Sunday, January 19, 2025

Fallen Empire: Religion - The Church of Belin

The Church of Belin

The dominant religion in Dunmar and much of the rest of the former Imperium is the Church of Belin (“the Church”), centered upon Belin, a deity associated with good, light, and the sun, also called the Increate, the Pancreator, Lord of the Risen Sun, or the Father of Light. Belin is omnipresent, yet unseen, within the universe yet not made of it, a creator whose work remains mysterious. That is, the Increate is an infinite being who is supremely good, who created all, who knows all, and can do all, who is transcendent over and imminent in creation, and who loves the mortal races. The core tenets, teachings, and dogma of his faith are primarily found in a set of books of sacred writings penned by a series of eight (since sainted) prophets. The first, written by Pavek the Oracle, details how Belin created the archangels and the celestial host, directed their creations of heaven, the sea, and the earth, the revolt of the rebellious angels who became the Fallen Lords and their followers, the jotunar, the War in Yesod, including the sacrifice of the Avatra, and the subsequent expulsion from heaven of the rebels. Pavek's book, the Compact of Pavek, is the primary basis of the faith, and outlines the vision of an ordered, just, and holy society that his account says came to him in the light of the first sunrise of spring in divine inspiration.

Appended to Pavek's work are seven books concerning the doings of the seven archangels known as the Avatra: The Book of Auriel written by the prophet Duana the Merciful, the Book of Caphriel written by the prophet Olav the Devoted, the Book of Hananiel written by the prophet Tewdwyr the Obedient, the Book of Imriel written by the prophet Maurelle the Righteous, the Book of Jophiel written by the prophet Rurik the Just, the book of Malchidiel written by the prophet Llyn the Repentant, and the Book of Uriel written by the prophet Ilisa the Faithful, each one written by a different prophet. Most Good clerics are members of the Church, and are organized into seven major orders (each venerating a different archangel), plus a number of minor ones (associated with other, lesser angels, or saints). All known paladins are also members of this faith, as are most Good-aligned rangers (although some Good-aligned rangers are members of the druidic faith, or one of the rural cults). The Church’s colors are gold and red, and the symbol of the faith is a gold disk on a red field (in heraldic terms – gules, a bezant). The shape of the circle has particular significance: The sign of the faith is a circle drawn over the heart with the forefinger and middle finger. Clerics of the faith pray for their spells at sunrise, Belin’s daily symbolic rise to power.

Basic Theology
Belin existed before everything else, as the first, and only, self-created entity (giving him the appellation the Increate). As Pancreator he gave life to the celestial host of archangels, angels, archons, eldarin, and guardinals, and directed their efforts to create Yesod and the earth. When the work was completed, he set this celestial host to maintaining, protecting, and nurturing the world. Seven of the most powerful archangels became jealous of their charges, determining that it was right and proper for their power to be recognized and served with obedience. These seven, now known as the Fallen Lords convinced many others in the celestial host to follow, and with this army rebelled against Belin seeking to seize his heavenly throne. Belin withdrew in the face of this treason, and declared that his work would have to stand or fall of its own accord. Those of the celestial host who remained faithful to Belin were at first thrown back by the jotunar (as the rebellious angels were now called) as the most powerful archangels and other celestials had arrayed against them. At this time, seven remaining faithful archangels, called the Avatra, petitioned Belin, and each made a sacrifice of something dear to them as a show of fidelity. In reward, Belin restored what the Avatra had sacrificed, and elevated them to his side as his lieutenants. Fortified by Belin’s power, the Avatra and the remaining members of the celestial host drove the Fallen Lords and their followers out of Yesod.

The faith is a demanding one that promises strength and salvation for the virtuous and obedient worshiper who faithfully attempts to follow Belin’s laws and strictures. Followers of this faith are gently intolerant of other faiths and deny the divinity of all other espoused gods. They will attempt to use moral suasion, coercion, ridicule and any other means to prevent people from following other religions and proselytize in favor of their faith. Worshipers of this religion behave with the confidence and arrogance of those who believe themselves to be infallibly directed by divinity.

As the faith is devoted to the divinity of the sun personified in Belin, the cycle of the orb plays a prominent role in religious ceremonies. The High Holy Day of Orthodox Belinism is midsummer, when members of the faith celebrate the eternal powers of the Father of Light on the longest day of the year. They also hold important religious ceremonies during midwinter as they supplicate Belin to bring forth the sun again and bless the world with his divine light. At these times worshippers plead for the return of the favor of the Lord of the Risen Sun. Each of the eight prophets recognized by the Belinist faith and each of the Avatra, as well as many angels and saints also has a holy day dedicated to their memory and special ceremonies are performed on those days. On holy days worshippers seek to gain Belin’s favor by offering sacrifices of wine, gold, precious objects and promises of faithful service.

Belin claims jurisdiction over the souls of mortals after they die and asserts the right to keep them in his realms. Belinsts are outraged by undead beings and are forbidden to raise the dead without a sign from their god that it is an appropriate act (usually in the form of an omen or portent indicating that a particular worshipper must be returned to life so that he may work the god’s will). They oppose consorting with demons, devils and other extra-planar creatures as Belin claims sovereignty over all worlds and their inhabitants. Belin’s aims and goals are said to be opposed by these evil spiritual creatures who seek to turn souls away from the Father of Light and into damnation. The faith is extremely evangelical and aggressive. Followers are directed by scripture to be dedicated to the promotion of their faith.

Clergy
The priesthood is divided into several major orders (one devoted to each of the prophets and their associated Avatra), and several minor ones, all subordinate to the Patriarch, the head of the Church. Ranked second in authority to the Patriarch, is the Lector, the successor-apparent to the position of Patriarch, the keeper of the holy scriptures of the faith, who is elevated to the position of Patriarch should the current holder of that office die, or otherwise leave the position. Each of the prophets has a holy order of priests devoted to their specific area of concern. Most members of the clergy are members of the cleric class, but a number are favored souls, paladins, adepts, or even experts. Each order has very slightly different vows, duties, and training, and emphasizes the teachings of that particular archangel. Priests of the Church use a small bracelet with thumbnail sized symbolic images of the seven archangels as their holy symbol (plus the symbolic image of the angel or saint to which a priest of a minor order is devoted), calling upon the powers of various archangels at different times for different purposes. Though all seven archangels are present in all holy symbols, the symbolic image of the archangel, angel, or saint to which a particular priest is devoted to will be depicted larger and more prominently than the others. The cycle of the solar orb plays a prominent role in religious ceremonies. The High Holy Day of the Church is midsummer’s day, when members of the faith celebrate Belin’s eternal powers on the longest day of the year. Important religious ceremonies also take place on midwinter’s day as they supplicate Belin to bring forth the sun again and bless the world with light. Each of the seven Avatra and many of the other angels and saints recognized by Belin’s faith also have designated holy days. Church teachings primarily focus on promoting the seven cardinal virtues of faith, fortitude, hope, justice, love, prudence, and temperance, and discouraging the seven capital sins of avarice, envy, gluttony, lust, pride, sloth, and wrath.

