tag:blogger.com,1999:blog-77748951408405388412024-03-05T01:14:59.592-05:00Playing in Other WorldsRole-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.comBlogger3180125tag:blogger.com,1999:blog-7774895140840538841.post-5138939336957968192022-01-05T18:00:00.011-05:002022-01-14T10:18:17.105-05:00General Rules - Item Feats<b><span style="font-size: large;">Item Feats</span></b><br />
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This is a list of item feats that do not appear in the <i>Player's Handbook</i>, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<tr><td width="135"><b><u><span style="font-size: x-small;">Feat Name</span></u></b></td><td width="75"><div style="text-align: center;">
<b><u><span style="font-size: x-small;">Source</span></u></b></div>
</td><td><b><u><span style="font-size: x-small;">Prerequisites</span></u></b></td><td><b><u><span style="font-size: x-small;">Benefit</span></u></b></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-ability-focus_4.html">Ability Focus</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">Item level 4<sup><small>th</small>+</sup></span></td><td><span style="font-size: x-small;">One of the item's spell-like abilities becomes harder to resist</span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-ability-penetration.html">Ability Penetration</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">-</span></td><td><span style="font-size: x-small;">All of the item's spell-like abilities gain a bonus to overcome spell resistance</span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-animate-self.html">Animate Self</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">Item level 5<sup><small>th</small>+</sup></span></td><td><span style="font-size: x-small;">The item becomes animate as if affected by <i>animate objects</i></span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-attack.html">Attack</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-animate-self.html">Animate Self</a> or Float</span></td><td><span style="font-size: x-small;">The item can attack on its own</span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-bestow-feat.html">Bestow Feat</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">-</span></td><td><span style="font-size: x-small;">The item can bestow a feat upon its bearer</span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-blindsight.html">Blindsight</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">-</span></td><td><span style="font-size: x-small;">The item gains blindsight</span></td></tr>
<tr valign="top"><td width="135"><span style="font-size: x-small;"><a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-control-user.html">Control User</a></span></td><td width="75"><div style="text-align: center;"><span style="font-size: x-small;">BoEM3</span></div></td><td><span style="font-size: x-small;">Charisma 15+, Influence User</span></td><td><span style="font-size: x-small;">The item can take control of its user</span></td></tr>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/general-rules.html">General Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-46047182194394124052022-01-04T18:00:00.605-05:002022-01-04T18:00:00.168-05:00House Rules - Intelligent Item Creation<b><span style="font-size: large;">Creating Intelligent Magic Items</span></b> (from the <i>Book of Eldritch Might III</i>)<br />
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Intelligent magic items are magic items of any kind (weapons, staves, rings, and so on) with their own sentience. These items think, feel, and possess all the traits you would expect to see in a person. Magic items can be imbued with life using the <a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-life-to-inaminate.html">Life to the Inanimate</a> feat. Note that this feat only allows a magic item to be infused with intelligence, a creator making a new magic item to be infused with intelligence would have to have the appropriate item creation feat to create the base item. An existing magic item can also be infused with intelligence.<br />
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Intelligent items differ from constructs. In fact, they are the opposite of constructs. Constructs are inanimate objects given locomotion but not intelligence. Intelligent items are inanimate objects given intelligence but not locomotion.<br />
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The intelligent items described here are more like non-player characters than simply as equipment. They have personalities, goals, objectives, wants, and fears. Friendly items will behave as would any other non-player character that accompanies the party - or, in the case of unfriendly items, will behave as any other foes.<br />
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An intelligent bow that is interested in furthering the cause of law might willingly loose arrows only upon chaotic opponents, although the archer might convince it to loose arrows upon neutral foes that threaten them. An ancient, intelligent ring with the ability to speak might have some interesting information to offer about the origins of a demonic dragon a group of heroes must face, but only after they complete a quest the ring gives them.<br />
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These magic items can grow with a character. A character can start at a relatively low level with an intelligent item and keep the item while advancing in level, valuing it as much at 16<sup><small>th</small></sup> level as they did at 6<sup><small>th</small></sup>. The item remains balanced because a character must continue to devote experience points to it.<br />
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<b><span style="font-size: large;">Communication and Perception</span></b><br />
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<tr><td><b><span style="font-size: x-small;">Perception</span></b></td><td><b><span style="font-size: x-small;">Additional Creation Cost</span></b></td></tr>
<tr><td><span style="font-size: x-small;">None</span></td><td><span style="font-size: x-small;">None</span></td></tr>
<tr><td><span style="font-size: x-small;">Intuition</span></td><td><span style="font-size: x-small;">100 shillings + 4 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Hearing</span></td><td><span style="font-size: x-small;">200 shillings + 8 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Sight</span></td><td><span style="font-size: x-small;">1,000 shillings + 40 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Sight with darkvision</span></td><td><span style="font-size: x-small;">2,000 shillings + 80 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Blindsight</span></td><td><span style="font-size: x-small;">5,000 shillings + 200 experience points</span></td></tr>
</tbody></table>If an item is intelligent, it is first important to determine what it can perceive and understand. A typical inanimate object perceives and understand nothing. Intelligent items have one or more of the types of perception as listed on the table to the right:<br />
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<span style="font-size: x-small;"><b>None:</b> The item cannot sense what is going on around it on its own, but if it can communicate, it can still take actions cased on others' descriptions of the events taking place.<br />
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<span style="font-size: x-small;"><b>Intuition:</b> The item can perceive only very general sorts of input. It knows then someone picks it up or uses it, when it gets hurt, the temperature around it, whether or not it is moving, and so on.<br />
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<span style="font-size: x-small;"><b>Hearing:</b> The item can hear like a human, with a Listen bonus equal to its Wisdom modifier, plus any skill ranks. Items with hearing become vulnerable to auditory effects like a harpy's song that normally only affect creatures.<br />
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<span style="font-size: x-small;"><b>Sight:</b> The item can see like a human, with a Spot bonus equal to its Wisdom modifier, plus any skill ranks. Although it has no eyes, it must focus this sense in one direction or another, the same way a person "looks around". Items with sight become vulnerable to gaze attacks and other sight-based effects (such as <i>color spray</i>) that normally only affect creatures.<br />
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<span style="font-size: x-small;"><b>Blindsight:</b> The item has a special sense of everything around it, up to 60 feet. While not as detail-oriented as actual sight, it does allow the item to sense invisible objects. The item has a Spot bonus equal to its Wisdom modifier plus any skill ranks.</span><br />
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<tr><td><b><span style="font-size: x-small;">Communication</span></b></td><td><b><span style="font-size: x-small;">Additional Creation Cost</span></b></td></tr>
<tr><td><span style="font-size: x-small;">None</span></td><td><span style="font-size: x-small;">None</span></td></tr>
<tr><td><span style="font-size: x-small;">Pulse</span></td><td><span style="font-size: x-small;">25 shillings + 1 experience point</span></td></tr>
<tr><td><span style="font-size: x-small;">Empathy</span></td><td><span style="font-size: x-small;">50 shillings + 4 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Speech</span></td><td><span style="font-size: x-small;">200 shillings + 16 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Telepathy</span></td><td><span style="font-size: x-small;">5,000 shillings + 200 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">Super-Telepathy</span></td><td><span style="font-size: x-small;">10,000 shillings + 400 experience points</span></td></tr>
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The object also has one of the types of communications listed to the right:<br />
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<span style="font-size: x-small;"><b>None:</b> The item cannot communicate in any way and cannot understand communication from others, even if it can head and someone speaks to it.<br />
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<span style="font-size: x-small;"><b>Pulse:</b> The item can vibrate a little, just enough so that anyone holding it or touching it can tell. It understands no type of communication, regardless of what kind of perception it has.<br />
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<span style="font-size: x-small;"><b>Empathy:</b> The item only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally to whoever is holding it.<br />
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<span style="font-size: x-small;"><b>Speech:</b> The item can speak audibly. It automatically knows one language (chosen by its creator). It can learn more languages by spending skill points.<br />
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<span style="font-size: x-small;"><b>Telepathy:</b> The item can mentally communicate with anyone touching it. No shared language is necessary.<br />
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<span style="font-size: x-small;"><b>Super-Telepathy:</b> The item can mentally communicate with anyone within 25 feet. No shared language is necessary.</span><br />
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<b><span style="font-size: large;">Item Ability Scores</span></b><br />
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<tr><td><b><span style="font-size: x-small;">Add</span></b></td><td><b><span style="font-size: x-small;">Additional Creation Cost</span></b></td></tr>
<tr><td><span style="font-size: x-small;">+1</span></td><td><span style="font-size: x-small;">50 shillings and 1 experience point</span></td></tr>
<tr><td><span style="font-size: x-small;">+2</span></td><td><span style="font-size: x-small;">100 shillings and 4 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+3</span></td><td><span style="font-size: x-small;">200 shillings and 8 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+4</span></td><td><span style="font-size: x-small;">400 shillings and 16 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+5</span></td><td><span style="font-size: x-small;">800 shillings and 32 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+6</span></td><td><span style="font-size: x-small;">1,600 shillings and 64 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+7</span></td><td><span style="font-size: x-small;">3,200 shillings and 128 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+8</span></td><td><span style="font-size: x-small;">6,400 shillings and 256 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+9</span></td><td><span style="font-size: x-small;">12,800 shillings and 508 experience points</span></td></tr>
<tr><td><span style="font-size: x-small;">+10</span></td><td><span style="font-size: x-small;">25,600 shillings and 1,016 experience point</span></td></tr>
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Items have three ability scores: Intelligence, Wisdom, and Charisma. When an item is created, roll 2d6 for each of these ability scores. Further, the creator can add bonuses to the rolled scores at the rate shown on the table to the right:<br />
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The item's final ability scores cannot exceed the creator's.<br />
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Items that can animate themselves also have Strength and Dexterity scores. Determine and increase those scores in the same way as their Intelligence, Wisdom, and Charisma.<br />
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Like characters, for every four levels and item gains, it can add +1 to one ability score.<br />
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<b><span style="font-size: large;">Item Personalities</span></b><br />
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What does an item want out of "life"? What does it fear? Des it revere a celestial or infernal power? What is the item's alignment? These are questions to answer when the item is created. The creator has a great deal of influence over the item, but in the end , the item is free-willed. At the time of creation, the creator should make a caster level check, adding his Charisma modifier and consulting the following list:<br />
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<li><span style="font-size: x-small;"><i>1 - 10</i>: The DM determines all aspects of the item's personality.</span></li>
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<li><span style="font-size: x-small;"><i>11 - 14</i>: The item has the same alignment as the creator. The DM chooses all other aspects of the item's personality.</span></li>
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<li><span style="font-size: x-small;"><i>15 - 19</i>: The creator determines the item's alignment. The DM chooses all other aspects of its personality.</span></li>
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<li><span style="font-size: x-small;"><i>20 - 29</i>: The creator dictates the item's alignment and general "purpose" (what it looks upon as its goal).</span></li>
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<li><span style="font-size: x-small;"><i>30 or higher</i>: The creator dictates the alignment, goals, and personality of the item.</span></li>
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When the DM is creating aspects of the item's personality, she can do so randomly or as she sees fit. She can base the item on the creator if she wishes. For example, if the creator were a wizard, the item might love wizards. or it might hate them.<br />
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<b><span style="font-size: large;">Item Levels</span></b><br />
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Like creatures, intelligent items have levels and can gain more. Unlike creatures, they do not gain levels based on experience or overcoming challenges. Instead, a living creature must infuse personal energy in the form of experience points into the item. The number of experience points required for an item to gain a level is equal to one-quarter the number of experience points needed for a character to gain a level. Anyone touching an intelligent item can infuse it with power, although a character cannot infuse an item that is higher level than he or she is; so a 6<sup><small>th</small></sup>-level fighter cannot infuse an 8<sup><small>th</small></sup>-level item. Also, a character cannot infuse an intelligent item with so many experience points that the character would lose a level.<br />
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Unlike a character, an item does not have to start at 1<sup><small>st</small></sup> level. The creator can infuse sufficient experience points into an item upon creation to raise its level immediately.<br />
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When leveling, Intelligent items are treated just like non-player characters. Choices made during level advancement are subject to the DM's discretion.<br />
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<b><span style="font-size: large;">Hit Points</span></b><br />
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An item gains an additional hit point each level.<br />
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<b><span style="font-size: large;">Item Attacks</span></b><br />
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Items able to animate or activate themselves have a base attack bonus. To this bonus they add a Strength or Dexterity modifier (depending on whether they make melee or ranged attacks), their own enhancement bonus (if any), and so on.<br />
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<b><span style="font-size: large;">Saving Throws</span></b><br />
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All saving throws made by an intelligent item use the base saving throw bonus presented on the table below. To this bonus, they add the appropriate ability score modifier (if any), their own enhancement bonus (if any), and so on. For an item's every 10 points of hardness (depending on its material), it adds +1 to Fortitude saving throws. Like constructs, items only make Fortitude saving throws against an effect that also affects objects, such as <i>disintegrate</i>. Items in the possession of a character with better saving throw bonuses than their use the possessor's saving throw bonus instead.<br />
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<b><span style="font-size: large;">Spell-Like Abilities</span></b><br />
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Items gains new spell-like abilities as they gain levels, much in the same way that a spellcasting character gains new spells. Each new spell-like abilities they gain (according to the table below) can be used once per day. The item chooses abilities from among the spells on any spell list. It may select an ability more than once, for multiple uses each day; a spell chosen three times can be used as a spell-like ability three times per day. Items receive bonus spell-like abilities based on their Wisdom scores, even if the spells in question are arcane spells.<br />
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The saving throw Difficult Class for an item's spell-like ability is based upon the item's Charisma modifier: DC = 10 + the level of the spell the ability comes from + the item's Charisma modifier.<br />
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Since they are spell-like abilities, they require no verbal, somatic, or material components. Spells with an experience point cost of up to 1,000 shillings can be used as abilities only once per week as oppose to once per day. Spells with an experience point cost of more than 1,000 experience points can be used as abilities only once per month.<br />
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Personal spells can be used as spell-like abilities on the item or on the item's user. All other spells are handled as described regarding targets, range, and so on.<br />
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Items cannot activate a spell-like ability or animate themselves the same round as they are used by a character. Thus, a character cannot use a magical sword as a weapon the same round as the sword uses a spell-like ability or animates to make an attack.<br />
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<b><span style="font-size: large;">Item Traits</span></b><br />
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Intelligent items are immune to poison, disease, and similar effects. They are not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Items cannot heal damage. items can be repaired.<br />
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Items always fail Constitution checks. they can make concentration checks - items base Concentration on Charisma rather than Constitution. Nothing that requires a physiology or understandable anatomy works on items. They are immune to effects that require a Fortitude save (unless the effect also works on objects, such as <i>disintegrate</i>). In such cases, items apply their Charisma modifier to their Fortitude saving throw, as well as +1 for every 10 points of hardness.
