars 91-95 Triceratops 96-00 1d10 Krenshar The Magic Grove In the center of the Bronzewood Forests, there is the one place in Aeris you can acquire Bronzewood and Darkwood. Every 24 hours, any tree that is cut down grows back, so long as one tree of it’s kind is still standing. Bronzewood may be found in the EBBERON campaign setting. In the center of the Magic Grove is a pool, and anything submerged in it is instantly subject to the spells Heal, Break Enchantment, and greater restoration. THE DROW RESISTNACE MOVEMENT A small band of Drow in Bronzewood don’t like being ruled by the elves and engage in guerilla Tactics against them. The True Drow, as they call themselves, don’t wish elves ill, but would like to control a area of the forest for their own city. The elves don’t like this Idea, and prefer the Drow in their current state. Jared (CN male Drow Fighter 12) Doesn’t particularly agree with this stance. He is the leader of the True Drow. Elves are rarely directly attacked, at least under orders and on purpose, but they are occasionally injured by accident, usually by a poorly aimed True Drow Arrow (A arrow used by the resistance to take out supply trains, consisting of an arrow, acid, alchemist’s fire, oil, and lit on fire. It’s very effective at blowing supply trains off the face of Aeris.) THE CITY OF LAMBENT Pop: 603,000 89% Drow 10% elf 1% other Alignment: Lawful Neutral Currency: PP: Treant GP: Bronzewood SP: Darkwood CP: Leaf Exchange rate 2 PP=1 treant 2 GP=1 Bronzewood 2 SP= 1 darkwood 2 CP= 1 leaf Ruler: Elf Senate (Group of 120 elves who vote on laws. They also create and revise various laws.) System: Representative from each of the noble families. Usually heads of house, but not always. Cost of Average House: 5,000 Bronzewood. Shops: Eagleswan’s: Owned by the noble family of Eagleswan, they can procure any magic item within 2 months, excluding artifacts. They usually have any magic item costing less than 10,000 Bronzewood (20,000 GP) on hand. Shopkeep: Usually the house mage, Qillathe Eagleswan (female elf wizard 13). Notes: A field suppresses magic near the shopkeep’s counter, and the merchandise, most of which costing more than 200 bronzewood (400 GP) is kept downstairs in portable holes. Therefore, it is not recommended to attempt to steal anything, because Qillathe can and will drop a fireball, and since it is suppressed near the counter and merchandise, it only affects the customer area. Juerak’s Tavern: Owned by the True Drow Resistance as a base of operations (Not like the elves know that) This is basically the most popular place in town. It’s menu? Grilled Ham: 3 darkwood Roast Krenshar (The whole thing) 1 treant Sautéed Assassin vine: 2 Bronzewood Elf Dewwine: 2 Darkwood Midnight (water, mixed with solidified moonlight [It’s a spice], grapes, and apple cider): 7 leaf. Shopkeep: Juerak (CN Drow rogue 3/Expert 2/fighter 1) Is a sergeant in the True Drow. Anyone who draws the Symbol of the True Drow movement (DC 18 sleight of hand check to do so quick enough that no one other than Juerak notices) Is given a sack and sent on their way. To the person not used to handling True Drow items, this appears to be a sack of trail rations. However, a member of the True Drow or anyone who succeeds at a DC 35 Search check finds the well-concealed pocket containing 20 True Drow arrows (See section on resistance movement for more on the arrows) and a note saying the location of the next meeting. Kuas’s armory: Kuas is a elf weaponsmith. He does not belong to any noble house. He doesn’t take “Average” as a request. Not a single one of his weapons is normal. Yes, you can buy a Bronzewood cudgel, shaped into the image of a kraken, but you can’t buy a plain staff. Kuas takes requests for weapons. All his weapons are masterwork. Shopkeep: Kuas (LN male elf unknown, at least 40 ranks in bowmaking, weaponsmithing, armorsmithing, and woodcarving) is a master smith. It is rumored that not jonly do his weapons never break, but they also grow in power with their wielder. The Lava Wastes The Technokobolds accidently obliterated most of their homeland while trying to build a superweapon during the elder wars. Absolutely nothing lives in the Lava wastes, given that they are lava, and even magma paraelementals stay away from it, as they (when asked in Ignan, obviously) believe the lava to be unnatural. Pop: 32 million 90% Technokobold 4% human 6% other City alignment: Lawful Neutral Currency: PP= Cog GP= Gear SP= Wrench CP= Oil Exchange Rate: 5 PP= 1 Cog 5 GP= 1 Gear 5 SP= 1 Wrench 5 CP= 1 Oil. Ruler: Grand Gearlord (All leaders are called the Grand Gearlord, with no differentiation for