Archangels
Ranked first in primacy after Belin amongst the celestial host are the seven archangels, also called the Avatra. There are seven major priestly orders, each committed to the teachings of one of the seven archangels. Each of these major orders is headed by an archbishop, and together they form the Curia, a council that advises the Patriarch and are charged with electing a new Lector should the current Patriarch die or leave office. Those who become priests of the Church must join one of the various orders, and that choice affects domains, spells, and prestige classes available to them. All Good clerics, no matter their order, may choose from the Good, Law, and Sun domains, but members of the different orders each have one or two other unique domains available to them. All priests share some basic vows in which they promise to obey the commands of their superiors within the church, obey Church law, promote and defend the faith, and aid the weak, poor, and helpless.

Auriel: Peacemaker, the Moonmaiden. Appearing as a silver-haired woman clad in dazzling robes of matching color, Auriel is a patron of healers, sentries, guardians, and shapeshifters. Her order (the Pelerines) maintains numerous hospitals, soup-kitchens, hostels, and way-stations for the tired, poor, hungry, and indigent. During the War in Yesod, she surrendered daylight as a sacrifice to defeat the jotunar, but Belin raised the moon into the night sky, and gave her dominion over it in return. Auriel is the mother of Saint Amaethon and Saint Gwydion. Her symbol is a silver crescent moon on a black field. Favored Weapon: Staff.

Caphriel: Wondermaker, the Foehammer. Caphriel appears as a burly smith, either a hugely proportioned man or dwarf with a silver beard and muscles, bearing a mighty hammer, at his magical forge and anvil that allow him to craft the stuff of the stars. He is the armorer of heaven, and can forge weapons that never miss and amulets of unfailing protective prowess. During the War in Yesod, he sacrificed his strength to gain the skill to craft mighty weapons and armor needed to defeat the jotunar, and was granted divine prowess in return. He is a patron of dwarves, smiths, craftsmen, and engineers. Caphriel’s skill in crafting is only matched by his might in battle, and he is regarded as the strongest of the archangels. His symbol is a golden hammer on a black field. Favored Weapon: Warhammer.

Hananiel: Storm Cleaver, the Tempest. Hananiel appears as a mounting wave of a man with a dark foam-crested helm, a flowing beard of sea foam, and a coat of deep green mail. When in battle he wields his war axe that he names Retaliator. He is a patron of halflings, sailors, fishermen, and others who make their livings on or near oceans, seas, or rivers. Hananiel is the master of all creatures of the seas and waters. What Hananiel sacrificed in the War in Yesod is unknown, the portion detailing Hananiel’s sacrifice in earliest known texts detailing the sacrifice of the Avatra were ruined by water damage, and no augury or divination has ever been able to fill in this gap. To this date, transcriptions of the holy text include a blank space where Hananiel’s sacrifice would be described. Hananiel is associated with the osprey and many legends that involve Hananiel depict an osprey carrying a message or portent to a hero or saint. His symbol is an osprey on a blue field. Favored Weapon: Battle Axe.

Imriel: of the Silver Arm, the Firelord. Imriel appears as a tall, red-beaded man in mail with a silver right arm and a flaming sword. Called the Firelord for his righteous wrath, teaches protecting the defenseless, opposing tyranny and destroying those who unjustly subjugate others. He is a patron of paladins, holy warriors, and those who fight or work to ensure justice is done. While Caphriel is stronger, Imriel is more ferocious, and is counted as the mightiest warrior of the celestial host. During the War in Yesod, Imriel sacrificed his right arm to defeat the jotunar, and was rewarded with an arm of silver and an unfailing courage. He teaches leadership through service, strength through justice, power through purity, perfection of craft and self, sacrifice for the good of all, and might through righteousness. His symbol is a silver gauntlet holding a flaming sword on a black field. Favored Weapon: Longsword.

Jophiel: All-Seeing, the Binder. Jophiel appears as a silver-eyed, aged, white-haired man in heavy robes, carrying a weighty book. Jophiel is the patron of law, judgment, history, knowledge, and other endeavors of the mind, including magic. Jophiel is a patron of judges, sages, prophets and seers, and oversees a great library of thousands of tomes. In the War in Yesod, Jophiel sacrificed his eyes to defeat the jotunar, and was rewarded with all-seeing silver eyes and great gifts of wisdom. Jophiel created writing and bestowed that gift to the mortal races, and the stars are said to move in patterns established by him, and serve as vehicles of prophecy for those who can read them. In addition, Jophiel is the gatekeeper of Yesod, judging those who would enter therein according to the laws written down by Belin following the War. Jophiel’s order maintains several libraries, schools, and colleges. Jophiel’s symbol is an open book with an eye on each page on a white field. Favored Weapon: Spear.

Malchidiel: Wind-Rider, the Morninglord. Malchidiel appears as a handsome perpetually youthful man with a silver tongue wielding a bow that fires arrows made from the sun’s light. During the War in Yesod he sacrificed his tongue and voice to overcome the jotunar, and was rewarded with a silver tongue and a voice of divine purity and clarity. He is a patron of bards, poetry, art, literature, and gnomes, and is regarded as the most skillful archangel. Malchidiel is the master of the creatures of the air, and eagles are said to be especially favored by him. His symbol is three golden arrows on a purple field. Favored Weapon: Bow.

Uriel: Goldenheart, the Earthmother. Uriel appears as a silver-skinned, beautiful, gentle, and soft-spoken woman clad in green gossamer with long flowing brown hair and green eyes. Uriel is always depicted mounted on a white horse that can outrun any steed surrounded by summer songbirds. Her devotees may often be identified by the green and brown clothing they favor. She is mother and protector of all growing things, and, by her human consort Pwyll, the mother of Saint Pryderi, Uriel sacrificed her beauty during the War in Yesod to defeat the jotunar, but was rewarded with a shining visage of silver that radiated divine light. She is a patron of farmers and rural folk who rely upon the bounty of growing things for their livelihood, and is mistress of the beasts of field and wood. Uriel also maintains and guards the clouds, and brings fair weather to nourish green growing plants and ensure bountiful harvests. Her symbol is a sheaf of wheat under a yellow songbird on a green field. Favored Weapon: Sickle.