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An item with no Dexterity score cannot move. Items normally act on their wielder's initiative score, but take their own actions if they have actions they can take. If an unattended item can act (such as by casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The item fails all Reflex saves and Dexterity checks.<br />
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Items have distinct personalities and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically - and often, only the item can judge whether it is well cared for - react poorly to their users and others.<br />
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An item with no Dexterity score takes only partial actions. items with a Dexterity score can take actions normally. Items cannot be affected by <i>haste</i> or <i>slow</i>.<br />
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<b><span style="font-size: large;">Item Skills</span></b><br />
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Intelligent items can have ranks in any skill with Intelligence, Wisdom, or Charisma as a key ability. Items can also take Concentration, using Charisma as the key ability rather than Constitution. Still, some skills, like Craft: Alchemy or Disable Device, require a mobility that the item does not have. All the item can do in such a case is aid another who can actually carry out the task. The DM can use common sense to determine which skills require abilities the item does not possess.<br />
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Items that can become animate can have Strength- and Dexterity-based skills at the DM's discretion.<br />
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Items have skill points equal to (2 + Intelligence bonus) x4 at 1<sup><small>st</small></sup> level, and skill points equal to 2 + Intelligence bonus for each additional level.<br />
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<b><span style="font-size: large;">Item Feats</span></b><br />
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Items gain feats as creatures do. Rather than gaining a new feat at every three levels, they follow the progression shown on the "Intelligent Items" table. Items get a feat at 1<sup><small>st</small></sup> level, and 2<sup><small>nd</small></sup> level, and ten one for every other level thereafter. The feats listed on the table below are all the feats that an item gets.<br />
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Items can have the following feats from the <i>Player's Handbook</i>: Great Fortitude, Iron Will, Lightning Reflexes, Skill Augmentation, and Skill Focus. Great Fortitude, Iron Will, Lightning Reflexes all apply to saves made by the item or on the item's behalf by its possessor. They can also choose feats from the Item Feats list.<br />
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<b><span style="font-size: large;">Item Healing, Maladies, and Death</span></b><br />
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Items do not heal hit points as living creatures do. A <i>mending</i> spell often repairs damage an item suffers (usually 1d8 hit points worth) and <i>make whole</i> restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like <i>lesser restoration</i>. Item physical ability score damage must be repaired through spells like <i>restoration</i>.<br />
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As with creatures, items can gain disease-like afflictions. Called maladies, they are sometimes brought upon by magic (such as via the spell <i>bestow malady</i>) and sometimes by other conditions, such as stress, neglect, or anything else the DM deems appropriate. A few maladies are presented below, as a sample:<br />
<ul>
<li><span style="font-size: x-small;"><i>Devil's Mind</i>: The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). if the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong. Normally, an item may make a DC 18 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.</span></li>
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<li><span style="font-size: x-small;"><i>Dire Corrosion</i>: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hit points per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a DC 16 Will saving throw each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether.</span></li>
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<li><span style="font-size: x-small;"><i>Object Paralysis</i>: This malady only affects animate items or those that can float. They lose the ability to move entirely. Normally, and item may make a DC 15 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.</span></li>
</ul>
Intelligent items can be destroyed, just like regular items In such a case, the item "dies". They cannot be <i>raised</i> or <i>resurrected</i>, although a <i>wish</i> or <i>miracle</i> can restore them.<br />
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<b><span style="font-size: large;">Intelligent Magic Item Market Price</span></b><br />
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To determine the market price of intelligent items, use the following formula: Base price + 1,000 + (level<sup><small>2</small></sup> x 1,000) shillings.<br />
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The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons, armor, and shields must have at least a +1 enhancement bonus, so you must also figure in that cost.<br />
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Of course, someone with the proper feats can add abilities to an existing intelligent magic item.<br />
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The experience point cost for creating an intelligent magic item is 100 experience points plus any experience points involved in granting its ability scores, communication modes, and perception, and any devoted to raising its level.<br />
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<b><span style="font-size: large;">Intelligent Items</span></b>
<table cellpadding="5"><tbody>
<tr><td colspan="4" style="text-align: center;"></td><td colspan="10" style="text-align: center;"><b>- Once per Day Spell-Like Abilities -</b></td></tr>
<tr><td style="text-align: center;"><b>Level</b></td><td style="text-align: center;"><b>Base Attack Bonus</b></td><td style="text-align: center;"><b>Base Saves</b></td><td style="text-align: center;"><b>Special</b></td><td style="text-align: center;"><b>0<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>1<sup><small>st</small></sup></b></td><td style="text-align: center;"><b>2<sup><small>nd</small></sup></b></td><td style="text-align: center;"><b>3<sup><small>rd</small></sup></b></td><td style="text-align: center;"><b>4<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>5<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>6<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>7<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>8<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>9<sup><small>th</small></sup></b></td></tr>
<tr><td style="text-align: center;">1</td><td style="text-align: center;">+0</td><td style="text-align: center;">+2</td><td style="text-align: center;">Feat</td><td style="text-align: center;">1</td><td style="text-align: center;">0</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">2</td><td style="text-align: center;">+1</td><td style="text-align: center;">+3</td><td style="text-align: center;">Feat</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">3</td><td style="text-align: center;">+2</td><td style="text-align: center;">+3</td><td style="text-align: center;">-</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">4</td><td style="text-align: center;">+3</td><td style="text-align: center;">+4</td><td style="text-align: center;">Feat</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">5</td><td style="text-align: center;">+3</td><td style="text-align: center;">+4</td><td style="text-align: center;">-</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">6</td><td style="text-align: center;">+4</td><td style="text-align: center;">+5</td><td style="text-align: center;">Feat</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">7</td><td style="text-align: center;">+5</td><td style="text-align: center;">+5</td><td style="text-align: center;">-</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">8</td><td style="text-align: center;">+6/+1</td><td style="text-align: center;">+6</td><td style="text-align: center;">Feat</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">9</td><td style="text-align: center;">+6/+1</td><td style="text-align: center;">+6</td><td style="text-align: center;">-</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">10</td><td style="text-align: center;">+7/+2</td><td style="text-align: center;">+7</td><td style="text-align: center;">Feat</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">11</td><td style="text-align: center;">+8/+3</td><td style="text-align: center;">+7</td><td style="text-align: center;">-</td><td style="text-align: center;">4</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">12</td><td style="text-align: center;">+9/+4</td><td style="text-align: center;">+8</td><td style="text-align: center;">Feat</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">13</td><td style="text-align: center;">+9/+4</td><td style="text-align: center;">+8</td><td style="text-align: center;">-</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">14</td><td style="text-align: center;">+10/+5</td><td style="text-align: center;">+9</td><td style="text-align: center;">Feat</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">15</td><td style="text-align: center;">+11/+6/+1</td><td style="text-align: center;">+9</td><td style="text-align: center;">-</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">16</td><td style="text-align: center;">+12/+7/+2</td><td style="text-align: center;">+10</td><td style="text-align: center;">Feat</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">17</td><td style="text-align: center;">+12/+7/+2</td><td style="text-align: center;">+10</td><td style="text-align: center;">-</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">-</td></tr>
<tr><td style="text-align: center;">18</td><td style="text-align: center;">+13/+8/+3</td><td style="text-align: center;">+11</td><td style="text-align: center;">Feat</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td><td style="text-align: center;">1</td></tr>
<tr><td style="text-align: center;">19</td><td style="text-align: center;">+14/+9/+4</td><td style="text-align: center;">+11</td><td style="text-align: center;">-</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td></tr>
<tr><td style="text-align: center;">20</td><td style="text-align: center;">+15/+10/+5</td><td style="text-align: center;">+12</td><td style="text-align: center;">Feat</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">5</td><td style="text-align: center;">4</td><td style="text-align: center;">3</td><td style="text-align: center;">3</td><td style="text-align: center;">2</td><td style="text-align: center;">1</td></tr>
</tbody></table>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-39671890705364952552021-12-28T11:44:00.003-05:002021-12-30T12:48:06.632-05:00House Rules - New Magic RodsThis is a listing of magic rods that may appear in my campaigns.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Mirror Rod:</b> (<i>Book of Eldritch Might II</i>) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the <i>scry</i> spell (or for <a href="http://playinginotherworlds.blogspot.com/2019/12/campaign-design-prestige-class-mirror.html">mirror master</a> special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 15<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Rod, <i>polymorph any object</i>; <b><i>Cost</i>:</b> 2,400 shillings; <b><i>Cost to Create</i>:</b> 1,200 shillings + 96 experience points. <b><i>Weight</i>:</b> 4 lbs.<br />
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<b>Rod of the Winds:</b> (<i>Book of Eldritch Might II</i>) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled <i>gate</i> to the Elemental Plane of Air opens within the loop. From this <i>gate</i>, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of w windstorm (as detailed in Chapter 3: Adventures in the <i>Dungeon Master's Guide</i>). The <i>gate</i> remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The <i>gate</i> can open four times per day.<br />
<b><i>Aura</i>:</b> Overwhelming conjuration; <b><i>Caster Level</i>:</b> 17<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Rod, <i>gate</i>, <i>gust of wind</i>; <b><i>Cost</i>:</b> 81,000 shillings; <b><i>Cost to Create</i>:</b> 40,500 shillings + 3,240 experience points. <b><i>Weight</i>:</b> 4 lbs.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-34677359193567749522021-12-27T10:27:00.001-05:002022-01-03T00:08:07.866-05:00House Rules - New Magic StavesThis is a listing of magic staves that may appear in my campaigns.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Gemstaff:</b> (<i>Book of Eldritch Might II</i>) This gem-studded, golden staff, though only about 4 feet long, is worth 25,000 shillings in gem value alone. It has the following powers:<br />
<ul>
<li><span style="font-size: x-small;"><i>Call of the Topaz</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Call of the Ruby</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Call of the Sapphire</i> (2 charges)</span></li>
<li><span style="font-size: x-small;"><i>Call of the Emerald</i> (2 charges)</span></li>
<li><span style="font-size: x-small;"><i>Call of the Diamond</i> (2 charges)</span></li>
</ul>
<b><i>Aura</i>:</b> Strong enchantment; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Staff, <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-call-of-diamond.html">call of the diamond</a></i>, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-call-of-emerald.html">call of the emerald</a></i>, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-call-of-ruby.html">call of the ruby</a></i>, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-call-of-sapphire.html">call of the sapphire</a></i>, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-call-of-topaz.html">call of the topaz</a></i>; <b><i>Cost</i>:</b> 120,000 shillings; <b><i>Cost to Create</i>:</b> 60,000 shillings + 4,800 experience points. <b><i>Weight</i>:</b> 4 lbs.<br />
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<b>Staff of the Primal Lands:</b> (<i>Book of Eldritch Might II</i>) This gnarled staff looks like an unworked, still-living tree branch. It has the following spell-powers:<br />
<ul>
<li><span style="font-size: x-small;"><i>Bear's Endurance</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Bull's Strength</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Cat's Grace</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Resist Elements</i> (1 charge)</span></li>
<li><span style="font-size: x-small;"><i>Water Breathing</i> (1 charge)</span></li>
</ul>
When broken in a retributive strike, it has a special effect rather than an explosive one. Everyone within 30 feet falls victim to a <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-primal-release.html">primal release</a></i> spell, with no saving throw (spell resistance still applies).<br/>
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 15<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Staff, <i>bear's endurance</i>, <i>bull's strength</i>, <i>cat's grace</i>, <i>primal release</i>, <i>resist elements</i>, <i>water breathing</i>; <b><i>Cost</i>:</b> 100,000 shillings; <b><i>Cost to Create</i>:</b> 50,000 shillings + 4,000 experience points. <b><i>Weight</i>:</b> 5 lbs.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-71503361035656187832021-12-18T11:23:00.007-05:002022-01-14T09:57:34.994-05:00House Rules - New Specific Magic WeaponsThe following specific weapons usually are preconstructed with exactly the qualities desribed here.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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<br /></div>
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.<br />
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<b>The Bleeding Sword:</b> (<i>Book of Eldritch Might</i>) This <i>+2 longsword</i> continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease <i>devil chills</i>.<br />
<b><i>Aura</i>:</b> Moderate necromancy; <b><i>Caster Level</i>:</b> 8<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>contagion</i>; <b><i>Cost</i>:</b> 30,315 shillings; <b><i>Cost to Create</i>:</b> 15,316 shillings + 1,200 experience points. <b><i>Weight</i>:</b> 4 lbs.<br />
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<b>Bow of the Ceniþ Marches:</b> (adapted from the <i>Book of Eldritch Might II</i>) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This <i>+2 composite longbow</i> is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 6<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>bull's strength</i>; <b><i>Cost</i>:</b> 12,400 shillings; <b><i>Cost to Create</i>:</b> 6,400 shillings + 480 experience points. <b><i>Weight</i>:</b> 3 lbs.<br />
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<b>Flayer Flail:</b> (<i>Book of Eldritch Might</i>) Made from the head and tentacles of a slain mind flayer, this <i>+1 heavy flail</i> can cast <i>confusion</i> (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.<br />
<b><i>Aura</i>:</b> Moderate enchantment; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>confusion</i>; <b><i>Cost</i>:</b> 3,435 shillings; <b><i>Cost to Create</i>:</b> 1,885 shillings + 124 experience points. <b><i>Weight</i>:</b> 20 lbs.<br />
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<b>Harp Bow:</b> (adapted from the <i>Book of Eldritch Might II</i>) This ornate harp can be played normally and also can be used as a <i>+1 shortbow</i>. Bard enjoy this item because it lets them use the <a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-feats-accompaniment.html">Accompaniment</a> feat while remaining armed.<br />
<b><i>Aura</i>:</b> Faint evocation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, 5+ ranks in Perform; <b><i>Cost</i>:</b> 3,430 shillings; <b><i>Cost to Create</i>:</b> 1,930 shillings + 120 experience points. <b><i>Weight</i>:</b> 3 lbs.<br />
<br />
<b>Mindthorn:</b> (<i>Book of Eldritch Might II</i>) This <i>+2 rapier</i> is jet black, made from an unknown material. If inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.<br />
<b><i>Aura</i>:</b> Faint evocation; <b><i>Caster Level</i>:</b> 9<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>feeblemind</i>; <b><i>Cost</i>:</b> 25,320 shillings; <b><i>Cost to Create</i>:</b> 12,820 shillings + 1,000 experience points. <b><i>Weight</i>:</b> 2 lbs.<br />
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<b>Vigor Blade:</b> (<i>Book of Eldritch Might II</i>) This <i>+1 longsword</i> inflicts 1 point of temporary Strength damage from the foes it strikes. In a given day, ager it inflicts at least 5 points of Strength damage, it can cast <i>bull's strength</i> upon the wielder; the spell lasts for three hours. It can activate the <i>bull's strength</i> ability no more than once per day.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>bull's strength</i>, <i>ray of enfeeblement</i>; <b><i>Cost</i>:</b> 16,315 shillings; <b><i>Cost to Create</i>:</b> 8,315 shillings + 640 experience points. <b><i>Weight</i>:</b> 4 lbs.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-48793445152761073682021-12-15T11:30:00.003-05:002021-12-20T12:53:41.118-05:00House Rules - New Specific Magic ArmorThe following specific suits of armor usually are preconstructed with exactly the qualities desribed here.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Warded Armor:</b> (<i>Book of Eldritch Might III</i>) This suit of <i>+2 chainmail armor</i> is imbued with the spell <i>warding globes</i>. The armor produces three globes each day. Although they add no extra protection to Armor Class, they do intercept attacks of opportunity and inflict damage on the attacker as described in the spell.<br />