gender. It’s just a tradition. The current one is LN male Technokobold Inventor 15/Aristocrat 2) System: Semi-Monarchy. The Grand Gearlord reigns for life, but there is no actual family. The Grand Gearlords are chosen from the finest inventors at the time. Cost of average house: 10,000 cogs. Shops: About a billion tech shops, each selling a massive variety of items ranging from mundane to ridiculous. I advise the DM make it up. Jelini’s Inn: Serves water (Technokobolds have little tolerance for anything else) and ham for 1 wrench. One night’s stay costs 2 wrench, and comes with ham and water in the night and morning. Technokobolds aren’t known for their culinary variety. The Deadlands Formerly lush forests of the LeShay, they were destroyed along with the LeShay in the elder wars by the Xuvx General Kaz’er’tul’nok. The basic interests for adventurers (for no one else would go there) are: Lots of undead. Lots and lots of undead. And the ruins of the Leshay civilization. Random Encounters D% 1-20 1D10 Medium zombies 21-40 1D10 medium skeletons 41-50 Spectre 51-70 1D8 ghouls. 71-75 1D3 wights 76-80 Forsaken Shell 81-82 Entropic Reaper 83-84 Evolved Wraith 85-90 Dire Maggot 91-92 raiment 93 Skir 94-00 visage DANGERS The destruction of an entire civilization has serious effects. Any creature that dies within the Void Lands reanimates in 4 rounds, usually as a zombies, but especially powerful individuals may become more powerful undead. LeShay Ruins: Hey, I’m not going to force you to use the same map I do. Heck, change whenever you want, there were quite a few LeShay cities. The Dwarflands Pop: 3.9 million 98% frost dwarf 2% other Currency: 10 PP= 1 ruby 1 PP= 1 Emerald 1 GP= 1 sapphire 1 SP= 1 Garnet. Ruler: Queen Liftrasa Skullhammer (CN frost dwarf Barbarian 13) System: Monarchy Price of Average home: 1,000 rubies Shops: About a billion taverns. Keris’s weaponry: Jer’s best friend, Keris Stonefist runs an armory identical to Jer’s. (Any weapon, any book). Shopkeep: Keris (CN frost dwarf expert 6/fighter 3) Notes: Keris loves showing off his skills with his dwarven urgosh, and works as a night guard. --------------------------------------------------- OLD REDMAW Old Redmaw Appears to be a volcano. It’s isn’t. Old Redmaw is an oracle. Old Redmaw is also a 1,000 mile long dragon. All but his head was buried in the creation of the world. He dispenses the fates of people. Hunter, the founder of the White Witches, was warned by Old Redmaw of the fate of the LeShay, and created the spell to protect them from the Xuvx’s Black Magic. He was too late to save the LeShay, but he survived. THE GREAT HOLLOW STATUE OF KARIS’TUL’AVAT’UN’TARIS’ARG Is a 100 mile tall statue near the dwarflands, built by the Xuvx empire before they disappeared. There is a glowing green light in the center of the forehead, but who knows what it is? It is completely hollow, and those who have been in say it has levels, though none have ever been to the top. TERIS KEEP The Orcs live here. No one gets in without existing residence. Orcs don’t talk about it, and no nonorcs know anything about it. Finjil Another Human city, it is also run by the government of Aeris Currency: GP Cost of Avg. House: 10,0000 GP Pop: 2.3 million 75% human 7% elf 8% frost dwarf 3% fire gnome 7% other Shops: The Drunken Harpie: Not only is it an appallingly bad restaurant, it’s also a chain! It’s run by the original’s brother. Same Questionable humanity, same multibarrelled deterrent. It’s family. Lord’s Adventuring: Silvano Lord is a retired adventuring partner of Ribo Jerlani. He sells nonmasterwork simple and martial weapons, adventuring gear, scrolls, potions, and wands costing 200 GP or less. He sells wood holy symbols, thief’s tools, spell component pouches, and nonmasterwork armor. Shopkeep: Silvano lord (LG frost dwarf fighter 5) Is a good-natured, if gruff dwarf who knows much about adventuring. He keeps his Dwarven Waraxe on the wall above the counter, on a nice plaque. Aerijin A similarly human city. Pop: 3.2 million 90% human 3% elf 3% frost dwarf 2% fire gnome 2% other Cost of Avg. house: 70,000 GP. Shops: Varv’s magic Supplies: Varv sells spell components. Powdered gems, ointments, whatever. Shopkeep: Varv Evans (LE male human wizard 10). Actually will turn you into a newt. The Drunken Harpie: Who let’s this much trash exist? DERTH FOOTHILLS Just foothills. RANDOM ENCOUNTERS D% 1-10 Troll 11-22 Ogre 23-30 Ogre Mage 31-60 1D10 Kobolds 61-70 1D3 harpies 71-80 Hell Hound 81-90 Stone Giant 91-0 Hill Giant Trader’s Home Despite it’s name, no one actually lives here. Merchants come here to sell things, stay for a week or two, then leave. Basically