Angels
Ranked just beneath the seven Avatra in the celestial host are the venerated angels. In addition to the seven major orders devoted to the Avatra, a number (in the neighborhood of a few dozen) of these subordinate angels have followings. These minor orders vary in size and importance, some being reasonably significant, and others consisting of a single shrine or monastery dedicated to their veneration, or even merely an order of holy warrior-knights devoted to their cause. The angels have more specific areas of interest than the archangels, and thus their devoted priests may have fewer domains available to choose from. While there are far too many angelic orders to list them all, a partial list would include Oriel, the Angel of Love, Raphael, the Angel of Vigilance, Remiel, the Angel of Mercy, Tahariel, the Angel of Light, and Zuriel, the Angel of Battle.

Saints
While the Avatra and other angels are members of the celestial host, the saints are mortals who, through their exemplary virtue and great deeds in the service to Belin, have been canonized as paragons of the faith. The most honored saints of the faith, sometimes referred to as the "Sainted Prophets", are the eight prophets who wrote the eight holy books of the faith: Saint Pavek the Oracle, Saint Olav the Devoted, Saint Rurik the Just, Saint Ilisa the Faithful, Saint Tewdwr the Obediant, Saint Maurelle the Righteous, Saint Llyn the Repentant, and Saint Duana the Merciful. Each of the eight Orthodox Sainted Prophets has a holy order of priests devoted to their specific teachings, charged with keeping the integrity of the liturgy of the Sainted Prophet associated with their order. Each Order has very slightly different vows, duties and training particular to itself and emphasizes the teachings of that particular prophet. While the seven orders devoted to the Avatra are each headed by an Arcbishop, the eight orders devoted to the Sainted Prophets are headed by a Provost, and are accountable to the Lector rather than the Patriarch. Priests of Belin often use a small bracelet with thumbnail sized images of the eight prophets as magical talismans.

The Church, under the guidance of the Lector, reviews petitions for sainthood, determining if the deeds and virtues of the potential inductee merit recognition, and, if accepted, accepts their clergy as officials of the Church, and appends the records of their deeds to the holy writ. In addition to the eight prophets, the list of saints recognized by the Church is quite extensive, encompassing several dozen at least, while the number of “unofficial” saints is impossible to measure, as many of the more obscure “unofficial” saints have followings that extend no further than the village where they were born, or a mere handful of devoted disciples. Although a disproportionate number of saints were clerics or paladins in life, their ranks are drawn from virtually all professions and backgrounds, the only requirements being devout belief and deeds in service of the faith. Most were human, although a number of dwarven, gnomish, and halfling saints have been canonized. Due to their resistance to conversion to the faith, there are only a few elvish saints, and as of yet, no orcish or half-orcish saints have been officially recognized. While there are saints for many different endeavors, the most popular "lesser" saints in Dunmar and surrounding areas are the warrior-saints, such as Saint Colwyn (patron saint of dragon-slayers), also known as the White Warrior, canonized for slaying the great wyrm Odhrean in battle, or Saint Olvin (patron saint of giant hunters), canonized for overcoming an epic two-headed giant by transforming him to stone (the giant’s remains are now known as Mount Pire). Saint Gwydion (patron saint of justicars) is another popular warrior-saint, known for his pursuit of those seeking to avoid the sure hand of justice. Like the venerated subordinate angels, priests devoted to the venerated Saints generally don’t have as wide a range of options as those who are members of the seven major orders, for example, they are usually only able to select from one additional domain instead of two.

Ranks within the Church
Listed below are the basic ranks of Church hierarchy. Although there is a rough correlation between rank within the clergy, and the relative personal power of the priest, this is by no means a constant. There are certainly many priests of high rank who are not high level characters, just as there are certainly many clerics and adepts with tremendous personal power who remain deacons or priests throughout their lives. Initiates and deacons are usually referred to by the title brother (or sister), while priests of the rank of vicar and above are usually referred to by the title holy father or holy mother (or merely father or mother). In addition to these ecclesiastical rankings, there are a number of administrative offices and honorific titles within the Church.
  • Patriarch: The patriarch is the overseer of the faith and head of the Church. The patriarch chooses and ordinarily installs the seven archbishops when a vacancy arises, and is often called upon to resolve matters of scriptural interpretation and establish accepted dogma.

  • Lector: The Lector is the keeper and interpreter of scripture. The reader is also the patriarch-in-waiting, and ascends to that position should the current Patriarch die or otherwise leave the office. An important, but rarely used responsibility of the office of reader is to assess and evaluate petitions to canonize individuals as Saints.

  • Archbishop: There are seven priests who hold this rank, one devoted to each of the seven archangels. Each archbishop heads one of the major orders, and is responsible for the administration and conduct of their underlings. Together, the seven archbishops form the Curia, a council that advises the patriarch, and is also charged with electing a new Lector should that become necessary. Only an archbishop may ordain bishops of his own order, and an archbishop also has the authority to ordain lower ranking members of his order should he choose to do so.

  • Provost: There are eight priests who hold this rank, one devoted to each of the eight sainted prophets. As these holy orders are concerned with maintaining the integrity of the scriptures of the church, they maintain institutions of learning: Academies devoted primarily to the study of theology, but which have branched out to encompass almost all forms of academic scholarship from natural philosophy to arcane inquiry and research. Almost all libraries, schools, and other institutions of study were founded by and maintained by one of these holy orders. Like an Archbishop, a Provost has the authority to ordain priests within their order.

  • Inquisitor: Inquisitors frequently circulate among the diocese of the faith checking on the condition of the provinces, essentially serving as inspectors for the Patriarch to ensure orthodoxy in the Church. A member of this rank is typically assigned to review the administration of a number of dioceses, and is answerable only to the Lector or the Patriarch.

  • Bishop: Each diocese of the Church is headed by a bishop. The bishop is the chief liturgical figure in the diocese and is distinguished from the priest principally by the power to confer holy orders and to act as the usual minister of confirmation. The bishop has the highest jurisdictional powers within the diocese: he has the right to admit priests to his diocese and to exclude them from the practice of ministry within it, and he assigns priests of his diocese to parishes and other duties. The bishop often delegates administrative details to his vicar-general, his chancellor, or other officials. In larger dioceses he may be assisted by auxiliary or suffragan bishops.

  • Priest or Vicar: Priests are usually given the responsibility of acting as minister to a flock of worshippers assigned to serve as the religious head of a parish. Many priests also hold religious administrative posts aiding more senior members of the clergy to administer their offices. Certain religious ceremonies must be presided over by a clergyman of at least the rank of priest, although exceptions are occasionally made in extraordinary cases.

  • Deacon: A deacon is a junior priest, usually serving as an assistant to a more senior member of the clergy, or who has merely taken up a life as a mendicant or wandering priest (in which case, he is usually addressed by the title friar). A deacon is fully ordained, and authorized to act on behalf of the Church with respect to a number of matters, including leading the faithful in services.

  • Initiate: An initiate is the first rank of the clergy, usually indicating a member who has taken his initial set of vows, but has not yet completed his training and education or been fully ordained into the priesthood.