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<b><i>Aura</i>:</b> Moderate evocation; <b><i>Caster Level</i>:</b> 7<small><sup>th</sup></small>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-warding-globes.html">warding globes</a></i>; <b><i>Cost</i>:</b> 32,300 shillings; <b><i>Cost to Create</i>:</b> 16,300 shillings + 1,280 experience points. <b><i>Weight</i>:</b> 40 lbs.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-70714139380874114682021-12-12T12:31:00.004-05:002021-12-20T12:54:41.739-05:00House Rules - New Specific Magic ShieldsThe following specific shields usually are preconstructed with exactly the qualities desribed here.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Angel's Shield:</b> (<i>Book of Eldritch Might III</i>) This <i>+1 spellcasting large steel shield</i>, shaped like a feathered angel's wing is gilded in gold. Created by Woda's arcane angels, this shield also allows the wielder to use <i>Jevicca's just reversal</i> three times per day.<br />
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<b><i>Aura</i>:</b> Strong abjuration; <b><i>Caster Level</i>:</b> 13<small><sup>th</sup></small>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-jeviccas-just.html">Jevicca's just reversal</a></i>, <i>mage armor</i>, <i>wish</i>; <b><i>Cost</i>:</b> 56,170 shillings; <b><i>Cost to Create</i>:</b> 28,170 shillings + 2,240 experience points. <b><i>Weight</i>:</b> 15 lbs.<br />
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<b>Tentacle Shield:</b> (<i>Book of Eldritch Might III</i>) This green shield appears misshapen and lumpy. It is a <i>+3 large steel shield</i> that, upon the use of the command word, grows two writhing tentacles. The wielder can command the tentacles mentally to make disarm attempts with a reach of 5 feet and a bonus of +10. The shield can only make one disarm attempt per round, but doing so requires no action on the wielder's part.<br />
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<b><i>Aura</i>:</b> Moderate evocation; <b><i>Caster Level</i>:</b> 9<small><sup>th</sup></small>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i><a href="http://playinginotherworlds.blogspot.com/2020/07/campaign-design-spells-unhand.html">unhand</a></i>; <b><i>Cost</i>:</b> 35,170 shillings; <b><i>Cost to Create</i>:</b> 17,670 shillings + 1,400 experience points. <b><i>Weight</i>:</b> 15 lbs.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-69159372578386282482021-11-02T18:00:00.004-04:002021-11-04T11:35:22.015-04:00Campaign Design - Base Classes: Adherent<b><span style="font-size: large;">Adherent</span></b><br />
(from <i>AEG's Good</i>)<br />
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The adherent is an NPC class.<br />
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Most of those who serve a celestial or infernal power do not serve as clerics or paladins, but rather work the will of the heavens or hells by maintaining the libraries, the graveyards, and the churches. Though their tasks are humble, they are still important, and without their labors, the practices of faith would grind to a halt.<br />
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In the Three Worlds campaign, an adherent must select one of the <a href="http://playinginotherworlds.blogspot.com/2013/02/campaign-design-religion-in-realm-lords.html">Lords of Heaven</a> or <a href="http://playinginotherworlds.blogspot.com/2013/03/campaign-design-religion-in-realm-lords.html">Lords of Hell</a> as their patron. All adherents in the Three Worlds campaign must be devoted to a specific deity, church, or cult.<br />
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Players are unlikely to play adherents, who occupy the dullest levels of any religion, and are most useful as an information source for adventuring parties. Every religious institution that can support more than a handful of clerics will have a staff of adherents, and most churches will have a full retinue. Adherents can also act as holy advisors when clerics are unavailable, as experts in their fields who are often ignored by their own organizations.<br />
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Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being adherents devoted to most of the Lords of Hell.<br />
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<b>Abilities:</b> Wisdom determines how powerful a spell an adherent can cast, how many spells he can cast per day, and how hard those spells are to resist.<br />
<b>Alignment:</b> An adherent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.<br />
<b>Hit Die:</b> d4.<br />
<b>Luck Die:</b> d2.<br />
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<b><span style="font-size: large;">Class Skills</span></b><br />
<ul>
<li><b>Skill List:</b> The adherent's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any Two (taken individually) (Int), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).</li>
<li><b><i>Note</i>:</b> Because the Three Worlds campaign uses the <a href="http://playinginotherworlds.blogspot.com/2013/01/house-rule-skills-by-character-skill.html">Skills by Character</a> 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.</li>
<li><b>Skill Points at 1<sup><small>st</small></sup> Level:</b> (4 + Intelligence modifier) x4.</li>
<li><b>Skill Points at Each Additional Level:</b> 4 + Intelligence modifier.</li>
</ul>
<b><span style="font-size: large;">Class Features</span></b><br />
All of the following are the class features of the adherent:<br />
<ul>
<li><b>Base Attack Bonus:</b> Average. An adherent gains +¾ base attack bonus per class level.</li>
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<li><b>Base Fortitude Save Bonus:</b> Good. An adherent gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.</li>
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<li><b>Base Reflex Save Bonus:</b> Poor. An adherent gains a +⅓ base Reflex save bonus per class level.</li>
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<li><b>Base Will Save Bonus:</b> Good. An adherent gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.</li>
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<li><b>Weapon and Armor Proficiency:</b> Adherents are proficient with one simple weapon. Adherents are not proficient with any armor or shields.</li>
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<li><b>Spells:</b> An adherent casts divine spells, which are drawn from the <a href="http://playinginotherworlds.blogspot.com/2013/09/house-rules-clericfavored-soul-spell.html">cleric/favored soul spell list</a>. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. An adherent must choose and prepare his spells in advance. To prepare or cast a spell, an adherent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adherent’s spell is 10 + the spell level + the adherent’s Wisdom modifier. Like other spellcasters, an adherent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. An adherent also gets one domain spell of each spell level he can cast, starting at 1<sup><small>st</small></sup> level. At some levels, an adherent has access to a domain spell of a given level, but no others. These levels are marked as "0 + 1" on the adherent's spell table. When an adherent prepares a spell in a domain spell slot, it must come from his chosen domain. Adherents meditate or pray for their spells. Each adherent must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether an adherent can prepare spells. An adherent may prepare and cast any spell on the cleric/favored soul spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.</li>
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<li><b>Deity, Domains, and Domain Spells:</b> An adherent’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adherent chooses a single domain from among those belonging to his deity, <a href="http://playinginotherworlds.blogspot.com/2011/01/general-rules-cleric-domains.html">as found on the list of cleric domains</a>. An adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the adherent access to a domain spell at each spell level he can cast, from 1<sup><small>st</small></sup> on up, as well as a granted power. The adherent gets the granted power of the domain selected. If a domain spell is not on the cleric/favored soul spell list, an adherent can prepare it only in his domain spell slot.</li>
</ul>
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<b><span style="font-size: large;">Adherent</span></b><br />
<table cellspacing="5"><tbody>
<tr><th></th><th></th><th colspan="10"><b>Spells per Day</b></th></tr>
<tr><th><u>Level</u></th><th><div style="text-align: left;">
<u>Special</u></div>
</th><th><u>0<sup><small>th</small></sup></u></th><th><u>1<sup><small>st</small></sup></u></th><th><u>2<sup><small>nd</small></sup></u></th><th><u>3<sup><small>rd</small></sup></u></th><th><u>4<sup><small>th</small></sup></u></th><th><u>5<sup><small>th</small></sup></u></th><th><u>6<sup><small>th</small></sup></u></th><th><u>7<sup><small>th</small></sup></u></th><th><u>8<sup><small>th</small></sup></u></th><th><u>9<sup><small>th</small></sup></u></th></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">1<sup>st</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">Spells</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">2<sup>nd</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">3<sup>rd</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">4<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">5<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">6<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">7<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">8<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">9<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">10<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">11<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">12<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">13<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">14<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">15<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">16<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">-</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">17<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">0+1</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">18<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">1+1</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">19<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td></tr>
<tr><td><div style="text-align: center;">
<span style="font-size: x-small;">20<sup>th</sup></span></div>
</td><td><div style="text-align: left;">
<span style="font-size: x-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">6</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">5+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">4+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">3+1</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: x-small;">2+1</span></div>
</td></tr>
</tbody></table>
<span style="font-size: x-small;">In addition to the stated number of spells per day for 1<sup><small>st</small></sup> through 9<sup><small>th</small></sup>-level spells, an adherent cleric gets a domain spell for each spell level, starting at 1<sup><small>st</small></sup>. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the adherent may receive for having a high Wisdom score.</span><br />
<br />
<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-base-classes.html">Base Classes</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-53517578827602550092021-09-29T18:00:00.001-04:002021-09-29T18:00:00.264-04:00Campaign Design - Prestige Class: Incantantrix<div style="margin-left: 3em; text-indent: -3em;">
<b><span style="font-size: large;">Incantantrix</span></b> (from the <i>Player's Guide to Færûn</i>)</div>
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The incantatrixes are the practitioners of metamagic in the Three Worlds, studying spells that affect other spells and having a fondness for magic that thwarts extraplanar beings.<br />
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<b>Hit Die:</b> d4.<br />
<b>Luck Die:</b> d2.<br />
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<b><span style="font-size: large;">Requirements</span></b><br />
To become an incantantrix, one must meet the following criteria:<br />
<ul>
<li><b>Skills:</b> Concentration 4+ ranks, Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.</li>
<li><b>Feats:</b> Iron Will and any one metamagic feat.</li>
<li><b>Spellcasting:</b> Able to cast 3<sup><small>rd</small></sup>-level arcane spells.</li>
<li><b>Special:</b> Cannot have abjuration as a prohibited school.</li>
</ul>
<b><span style="font-size: large;">Class Skills</span></b><br />
<ul>
<li>The incantantrix's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Heal (Wis), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (Wis), and Spellcraft (Int).</li>
<li><b><i>Note</i>:</b> Because the Three Worlds campaign uses the <a href="http://playinginotherworlds.blogspot.com/2013/01/house-rule-skills-by-character-skill.html">Skills by Character</a> 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.</li>
<li><b>Skill Points at each level:</b> 2 + Intelligence modifier.</li>
</ul>
<b><span style="font-size: large;">Class Features</span></b><br />
All of the following are class features of the incantantrix prestige class.<br />
<ul>
<li><b>Base Attack Bonus:</b> Poor. An incantantrix gains +½ base attack bonus per class level.</li>
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<li><b>Base Fortitude Save Bonus:</b> Poor. An incantantrix gains a +<sup><small>1</small></sup>⁄<sub><small>3</small></sub> base Fortitude save bonus per class level.</li>
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<li><b>Base Reflex Save Bonus:</b> Poor. An incantantrix gains +<sup><small>1</small></sup>⁄<sub><small>3</small></sub> base Reflex save bonus per class level.</li>
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<li><b>Base Will Save Bonus:</b> Good. An incantantrix gains +½ base Will save bonus per class level.</li>
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<li><b>Weapon and Armor Proficiencies:</b> Incantatrixes 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.</li>
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<li><b>Spells:</b> When a new incantatrix level is gained, 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 granted her access to 3<sup><small>rd</small></sup>-level arcane spells 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. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3<sup><small>rd</small></sup>-level arcane spells, then determines spells per day, spells known, and caster level accordingly.<br/>
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If a character had more than one arcane spellcasting class that granted access to 3<sup><small>rd</small></sup>-level arcane spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.</li>
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<li><b>Bonus Metamagic Feat:</b> At 1<sup><small>st</small></sup> level, and again at 4<sup><small>th</small></sup>, 7<sup><small>th</small></sup>, and 10<sup><small>th</small></sup> level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it..</li>
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<li><b>Focused Studies (Ex):</b> At 1<sup><small>st</small></sup> level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.</li>
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<li><b>Cooperative Metamagic (Su):</b> At 2<sup><small>nd</small></sup> level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's <i>chain lightning</i> spell, the modified spell level is 9<sup><small>th</small></sup> (6<sup><small>th</small></sup> for the spell, +3 for the Maximize Spell feat), and the DC is 18 + (3 x 9) = 45. If she applies the same feat to an ally's silent <i>chain lightning</i> spell, the modified spell level is 10<sup><small>th</small></sup> and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier).</li>
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<li><b>Metamagic Effect (Su):</b> At 3<sup><small>rd</small></sup> level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a <i>wall of force</i> or Maximize Spell to maximize the damage dealt by a <i>cloudkill</i>. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.<br/>
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For example, applying the Extend Spell feat to a <i>wall of fire</i> gives it a modified spell level of 5<sup><small>th</small></sup> (4<sup><small>th</small></sup> for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 x 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered <i>wall of fire</i> would give it a modified spell level of 7<sup><small>th</small></sup> and a Spellcraft DC of 39.<br/>
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An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier). Using this ability is a full-round action that provokes attacks of opportunity.</li>
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<li><b>Metamagic Spell Trigger (Su):</b> At 5<sup><small>th</small></sup> level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.<br/>
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An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of <i>prayer beads</i>.</li>
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<li><b>Seize Concentration (Su):</b> At 6<sup><Small>th</small></sup> level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as <i>implosion</i>, <i>major image</i>, or <i>summon swarm</i>) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.</li>
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<li><b>Instant Metamagic (Su):</b> Once per day, a 7<sup><small>th</small></sup>-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard's prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard's spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9<sup><small>th</small></sup>-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.</li>
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<li><b>Snatch Spell (Su):</b> At 8<sup><small>th</small></sup> level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a <i>summon monster</i> spell or <i>spiritual weapon</i>, but not a <i>wall of fire</i> or <i>acid fog</i>). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.</li>
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<li><b>Improved Metamagic (Su):</b> At 10<sup><small>th</small></sup> level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened <i>fireball</i> as a 6<sup><small>th</small></sup>-level spell instead of a 7<sup><small>th</small></sup>-level spell.<br/>
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This benefit also applies to the incantatrix's other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.</li>
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<b><span style="font-size: large;">Incantantrix</span></b><br />
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<tr><td><u><b>Level</b></u></td><td><u><b>Special</b></u></td><td><u><b>Spells per Day</b></u></td></tr>
<tr><td><span style="font-size: x-small;">1<sup>st</sup></span></td><td><span style="font-size: x-small;">Bonus Metamagic Feat, Focused Studies</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcating class</span></td></tr>
<tr><td><span style="font-size: x-small;">2<sup>nd</sup></span></td><td><span style="font-size: x-small;">Cooperative Metamagic</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">3<sup>rd</sup></span></td><td><span style="font-size: x-small;">Metamagic Effect</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">4<sup>th</sup></span></td><td><span style="font-size: x-small;">Bonus Metamagic Feat</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">5<sup>th</sup></span></td><td><span style="font-size: x-small;">Metamagic Spell Trigger</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">6<sup>th</sup></span></td><td><span style="font-size: x-small;">Seize Concentration</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">7<sup>th</sup></span></td><td><span style="font-size: x-small;">Bonus Metamagic Feat, Instant Metamagic (once per day)</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">8<sup>th</sup></span></td><td><span style="font-size: x-small;">Snatch Spell</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">9<sup>th</sup></span></td><td><span style="font-size: x-small;">Instant Metamagic (twice per day)</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">10<sup>th</sup></span></td><td><span style="font-size: x-small;">Bonus Metamagic Feat, Improved Metamagic</span></td><td><span style="font-size: x-small;">+1 level of existing arcane spellcasting class</span></td></tr>