anything can be bought here, excluding major artifacts (Though don’t be surprised to find a few minor ones.) Aerin Range: Mountains. Dragons, giants, and gnolls oh My! RANDOM ENCOUNTERS 1-10 Stone Giant 11-22 Gargoyle 22 Titan 24-40 Umber Hulk 41-45 Truly Horrid Umber Hulk 46-53 Dire Lion 54-60 Winter Wolf 61-66 Wyvern 67-70 Minor Xorn 71-80 Yrthak 81-90 1D10 Gnolls 91-92 Wyrmling red dragon 93-94 Ettin 95-0 1D3 Behirs. SERPENT SEA Taking a cruise here is not recommended RANDOM ENCOUNTERS 1-5 1D3 Aboleths 6-12 Dire Shark 13-20 Dragon Turtle 21-32 Giant Seagull (Giant Eagle) 33-40 1D6 Sahugin 41-45: 1D8 merfolk 46-50 1D4 Tritons 51-53 Sea hag 54-60 Sea Serpent (Aquatic 6-headed hydra. Use normal stats, give swim speed of 40 ft.) 61-70 1D3 Locath 71-82 Roc 83-92 Sea Cat 93-94 1D3 adult tojanda 95-00 Scrag Merzoa Pop: 1.3 million 30% merfolk 30% locath 20% sahugin 19% Triton 1% other Alignment: LE Note: Merfolk are usually LE Ruler: King Poseidos (LE male merfolk fighter 12) System: Insanely repressive monarchy: No one enters, no one leaves. Like Willy Wonka’s Chocolate factory, except less happiness producing. RACES: Available: Elf, Drow, Orc, Goblin, Technokobold, Human, fire gnomes, frost dwarf, half-elf, half-orc, Kenku CHANGES TO RACES: Aeris Drow: Appearance: Normal Drow Lands: Bronzewood Forests Religion: Ancestral Worship Stats: +4 STR, -2 INT, -2 WIS. Drow are strong, but don’t receive much education. -plus normal elf stats. Alignment: Any. Favored Class: Spirit Shaman or Fighter. Aeris Merfolk -Usually Lawful Evil Aeris Orc Lands: Teris Keep. Appearance: Tall, Blue-green skin, typically long, braided hair. Religion: None Stats: +2 STR, +2 INT, -2 DEX, -2 CHA Weapon Familiarity: Orc Double axe Bonus feat: Martial Weapon Proficiency (Halberd) Aeris Human -All normal stats - +2 to any ability, -2 to any ability Technokobold Lands: Technova Appearance: Kobold-like Religion: None Stats: +8 INT, +6 CHA, -6 STR, -4 Con -Favored Class: Inventor CLASSES Available Classes: Bard, Barbarian, Fighter, Rogue, Wizard, Sorcereor, Psion, Wilder, Soulknife, Psychic Warrior, Warlock, Inventor*, Paladin, Hexblade, Ranger, Monk, Witch, Binder, Shadowcaster, Swashbuckler, Scout Classes marked with a * are new. A SPECIAL NOTE ON DRUIDS: Druids are exceedingly rare and feared by the public, but at the same time loved for the one thing they can do that the beneficent white witch’s cannot: Bring the dead back. Druids will be swarmed in any town, and sometimes the only way to get away is to either beat the crowd back with a weapon or turn into something large. Carry thunderstones. INVENTOR BAB: Poor Saves: Will Good Starting Gold: 3D8x10 (130 GP) Skills: Appraise, Invent, Bluff, Diplomacy, Knowledge(all skills, taken individually), Concentration, Profession Invent Skill: Inventors may purchase ranks in the invent skill, which only they have access to. This allows them to invent things, but the DC is capped. It starts with DC 15, and goes up every odd-numbered level. The Invent skill’s key attribute is Intelligence. Invention Proficiency: At 2nd level, the Inventor is proficient with all the things he, personally, invents. Less Cost to invent: Every even-numbered level, inventions cost 1/10 less to make Epic: Goes on, 1/15, 1/20, 1/25…..Never gets to 0. Implant and Graft making: At 4th level, inventors learn to make grafts and implants. These can follow the same rules for other inventions or they may provide bonuses (+4 DC for each +1 of ability bonus or both. They may also apply the Half-Golem template at a DC of 37 Construct making: An inventor’s construct is basically a walking suit of armor with weapons. To make an inventor’s construct, make a suit of armor, add weapons if you want, add 10 to the DC of these two combined and you then have a construct. It’s STR is 10+the numeral of the type of damage it’s armor spike’s do (D8 for example, would be 18) It has 10 DEX, WIS, and CHA, 20 ft. Move speed (Unless armor adds some) AC is equal to 10+armor’s armor bonus. No CON or INT scores. HP=Armor bonus squared. INVENTION RULES WEAPONS Each Damage Die: +4 Invention DC(starts at D4) Each 10 ft. of range: +1 invention DC Amount of Ammo before reloading(ranged weapon only): Each one after one adds +1 to DC Increase Damage Die by one step(starts at DC): +4 DC Unusual Damage Type: Fire: +2 DC Acid: +4 DC Sonic: +4 DC Cold: +2 DC Lightning: +3 DC Other(Darkness, Holy, Whatever):+6 DC Area of effect(per 5 ft. square): +4 DC Each one below twenty of critical threat: +2 DC reduce reload time by one step(standard to move-equivilent, move-equivelent to swift action, swift action to free action) Add 24 hours