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Sunday, January 12, 2025

Campaign Design - Prestige Class: Bound Spellcaster

Bound Spellcaster (from the Demon Hunter's Handbook)

The bound spellcaster are wizards and sorcerer who oppose demons by turning their own power against them. The bound spellcaster absorbs the strength and corrupt essence of a lower planar outsider, gaining incredible physical and spiritual might, but sacrificing their soul in the process.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a bound spellcaster, one must meet the following criteria:
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 10+ ranks.
  • Feats: Spell Focus (Conjuration) and Spell Penetration.
  • Base Will Save: +5.
  • Spellcasting: Able to cast 4th-level arcane spells including dimensional anchor, lesser planar binding, and magic circle against evil.
  • Alignment: Any nonevil.
  • Special: Must destroy a dæmon, demon, or devil in single combat using nothing but spells and magic items you have personally created.
Class Skills
  • The bound spellcaster's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bound spellcaster prestige class.
  • Base Attack Bonus: Poor. A bound spellcaster gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A bound spellcaster gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bound spellcaster gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bound spellcaster gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Bound spellcasters gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: A bound spellcaster continues training in spellcasting to supplement their study of dæmons, demons and devils. When an odd numbered bound spellcaster level is gained (1st, 3rd, 5th, 7th, and 9th) and also at 10th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting.

    If a character had more than one arcane spellcasting class that granted access to arcane spells before she became an bound spellcaster, she must decide to which class she adds each odd-numbered level of bound spellcaster for the purpose of determining spells per day and spells known.

  • Assume Demon Flesh (Ex): In an effort to gain both understanding of and power over fiends of all sorts, the bound spellcaster summons the essence of a powerful dæmon, demon, or devil and through a blasphemous ritual of the darkest sort, strips its spirits flesh and binds it to its own. In so doing, he gains the strength that only the pure, corrupt essence of the beasts of the lower planes can bring, but also dooms his soul to a slow, relentless spiral down into darkness and squalor.

    To perform this ritual, the bound spellcaster must summon and bind a lower planar being of at least half his own caster level in Hit Dice. To do this, he must prepare a magic circle against evil, summon the creature with some variation of the planar binding spell, and then imprison it with a dimensional anchor. Assuming this is done correctly, the caster can attempt to force the bound outsider to merge with his own body, and subsume its spirit into his own. Since this is not a standard service the demon can be bound to, the bound spellcaster must force the issue using a charisma check as per the lesser planar binding spell; the check cannot be modified by promises of reward, as no demon would ever willingly risk having its spirit effectively destroyed. even for the few scant centuries a mortal spellcaster might be expected to live. Instead, the bound spellcaster can increase his chances of successfully binding the outsider by collecting items of personal value to it, such as a sacrificial knife used by a cultist who worshiped it, or by seeking out and discovering its true name. The bonus received depends upon the importance of items used; a sacrificial knife might be worth +1 to the check, while knowledge of the outsider's true name would grant a +6 bonus. The total bonus to the caster's check can never rise above +6. Should the caster fail to compel the demon, he can try again, as per the rules for lesser planar binding spell, gaining the same bonuses, if applicable, from the artifacts he possesses.

    Assuming the bound spellcaster is successful in compelling the outsider, then it is immediately destroyed, its spirit flesh torn from its bones and absorbed into the caster. The caster is immediately and irrevocably transformed, his body taking on vestigial signs of demonic taint; he sprouts short horns, his tongue forks, his teeth extend slightly, he exudes the slight stench of brimstone and burning flesh, and a light dusting of dark scales erupts from his body.

    At this point, the bound spellcaster begins to transform into a half-fiend, gaining some of the powers of the template. At 1st level, he gains the following:

    • +1 bonus to natural armor class.

    • He gains the spell-like abilities of a half-fiend with Hit Dice equal to his caster level (these abilities improve as the bound spellcaster increases in level).

    • Darkvision to 30 feet.

    • +2 to saves against poison.

    • Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

    • +2 Strength, +2 Dexterity, and +2 Intelligence.

  • Soiled Purity (Ex): When a bound spellcaster devours the spirit flesh of a demon, its corruption permanently stains his soul, leading him one step closer to the path of evil and the ways of an evil outsider. His alignment shifts one step towards evil.

  • Demonic Ally (Ex): As the bound spellcaster is transformed by his dealings with the lower planes, so too is the familiar that serves him. When the character takes on his 1st level as a bound spellcaster, his familiar gains the fiendish template. The template is applied as normal save that the fiendish familiar gains the ability to smite evil once per day rather than good. In addition, the familiar gains the ability to speak any and all lower planar languages. The bound spellcaster may add his bound spellcaster levels to the levels of other arcane classes that grant a familiar for the purpose of determining his familiar's abilities.

    The transformation the familiar undergoes is more that spiritual, as his outside visage shifts and morphs to a more demonic form. The familiar develops crimson scales or smooth skin covered in small, grotesque boils. His eyes blaze with cold fire, and steam rises from his paws whenever they make contact with the mortal plane. When the familiar gains the ability to speak, his voice becomes a low hiss, reverberating and echoing with a dozen unnatural tones. Not matter its size, the familiar takes on a hulking appearance, more massive and imposing than any natural animal of its type.

  • Shatter Corruption's Strength (Ex): Beginning at 2nd level, the bound spellcaster's spiritual connection to evil outsiders allows him the ability to overcome their supernatural resistance to mortal spells. He gains a +1 profane bonus to his caster checks to pierce the spell resistance of evil outsiders, and adds a +1 profane bonus to the spell save DCs of all spells cast against evil outsiders.

    At 5thth level, the bound spellcaster's profane bonuses to both piercing spell resistance and the DCs of his spell increase to +2, and at 8th level, they increase to +3.

  • Up the Darkling Path (Ex): At 3rd level, the bound spellcaster's spirit soaks up more of the evil outsider's corrupt power, further transforming the character's body and soul. He gains the following new abilities from the half-fiend template:

    • He gains a claw and bite attack, as per the description of the half-fiend template.

    • He gains the ability to perform a spell smite. One per day, he can add a bonus equal to his caster level to the damage inflicted by any spell. This bonus applied only to spell cast against evil outsiders.

    • He gains damage reduction 5/+1.

    • He gains +2 Constitution and +2 Charisma

  • Darkened Spirit (Ex): When the bound spellcaster reaches 4th level, the slumbering spirit of the evil outsider within him stirs, poisoning his eternal soul. The bound spellcaster's alignment shifts one step on the law-chaos axis towards the alignment of the evil outsider he bound. If the bound spellcaster's alignment is already the same as the outsider's then nothing happens.