</tbody></table>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-prestige-classes.html">Prestige Classes</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-3032389643345900852021-03-16T23:57:00.004-04:002021-04-19T09:22:18.088-04:00Third Imperium - Twilight and the Long Night<b><span style="font-size: large;">Twilight and the Long Night</span></b><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://pics.cdn.librarything.com/picsizes/99/ec/99eca190ee3cee1592b6a355277433041414141_v5.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="232" data-original-width="180" height="200" src="https://pics.cdn.librarything.com/picsizes/99/ec/99eca190ee3cee1592b6a355277433041414141_v5.jpg" width="155" /></a></div>Historians generally acknowledge the beginning of the Twilight of the Second Imperium as starting with the monetary crisis of -1776 Imperial. When the Imperial Treasury on Hub refused to acknowledge the monetary issue made by the branch treasury at Antares, shockwaves of fiscal doubt spread throughout the empire. As with all large interstellar polities, the lifeblood of the Second Imperium was interstellar trade, and once it became unclear that the currency issued by one part of the Imperium would be recognized in another, commerce began its inexorable grind to a halt.<br />
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Though the damage began almost immediately, the Second Imperium was a vast and resilient polity, and took two and a half centuries to completely collapse - its death throes are generally recognized as ending in -1526 Imperial when the last remnant state claiming to be the Rule of Man splintered and broke apart. This period of Twilight was followed by a fifteen hundred year period of chaos commonly referred to as the Long Night, which only ended when Cleon transformed the Sylean Federation into the Third Imperium and declared himself Emperor in the year 0.<br />
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During the Long Night, interstellar trade was reduced to trickle in most regions of the former empire. Remnant states arose in some places, while in other regions some systems were cut off from galactic society by stellar geography or mere neglect. Many planets, lacking regular shipments of Imperial products, regressed technologically, descending into pre-industrial societies. Others, deprived of essential commodities and unable to meet their needs with domestic production, simply died off. Where interstellar travel was still possible, successor states that came into contact with one another began warring as often as they began trading. Miniature empires rose, prospered, and fell throughout the Long Night, and in many cases, surviving records are fragmentary or entirely missing. One of the great endeavors of academia in the Third Imperium is unearthing and understanding information about this period.<br />
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Despite the chaos and uncertainty of the Long Night, it was also a period of growth and expansion for humanity. Unfettered by the cumbersome bureaucracy of the First Imperium and the military rule of the Second Imperium, humanity expanded far beyond its former borders. Solomani made contact with the Darrian strain of humaniti - and after receiving the jump drive from Solomani traders, the Darrians achieved (and lost) technological capabilities as yet unmatched in human history, including the infamous Star Trigger. Humaniti made contact with the K'kree, and established stronger relations with the Aslan. In addition, while the areas formerly occupied by the Imperium had descended into chaos, other regions of the galaxy had not. The Zhodani Consulate never experienced the Long Night and grew to its present size during that era. The Vargr and Aslan experienced some of the greatest surges of expansion in the racial histories. In the case of the Aslan, their push into human held regions of space resulted in the first in a series of border wars that spanned nearly fourteen hundred years and didn't end until the nascent Third Imperium finally organized resistance to the incursions.<br />
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The ending of the Long Night was set into motion with the founding of the Sylean Federation, an interstellar state founded in the Sylea system in what is now the Core Sector in -650 Imperial. The Federation had a tightly controlled, highly centralized government, and thus it too nearly six centuries to grow, mostly by using its dominant trading position to draw several surrounding systems into itself. The typical Sylean method of expansion was to establish a trading relationship with another system, arrange for their trading partner to become dependent upon Sylean goods, and then use that dominant position to force the system to agree to join the Federation. In -30 Imperial, Cleon Zhunastu took control of the industrial consortium that was the real power in the Federation and set about expanding its borders. Over thirty years of flexing Sylea's economic, diplomatic, and military might, Cleon had vastly increased the size of the Federation, extending it to encompass nearly all of what is now the Core Sector.<br />
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Cleon envisioned a dominion that extended well beyond a single sector, and realized that the heavily centralized Sylean government was not suited to such a task. Through intense political maneuvering, Cleon's allies convinced the Grand Senate of the Federation to propose that the Imperium be revived and that Cleon should be crowned the first Emperor of the Third Imperium. This claim was made plausible due to the fact that one of the last claimants to the throne of the Rule of Man during the Twilight years had used Sylea as his capital. Thus, Cleon was able to trace the legitimacy of the Sylean Federation itself through this petty emperor to the Rule of Man, and consequently to the original Vilani Empire. In a somewhat perverse way, the primary proponents of the legitimacy of the Ramshackle Empire as the legitimate heir to the First Imperium are the Emperors of the Third Imperium, as their claim to rulership is based upon that connection.<br />
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Given that Cleon had instigated the political maneuvering that led to him being offered the crown, Cleon, of course, accepted immediately. 651 years after the Sylean Federation had been founded, it was dissolved. Cleon declared that the year of his ascension to the Imperial Throne to be a Holiday Year to mark his coronation, proclaiming it to be Year Zero of a new calendar. Though most of the galaxy didn't know it yet, the Long Night had ended, and the Third Imperium had begun.<br />
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<a href="http://playinginotherworlds.blogspot.com/p/third-imerium.html">Third Imperium</a> <a href="http://playinginotherworlds.blogspot.com/">Home</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-48339532759699020642021-03-11T19:33:00.006-05:002021-03-13T11:07:42.445-05:00Third Imperium - Second Imperium: The Rule of Man<b><span style="font-size: large;">Second Imperium: The Rule of Man</span></b><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://pics.cdn.librarything.com/picsizes/99/ec/99eca190ee3cee1592b6a355277433041414141_v5.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="232" data-original-width="180" height="200" src="https://pics.cdn.librarything.com/picsizes/99/ec/99eca190ee3cee1592b6a355277433041414141_v5.jpg" width="155" /></a></div>The humans from Terra were still balkanized when they discovered Jump drive and began colonizing their solar system in 2058 A.D. Because of the dearth of nearby stars, the Solomani were confined to their own solar system for the next four decades despite having the Jump drive. During this time period, the Terrans developed an extensive variety of jump-capable ships that were tested by years of use before they were able to make the leap to another star. It wasn't until 2094 A.D. that they were able to mount an expedition to Barnard's Star, and it wasn't until 2096 A.D. that the Terrans encountered the Vilani in that system.<br />
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The discovery that they were not only not alone in the universe but that the aliens they discovered were also human sent shockwaves through Terran society. The stories the Terrans heard of the Imperium's size staggered them. The fact that most worlds more than a few parsecs away from Terra were already claimed and inhabited was a source of consternation. Even so, joint international expeditions met with Vilani representatives and explored nearby star systems. In 2110 A.D., the Terrans launched an effort to colonize Barnard's Star even though Vilani prospectors were already working on the system's primary planet. This rush to colonization almost inevitably led to conflict between the upstart Terrans and the Imperials.<br />
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Things came to a head in 2113 A.D. (-2405 Imperial) when a caravan of Vilani vessels ignored Terran traffic signals, resulting in a confrontation that became the spark that ignited the First Interstellar War. Although this resulted in what was ostensibly a Terran victory in 2121 A.D., the Imperium didn't even really know it had been in a war. Because of the Imperial Bureaux system devolved so much responsibility for managing local affairs downward to provincial governors, the first war was fought with only the resources available in the region. Because being unable to handle such matters without help from the Imperial throne was seen as a failure for a provincial governor, resulting in a loss of prestige and personal power, there was significant reluctance on the part of the Vilani provincial authorities to seek help from the central authority.<br />
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On the Terran side, the war, although a victory, exposed command and control issues resulting from having fractured forces drawn from multiple nations. After much negotiation, in 2122 A.D. most of the nations of Terra signed the Treaty of New York, placing their space-faring forces under the centralized control of an empowered United Nations. In 2123 A.D., most of the off-world colonies were invited to join the compact, and by 2130 the organization was formalized as the Terran Confederation, placing all Solomani possessions under a single governmental authority.<br />
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Over the next one hundred and eighty years, the Terran Confederation and the First Imperium fought a series of wars, although the exact number is subject of some debate among historians. Due to the slowness of interstellar communication, no consensus can be reached as to when the later conflicts began or ended due to the array of armistices, ceasefires, and relatively rare periods of peace. In many cases, conflict would begin in one region before news of a peace accommodation could reach the local area or the respective capitals, sparking a new conflict. Although most scholars generally count seven interstellar conflicts between the Terrans and the Vilani following the first, there is much disagreement as to when each one began or ended, and some scholar maintain that there more or fewer wars than this number. As a general matter, academics have mostly agreed to simply refer to the wars between the Terran Confederation and the First Imperium as the "Nth Interstellar War", with proper accounting requiring that the specific dates of the war being discussed to be defined by the speaker.<br />
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The Second through Seventh Interstellar Wars were back and forth affairs, mostly confined to the Dingir and Sol subsectors, fought between the Terran Confederation and the Vilani provincial authority. It was not until the Solomani seized Dingir itself in the Eighth Interstellar War that the Vilani Emperor took notice and dispatched a sizeable fleet to the theater of operations. Unfortunately, by then the Terrans has developed the Jump-3, which gave them a strategic advantage so great that they were able to crush the Imperial forces, forcing them to relinquish control of the Solomani Rim. From that point on, the Terrans were on the offensive. The Treaty of of Ensular, signed in 2299 A.D., ended the war with the Vilani ceding all territory rimward of Vega to the Terrans.<br />
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Primed by centuries of decline, corruption, and decay, the Vilani Empire collapsed almost immediately after this defeat. The Terrans, emboldened by their victory, fell upon the former territories of the disintegrating empire like wolves, with the Terran Confederation setting out to swallow an opponent hundreds of times larger than itself. The entire Terran officer corps, more than one hundred thousand strong, was dispatched to the former Imperial domains, but even that was not enough. Junior officers found themselves thrust into positions of authority far exceeding anything they were prepared for: Ensigns found themselves commanding entire space stations, lieutenants found themselves acting as planetary governors, commanders were placed in charge of entire subsectors. The Vilani Empire had been vast and unwieldy even with the massive Imperial bureaucracy, and the Terran Confederation simply didn't have the manpower to effectively assume control of it. For fifteen years, the Terran forces tried to impose military rule upon the remnants of the First Imperium.<br />
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In 2317, the Terran Secretariat voted to transfer control of the conquered territories directly to Terra, a move that would have wrecked havoc across the former dominions of the Imperium. Admiral Hiroshi Estigarriba, commander of the Terran Navy, realized the cost such a transfer would impose, and moved to install himself as regent of the Vilani Empire and protector of Terra. The personal loyalty the officer corps held towards Estigarriba smoothed the way for this takeover, as did the fact that the Terran forces had integrated Vilani military assets into their own ranks. The Terran fleet headquarters at Dingir became the capital of the new Imperium, but the administrative hub remained on Vland. The Terran Confederation was simply dissolved.<br />
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What might have been a temporary situation was transformed into a permanent shift when Estigarriba died and his chief of staff succeeded him, crowning himself Emperor Hiroshi II. For the next five hundred years or so, the combined Solomani-Vilani Empire dominated interstellar politics. This period, known either as the Rule of Man or the Ramshackle Empire, depending on how the speaker feels about this period, is officially referred to as the Second Imperium. Hiroshi II transferred the government from Dingir and Vland to a centrally located world named Hub by the Terrans and Ershur by the Vilani, and the capital remained there for the next four centuries.<br />
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Depending on who one asks, the Second Imperium was either a period of innovation and progress following the stagnation of the First Imperium, or a time of chaos and growing instability. Solomani migrated from the Terran dominions and spread throughout the new empire, brining with them their ambition and exuberance. The rigid Vilani caste system was swept away by the new regime, opening the way for a newly dynamic society to emerge, but also creating an uncertainty alien to the denizens of the First Imperium. The Terrans swept aside the old system, unleashing an era of invention and devlopment, but weren't able to come up with a replacement that allowed them to effectively manage such a vast domain.The First Imperiums caste system and heavy economic control had been cumbersome and employed a bloated bureuacracy, but the system of military rule employed by the Second Imperium wasn't any more effective, and in the end it proved to be just as brittle.<br />
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In -1776 Imperial or 2742 A.D., the Second Imperium faced a financial crisis that marked the beginning of the end for the regime. The treasury at Hub refused to honor a monetary issue from the Imperial treasury at Antares, resulting in a monetary crisis that shattered the confidence in interstellar trade and effective governmental power. Though the Rule of Man limped on in some form or another for the next two and a half centuries, the writing was on the wall: Eventual collapse was inevitable. The Twilight had begun.<br />
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<a href="http://playinginotherworlds.blogspot.com/p/third-imerium.html">Third Imperium</a> <a href="http://playinginotherworlds.blogspot.com/">Home</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-29695087298153615692021-03-02T23:03:00.008-05:002021-03-11T19:53:54.335-05:00Third Imperium - A Brief Overview of GURPS<b><span style="font-size: large;">A Brief Overview of GURPS</span></b><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://pics.cdn.librarything.com/picsizes/77/ff/77ff9fbd4c03080596c68716777433041414141_v5.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="238" data-original-width="180" height="200" src="http://pics.cdn.librarything.com/picsizes/77/ff/77ff9fbd4c03080596c68716777433041414141_v5.jpg" width="151" /></a></div>GURPS is the Generic Universal Role-Playing System, currently in its fourth edition. This page is intended as an overview of the system, although it is a decidedly incomplete guide.<br />
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GURPS is a skill-based system that uses a non-random point-based method for character generation. The fundamental game mechanic is "roll 3d6 and try to get a result under your skill". When making a skill check, a roll of 3 or 4 is always a success, and a roll of a 17 or 18 is always a failure. This is basically about 90% of the game system. The rest is pretty much details and tracking how each character's particular skills are determined.<br />
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Because GURPS is skill-based rather than level-based, characters don't level-up as they gain experience and wisdom. Instead, characters are usually rewarded with character points - the GM guidance recommends between 1 and 5 points per session, with an average of two or three per session. Points can be spent to improve abilities, buy some advantages, buy off disadvantages, improve skills, or gain wealth, at the player's option. Awarded points can be spent as they are handed out, or "saved" so the character can make a big point buy at a later date. Characters can instead be rewarded with gained advantages determined by the GM - such as gaining a new patron or ally, or obtaining military rank or social status.<br />
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<span style="font-size: medium;"><b>Character Creation</b></span><br />
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Characters are built using a point buy system. Basic attributes, advantages, disadvantages, quirks, and skills all have a point value and making a character consists of deciding what the player wants to spend their available points on. The standard campaign (which I will use for my Third Imperium campaign) gives each player 100 points to build their character and permits them to take 40 points of disadvantages and 5 points of quirks. Disadvantages and quirks cost negative points, which the character can then use to purchase additional abilities. In effect, a standard character is a 145-point character who uses 45 points of disadvantages and quirks to bring their total value down to the 100 point limit.<br />
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Because it is a skill-based system, characters do not have character classes or other limitations. Almost any combination of attributes, advantages, disadvantages, and skills is possible, although there are some attributes that might be limited to certain races, or might be limited due to cultural or legal requirements. In extreme cases, very unusual characters may have to take the "Unusual Background" advantage at some point level as determined by the GM. Although there are no character classes, the rule books include a variety of "character templates" providing suggested distributions of points for certain character archetypes.<br />