to power source life: +6 DC NOTE: ALL WEAPONS MADE BY INVENTORS ARE EXOTIC Mitigating Factors Requires power source(oil or gunpowder, for example): -2 DC(burns out after 24 hours, must buy new one) one shot, then must be rebuilt: -6 DC Malfunctions(per 5% chance): -1 DC Each 2 LB of weight: -1 DC Increase reload time by one full round: -2 DC power source very expensive: -2 DC per 100 GP Armor/Clothing Each +1 of armor Bonus: +2 DC Each 2 points of energy resistance: +4 DC Armor Spikes(per Damage die): +4 DC Increase Armor Spikes Damage Die by one step: +6 DC -------------------------------- Special Equipment: Increased running speed: +2 for every 5 ft increase Allow flight: +6 for every 10 ft. of fly speed, +4 to increase manuverability(starts at clumsy) Water/other hostile enviroment breathing: +4 for every hour of breathing. ------------------------------------ Change Armor Spike Damage to one of the other basic types(slashing, bludgeons): +2 DC Change armor Spike Damage to unusual types(Fire, Cold, Acid, ETC.): +4 DC Mitigating Factors: each -1 of Armor Check Penalty: -1 DC Each 5% spell failure chance: -1 DC Requires power source(Only if it has special equipment, lasts for 24 hours): -2 DC Reduce Armor Spike Damage by one step(if applicable): -2 DC Increase size by one step(starts at light): -6 DC power source very expensive: -2 DC per 100 GP Other Items Very Useful Function(lock-picking, fighting, storing): +6 DC fairly useful function(cooking, cleaning): +4 DC somewhat useful function(drink pouring, gardenning): +0 DC SKILLS: Each Rank of an Unusual Skill(Knowledge, Spellcraft, Appraise) Each rank of a very useful skill(craft, forgery, sleight of hand, open lock, disable device, use magic device, spot, listen, search): +4 DC Each rank of a useful Skill(Profession, use rope, survival): +2 DC the "Ranks" Act as bonuses. Examples of items with ranks of unusual skills: A staff that shows a picture of the kind of spell being cast(Spellcraft) a small mechanical device showing information(spellcraft) a device that analyzes gemstones and other valubles(appraise) Ones with ranks of very useful skills: A Hammer that points towards the best place to strike next(craft[some kind of metalsmithing]), a pen that alerts you when you've failed to make it appear in someone else's handwriting(forgery), A lockpick which makes "clicks" louder(open lock) Ones with ranks of useful skills: A wheel that has a display, telling you which way to turn(profession[sailor]), a item which alerts you when game is near(survival). Mitigating Factors: Power Source(mentioned twice already): -2 Dc Expensive power source(again, mentioned): -4 per 100 GP Malfunction(said it already): -4 DC per 5% chance Involves risk if malfunctions: -6 DC per 5% chance of it malfunctioning(Risk, great risk. Owner would take at least an average of 20 damage if it malfunctioned. Cost to create: DC x 10 gp Example of creating a weapon: Seris the Inventor wants to create a Heavy Crossbow that lights it's arrows. Seris takes the Basics of a heavy crossbow(1d10 Damage, 19-20 crit, one shot before reloading, full round reload time, range of 120 ft., 8 LB) getting a DC of 16. He then applies the fire damage type to it, getting a DC of 18. He then decides that it requires 1 flask of oil to ignite the arrows, and applies the power source factor. This lowers the DC down to 16 again. so to create his burning heavy crossbow, he must make a DC 16 check. price: 16 x 10: 160 gp to create. obviously, you'll be spending more to keep it running. Time Keeping 10 months, 30 days each. 4 seasons. Spring: Svark Celebrations: Festival of life (White witches, 18th) Rememberance (Drow Ancestral Worship, 23rd.) Kariu Celebrations: Rite of remembrance (Honors the day most of the Technokobold’s land was blown up, 3rd) Suluni: Celebrations: Founding Day (White witches, day Hunter officially founded the white witches, 29th) Autumn: Gar: Celebrations: Loss of Magic Day (Orcs, 7th) Death Of Hunter (White witches, 18th.) Chuluth Celebrations: Festival of Fire (Blackfire, 19th-23rd.) Winter: Cartith: Celebrations: Festival of Cold (Frost dwarves, 1st-4th) Juoloth: Celebration of Plenty (white witches 13th) Candor: Oblivos’s Honor (Reapers, 11th) Summer: Rencar: Return to life (White Witches, 11th) Blathe: none HISTORY AGE OF MAKING 1: Creation of Aeris 5: Old redmaw comes from other dimension, attempt to seize control of Aeris. Trapped inside Aeris by God of Death, Oblivos. 9: Planes of light, dark, fire, water, earth, air, astral, ethereal, shadow, heaven and the Abyss Created 33: LeShay Created 39: Orcs created 48: Xuvx Created. 