  • Improved Binding (Ex): The bound spellcaster understands how to bind and control summoned evil outsiders. Beginning at 6th level, he gains a bonus equal to his bound spellcaster class level to all Charisma checks made to compel evil outsiders to perform a service, as per the lesser planar binding spell. In addition, he can draw a diagram to make his magic circle against evil more secure (as per the spell description) in only one round, and need not make a Spellcraft check when doing so.

  • Fury of Hell (Ex): By 7th level, the bound spellcaster's spirit has almost fully consumed the demon bound within he body. He gains the following abilities from the half-fiend template, which stack with those he already possesses:

    • His claw and bite attacks are considered magic weapons.

    • He gains immunity to poison.

    • He gains bat wings, allowing him to fly at his base speed with average maneuverability.

    • He gains spell resistance equal to 10 plus is caster level.

    • His darkvision increases to 60 feet.

    • His damage reduction increases to 10/+1.

  • Blackened Soul (Ex): At 8th level, the bound spellcaster has become thoroughly corrupted by the evil outsider's will. His alignment shifts one more step towards evil. An evil bound spellcaster does not necessarily abandon his role as a demon hunter, but he becomes infinitely more cruel in his methods.

  • Dark Ascendance (Ex): At 10th level, the bound spellcaster's spirit shreds the defenses of the evil outsider within him, and he undergoes a dark apotheosis. He gains all the following attributes from the half-fiend template, and is now a full half-fiend:

    • His type changes to outsider, though he does not recalculate his Hit Dice, Base Attack Bonus, or Base Saves. He is considered a native outsider.

    • His resistance to acid, cold, electricity, and fire all increase to 10.

    • His total caster level is now equal to his bound spellcaster level plus his previous arcane caster levels, but only for the purpose of determining his spell resistance, his ability to spell smite, and his access to the half-fiend's spell-like abilities.

    • He gains an additional +2 Strength, +2 Dexterity, and +2 Intelligence.

Bound Spellcaster
LevelSpecialSpells per Day
1stAssume Demon Flesh, Soiled Purity, Demonic Ally+1 level of existing arcane spellcating class
2ndShatter Corruption's Strength +1-
3rdUp the Darkling Path+1 level of existing arcane spellcasting class
4thDarkened Spirit-
5thShatter Corrpution's Path +2+1 level of existing arcane spellcasting class
6thImproved Binding-
7thFury of Hell+1 level of existing arcane spellcasting class
8thShatter Corruption's Strength +3-
9thBlackened Soul+1 level of existing arcane spellcasting class
10thDark Ascendance+1 level of existing arcane spellcasting class

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Saturday, January 11, 2025

House Rules - Mounts and Related Gear

Mounts and Related Gear

Mount
Cost
Size
Bulgrif
2,400 shillings
Huge
Falcon or Hawk
50 shillings
Tiny
Grollok
1,000 shillings
Large
Hauncher
900 shillings
Large
Norling
4,000 shillings
Large
Teekon
1,000 shillings
Huge
War Elephant
1,500 shillings
Huge
Mount Quality
Cost
Excellent Quality Mount
+50% normal cost
Good Quality Mount
+20% normal cost
Poor Quality Mount
-50% normal cost
Superior Quality Mount
4x normal cost
Mount Traits
Cost
Hunter
2x normal cost
Recreation
2x normal cost
Show
4x normal cost
Stock
1x normal cost
Trail
1½x normal cost
War
3x normal cost
Breeding Quality
Cost
Agile
+150 shillings
Alert
+50 shillings
Fast
+500 shillings
Personable
+50 shillings
Smart
+100 shillings
Strong
+200 shillings
Tough
+250 shillings
Trained
+100 shillings
Item
Cost
Weight
Barding, Full Chainmail
600 shillings
80 lbs.
Barding, Full Full Plate
4,800 shillings
100 lbs.
Barding, Full Half-Plate
2,000 shillings
100 lbs.
Barding, Full Leather
40 shillings
30 lbs.
Barding, Partial Chainmail
400 shillings
60 lbs.
Barding, Partial Full Plate
32,00 shillings
75 lbs.
Barding, Partial Half-Plate
1,500 shillings
75 lbs.
Barding, Partial Leather
36 shillings
20 lbs.
Battle Harness
10 shillings
10 lbs.
Bladed Shoes
25 shillings
3 lbs.
Emergency Belt
6 shillings
7 lbs.
Feedbag
3 shillings
2 lbs.
Grooming Brush
5 pennies
1 lb.
Horn Talask
75 shillings
15 lbs.
Jousting Key
35 shillings
8 lbs.
Mount Cape
5 shillings
2 lbs.
Saddle, Aerial
60 shillings
40 lbs.
Saddle, Flat
30 shillings
25 lbs.
Saddle, Jousting
40 shillings
35 lbs.
Saddle, Stock
10 shillings
25 lbs.
Saddlebags, Armor
20 shillings
10 lbs.
Spiked Horseshoes
10 shillings
1 lb.
Talon Blades
100 shillings
3 lbs.
Travois
2 shillings
10 lbs.
Unicorn Razorhooves
15 shillings
3 lbs.
Unicorn's Blade
50 shillings
4 lbs.
This is a collection of nonstandard mounts and gear for riding mounts, including barding. Only weapons or armor intended to be worn or used by a mount will be listed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mount Descriptions

Bulgrif: (Mercenaries) Bulgrifs are enormous flying creatures that can be trained as beasts of burden. They are quite useful to anyone who needs to move supplies over difficult terrain - the best way through a jungle or across broken ground is to fly over it after all. They can carry up to 2,000 pounds of cargo on their backs, or up to 5 Medium humanoids on their back, plus their handler. Because of their immense size, bulgrifs require 1 shilling worth of feed every day.

Grollok: (Mercenaries) A big, square-shouldered, bad-tempered creature that can be used either as a cavalry mount or a draft animal. Grolloks seem to enjoy battle, but only attack at the urging of their riders. They can accomodate 1 Medium or 2 Small humanoids on their back.

Hauncher: (Mercenaries) Unlike most cavalry mounts, haunchers go about on only two legs and maintain a semi-upright posture. This makes it difficult for footsoldiers to attack a hauncher's rider with anything other than polearms or longspears. Because of their height, haunchers cannot be brought into spaces with little overhead space like dungeons. They can accomodate 1 Small or Medium humanoid rider.

Norling: (Mercenaries) The exhorbiant price of this mount reflects the sheer diffciulty of finding one for sale. The sub-arctic tribesmen who raise and rise these warhorse-sized magical beasts feel an almost mystical attachment to them and rarely part with them, and they do not occur in nature outside the forbidding lands of the far north.