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<b><span style="font-size: medium;">Basic Attributes</span></b><br />
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Characters have four basic attributes. The baseline for all four stats is 10, which is the starting value for a normal human character. Players can spend points to raise stats, or gain points by reducing stats. As a general rule of thumb, an attribute of 6 or lower would be considered a crippling disadvantage, and an attribute of 15 or higher would be considered amazing. The basic attributes are:<br />
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<li><span style="font-size: x-small;"><i>Strength</i> (ST): Strength is a character's physical prowess and bulk. It determines how much a character can lift, how much they can carry, how much damage they do in unarmed combat or with weapons like swords and axes, and how much damage they can take.</span></li>
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<li><span style="font-size: x-small;"><i>Dexterity</i> (DX): Dexterity is a combination of agility, coordination, and fine motor skill. It is the key attribute for most athletic, combat, crafting, and other skills involving physical activity. Dexterity also goes into determining a character's Basic Speed and Basic Move.</span></li>
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<li><span style="font-size: x-small;"><i>Intelligence</i> (IQ): Intelligence measures a character's brainpower, broadly including creativity, perception, intuition, memory, and other mental abilities. It is the key ability for science, engineering, social interaction, and any other skill involving mental capability. In campaigns that use magic, it is the key ability for magic skills. Intelligence also determines a character's Will and Perception.</span></li>
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<li><span style="font-size: x-small;"><i>Health</i> (HT): Health represents a character's stamina, resilience, resistance to poisons, diseases, and other ill-effects. Health determines a character's Fatigue, and goes into calculating their Basic Move and Basic Speed.</span></li>
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<b><span style="font-size: medium;">Secondary Characteristics</span></b><br />
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Secondary characteristics are a set of derived states that all characters possess. They all use one or more of the basic stats to calculate them. One can raise or lower many of these secondary attributes by spending points to increase them, or by gaining negative points to lower them. So, for example, if you wanted to play a low-IQ character with exceptionally string Will, one could purchase ranks of Will by spending points to do so. As a general rule of thumb, raising or lowering a secondary characteristic costs (or grants) fewer points than raising or lowering the basic stat it is derived from. The secondary characteristics are:<br />
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<li><span style="font-size: x-small;"><i>Damage</i>: This is based on a character's ST, and comes in two flavors - thrusting damage, which measures the damage the character does with a punch, kick, or rapier, and swinging damage, which measures the damage the character does with a swinging weapon like an axe or club. For example, a ST 10 character does 1d6-2 thrusting damage, so if they punched someone and connected, they would roll 1d6 and subtract 2 for their damage. If that same character was using a spear, which has listed damage of "thrust+2", then the character would roll 1d6 on a successful hit.</span></li>
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<li><span style="font-size: x-small;"><i>Basic Lift</i>: This is based on ST and measures how much weight a character can lift over their head with one hand in one second. This value is used to determine how much a character can carry before becoming encumbered. The basic lift for a human with ST 10 is 20 pounds.</span></li>
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<li><span style="font-size: x-small;"><i>Hit Points</i>: This is based on ST and represents how much damage a character can take before becoming unconscious or dying. Effectively, a character has as many hit points as their ST score.</span></li>
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<li><span style="font-size: x-small;"><i>Will</i>: Will is based on IQ and represents a character's ability to resist mental stress including fear, hypnotism, seduction, torture, and so on. In the Traveller setting, it is important to note that Will is used to resist psionic influence. In a fantasy setting, Will is used to resist some magical effects.</span></li>
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<li><span style="font-size: x-small;"><i>Perception</i>: Perception is based on IQ and represents a character's general alertness.</span></li>
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<li><span style="font-size: x-small;"><i>Fatigue Points</i>: Fatigue Points are based on HT, and represents a character's "energy supply". A character expends Fatigue points when they engage in strenuous activity. Disease, heat, hunger, and other similar issues can sap a character's Fatigue Points as well. Losing Fatigue Points can slow a character down or cause them to fall unconscious. In extreme cases, loss of Fatigue Points can result in death from overexertion.</span></li>
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<li><span style="font-size: x-small;"><i>Basic Speed</i>: Basic Speed is determined by a combination of a character's DX and HT, and measures a character's reflexes and physical quickness. Initiative in combat is based on a character's Basic Speed, as is a character's ability to dodge attacks.</span></li>
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<li><span style="font-size: x-small;"><i>Basic Move</i>: Basic Move is based upon a character's Basic Speed and represents how many yards a character can move in one second. Encumbrance can modify a character's Move.</span></li>
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There are a few other derived attributes, mostly a character's height and weight, which are based on ST, but those don't affect gameplay much. These can be modified with advantages or disadvantages. In a science fiction game like Traveller, a character's home gravity can also matter, but that mostly affects how many points a character needs to put into ST to be "average".<br />
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<b><span style="font-size: medium;">Advantages</span></b><br />
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Advantages are benefits a character can buy that are not either increases to their base abilities or skills. Advantages can cover an extraordinarily wide range of abilities, ranging from physical appearance, to social status, wealth, military rank, administrative rank, or even allies, contacts, or patrons as well as more esoteric benefits like Absolute Timing, Alternate Identities, or Danger Sense. Effectively, anything that has the potential to help a character out as they make their way through the world is classified as an advantage. Advantages all have an associated point cost, ranging from zero to as high as the benefit warrants.<br />
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There are a whole host of advantages - such as Brachiator or Constriction Attack - that are generally only available as racial advantages. In a science fiction setting, however, it is possible that bio-engineering or cybernetic enhancements could provide such enhancements. Within the Imperium, there is a social stigma against cybernetic implants or other body modifications made for purposes other than to replace but not augment missing body parts, and these are generally not commercially available. That said, most advanced societies within the Third Imperium have the capability to make such devices, and may do so covertly for a variety of reasons, most notably to enhance military or intelligence agency personnel.<br />
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Note that psionics exist in the Third Imperium setting, but require an Unusual Background and open use of such powers in many areas carries with it negative reaction modifiers from the social stigma against psionics in the Imperium.<br />
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It is possible, under certain circumstances, to acquire certain advantages during play. In those cases, the player would simply expend a number of accumulated points equal to the cost of the advantage and then add it to the character. Some advantages may require a character train to object them or (in extreme cases) undergo surgery or other body modifications. In some cases it is possible to acquire an advantage at a particular level and then later increase it. For example, the Ally advantage includes a frequency of appearance. If the player initially selected "quite rarely" for their Allies' frequency of appearance, they could later expend points and raise that to "fairly often", meaning the Ally would show up to help the character more often. As a good rule of thumb, a character who wishes to acquire a new advantage during play should consult with the GM first.<br />
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<b><span style="font-size: medium;">Disadvantages</span></b><br />
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Disadvantages are the flip-side of advantages. Where advantages cost points, disadvantages "cost" negative points, reducing the point total of a character. Where advantages represent benefits that can aid a character as they make their way through the world, disadvantages represent hindrances that limit a character. Some things can be either advantages or disadvantages - high social status, for example, is an advantage, while low social status could be a disadvantage. Other things, such as Clueless, Colorblindness, or Combat Paralysis, are simply disadvantages. A disadvantage doesn't have to be a negative trait for a character, just one that limits what a character can do. Honesty or a Code of Honor is a disadvantage because it limits what a character is willing to do. A dependent is a disadvantage, because the character is required to spend time and effort to take care of them, while an enemy is a disadvantage because they might show up an inopportune time to cause trouble for the character.<br />
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In general, disadvantages are things that give characters flavor and make them interesting. Perfect heroes get dull, and heroes that have flaws or limitations make for fun role-playing. Players should endeavor to play their disadvantages when they are applicable and not try to evade them. So, a character who has a Code of Honor against killing shouldn't try to figure out ways to kill his foes by accident, but rather should role-play that character's refusal to kill their foes. In extreme cases, it would be appropriate for a character to penalize a player who consistently refuses to play his character's disadvantages - either by limiting the rewards that character gets for adventuring, or by requiring the player "buy off" the disadvantage. by spending points.<br />
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Players can voluntarily "buy-off" disadvantages during play using a similar process to that used for buying advantages. The player expends a number of accumulated points equal to the disadvantage and then discards the disadvantage. Just as with advantages, if a character has a disadvantage that has "levels", they can partially buy off a disadvantage, reducing the hindrance it causes. For example, if a character has the Enemy disadvantage and that enemy is specified to appear "quite often", the character could expend points and reduce the frequency to "fairly often", meaning the Enemy will show up more rarely. In many cases, a GM will require a character to fulfill some sort of in-campaign goal before they can buy off a particular disadvantage, so a player should consult with the GM if they want to do so.<br />
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<b><span style="font-size: medium;">Quirks</span></b><br />
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Quirks are minor character notes that give one negative point. They are not intended to be as debilitating as regular disadvantages, but are rather little habits or traits that a character has that impact how the player role-plays a character. A quirk might be a very minor version of a regular disadvantage - for example someone might have a quirk "never kills insects" which would be a minor version of the pacifism disadvantage. There are a variety of quirks suggested in the GURPS rulebooks, but the list of possible quirks is by no means limited to those. Almost anything that is a specific behavior, dislike, like, preference, or other attribute of a character that will affect how the player plays the character could count as a quirk. Some quirks, such as Alcohol Intolerance, Dreamer, or Nervous Stomach, can have mechanical game effects, but they are minor and likely come up only infrequently.<br />
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Just like disadvantages, quirks can be "bought off" by spending accumulated points to do so, although it is often recommended that players don't do this, because quirks are often a large part of what give characters their individual personalities.<br />
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Skills are things a character knows how to do. Basically, almost any kind of action a character could take that could be trained is represented by a skill. Skills are all connected to one of the four basic attributes, and a character's aptitude for that skill is heavily affected by their relevant ability score. This means that a character who has a high DX will be better at a DX-based skill than a character with a low DX, even if they both spend the same number of points on that skill.<br />
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One important concept in GURPS is "defaults". Many skills have defaults, which is what a character rolls against when they try to use a skill they have not studied. For example, a character with a DX of 10 who has no points invested in the Acrobatics skill can still attempt to make an Acrobatics roll at the default value, which is DX-6, or 4, meaning they would have to roll a 4 or lower on 3d6. Some skills have multiple defaults, such as the Interrogation skill, which defaults to IQ-5, Intimidation=5, or Psychology-4. In the event a character is trying to use a skill with multiple defaults, they use the best default value. Some skills have no defaults, such a Karate. For skills with no defaults, a character cannot use the skill unless they have spent points studying it.<br />
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Skills are rated as being Easy (such as Brawling), Average (such as Driving), Hard (such as Chemistry), or Very Hard (such as Computer Hacking), which affects how much benefit a character gains by spending points in those skills. Easy skills require relatively few points to raise to a high level, Very Hard skills require substantially more.<br />
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Some skills have prerequisites. Basically, this means that the character must have the prerequisite - usually a particular ability with another skill, but sometimes a particular advantage - in order to put points into that skill. For example, the skill Physics requires that a character spend points in Mathematics (Applied) at TL5+ first. In short, you cannot learn Physics unless you learn Applied Mathematics first.<br />
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Some IQ-based skills are defined as being for a particular tech level. So, for example, a character spending points on the Mechanic skill would need to define what tech level their skill applied to. The default is that it applies to the tech level the character is native to or in which they trained the skill. So, for example a character from the modern day (TL8) who trained in the Mechanic skill would be capable of using that skill with no penalty on a car from TL8. If they were called upon to make repairs to a car from World War II (TL7), they would suffer a -1 penalty to their mechanic skill when doing so. If they tried to work on a car from a TL9 society, they would suffer a -5 penalty. Greater variations between a the tech level a character learned a skill at and the subject of the skill, the greater the penalty.<br />
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Finally, some skills permit or require specialization. In these cases, the skill represents a range of endeavors, and the character may (and in some times must) choose a specialty within that skills. For example, the Driving skill has several specialties that a character <i>must</i> specialize in including Automobile, Construction Equipment, Hovercraft, and Motorcycle (among others). Basically, this sort of thing reflects the fact that the ability to drive a car doesn't really translate very well to being able to drive a bulldozer. Note that a character can put points into skills with specialties multiple times and learn multiple specializations. So a character might put points into Driving (Automobile) and also put points into Driving (Tracked), giving him the ability to drive both.<br />
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Skills can be raised (or learned) after character creation by spending the appropriate number of points required to raise them.<br />
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<a href="http://playinginotherworlds.blogspot.com/p/third-imerium.html">Third Imperium</a> <a href="http://playinginotherworlds.blogspot.com/">Home</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-12864074390603099622021-02-28T20:24:00.001-05:002021-02-28T20:24:09.367-05:00Third Imperium - A Note About Races in GURPS and Races in GURPS: Traveller<b><span style="font-size: medium;">Races in GURPS</span></b><br />
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Races in the GURPS game system are essentially fixed-cost point packages paid for during character creation. For the most part, they are an array of advantages and disadvantages that reflect the characteristics of that race. One generally cannot pick and choose which racial characteristics one wishes to have out of a racial package - one is either a member of the race, with all of the benefits and drawbacks that entails, or one is not. On a side note, there are some advantages and disadvantages that are usually only available as part of a racial package, although magic and extremely high-technology could conceivably change that.<br />
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Note that racial disadvantages do not count against a character's 40 point disadvantage limit for the purpose of character creation. In a similar manner, racial quirks do not count against the character's 5 point quirk limit. It should also be noted that some racial packages have very high point totals, and as a result may be difficult or even impossible to take when using a standard 100 point character build.<br />
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<b><span style="font-size: medium;">Races in GURPS: Traveller</span></b><br />
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As a general rule of thumb, all of the races found in the various <i>GURPS: Traveller</i> sourcebooks, including <i>GURPS: Humaniti</i> and all of the <i>GURPS: Alien Races</i> books, are available as character options in the Third Imperium. I will note that all of those sourcebooks are GURPS Third Edition books, and thus the point costs for those racial packages may be inaccurate for GURPS Fourth Edition. I am in the process of converting all the the racial templates to the more recent edition, but this is a time-consuming process and likely won't be completed for quite a while. Any player wishing to play a particular race that has not yet been converted should contact me and I will do the necessary conversion.<br />