58: Technokobolds created 60: Technokobold Garith becomes first Grand Gearlord after Old Redmaw explains to him the making of flame powder. Old Redmaw gives his first prophecy. 62: Xuvx begin worshipping Oblivos, god of death, and Kivos, his brother and god of war, above all others 63: Giants created 69: Old Redmaw’s 2nd prophecy, Xuvx learn of black magic for the first time. 71: Giants create the Council of Giants in the Aeris Range. One delegate from each giant race attends 73: Xuvx black magic unleashed for the first time, obliterating a well populated city of Orcs, Gods are horrified. Oblivos and Kivos asked to stop them, and refuse. Beginning of the age of war. AGE OF WAR 1: LeShay, acting under the orders of the gods, lay siege to the Xuvx city of Anteres. 2: Technokobold flamepowder fully made. Technokobolds defend their homelands. 5: Xuvx use black magic to destroy most of technova to destroy the LeShay barracks there. Death of the first Grand Gearlord. 6: Technokobolds enter the war. 10: Siege of Anteres won, LeShay occupy it. 13: Orcs, lying low before, charge onto the battlefield to take vengeance on the Xuvx for the Obliteration of the city. 15: the most brilliant of the giants attempt to broker a ceasefire. Blown off the face of the earth, triggering the fall of giant civilization and the fall into tribal entities. 16: Oblivos and Kivos begin fighting for the Xuvx. 22: Technokobolds use their flamepowder weapons to lay waste to the area containing Oblivos and Kivos, discorporating both their bodies. The coordinator of this attack becomes second Grand Gearlord. 30: Inventor’s Constructs first appear on the battlefield. 33: Xuvx make last-ditch attempt on LeShay homelands. Repelled and demoralized, end of the age of war. AGE OF GROWTH 1: Efreet come from the Plane of fire and establish Darkfire 5: Xuvx build the great hollow statue of KARIS’TUL’AVAT’UN’TARIS’ARG 7: LeShay discover the bronzewood forest. 11: Herfuzu, god of fire, Seru, goddess of life and the Efreet create fire gnomes in an attempt to create a less violent race. It kind of works. Relatively, their less aggressive than the Xuvx, they aren’t war-like, merely ill-tempered. 15: LeShay, with help from Seru, create Elves and Drow to populate the Bronzewood Forests. 18: Xuvx succeed in using black magic to help Oblivos and Kivos return to the world, as 10 foot tall statues of themselves-end of the age of growth. SECOND AGE OF WAR 1: Angered by their loss, Oblivos, kivos and the Xuvx lay siege to Technova. The Xuvx General Kaz’er’tul’nok becomes favored of Oblivos and Kivos. 4: Efreet and fire gnomes valiantly charge in an attempt to break the siege of Technova. 5: Heavy losses to the fire gnomes and the Efreet, but the siege of Technova is broken. 8: Hunter of the LeShay warned of the Xuvx plan to obliterate the LeShay by old Redmaw, He begins researching a protection against it. 13: Hunter finishes the protection charm, and casts it on himself. He then hurries to the LeShay lands. He is too late, the spike that wipes out every LeShay bashes down his shielding, Nailing him with a surge of pure dark power, although his shield takes the brunt of it, he is sick and it grows worse each year. 14: Gods are utterly horrified, leave and vow never to return. Oblivos, Kivos, and Seru stay. 16: An alliance of Seru, Fire gnomes, Efreet, elves, Technokobolds, and Orcs completely destroy and rout the Xuvx. The approximately 70 remaining Xuvx, Oblivos, and Kivos flee, make last ditch attack against Blackfire. 17: Massive explosion obliterates much of Technokobolds land while they were trying to build a superweapon to permanently destroy Oblivos and Kivos. Those who worked on the project reportedly “At lunch” 18: Oblivos, Kivos, and the Xuvx promptly and abruptly break the siege and disappear. The light kindles in the forehead of the Great Hollow Statue. AGE OF LIFE 1: Seru and Hunter the LeShay work together to make an order of healers now that the god’s divine magic is nearly gone. The Orcs willingly give away their magical skills, and Technokobolds give away their mental powers. These are split among the new races Seru and Hunter create, along with the already existing races. The Elves, frost dwarves, goblins, and dragons are given the gift of magic, while fire gnomes, Efreet, Drow, and Azer are given the power of Psionics. Humans and Half-elves are given both, while Old Redmaw does his bit and explains tapping into Incarnum, which he teaches to all races. 