Teekon: (Mercenaries) Low-slung, lizard-like creatures useful as cavalry mounts when speed is not essential. They can carry 3 Small or 2 Medium humanoid riders on their flat backs. They consume 5 pennies worth of feed per day because of their size. Teekons are highly prized because of their carrying capacity, even temper, and ability to function well in a variety of environments.

War Elephant: (Mercenaries) An ordinary elephant captured from the wildand trained to respond to commands as a cavalry mount. Commanders who use them in battle count on their size and aspect to provoke fear in their enemies, but war elephants have an unfortunate tendency to panic in the miodst of battle. They consume 25 bits worth of feed per day because of their size.

Mount Quality

Mounts have variable degress of quality, based on breeding, care, and temperament. The higher the quality, the more expensive the mount. There are five degrees of quality, which are generally applicable to horses, riding dogs, and other common mounts. These qualities may be applicable to other types of mounts as well. The standard prices for mounts are for average quality mounts, which have the standard statistics listed for creatures of their type.

Excellent Quality: (Cavalier's Handbook) An excellent mount is an animal that comes from good breeding. These mounts sell for 50% above the normal listed value, and training them is slightly easier than normal, so anyone training an excellent quality mount gains a +2 bonus on all Handle Animal checks made working with the creature. An excellent steed applies the following modifiers to its ability scores: Strength +2, Dexterity +2, and Constitution +2. In addition, it gains a +5 foot enhancment bonus to its speed.

Good Quality: (Cavalier's Handbook) A good mount is an animal that arises from standard breeding, but is exceptional for its kind. These animals sell for 20% above the listed value, but training a good mount is no more or less difficult than for a standard animal. A good steed applies the following modifiers to its ability scores: Strength +2 and Dexterity +2.

Poor Quality: (Cavalier's Handbook) A poor mount is old, diseased, mistreated, or otherwise unhealthy, and sells for half the normal listed value. In addition, training a poor mount is more difficult, so anyone training a poor quality mount suffers a -2 penalty on all Handle Animal checks made while working with the creature. A poor mount applies the following modifiers to its ability scores: Strength -4, Dexterity -2, and Constitution -4. In addition, it takes a -10 foot penalty to its speed.

Superior Quality: (Cavalier's Handbook) A superior mount is an animal that comes fromselective generations of good breeding. These mounts sell for four times the normal listed value, and training them is easier than normal, so anyone training a superior quality mount gains a +4 bonus on all Handle Animal checks made working with the creature. A superior steed applies the following modifiers to its ability scores: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, and Charisma +2. In addition, it gains a +10 foot enhancement bonus to its speed.

Mount Traits

All riding animals fall into six basic catergories based on their training and intended purpose. Adventurers typically choose trail, hunter, or war mounts since these types are less likely to bolt when danger arises. An animal's purpose or role is taught from an early age, and cannot be changed. A stock horse could not become a warhorse no matter how much barding is laid upon it. Only a creature of the Animal type may have one of these traits, and they can only have one kind of trait.

Hunter: (Path of the Sword) A mount earns the title of hunter by showing an extreme knack for tracking and hunting in the wild. They are adept at responding to commands, picking the best paths, and traversing obstacles. Courageous and possessed of good stamina, a hunter mount makes a decent traveling companion due to its ease of riding and low maintenance. A hunter mount is not the brightest creature in the world, and will not wear medium or heavy barding. All hunter mounts have the Track feat and can signal that prey is nearby with either a snort or a pull. A hunter mount only spooks 10% of the time.

Recreation: (Path of the Sword) Bred for the enjoyment of nobility, recreation mounts like to ride and jump for the mere fun of it all. While beautiful and strong, these mounts tire easile and are highly fickle. Extreme care must be spent on the maintenance and handling of recreation mounts, so stable costs should be doubled for these animals. A recreation mount is very self-oriented, and required a DC 25 Ride check to remain in the presence of a deadly threat. The impressive breeding and luxurious nature of these animals bestows a temporary +2 bonus to all Charisma-based skill checks and ability checks made by the rider for so long as the rider and horse remain within 5 feet of one another. This bonus applies only to targets that would be impressed by such an animal. Recreation mounts automatically have a +2 bonus to Charisma. A recreation mount spooks 100% of the time.

Show: (Path of the Sword) Due to the long training necessary to raise a show mount, they are the most expensive type to purchase. Show mounts are trained to entertain and perform. Because of their innate speed and intelligence, show mounts make ideal traveling companions, but they demand extra food and attention from their riders. As such, double the price of food and water for these mounts. Show animals are reliable, if somewhat testy, and require a lot of skill o handle. They are commonly found working as circus or racing animals. Show mounts begin with 10 ranks in a Perform skill and a +2 bonus to Dexterity. A show mount also bestows a +5 circumstance bonus to its rider's Perform checks when they perform together. A show mount spooks 50% of the time.

Stock: ({Path of the Sword) All animals are stock animals unless otherwise specified. Stock mounts are commonly called beasts of burden because they are mainly used for manual labor. Pulling carts, skiffs, pouws, and carriages are just some of the mundane duties performed by stock animals. These mounts are tireless in their labors and complain very little. A DC 20 Ride check is required each round to keep a stock mount from fleeing in the middle of battle. They spook easily and are extremely hard to control when injured. Stock mounts are cheap, easy to handle in non-combat situations, and are a good choice for inexperienced riders. All stock mounts have the Endurance feat. Stock mounts spook 100% of the time.

Trail: (Path of the Sword) Trailm mounts are bred to travel. They are the ideal riding companion for most merchants, nobles, and some adventurers along the road. A trail mount is relatively easy to ride, eats and drinks little, and will remain with a master unless wounded or highly frightened. Because of their innate need to move, trail mounts become restless if forced to stay in one spot for too long. After a long battle in an underground dungeon, an adventurer might emerge to sunlight only to find his mount has broken its harness and wandered off. When stabled in towns and villages, a trail mount must be allowed to walk andgraze daily or it becomes irate. If a trail mount is not ridden each day, apply a -1 penalty per day to all subsequent Ride checks for one week. If it is ignored for a week or more, consider the mount hostile until it has been calmed and retrained using the Handle Animal skill. Trail mounts have a +1 bonus to Constitution. Trail mounts spook 30% of the time.

War: (Path of the Sword) The favored mount of soldiers and adventurers, a war mount is raised for battle. They are quick, strong, and fearless. In heavy armor, a war mount can move at one-half speed instead of one-quarter speed. They do not flinch in battle, and obey a skilled rider with stubborn zeal and devotion. These mounts do not require their rider to control them in combat, and are therefore the only type that gets a separate attack from the rider. War mounts cannot stand an inexperienced rider and will buck and throw an individual that has less than 4 ranks in the Ride skill. War mounts recieve a +1 bonus to Strength and Constitution. War mounts do not spook. Warhorses, riding dogs, and most exotic mounts are already trained as war mounts, and their cost and statistics already reflect this training.