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I will also point out that the area covered by the Third Imperium and its neighbors is <i>huge</i>. Space is vast, and between the various interstellar civilizations detailed in the setting, there are tens of thousands of inhabited star systems. Consequently, this means that there are likely a myriad of minor alien races that are not detailed in the official <i>GURPS: Traveller</i> sourcebooks. With some modification, races from <i>GURPS: Aliens</i>, <i>GURPS: Uplift</i>, or <i>GURPS: Lensman</i> could be fit into the <i>GURPS: Traveller</i> setting. It is plausible that a race from <i>GURPS: Fantasy Folk</i> or even <i>GURPS: Myth</i> could be modified to fit the setting as well, although that determination would have to be made on a case-by-case basis. If a player wishes to play a particular race from one of those sources, they should contact me and we can work together to place them into the setting and establish an appropriate point cost.<br />
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<a href="http://playinginotherworlds.blogspot.com/p/third-imerium.html">Third Imperium</a> <a href="http://playinginotherworlds.blogspot.com/">Home</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-21070890251566408332021-02-28T19:33:00.003-05:002021-03-11T19:43:11.803-05:00Third Imperium - Major Race: Vargr<b><span style="font-size: large;">Vargr</span></b><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://pics.cdn.librarything.com/picsizes/61/00/6100f5de2466f24597031726b77433041414141_v5.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="235" data-original-width="180" height="200" src="http://pics.cdn.librarything.com/picsizes/61/00/6100f5de2466f24597031726b77433041414141_v5.jpg" width="153" /></a></div>The Vargr are a major race of intelligent humanoid beings who resemble anthropomorphic wolves. They are unique among major races, and indeed most sapient species, in that they were not the product of natural selections, but are rather the culmination of an experiment in artificial evolution by the Ancients.<br />
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Vargr were initially a puzzle for xenologist. The Vargr did not seem to "fit", having a biochemistry and genetic makeup distinct from most other native flora and fauna indigenous to Lair, their purported homeworld. This was not a new puzzle: Similar problems had confronted scientists studying the origins of the Vilani, Zhodani, and many human minor races collectively known as Humaniti. All of these enigmas were solved after contact with the Solomani, the humans from Earth. It was eventually discovered that the Vargr, like all the races of Humaniti, has a Terrestrial genetic origin.<br />
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Unlike Humaniti, the Vargr were not simply transplanted. During the early years of the Third Imperium, researchers concluded that they were the result of genetic manipulation of Terran carnivores of canine stock, probably wolves or proto-wolves. Archaeological data and other evidence suggests that the Ancients were responsible. Vargr retain many of the characteristics of their canine ancestors, to a greater degree than humans do with other primates. Also, some 300,000 years of natural adaptation took place, as the Vargr appear to have not been fully fitted to the environment of Lair, and this produced rigorous conditions which made natural selection essential to the survival of the race. Thus, the Vargr are in effect, products of both genetic engineering and some degree of evolution.<br />
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Although most Vargr live in the Vargr Extents, a region of slightly more than twenty-one sectors of space coreward of the Third Imperium situated between the Zhodani Consulate and the Two Thousand Worlds of the K'Kree, Vargr can be found throughout the galaxy, often as traders and corsairs, but also as citizens of every major government in the region. They can be found relatively often in the Third Imperium, with some having even having risen to the ranks of the nobility. They are also found as citizens of all of the other interstellar nations, although they are fairly rare in the Two Thousand Worlds due to the vegetarianism the K'kree require of all those who reside within their dominions. Within the Extents, there are believed to be more than 1,100 independent multi-world government, although many or only small clusters of a handful of worlds. Cataloging the various governments is almost an exercise in futility, as by the time one were to complete such a project, the swirling chaos of Vargr society would have swept many away, and replaced them with new governments.<br />
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<b><span style="font-size: medium;">Physiology</span></b><br />
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Vargr are upright bipeds who resemble a humanoid wolf with a bipedal posture and arms ending in hands instead of paws. Vargr legs are digitigrade - that is , they walk on their toes, their heel not touching the ground. Their bodies are covered with short fur, usually gray, brown, black, or rust colored, although a wider variety of patterns appear than in terrestrial wolves. Their fairly long tails end in a flaring brush. Their muzzle is shorter and less pronounced than a Terran canine, but still quite evident with strong jaws and sharp teeth. They have other characteristics consistent with terrestrial mammalian origin. Vargr biochemistry is terrestrial, making them closer cousins to Humaniti than any other non-Human species encountered off Terra.<br />
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<br /></div>A typical adult male Vargr stands five feet, four inches tall and weights approximately 135 pounds., while Vargr females are an inch or two shorter and five to ten pounds lighter. On average, Vargr aren't as strong as Humans, but their reaction speed is measurably faster, although there are vide variations among individuals.<br />
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Vargr hands are similar in shape and functionality to Human hands, though with significant internal differences. Vargr are normally able to use the same equipment without modification or additional practice. Their hands tend to be somewhat more slender and flexible than Humans, at least on the average, though there is considerable variation. Vargr fingers retain sharp pointed non-retractable nails useful as claws in close combat, although not as dangerous to an opponent as their teeth.<br />
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Vargr are built for sprinting: They can run approximately twice as fast as Humans for a short period. they tire more quickly and because of the fur that covers most of their body, they cannot col off by sweating; instead they pant. The combination of bipedal posture and digitigrade leg design means a Vargr cannot kick effectively.<br />
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Vargr eyesight is notably sharper than Human sight, but responds somewhat differently to color; to Humans, Vargr color patterns frequently seem excessively unusual, sometimes muddy, at other times garish and clashing. Vargr have a similar reaction to human color sense, finding it outlandish. A Vargr's hearing is excellent, but again slightly out of phase with that of humans. Sounds that are generally too high-pitched for human ears can be detected, but lower ranges are often vaguely sensed rather than heard. Though Vargr have keener noses than human, their sense of smells lack the acuity of their canine ancestors and they cannot match that of the K'kree.<br />
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Vargr voice boxes were modified to make them capable of speech, but their canine heritage is reflected in their extensive non-verbal body language. Tails, the movement of ears, and the state of their fur serve as an unconscious means of signaling a Vargr's emotional state to other Vargr (and to a lesser extent, to Humans, who have long racial experience with canines). Vargr speech is not quite the mixture of barks and howls that some make it out to be, but does have a strong echo of their canine ancestry. Vargr can and do howl, albeit not without the same intensity of a wolf (at least not without some practice and training). Some Vargr speech is often lost on humans, as some high notes are above their hearing threshold.<br />
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Psychology</span></b><br />
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Vargr retain a number of mental and behavioral traits that bean an obvious relationship to the instinctive behavior of the canines they were derived from. Vargr are still very much pack-oriented carnivores. The traits most other races find negative about the Vargr is a nature often characterized as inconsistent, chaotic, and impulsive. Vargr can seem intensely loyal to a cause and then suddenly shift allegiance. The rapid evolutions in Vargr politics and commerce are bewildering, and maps showing national boundaries are rarely accurate for more than a few decades.<br />
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<i>Gregariousness</i><br />
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Vargr are a gregarious people, enjoying the company of one another and demanding the security and comfort of fellowship with others of their own kind. As a rule, Vargr enjoy living in close proximity with one another. At a family level, they tend toward extended families. Solitary confinement is a form of torture for most Vargr. They have less of a sense of privacy and personal modesty than Humans - at least within the pack.<br />
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<i>Charisma and Dominance</i><br />
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Group behavior of Vargr is characterized by a constant struggle for dominance within the group. The ability to exert authority over others derives from an individual's prestige and force of personality. Vargr have many different words to describe this important characteristic, but Humans call it charisma.<br />
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A charismatic Vargr radiates confidence and ability in voice, manner, and posture, and other Vargr are naturally drawn to him. Charisma is also affected by events: defeat has a profound negative impact on an individual's bearing and conduct, signaling to others than he has failed. Vargr are constantly moving to the next challenge, and much Vargr behavior is based on a need to continually reaffirm their abilities, win the approval and support of others, and to prove, over and over, that they are worthy of the respect and admiration of their fellows.<br />
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Vargr with lower charisma are usually loyal followers. They are aware of their own lack of the qualities they see in charismatic leaders, and so attach themselves to a leader in the hopes that a little bit of his or her reflected glory will help them. A Vargr follower transfers his attentions from proving he is better than other Vargr to proving his group is better than other groups.<br />
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<i>Racial Pride</i><br />
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Vargr possess a fierce personal pride. Vargr are easily insulted, which sometimes leads them into getting involved in conflicts without regard for the consequences. Vargr pride extends to their race: They do not like to be placed into a subordinate position compared to non-Vargr. Their unusual origin as an artificially uplifted species is a touchy subject. Some Vargr do not wish to discuss it. Others take pride in it, seeing themselves as the product of a successful attempt to develop a superior species. Some believe Vargr should be recognized as the natural successors to the Ancients.<br />
<br /><span style="font-size: medium;"><b>
Vargr Society</b></span><br />
Vargr social organization is not easily comprehensible to outsiders. Analogies from history are prone to be easily misinterpreted. There are as many, if not more, distinct Vargr societies as there are Human ones. The key elements that characterize Vargr societies are strong emphasis on collective and informal lines of authority and and equally strong tendency to pack-tribe-nation loyalty.<br />
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Although gregarious, Vargr tend to be more cohesive on a small scale, in bands of small groups. A Vargr gives loyalty to a charismatic leader and follows that leader over the dictates of a higher authority if necessary. Vargr are always susceptible to the lyre of some other group if the charisma of its leader is superior. Vargr tend to place much more value in their group leader than in abstract or impersonal institutions such as "governments" and "nations". A common Vargr saying is "If I can smell my leader's confidence, I needn't fear."<br />
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Vargr have little use for concepts such as "title" or "rank" or 'chain of command", They respect an individual they can see, hear, and smell. Consequently, larger Vargr hierarchies tend to be groups of smaller bands welded together by a single Vargr leader who maintains close personal contact between his subordinates, each of whom has their own band of subordinates who they maintain a charismatic position over. These organizations can have as many layers as the various leaders are able to maintain. As one might expect, centralized authority is very tenuous at the higher levels of Vargr society.<br />
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<i>Pack Dynamics</i><br />
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Small Vargr groups with shared purpose tend to be very cohesive. For pack-mates, "work" and "home" lives are rarely separated. Packs are often part of larger organizations, but in general the loyalty of such groups' component members will be greater toward their own immediate leader than toward the parent institution they are part of. Vargr who work together tend to establish an informal hierarchy of dominance, and when a new individual enters the group there will be tension as their position is sorted out as they are required to demonstrate their competence and secure their place within the group.<br />
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For all the backbiting that goes on within a pack, it will rapidly close ranks against an outsider who is seen as a threat. A Vargr joining a new pack must be careful that they don't mark themselves as a threat to the pack itself, which would result in their being reclassified as an enemy of the entire group.<br />
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<i>Loyalties</i><br />
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For a Vargr most loyalties are temporary, but are still strong while they exist. A Vargr does their best for a group as long as they remain within it, but almost never has the intent of remaining within it forever, and other Vargr do not expect them to. Vargr often switch from one group to another, even to groups that are diametrically opposed to the goals or ideals of their previous group so long as the change improves the Vargr's own lot by enhancing their charisma and dominance.<br />
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A successful Vargr group does well, it's leader's charisma is enhanced, which will attract more members. The influx of low-status, low-charisma Vargr into a group will enhance its stability, because it means the status of existing members rises automatically, which means promotion no longer requires direct challenges of one's superiors. The equation "growth equals stability" is vital to Vargr organization, and is essential for understanding how Vargr society can actually succeed.<br />
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Ambitions of individual Vargr in a successful group are channeled toward doing better than others of equal rank in the hope of impressing their immediate leaders and obtaining promotion. A successful Vargr group is rewarded by more success until it reaches the natural limits of the enterprise - either the ability of its leadership to remain in close contact with their subordinates. When this happens, either new leadership takes over, or the group splinters as Vargr abandon it to seek out other opportunities.<br />
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<i>Egalitarianism</i><br />
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<br /></div>Although Vargr groups emphasize dynamic leadership, Vargr societies tend to be essentially egalitarian: Static systems that lock individuals into hierarchies are foreign to Vargr thinking. The concept that even the lowest status Vargr can, with sufficient charisma, aspire to rule as a prince, is found in all Vargr cultures.<br />
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<div style="margin-left: 3em; text-indent: -3em;"><span style="font-size: medium;"><b>Vargr Racial Template</b> [21 points]</span></div>
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Note that this template has been updated to reflect the point costs for GURPS Fourth Edition. In addition, while all the tendencies listed are racial tendencies, as with all species, there is considerable variation between individual Vargr. That said, varying too far from some of the "normal" Vargr characteristics may requires a character to take an unusual background. The information given here is an overview of Vargr sensibilities, society, government, and social mores. A considerably more detailed amount of information can be found in <i>GURPS: Traveller - Alien Races 1</i>. Those who wish to play a Vargr character should probably look through the material found in that volume.<br />
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<i>Attributes</i><br />
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ST -1 [-10 points]; DX +1 [20 points]. Vargr are somewhat smaller than Humans, but have faster reflexes.<br />
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<i>Advantages</i><br />
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Vargr are smaller than Humans, but have superior senses, faster reflexes and are better short-distance sprinters. They possess natural weapons (claws and teeth) and protection (fur).<br />
<ul>
<li>Acute taste/smell +3 [6 points]</li>
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<li>Acute vision +1 [2 points]</li>
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<li>Claws (+2 damage) [15 points]</li>
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<li>Enhanced Move 1 (doubles Move, with the limitation that running fatigue begins after 5 seconds -30%) [14 points]</li>
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<li>Fur (DR 1, keeps warm) [5 points]</li>
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<li>Teeth (1d-1 bite in close combat) [5 points]</li>
</ul>
<i>Disadvantages</i><br />
<ul>
<li>Cannot kick [-5 points]. Due to their digitigrade posture, Vargr cannot kick in close combat unless a foe is prone and the Vargr is standing, in which case they can stamp downward. This disadvantage's cost is set at -5 points, cancelling the point cost Vargr pay for having sharper than normal teeth.</li>
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<li>Chummy [-5 points]. This is the famous Vargr gregariousness, a "pack mentality" that leaves them happiest when in groups they have come to find trustworthy, whether among Vargr or not.</li>
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<li>Curious [-5 points]. Even more than Humans, a Vargr will go out of his way to investigate new things.</li>
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<li>Easy to Read [-10 points]. Vargr find hiding their feelings an alien concept. Even if the Vargr doesn't say what he thinks, which he usually will, posture, facial expression, and ruffled fur are all easy for other Vargr to read. These cues are also fairly obvious to Humans, as Vargr are descended from canines and Humans have been reading their dogs' body language for millennia. The correlation is not total, but comes close enough.</li>
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<li>Proud [-1 point]. Vargr are always concerned with their own status within any individual group, and that group's status in society. They are also quick to take offense at racial slights.</li>
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<li>Reduced Fatigue (-1 fatigue) [-3 points]. Vargr are good sprinters, but lack the long-distance endurance of Humans.</li>