2: Hunter founds the White Witches 4: Hunter Dies, Seru Leaves 10: Vandos, a brilliant Technokobold, even by their standards, discovers something: He finds an ancient Xuvx text explaining Black Magic and it’s castes. Besides a new insight into Xuvx history, this also brings a new kind of magic into the world. Universally feared by the older races for memories of what it does, the new races merely see it as a branch of magic to be explored. This text reveals the Three “castes” of black magic- Warriors, Scouts, and Mages. The warriors became known to the common folk as Hexblades, The Scouts were known as Warlocks, and the Mages became known as Shadowcasters. 23: A human sage finds an ancient Drow text on spirits, and gains something powerful-binding magic enters the world, and is hated by almost every race. 53: The Reapers movement appears ORGANIZATIONS WHITE WITCHES Motto: Witches: Life is forever Exorcists: What you don’t know, can hurt you. Typical Races: Human, elf, half-elf Typical Classes: Witch, Paladin Alignment: Neutral good. Note that paladins may also be Neutral good. Branches: The white witches: concern themselves with healing and spreading the message of good. They typically ride into town on white horses and heal the sick, and preach to be good. Garb: White hooded robes and a white staff The Exorcists: the miltant branch of the white witches concerns itself with rooting out demons in disguise, cultists, and servants of Oblivos and Kivos. Garb: White tunic over armor, a weapon. Prestige Classes: Disciple of Hunter, Loremaster, Hospitaler DISCIPLE OF HUNTER Prerequisites: Ability to cast 7th level spells spontaneously Membership in the White Witches Spellcraft 17 ranks OR Base attack bonus +14 or higher Knowledge(arcana) 17 ranks Membership in the White Exorcists Level BAB FORT REF WILL SPECIAL SPELLCASTING 1 0 0 0 2 Hunter’s Charm +1 level of existing arcane spellcasting class 2 1 0 0 3 Hunter’s charm +1 level of existing…. 3 1 1 1 3 Hunter’s Charm +1 level of existing… 4 2 1 1 4 Hunter’s Charm +1 level of existing…. 5 2 1 1 4 Hunter’s charm +1 level of existing… Hunter’s char: Every level, the Disciple of Hunter gains a little of LeShay magic. Choose an ability each level from the list. Note that if an ability is taken multiple times it either stacks or allows more uses. Hunter’s Protection(SP): Negative energy protection 1/day Hunter’s Strength(EX) +1 STR Hunter’s Celerity(EX) +1 DEX Hunter’s Endurance(EX): +1 CON Hunter’s Healing(SP): Heal 1/day, caster level equal to your character level Hunter’s Power: Twice per day, you may cast both divine favor and righteous might, at caster level equal to your character level Hunter’s Weapons(SU): Gain the ability to create +2 weapons (you may create two) 3 times per day. These weapons function as longswords, and disappear if you let go of them. They last for 10 minutes per creation. You can take feats such as weapon focus for them. You may apply special abilities instead of bonuses, though the weapon must be at least +1. Improved Hunter’s Weapon: You hunter’s weapons are +3 weapons and last 15 minutes each creation, and you may create them 4 times a day Greater Hunter’s Weapon: Your hunter’s weapons are +4 weapons, last 20 minutes per creation, and may created 5 times per day. Master Hunter’s Weapon: Your Hunter’s weapons are +5 weapons, and may be created at will. THE REAPERS The reapers are a little-known power in Aeris, And seek to bring about the return of Oblivos and Kivos. Motto: All hail Oblivos and Kivos…. Classes: Rogue, Fighter, Antipaladin, Hexblade, Shadowcaster, Binder, Warlock, Sorcereor Prestige classes: Black flame zealot, Acolyte of the Skin, Ravager Alignment: Neutral Evil Garb: Black robes and a scythe, at least when not undercover. The Grand Binders of Aeris Though shunned by the white witches, the Grand Binders of Aeris are a respectable organization that holds a fair bit of power in Blackfire and certain places in the Human Empire. Motto: Know the Unknown, and shackle it to your will. Classes: Binder Prestige classes: Knight of the Sacred Seal, Scion of Dantalion, Tenebrous Apostate Alignment: Lawful Neutral Garb: Gilded blue robes The Royal Black Mages Shunned by elves and white witches alike, the royal black mages are the more reasonable branch of black mages, as opposed to the, as they call them “psychopaths” in the Apostates of the Knowledge of the Xuvx. Motto: No official one, but the most commonly said thing is “With all due respect, the ones known as ‘arcane’ spellcasters are a might dim.” Classes: Shadowcaster, Hexblade, warlock Prestige classes: Child of Night, Shadowblade, Shadowsmith Alignment: Neutral Garb: Black or grey hooded robes The Apostates of the Knowledge of the Xuvx Hated almost everywhere, the Apostates of the Knowledge of the Xuvx are slightly mad, and believe that the Xuvx knew