Breeding Quality

Through selective breeding, certain characteristics emerge to make an animal better suited for an owner's particular needs, and when purchasing a mount, a buyer can request certain traits assuming that a wide enough stock of animals is available. These traits only apply to mounts of the Animal type and each increases the cost of the animal over and above the costs for quality. In addition, all mounts are restricted to three of the following breeding qualities.

Agile: (Cavalier's Handbook) This mount is agile and quick, gaining a +2 bonus to Dexterity.

Alert: (Cavalier's Handbook) This cautious mount is aware of its environment, gaining a +2 bonus to Wisdom.

Fast: (Cavalier's Handbook) Bred for speed, this mount gains +5 feet to its speed.

Personable: (Cavalier's Handbook) This friendly mount has a pleasant disposition, gaining a +2 bonus to Charisma.

Smart: (Cavalier's Handbook) This mount is exceptionally bright, and anyone who training this animal gains a +2 bonus to all Handle Animal checks while working with it.

Strong: (Cavalier's Handbook) This mount is exceptionally strong for its breed, gaining a +2 bonus for Strength.

Tough: (Cavalier's Handbook) This mount is bred for war and is able to resist injury, gaining a +2 bonus to Constitution.

Trained: (Cavalier's Handbook) This animal knows one trick.

Item Descriptions

Barding, Full Chainmail: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as medium armor, provides a +5 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Half-Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +7 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Full Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Leather: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Chainmail: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as medium armor, provides a +4 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Half-Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +6 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Full Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Leather: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Battle Harness: (Relics & Rituals: Excalibur) This harness provides a mount with a +1 armor bonus to its Armor Class. Any mount wearing a battle harness also does an additional 1d6 points of damage while bull-rushing an opponent.

Bladed Shoes: (Path of the Sword) Bladed shoes are designed for horses and ponies. The tips of the shoes have small, jagged blades that deal 1d6 points of slashing damage on a successful strike. Bladed shoes made for warhorses deal 1d8 points of slashing damage on a successful strike with bladed shoes. Long travel can wear down bladed shoes, so most mounted combatants learn to fit the shoes onto their horses themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the bladed shoes every few days. Traveling more than 10 miles on bladed shoes makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit bladed shoes onto a mount, or remove them after battle.

Emergency Belt: (Path of the Sword) A set of thick leather straps designed to thoroughly tie a rider into asaddle. An emergency belt makes it virtually impossible for a rider to fall .
off his mount. As a result, unconscious riders have a 90% chance to stay in the saddle, and all checks to avoid being pulled from a mount gain a +8 bonus. It takes a full-round action to attach or undo the straps.

Feedbag: (Path of the Sword) A feedbag attaches directly to a mount's mouth and allows it to eat while walking. The feedbag must be removed before the mount moves faster than a walk.

Grooming Brush: (Path of the Sword) Only useful for mounts that have hair, a grooming brush keeps a mount happy and healthy-looking.

Horn Talask: (Path of the Sword) Elephants are sometimes fitted with a pair of hor talasks, which attach snugly over the tips of their tusks and have either a sharp blade or a bludgeoning ball at the tips. An elephant with bladed horn talasks deal an additional 1d8 points of damage with its gore attack, while ball and chain talasks increase the elephant's reach with its slam attack by +5 feet.

Jousting Key: (Path of the Sword) A jousting key connects to the right side of a horse's bridle and has a small circular spot for the placement of a lance. It takes a full round action to slide a lance into the ring, and a full round action to slide it back out. The reason for a jousting key is to add extra support so that the lance does not bounce with the rider. Jousting keys convey a +6 bonus to a chargin character's attack roll, but only against targets directly in front of the mount.

Mount Cape: (Path of the Sword) A mount cape is merely a large piece of cloth draped over the mount's torso and tied at the nape of the neck. These ornaments are often printed with plain colors or exotic designs and are mainly used to improve the regal appearance of a mount. The cape confers a +1 bonus to Charisma to mounts in jousting tournaments.

Saddle, Aerial: (Path of the Sword) An aerial saddle is necessary for most aerial mounts and attaches directly to the mount's torso with numerous straps and emergency clips. Riders literally attach themselves to the aerial saddle and cannot fall off without first unhooking themselves. Riders gain a +10 bonus against anyone attempting to pull them from the saddle. Riding an airborne mount without such a saddle is incredibly dangerous, requiring a DC 15 Ride check each time the mount changes speeds, lands, takes off, or performs an aerial maneuver. It takes three rounds to attach or get out of an aerial saddle.

Saddle, Flat: (Path of the Sword) The flat saddle resembles a normal saddle that is missing some of its strappings, making it easier for a rider to fall off, but giving the horse more freedom of movement. Flat saddles grant a mount a +2 circumstance bonus to Jump checks, but an unconscious rider only has a 30% chance of remaining on such a mount. In addition, the rider suffers a -2 circumstance penalty on all checks to avoid being pulled from their mount.

Saddle, Jousting: (Relics & Rituals: Excalibur) This saddle adds +4 to any checks made by a rider to resist being knocked backwards.

Saddle, Stock: (Path of the Sword) A stock saddle resembles a regular saddle in all aspects exceptione: It has a horn located on the front end that a rider can use to attach ropes. Stock saddles give a +2 circumstance bonus to Ride checks involving dragging or pulling.

Saddlebags, Armor: (Relics & Rituals: Excalibur) These are saddlebags specifically crafted for carrying plate armor. eachpiece of the armor fits into its own leather pouch and tey are strung together to create a surprisingly compact package - the entire set could be fit into a large backpack and carried on one's back. They are most often used by traveling knights who do not want to wear their armor while on the road.

Spiked Horseshoes: (Relics & Rituals: Excalibur) These horseshoes add +2 to a warhorse's damage rolls for hoof attacks.They also convert the damage type from bludgeoning to piercing.

Talon Blades: (Path of the Sword) Talon blades are made for mounts with talons, such a griffons. The blades have small, jagged blades that deal 1d8 points of slashing damage on a successful strike. Long travel can wear down talon blades, so most mounted combatants learn to fit the blades onto their mounts themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the talon blades every few days. Traveling more than 20 miles in talon blades makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit talon blades onto a mount, or remove them after battle.

Travois: (Mercenaries) A travois is a simple device pulled by a mule or horse, dragging goods or wounded men. It has no wheels, and is simply three long sticks bundled together into a triangle shape, with cloth strung between the sticks. A travois can hold up to 300 pounds.

Unicorn Razorhooves: (Path of the Sword) Resembling horsheos at first glance, closer inspection reveals the sharp, serrated edges and the structural support that makes these weapons of war. A unicorn wearing razorhooves deals 1d8 slashing damage with its hoof attacks rather than 1d4 bludgeoning damage.