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<li>Reduced Hit Points -1 [-2 points]. The lighter Vargr build results in the average Vargr having an HT of 10, but only nine hit points.</li>
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<li>Reputation -2 [-10 points]. Vargr have a universal reputation as chaotic, easily swayed, and potentially disloyal.</li>
</ul>
<i>Character Creation Notes</i><br />
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Common advantages for Vargr characters include Charisma, Status, and on occasion a Military Rank (most often for Vargr who serve as corsairs). Vargr also commonly have the disadvantages Impulsive or Paranoid.<br />
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Vargr characters almost never have the disadvantages Code of Honor (save for the Pirates' Code, which can reflect a cohesive Vargr pack), Fanaticism (to anything other than a high-charisma leader), Honesty, Sense of Duty (to any group larger than a pack or family group), Shyness, or Xenophobia. Any Vargr with one of these disadvantages would need to take an Unusual Background and describe just how they came by it.<br />
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Most of the character templates found in the <i>GURPS: Traveller</i> sourcebook are suitable for Vargr, as are the templates found in the Vargr chapter in <i>GURPS: Traveller - Alien Races 1</i>. I note, however, that the templates have not been updated to reflect the point costs for GURPS 4th Edition, and thus anyone who wishes to use them should consult with me and I will do the appropriate conversion. I intend to convert these templates as time permits, but there are a lot of them and it may take me a while to get to all of them.<br />
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<a href="https://playinginotherworlds.blogspot.com/2020/02/third-imperium-major-races.html">Major Races</a> <a href="http://playinginotherworlds.blogspot.com/p/third-imerium.html">Third Imperium</a> <a href="http://playinginotherworlds.blogspot.com/">Home</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-37130465971201339282020-12-14T18:00:00.265-05:002020-12-23T12:14:52.196-05:00Campaign Design - Prestige Class: Servant of Kivutar<b><span style="font-size: large;">Servant of Kivutar</span></b> (adapted from <i>Dragon Magazine #353</i>)<br />
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Kivutar often refers to her servants almost lovingly as her favored children. They are seducers and hedonists who have given their entire lives over to the fulfilment of pleasure and pain. Only when working to subvert the values and morals of the innocent do they turn from this consuming need, and it is said that such lust is felt in turn by their lascivious mistress deep in her icy palace in the Hells. Servants of Kivutar often lead her cults in the Three Worlds, but just as often work in secret in the employ of dockside brothels or in the harems of powerful kings. Kivutar only allows women to become her servants, for only they can properly transmit the particular thrills and rewards the Rotted Temptress seeks to harvest from the mortal world.<br />
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This prestige class is primarily suited for spellcasters, but fighters and rogues have been known to become servants of Kivutar as well. Monks who have turned away from law can make particularly devastating thralls. Typically, a monk, fighter, or rogue takes a level of favored soul or sorcerer before entering this prestige class so they can gain the full advantages the class has to offer.<br />
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<b>Hit Die:</b> d6.<br />
<b>Luck Die:</b> d6.<br />
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<b><span style="font-size: large;">Requirements</span></b><br />
To become a servant of Kivutar, one must meet the following criteria:<br />
<ul>
<li><b>Alignment:</b> Chaotic evil.</li>
<li><b>Gender:</b> Female.</li>
<li><b>Skills:</b> Bluff 9+ ranks, Diplomacy 9+ ranks, Perform: Any Two 5+ ranks.</li>
<li><b>Feats:</b> Servant of Darkness, Skill Augmentation (Bluff and Intimidate), Spell Focus (Enchantment).</li>
<li><b>Special:</b> Must have <a href="http://playinginotherworlds.blogspot.com/2013/06/campaign-design-lords-of-hell-kivutar.html">Kivutar</a> as their patron deity.</li>
<li><b>Special:</b> Must willingly murder someone who loves you.</li>
<li><b>Special:</b> Must have permanently lost at least one experience level from a succubus's energy drain attack. Once a servant gains her first level in this prestige class, restoring this lost level via <i>greater restoration</i> does not adversely affect the character's qualification for this prestige class. Most who seek entry to this prestige class wait until the last possible moment to meet this requirement, so they have enough time to restore the lost level while <i>greater restoration</i> can still help.</li>
</ul>
<b><span style="font-size: large;">Class Skills</span></b><br />
<ul>
<li>The servant of Kivutar's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Nobility and Royalty: Religion (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Perform: Any (all skills taken individually) (Cha), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (NA), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</li>
<li><b><i>Note</i>:</b> Because the Three Worlds campaign uses the <a href="http://playinginotherworlds.blogspot.com/2013/01/house-rule-skills-by-character-skill.html">Skills by Character</a> 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.</li>
<li><b>Skill Points at each level:</b> 6 + Intelligence modifier.</li>
</ul>
<b><span style="font-size: large;">Class Features</span></b><br />
All of the following are class features of the servant of Kivutar prestige class.<br />
<ul>
<li><b>Base Attack Bonus:</b> Poor. A servant of Kivutar gains +½ base attack bonus per class level.</li>
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<li><b>Base Fortitude Save Bonus:</b> Poor. A servant of Kivutar gains +<sup><small>1</small></sup>⁄<sub><small>3</small></sub> base Fortitude save bonus per class level.</li>
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<li><b>Base Reflex Save Bonus:</b> Poor. A servant of Kivutar gains +<sup><small>1</small></sup>⁄<sub><small>3</small></sub> base Reflex save bonus per class level.</li>
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<li><b>Base Will Save Bonus:</b> Good. A servant of Kivutar gains a +½ base Will save bonus per class level.</li>
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<li><b>Weapon and Armor Proficiencies:</b> Servants of Kivutar gain Martial Weapon Proficiency (Kukri) and Exotic Weapon Proficiency (Scourge) as bonus feats.</li>
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<li><b>Spellcasting:</b> At every level save for 1<sup><small>st</small></sup>, 5<sup><small>th</small></sup>, and 9<sup><small>th</small></sup>, a servant of Kivutar gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. She does not, however, gain any other benefit of a character of that class would have gained. This essentially means that she adds the level of servant of Kivutar to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one spellcasting class before she became a servant of Kivutar, she must decide to which spellcasting class she adds each level of servant of Kivutar for the purpose of determining spells per day.</li>
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<li><b>Profane Beauty (Su):</b> As long as a servant of Kivutar wears no armor and wields no shield, she gains a deflection bonus to her Armor Class equal to her Charisma bonus, to a maximum bonus equal to her servant of Kivutar level.</li>
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<li><b>Telepathic Gaze (Ex):</b> A servant of Kivutar can communicate via telepathy with any creature within 100 feet that meets her gaze. While communicating with a creature in this manner, she can read his surface thoughts as if she had cast <i>detect thoughts</i> and concentrated on the target for 3 rounds. The target can attempt to resist this gaze by making a Will save (DC 10 + the servant's class level + her Charisma modifier). If she can red the target's surface thoughts, she gains a +5 circumstance bonus on Bluff, Diplomacy, or Intimidate checks made against that opponent.</li>
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<li><b>Betrayal (Su):</b> At 2<sup><small>nd</small></sup><sup><small>rd</small></sup> level, a servant of Kivutar's attacks are particularly devastating to those who believe her to be an ally. If she ever deals damage to an ally with a weapon or spell, the ally must make a Will saving throw (DC 10 + the servant's class level + her Charisma modifier) or be stunned for 1d4 rounds.</li>
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<li><b>Sneak Attack:</b> If a servant of Kivutar of 3<sup><small>rd</small></sup> level of higher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
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The servant’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the servant flanks her target. This extra damage is +1d6 at 3<sup><small>rd</small></sup> level, and it increases by +1d6 every three servant levels thereafter. Should the servant score a critical hit with a sneak attack, this extra damage is not multiplied.<br />
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Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br />
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With a sap (blackjack) or an unarmed strike, a servant can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.<br />
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A servant can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The servant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A servant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<br />
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If a servant of Kivutar gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.</li>
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<li><b><i>Charming Voice</i> (Su):</b> At 4<sup><small>th</small></sup> level, the servant's voice becomes beguiling. She gains a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spells she casts gain a +1 profane bonus. Once per day, she may attempt to charm a creature of the same type as a spell-like ability, provided that creature can hear and understand her voice. This otherwise duplicates the effects of <i>charm monster</i>. Her caster level for this ability equals the servant;s class level.</li>
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<li><b><i>Sinner's Beauty</i> (Su):</b> When a servant of Kivutar reaches 5<sup><small>th</small></sup> level, her appearance takes on an otherworldly and arousing beauty. Her charisma increases by 2 points. At 10<sup><small>th</small></sup> level, her beauty increases even more, increasing her Charisma score by another 2 points.</li>
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<li><b><i>Draining Kiss</i> (Su):</b> When she becomes 5<sup><small>th</small></sup> level, a servant of Kivutar can drain energy from a creature she lures into some act of passion or by simply planting a kiss on the victim. If the target is not willing, she must successfully grapple him first. The kiss bestows 1 negative level. The victim must succeed on a Fortitude save (DC 10 + the servant's class level + her Charisma modifier) to remove this negative level. This ability may be used up to three times per day.</li>
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<li><b><i>Reflect Enchantment</i> (Ex):</b> At 7<sup><small>th</small></sup> level, a servant of Kivutar can reflexively reflect enchantment spells that target her and fail to affect her. Up to three times per day, as an immediate action, a servant of Kivutar who makes her saving throw to resist any spell of the school of enchantment may immediately reflect that spell back at its source, as if she had cast the spell on the target. This defense works only against enchantment spells negated by successful saving throws.</li>
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<li><b><i>Dominating Voice</i> (Su):</b> A 8<sup><small>th</small></sup> level, the servant's charming voice becomes more potent. She gains a +8 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spel she casts gains a +2 profane bonus. Once per day, she may attempt to dominate a creature of her type as a spell-like ability, provided the creature can hear and understand her voice. This otherwise duplicates the effects of <i>dominate monster</i>. Her caster level for this ability equals the servant's class level.</li>
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<li><b>Succubus Form (Ex):</b> At 10<sup><small>th</small></sup> level, a servant of Kivutar gains the supernatural ability to transform into a succubus-like creature once per day. This transformation requires a full-round action and lasts for 1 hour. During this time, the servant gains the following benefits:<br />
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<ul>
<li><span style="font-size: x-small;">+2 Strength, +2 Dexterity, +2 Constitution, +6 Intelligence, +4 wisdom, and +16 Charisma.</span></li>
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<li><span style="font-size: x-small;">+9 natural armor bonus to her Armor Class.</span></li>
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<li><span style="font-size: x-small;">Wings that grant a fly speed of 50 feet with average maneuverability.</span></li>
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<li><span style="font-size: x-small;">Damage reduction 10/cold iron or good.</span></li>
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<li><span style="font-size: x-small;">Darkvision 60 feet.</span></li>
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<li><span style="font-size: x-small;">Immunity to electricity and poison.</span></li>
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<li><span style="font-size: x-small;">Resistance to acid 10, cold 10, and fire 10.</span></li>
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<li><span style="font-size: x-small;">Spell resistance 18.</span></li>
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<li><span style="font-size: x-small;">She can use her draining kiss ability at will as long as she remains in this form; uses do not count against her regular limit of three times per day.</span></li>
</ul></li>
</ul>
<span style="font-size: large;"><b>Servant of Kivutar</b></span><br />
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<table cellspacing="10"><tbody>
<tr><td><u><b>Level</b></u></td><td><u><b>Special</b></u></td><td><b><u>Spells per Day</u></b></td></tr>
<tr><td><span style="font-size: x-small;">1<sup>st</sup></span></td><td><span style="font-size: x-small;">Profane beauty, telepathic gaze</span></td><td><span style="font-size: x-small;">-</span></td></tr>
<tr><td><span style="font-size: x-small;">2<sup>nd</sup></span></td><td><span style="font-size: x-small;">Betrayal</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">3<sup>rd</sup></span></td><td><span style="font-size: x-small;">Sneak attack +1d6</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">4<sup>th</sup></span></td><td><span style="font-size: x-small;">Charming voice</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">5<sup>th</sup></span></td><td><span style="font-size: x-small;">Draining kiss, sinner's beauty</span></td><td><span style="font-size: x-small;">-</span></td></tr>
<tr><td><span style="font-size: x-small;">6<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack +2d6</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">7<sup>th</sup></span></td><td><span style="font-size: x-small;">Reflect enchantment</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">8<sup>th</sup></span></td><td><span style="font-size: x-small;">Dominating voice</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
<tr><td><span style="font-size: x-small;">9<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack +3d6</span></td><td><span style="font-size: x-small;">-</span></td></tr>
<tr><td><span style="font-size: x-small;">10<sup>th</sup></span></td><td><span style="font-size: x-small;">Sinner's beauty +4, succubus form</span></td><td><span style="font-size: x-small;">+1 level of existing spellcasting class</span></td></tr>
</tbody></table>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-prestige-classes.html">Prestige Classes</a> <a href="http://playinginotherworlds.blogspot.com/2013/06/campaign-design-lords-of-hell-kivutar.html">Kivutar</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-4786608128043889902020-09-23T18:00:00.029-04:002021-01-06T10:31:08.279-05:00The History of Cadfor: An Account of the Years from the Fall of House Llud to the Present<center>
<b><span style="font-size: large;">The History of Cadfor: An Account of the Years from the Fall of House Llud to the Present</span></b><br />
<b>by Wulfsige sé Stærtractere</b><br />
<b>(Published 540 IR)</b></center>
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Most of the misfortunes of Cadfor over the last century can be traced to the whelming of Llydaw in 451 IR and the subsequent failure in 455 IR of the Great Houses to agree upon a new Emperor for the Naceadan-Rhadynnic Dual Empire. Once the Great Houses fell into war amongst themselves, the Freeholds were left to fend for themselves without the protective shield provided by the Sky Empire. During this time of chaos, all of the Freeholds suffered to some extent, from the persistent raids launched tribes of giants against Ersav and Melin, to the depredations of the Dark Prince endured by Ceniþ in the 530s, to the extended occupation of Nuþralia by Kivutar’s Polþian armies that was only ended a few scant years ago. Save for Loring, which still labors under the rule of the White Hand, few of the Freeholds suffered as much as Cadfor did under the heel of the Crimson Duke.<br />
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Though his origins are shrouded in such obscurity that his true name is unknown to history, the overlord known only as the Crimson Duke arrived in Cadfor in 469 IR with an army of giants, orcs, and ratmen raised from tribes in Elizon, the Hills of Brann-Galedd, and Crespor Mountains. Utterly devoted to Ishi, and wielding mighty arcane powers, the Crimson Duke treated the Ruby Sorcerer as his personal patron, and naturally he sought to emulate his demonic master. Emulating Ishi himself, the Crimson Duke enticed a myriad of evil creatures to his side by forging an alliance of the elemental deities Halpas, Iku-Tyrma, Khil, and Surtan as his following, even including the worshipper of Bål and Lug among the ranks of his armies. In an odd twist for a coalition that was so laden with giants and giant-friendly allies, Abonde’s priestesses were strangely absent from the Crimson Duke’s followers.<br />
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Some sages have speculated that Abonde’s absence was the result of jealousy expressed by the Crimson Duke’s consort Nakhtmoy, a dark and shadowy spider-demoness who served as his mistress of assassins. Some assert that the Crimson Duke simply did not recruit any of Abonde’s disciples into his armies out of deference for his fearsome consort, while others have expressed the belief that Nakhtmoy must have arranged for all of Abonde’s followers in the invading army to be murdered, while still others maintain that Abonde’s priestesses simply refused to rally to the Crimson Duke’s banner. No matter the reason, all agree that Nakhtmoy would brook no rivals to her mistress Gangyn, and not only was Abonde’s influence absent from the Crimson Duke’s armies, also apparently banned from his retinue were the followers of Kivutar, Ninkurra, Seþra, and even Tunar.<br />
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After a mere three years of war, the Crimson Duke had exhausted the armies of the wily and resourceful King Emyr Bane Tan of Cadfor, but only at the cost of extending his own forces dangerously close to the breaking point. That all changed in 472 IR when King Emyr was assassinated in his sleep, most likely by Nakhtmoy. Soon thereafter, a wave of assassinations resulted in the deaths of every one of King Emyr’s family, ending House Bane Tan. The Crimson Duke’s army soon crushed the remaining feeble forces of resistance in Cadfor and nearly forty years of brutal, iron-fisted rule began.