the key to all magic. They devote their time to trying to find the Xuvx and learn from them, and are ruthless and cruel. Motto: We shall continue what they started Classes: Shadowcaster, Hexblade, Warlock Prestige Classes: Child of Night, Shadowblade, Shadowsmith, Acolyte of the Skin, Hunter of the Knowledge Alignment: Lawful Evil Garb: Black hooded robes with the symbol of the Apostates on the back of the hood. HUNTER OF THE KNOWLEDGE Prerequisites: Spellcraft 13 ranks Non-good Ability to use master level mysteries or the ability to use dark invocations Or ability to use Aura of Unluck Membership in the Apostates of the Knowledge of the Xuvx LEVEL BAB FORT REF WILL SPECIAL INVOCTIONS/MYSTERIES 1 0 0 0 2 First knowledge +1 level of existing… 2 1 0 0 3 Second Knowledge +1 level of existing… 3 2 1 1 3 Third Knowledge +1 level of existing… 4 3 1 1 4 Fourth Knowledge +1 level of existing… 5 3 1 1 4 Master of the Knowledge +1 level… First Knowledge: The basic Ability of the Hunter of the Knowledge is the ability to tap into other forms of black magic. You gain either the ability to use hexblade’s curse once per day, the ability to use fundamentals of shadow, or the ability to use a 1D6 eldritch blast Second Knowledge: Reaffirming your knowledge of shadow is the second knowledge, which teaches the innate connection between the plane of shadow and the material world. You may use shadow walk once per day at a caster level equal to your combined levels in a black magic wielding class and this class. Third Knowledge: Gaining further power in the shadow power, your first knowledge improves, allowing you to either use greater hexblade’s curse once per day if you chose the Hexblade’s curse, you may use a 3D6 eldritch blast if you chose eldritch blast, or you may use initiate mysteries if you chose that path. Fourth Knowledge: You learn how the plane of shadow connects all things, and you may cast teleport once per day at a caster level equal to your combined levels in a black magic class and this class. Master of The Knowledge: You may use your spell like abilities 3 times per day, and you gain the ability to either use a 6D6 eldritch blast if you chose that path, the aura of unluck once per day if you chose that path, or apprentice mysteries if you chose that path. |
| turalisj04-10-07, 07:22 PM | *goes into the coma from the uber-long post* Um... you do know you can make multiposts right? |
| feartheinvinceblehamster04-10-07, 07:35 PM | *goes into the coma from the uber-long post* Um... you do know you can make multiposts right? Oops...didn't think about it. |
| turalisj04-10-07, 07:44 PM | And you can use the miracle of the sblock. :D |
| feartheinvinceblehamster04-12-07, 05:21 PM | And you can use the miracle of the sblock. :D Okay, did that. |
| Davith Bothain04-13-07, 10:32 PM | A note on the technokobolds (simply awesome idea, by the way: sends shivers down my spine just saying the word): those stat modifiers make them pretty much unplayable for anyone seeking a remotely balanced character. What you would get is a race of ultra-intelligent, manipulative humanoids effectively glued to the floor by their inability to move under the weight of their own clothing. Take some of those penalties off and prepare to get creative with your penalties (i.e., non-ability score), tack on an LA, or both. Oh, and am I to understand, from the listed history, that this universe has only been in existence for 195 years? |
| turalisj04-13-07, 10:50 PM | Not to mention a small illness such as chickenpox would wipe them out. :D |
| feartheinvinceblehamster04-15-07, 10:48 AM | Actually, I've tried. Technokobolds are, against all odds, playable. And balanced, at that. Technokobold standard stats are something like this: STR: 6 DEX: 10 CON: 8 INT: 20 WIS: 8 CHA: 16 And that's for peasants. |
| Davith Bothain04-15-07, 04:18 PM | Technokobold standard stats are something like this: STR: 6 DEX: 10 CON: 8 INT: 20 WIS: 8 CHA: 16 And that's for peasants. Precisely. If an average representative of this race is a super-genius, imagine what your average adventurer would be like: "What time is it? Good chap, is it not completely obvious to you? A simple gaze skyward would alert even the freshest of children that the sun has descended to an elevation of seventy-six degrees, forty-eight minutes, and thirty-three seconds in respect to the horizon. And, of course, even rudimentary calculus would reveal to us that... Oh, my! Good sir, the time is, indeed, a pressing issue for you, though not for concerns as mundane as you've undoubtedly in mind... As I glean from the visible flushing in your cheeks and enlargement of your pores, you are going to have a heart attack in approximately 13 hours! Well, hopefully, we can alleviate the long-term damage and major symptoms from the event: I happen to have a potion of sorts I created for just the occasion. Simply imbibe in quarters over the next hour and you should be fine. Oh, no, there's no need to thank me. These things happen from time to time. After all, as the great sage Erginthal once said, "Imphat-la morentidal sorgandis!" Ho-ha-ha-ha! Ah, well... I must take my leave. Things to learn, items to boast! Ta!" |