Unicorn's Blade: (Path of the Sword) This serrated blade is mounted on a cap that is placed over a unicorn's horn. It increases the critical threat range of the unicorn's horn to 19-20.

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Friday, January 10, 2025

House Rules - New Artifacts

This is a listing of artifacts that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gatereaver: (Conjuration) A greataxe of impressive size and heft, Gatereaver is an ancient weapon forged in the cosmic fires at the core of all realities. Whatever its origins, Gatereaver displays extraordinary might and is not a weapon to be wielded lightly. Even its appearance speaks of power, from its rippling steel blade to the dozens of gems that decorate its haft. The whole weapon is surrpounded in an aura of dimensional energy that is constantly changing hue and intensity. At its brightest, Gatereaver seems to be alive with a prismatic tempest of fire, lightning, and blazing light. The patterns in the axe's blade are ever changing, though they have no known meaning in any language.

Where Gatereaver goes, chaos and upheaval follow. The wielder of this greataxe is always a foe to be feared, as it can guide the hand that holds it regardless of the wielder's actual skill. Its array of magical powers are impressive, but the weapon is feared most for the ability that gives rise to its name; the edge of Gatereaver tears open reality and cleaves rifts into other dimensions.

Gatereaver is also fearsome in that the artifact does not seem concerned with any purpose it serves. It can slaughter a village of innocents as easily as it protects a paladin's castle from a demonic siege. As uncaring as it is potent, Gatereaver is a weapon for epic struggles and titanic conflicts. Wise is the wielder who casts it aside after the battle is done. Wiser still is the wielder who cuts a hole with Gatereaver and casts the accursed blade into it immediately.

Gatereaver acts as a +5 keen greataxe of throwing and returning. The greataxe acts as a bane weapon against any outsider it strikes, regardless of alignment. By silent act of will, Gatereaver can ignite with dimensional flames which do an additional 2d6 damage per strike, and no form of defense except dimensional anchor or immunity to disintegration effects will reduce or negate this additional damage. Gatereaver's wielder attacks at a minimum Base Attack Bonus of +15 unless they possess a better one already.

By swinging Gatereaver vigorously through the air and wishing the blade to do so, the wielder can rend open a gate as per the 9th-level spell of the same name. This gate is to a random plane unless the wielder wishes to name a specific plane. The wielder has a 5% chance per character level of breaching to the desired plane if this is attempted. As with the spell gate, the wielder can call forth a planar being from this rift, which remains open for 1d10 rounds.

The wielder can use this power in the midst of an attack as well. If they successfully stricke a Huge or smaller target, the target must succeed at a DC 21 Fortitude save or the cosmic powers of the axe tear it to shread in the violent, whirling chaos between shorn realities. Even if the target succeeds at the save, they are flung through a rift that opens after the axe inflicts its normal damage. Using the axe's ability to open a dimensional rift, whether as part of a melee attack or not, requires a full-round action.

Gatereaver can also be used to rend open reality at the point of a thrown impact. This rips apart the boundaries betweent he prime material and the astral plane, resulting in a disintegration effect against whatever is struck. The DC for this save is 16, and all relevant details ofnthe spell ability. This use of the axe's abilities requires a full-round action.

Kukri of Binding: (Conjuration) This single-edged, angled dagger is created of silver and iron in abraided pattern and ammered into a single blade. The handle is ivory and bears complex magical rune work. In the hands of someone without the ability to cast conjuration spells, it merely acts as a +2 kukri. Wielded by a spellcaster with the ability to realze its full potential, the kurkri of binding becomes much more.

A spellcaster capable of casting conjuration spells can wield the kukri as a +3 outsider bane kukri and does not suffer a nonproficiency penalty when doing so. The wielder can instead choose to suspend the bane ability and attempt to bind an outsider struck by the weapon. This is a dangerous gamble, because failure at this attempt renders the outsider immune to binding, calling, or dismissal magic for 24 hours thereafter.

To attempt to bind on outsider, the wielder must make a successful melee attack with the kukri. The outsider must make an opposed Will saving throw against the wielder. If this save failes, the outsider is bound as if by the spell greater planar binding. The target is rooted to the spot as if they were in a containment diagram that is automatically successful. The wielder of the kukri can then barter or demand service as the spell would normally allow. The kukri can only bind one creature at a time, losing the power to do so until the current target has performed its service and departed. Even free-willed outsiders are empowered with the ability to return to their home planes after trebdering service to the wielder; this is an effect of the kukri

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Wednesday, January 8, 2025

House Rules - New Magic Armor and Shield Special Abilities (Fixed Cost Enhancements)

Armor and shields may have special abilities, such as acid resistance or fortification. The special abilities listed here have a fixed market value of the item, and do not modify defensive bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the armor or shield. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Frightening: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +5 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +3,700 shillings.

Frightening, Improved: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +10 competence bonus to all Intimidate checks.
  Aura: Moderate enchantment; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +15,000 shillings.

Frightening:, Greater (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +15 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +33,750 shillings.

Nimble: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +5 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +3,700 shillings.

Nimble, Improved: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +10 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +15,000 shillings.

Nimble, Greater: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +15 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +33,750 shillings.

Spring Heel: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +5 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +3,700 shillings.

Spring Heel, Improved: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +10 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +15,000 shillings.

Spring Heel, Greater: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +15 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +33,750 shillings.

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Wednesday, January 1, 2025

House Rules - New Magic Weapon Special Abilities (Fixed Cost Enhancements)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here have a fixed market value of the item, and do not modify attack or damage bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the weapon. A weapon with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor Piercing: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. An armor piercing missile ignores the armor, natural armor, and shield bonuses of its target. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, armor piercing missile; Cost: 750 shillings; Cost to Create: 375 shillings and 30 experience points.

Heart Seeker: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A heart seeker missile inflicts double damage on a target. The enchantment adds one to the critical multiplier of the weapon (i.e. a x2 multiplier would become a x3). The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, heart seeker missile; Cost: 1,400 shillings; Cost to Create: 700 shillings and 56 experience points.

Pain: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A creature struck by a pain missile must make a DC 14 Fortitude save in order to perform any action other than lying on the ground writing in agony. This effects lasts for five rounds, and the save must be made every round. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, pain missile; Cost: 325 shillings; Cost to Create: 163 shillings and 13 experience points.

Stinging: (Dragon Magazine #353) A weapon with this ability ignores the absolute protection offered by armor against certain weapons. Stinging weapons are typically covered in tiny barbs and spines that do not negatively affect its usefulness in any way. This ability can only be applied to whips and similar weapons whose damage is partially or fully blocked by armor. The weapon deals normal damage against creatures with armor or natural armor.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, gaseous form; Cost: 1,000 shillings.

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