| feartheinvinceblehamster04-15-07, 05:52 PM | Precisely. If an average representative of this race is a super-genius, imagine what your average adventurer would be like: "What time is it? Good chap, is it not completely obvious to you? A simple gaze skyward would alert even the freshest of children that the sun has descended to an elevation of seventy-six degrees, forty-eight minutes, and thirty-three seconds in respect to the horizon. And, of course, even rudimentary calculus would reveal to us that... Oh, my! Good sir, the time is, indeed, a pressing issue for you, though not for concerns as mundane as you've undoubtedly in mind... As I glean from the visible flushing in your cheeks and enlargement of your pores, you are going to have a heart attack in approximately 13 hours! Well, hopefully, we can alleviate the long-term damage and major symptoms from the event: I happen to have a potion of sorts I created for just the occasion. Simply imbibe in quarters over the next hour and you should be fine. Oh, no, there's no need to thank me. These things happen from time to time. After all, as the great sage Erginthal once said, "Imphat-la morentidal sorgandis!" Ho-ha-ha-ha! Ah, well... I must take my leave. Things to learn, items to boast! Ta!" Yeah. That's the point. The Technokobolds are basically the Gnomes from Dragonlance, except what they make works. |
| turalisj04-15-07, 07:27 PM | Have they evolved past using mouths to communicate, walk around in psionicly powered armor, and place thier dead in spider-like robots? :D Cookie to anyone who gets the obvious reference. :P |
| Araes04-15-07, 07:53 PM | Actually, I've tried. Technokobolds are, against all odds, playable. And balanced, at that. Well, under a strict version of the D&D system of balance, these things are actually unfairly penalized, since the loss of 10 physical stat points would net you +20 mental points to throw around. Of course, it does break down at high values either way. Honestly, they may be playable, but I would think they would be a royal pain, particularly if your DM was a stickler about weight limits and the like. At an average 6, these things would be burdened past 20 lbs, and heavily burdened past 40. Plus, if they're small, which seems implied being kobold-like, then things are even more fun at 3/4 weight limits. People would probably raise their con up to something reasonable, but if they kept it normal, then these guys would be glass spellcasters too. "Gah, I tripped...and I think I broke my leg!" Also, is there a cap on the inventor ability for Damage Die? If not, I'm taking a DC 28 and making d100 weapons. Woo! (A chart showing the logical progression of damage might be helpful) |
| Davith Bothain04-17-07, 09:15 AM | Have they evolved past using mouths to communicate, walk around in psionicly powered armor, and place thier dead in spider-like robots? :D Cookie to anyone who gets the obvious reference. :P ...Ah, dang. Now I've got to make a Zealot-themed character again. For Aiur! Honestly, they may be playable, but I would think they would be a royal pain, particularly if your DM was a stickler about weight limits and the like. At an average 6, these things would be burdened past 20 lbs, and heavily burdened past 40. Plus, if they're small, which seems implied being kobold-like, then things are even more fun at 3/4 weight limits. People would probably raise their con up to something reasonable, but if they kept it normal, then these guys would be glass spellcasters too. "Gah, I tripped...and I think I broke my leg!" Precisely. I don't deem them as entirely unplayable: just hindered to the point of uselessness in all but their fields of expertise. Sure, no wizard (or, given the bonuses in both Cha & Int, warmage) is necessarily an expert at, say, melee combat or drinking competitions, but these creatures would basically die if someone knocked them over. Yes, they could blast things away all day long, but that just makes them one step closer to the hulking hurler-fiend: a one-trick pony. |
| imagic12-04-07, 09:25 PM | are the guns in the shops from a book? if so which? |