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Befitting a devoted follower of the Soulblighter, the Crimson Duke was not content to merely conquer Cadfor. With one hand the Red Tyrant crushed the people of Cadfor, and with the other he waged war upon his neighbors. Almost as soon as he established his control over the kingdom, the Crimson Duke led his armies to war against Melin and Gwenarþ and when those campaigns went awry, he pushed into Elizon and tried to seize control of Loring in an effort to expand his dominions northwards. In Cadfor itself, the countryside was stripped bare and its industry and populace put to work fueling the Crimson Duke’s war machine. The youth of the nation were drafted into the Duke’s armies, or forced into labor battalions to craft and construct the materials of warfare to supply them. Many daughters were forced into a life as camp followers, servicing the needs of the Duke’s favored soldiers.<br />
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Those denizens of Cadfor who refused the Duke’s demands were killed. Some slaughtered outright by the partols of orcs and giants who roamed the land, others were simply found dead in their beds with their throats cut, killed by Nakhtmoy’s omnipresent network of spies and assassins. Fear ruled the land, as no one could be sure that their neighbor wasn’t secretly an agent working for the Crimson Duke who would turn you in for shirking your work or failing to pay your taxes or expressing disloyalty or even dissatisfaction. Though he was not the sole reason for the creation of the Freeholder’s Council, in 492 IR, the Crimson Duke’s depredations were certainly a significant motivating factor in convincing many of the Freehold kings to join.<br />
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After years of war and destruction, the first glimmers of hope for Cadfor shone through in 508 IR, although almost no one knew it at the time. The small village of Laragh in the foothills of the Crespor Mountains was the site of a minor dispute over tax collection that set a rebellion into motion. When four black orcs sought to collect what they claimed were unpaid taxes owed by the village blacksmith Osian, the exchange turned violent, and they killed him. According to legend, Osian’s apprentice Girion killed all four of the Duke’s tax collectors with his blacksmith’s hammer, and then fled into the wilderness as an outlaw.<br />
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For two years Girion lived in the mountains, coming down from the high passes to raid the Crimson Duke’s camps and strongholds. For two years Girion was able to confound and evade the Red Tyrant’s forces, and the tales of his exploits caused others to rally to his cause. In 510 IR, however, Nakhtmoy’s spies discovered that Girion had been secretly meeting with a farmer’s daughter named Siân, and soon the order was given to kill her family and capture her as bait. Even though Girion knew it was a trap, he could not leave his beloved in the hands of the crimson Duke, and he mounted a rescue of such epic daring that it is now recounted in song. Realizing that his presence in Cadfor was endangering those he cared for, Giron fled the country with Siân at his side, vowing to return one day.<br />
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In 520 IR, Girion made good upon his vow. In the intervening years, Girion and Siân had made names for themselves as sellswords and privateers and returned to their homeland as seasoned, battle-hardened veterans skilled in both physical and mystical combat. In their travels they had acquired several allies whose names have become famous: Wulfric, Elena, Heinrich, and Colwyn, all of whom joined the pair in their return to Cadfor. Leading this small band of allies and supported by a devoted retinue of followers, Girion launched a war to liberate his nation from the heel of the Crimson Duke.<br />
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Over the succeeding years, Giron’s rebellion grew from this tiny kernel to a full-fledged popular movement. Inspired by this former blacksmith’s apprentice and farmer’s daughter, the common-folk rallied to their cause. Girion forged alliances with the dwarves of the Haearn Hills, obtained support and troops from Melin and Gwenarth, and even recruited the aid of tribes of khulen from Elizon who had grown weary of the Crimson Duke’s attempts to bring them under his power.<br />
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The war was long and hard, and Girion’s forces suffered many setbacks and scored many victories, but they ever pushed the Crimson Duke’s forces back, liberating towns and villages one by one. These triumphs were not without cost- Girion suffered a personal loss in 529 IR when his eldest son Liam was killed at the Battle of Féarach Hill. In 531 IR, Girion seized Celliwig, wresting control of the city from the Crimson Duke after an eleven month siege, forcing his foe entirely out of the eastern and central parts of Cadfor.<br />
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Finally, in 533 IR, Girion scraped together every soldier he could muster and led his troops against the Crimson Duke’s amassed forces at the Battle of Bythwrdd Meadows. For this titanic battle, both Melin and Gwenarþ sent their own armies to aid Girion, and even Girion’s remaining son Padraig took to the field at his father’s side. The battle went badly for the allied army, and just when it seemed that the Crimson Duke’s companies of giants would overwhelm them, Ådon, Dallen, Mannan and the rest of the Conclave of Eight came to once and for all deal with the threat posed by the Crimson Duke and Nakhtmoy and turned the tide of battle and the Duke’s forces were scattered. Despite the victory, this was a day of sadness as Siân, Girion’s faithful spouse of more than two decades, was slain in the battle. Though his body was never found, the Crimson Duke was never seen after this day, and he presumably died on the field with his troops.<br />
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After his victory at the Battle of Bythwrdd Meadows, Girion laid siege to the Crimson Duke’s stronghold of Cær Colur, now the refuge of the vile Nakhtmoy. Within a year, the dread fortress fell and though they could not locate the demoness to banish her, the Conclave of Eight was able to trap her inside the network of tunnels that honeycombed the earth beneath its ruined walls. Seals of mystical power were placed on the place, imprisoning the elusive spider-demon within the complex.<br />
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Having driven the Crimson Duke and his armies from Cadfor, Girion was declared king of that nation in 534 IR. In that same year, King OEngus Lairdsonne of Melin and King Brann of Gwenarth sponsored Girion’s membership in the Freeholder’s Council, and he was admitted to that body in that same year. Girion chose a black crossed hammer and sickle on a silver field with a red border as the symbol of his house, and chose Lámh Casúr as his House name, becoming King Girion Lámh Casúr.<br />
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King Girion is closely allied with King Œngus Lairdsonne of the neighboring kingdom of Melin, and Girion's only living son Padraig was betrothed to Œngus' daughter Iarfhlaith in 535 IR , a union that would have united the two kingdoms in a mutually beneficial alliance. Unfortunately, in a sad turn of events Padraig vanished while campaigning against a goblinoid incursion in the Lloftmelin Mountains in 538 IR, and he is presumed dead. Girion’s only remaining heir is his thirteen year old daughter Andrella.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/the-realm.html">Three Worlds</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-maps-midrun.html">Midrun</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-regions-freeholds.html">Freeholds</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-68783857920664857822020-09-21T18:00:00.003-04:002021-01-05T09:17:23.097-05:00A Brief History of Sakaþa, the Great King of the Lizardfolk<center>
<b><span style="font-size: large;">Excerpts from Brief History of Sakaþa, the Great King of the Lizardfolk</span></b><br />
<b>by Demetrios ap Varin</b><br />
<b>(Published 536 IR)</b></center>
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The Great King Sakaþa is an enigma, shrouded in myth and legend. Venerated by the lizardfolk of the Great Southern Swamp as their true and eternal leader and feared as a demonic figure of terror by all of the civilized peoples of Nuþralia, it is almost impossible to disinguish between fact and fiction concerning this creature. Among the lizardfolk, the legend of Sakaþa has taken on such epic proportions that virtually any deed one can conceive of has been attributed to him. Among the non-lizardfolk that live in Eor, the folk tales and stories told about him paint Sakaþa alternatively as a figure of ineffable terror who name should only be spoken in hushed whispers and a comical buffoon whose ineptitude is a suitable subject for mockery.<br />
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No one knows for certain where or when the dread creature known as Sakaþa was born, but it is reasonable to assume that it took place in the early part of the 4th century IR, presumably somewhere in the depths of the Great Southern Swamp. With the strength and stamina of the lizardfolk, but intelligence that rivaled even the most brilliant of men, Sakaþa quickly rose to a position of power and leadership among the tribes of the marshes, gaining such renown that his name appears in texts as early as 348 IR. Sakaþa proved to be a skilled arcanist, and he used his magical prowess to great effect, defeating his enemies with both the physical prowess of his troops and the arcane power of his wizardly abilities. In short order, Sakaþa ruled over a vast nation of scaled folk. Despite his success in taming his fellows, Sakaþa was clearly unsatisfied, and all accounts provide the same reasons why: He had a larger than normal share of the greed, rapacity, and evil found among both the lizardfolk and men.<br />
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Sakaþa's ambitions likely would have gone unfulfilled had the lizardman not formed an alliance with a powerful sect of Belial’s church called the Cult of the Black Flame. The power wielded by the Cult's priests and the dark mysteries of Belial's power they commanded gave Sakaþa's armies a strength and vigor that was nigh-unstoppable. Within just a few years, Sakaþa came to be the supreme ruler of the lizardfolk and other denizens of the Great Southern Swamp, extending his hegemony over all who dwelled there and becoming a constant thorn in the side of his neighbors as raiding parties were frequently sent forth to plunder all those on his borders.<br />
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Following his conquest of the denizens of the swamp, Sakaþa decided that plundering his neighbors was not sufficient, and launched an invasion of Eor in 351 IR, and completing his conquest of the region by 356 IR, defeating King Comyn of Nuþralia’s army and killing the king in the process at the Battle of Ongal Hill. Once he seized control of Eor, Sakaþa enslaved the population and carried away vast riches to the Great Southern Swamp. In addition to his loyal lizardfolk and vast army of slaves, Sakaþa’s overflowing treasury enabled him to employ many powerful mercenaries in his service, further cementing his position as unquestioned ruler of both the Great Southern Swamp and Western Nuþralia.<br />
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After Sakaþa’s invasion of Eor, Nuþralia was in disarray, with the newly crowned King Cadwalandr unable to respond right away due to incursions by Ahaliat tribesmen and yet another invasion by seafaring raiders from Kysthjem and Langjord that not only overran much of the eastern half of the realm but also kept most of the Imperial fleet occupied for years. Fortunately for the young king, Sakaþa was strangely quiescent during this period, giving both the Nuþralian royal house and the Imperial Throne the time they needed to marshal their forces for a campaign to liberate the lands the Grat King of the Lizardfolk had seized.<br />
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In 364 IR, Cadwalandr’s pleas for Imperial aid were finally answered, and High King Ghilchrist IV assembled a host that included knights from the Order of the Gauntlet, and forces contributed by House Gilfaethwy and House Llefelys. In an unexpected turn, King Cadwalandr was able to turn Håkon, one of the chieftains of the invading northmen, by promising him lands for Håkon's followers to settle upon, and thus was able to swell his own forces for the campaign. Over the next three years, the King Cadwalandr aided by the Imperial forces was able to reconquer most of what Sakaþa had seized a decade before.<br />
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Sakaþa was not a particularly wise or judicious ruler. It was this weakness that caused him to ride into battle at the head of his lizardfolk in the Battle of Vendare, where he was mortally wounded. Legend holds that it was Håkon himself who dealt the fatal blow upon the Lizard King, a story many consider dubious, but which Håkon's descendants consider to be iron clad fact. What is known is that Håkon was made Æorldorman of Vendare for the services he rendered to King Caldwalandr during the war. As for Sakaþa, his shattered army was scattered, but stories tell that a few loyal servants carried his dead and broken body from the field of battle and off into the Great Southern Swamp to a locale unknown to his enemies.<br />
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Since that day, Sakaþa’s name became a talisman of power among the lizardfolk of the Great Southern Swamp. Powerful tribal leaders often style themselves as the “New Sakaþa’, but none has ever been able to match his combination of power and cunning, and none was ever able to equal his glorious career. In time, it became <i>de rigeur</i> for the lizardfolk of the Great Southern Swamp to claim they were acting in Great King Sakaþa’s name, and invoking his name in their battle cries and curses. Fact turned to legend, and legend turned to myth, and over the years it became impossible to distinguish between the reality of Sakaþa’s life and the array of stories concerning heroic feats and exploits that were attributed to him in tall tales. Stories about Sakaþa’s acts have become a staple of tavern tales and songs even among the men living in the regions bordering the Great Southern Swamp, although he was almost always depicted as a villain in them.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/the-realm.html">Three Worlds</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-maps-midrun.html">Midrun</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-regions-freeholds.html">Freeholds</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-79602243677889920202020-09-14T18:00:00.005-04:002024-02-03T15:40:05.561-05:00General Rules: Feats - LeadershipLeadership is a somewhat unique feat that allows a character to recruit a cohort and followers. This page details how I handle this feat.<br />
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<b>Leadership</b> [General] (from the <i>Player's Handbook</i>)<br />
You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.<br />
<b> Prerequisite:</b> Character level 6<sup><small>th</small></sup>+<br />
<b> Benefit:</b> You can attract loyal companions and devoted followers, subordinates who assist you. The level of your cohort and the number and level of your followers is determined by your leadership score. Note that there are different modifiers for your Leadership score with respect to cohorts and followers, so your Leadership score might be different for your cohort than it is for your followers.<br />
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Your cohorts and followers are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, cohorts and followers look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.<br />
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Cohorts and followers will expect that the character will provide for their basic needs including room, board, and any workspace, tools, or other specialized equipment needed to undertake the tasks you assign to them (this is, after all, one of the major reasons they have sought you out to serve as your retainers). So, for example, if you recruit a follower who is a blacksmith and ask him to craft materials for you, he will expect you to provide a forge with appropriate blacksmithing tools and raw materials needed to undertake the work. Failure to appropriately provide for your cohort and followers will be likely to negatively affect your Leadership Score.<br />
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<b>Cohort:</b> A character with Leadership may have a single cohort. In general, a player may design their desired cohort, subject to my approval. Cohorts should be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. The cohort may be any playable race and any allowable class. The cohort may be a multi-classed character if the player desires, and may take advantage of any of the options available to player characters. When the cohort enters the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the cohort's level (see <i>Table 4-23: NPC Gear Value</i> on page 127 of the <i>Dungeon Master's Guide</i>). Any additional equipment must be provided by the player.<br />
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Under certain circumstances, I may allow a cohort to be a nonstandard race, or even an intelligent monstrous creature, such as a sphinx or a dragon. In those cases, apply the appropriate Level Adjustment to the cohorts class levels, or, if the cohort is a type of creature that does not have a listed Level Adjustment, the cohort's initial "level" will be their Challenge Rating. All such nonstandard cohorts must be approved by me in advance.<br />
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Your cohort is a loyal companion who will accompany your character on adventures. In general, you can control your cohort, although they will not undertake obviously suicidal or self-destructive actions. I reserve the right to assume control of the cohort if that becomes necessary.<br />
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Your cohort does not gain "experience". As your Leadership score goes up as you rise in level, your cohort will gain levels to match that allowed by your new Leadership score, although this is subject to the usual limitation that your cohort can never be higher level than two levels lower than your current character level.<br />
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<b>Followers:</b> A character with Leadership is able to attract followers if his Leadership Score is at least 10. Followers, like your cohort, may be designed by the player, subject to my approval. Followers should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different followers. Followers can be any standard playable race, and may be adepts, <a href="https://playinginotherworlds.blogspot.com/2021/11/campaign-design-base-classes-adherent.html">adherents</a>, apprentices, commoners, deckhands, experts, guards, mediums, or warriors. When a follower enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a character of their class. Any additional equipment must be provided by the player.<br />
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Under certain circumstances, a follower may be of a nonstandard race if there is an appropriate character-driven reason for such followers to be attracted to the player character. All such followers will be typical members of their race and must be approved by me in advance.<br />
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Your followers are loyal aides, but generally will not be willing to accompany the character on adventures. Followers will be willing to work as craftsmen, work as personal aides, handle business tasks, act as couriers, travel with caravans and take care of your animals and wagons, and even defend your stronghold or, if necessary, go to war alongside you, but they will not delve into dungeons, enter a dragon's lair, or help you sack an evil temple. In general, a character may direct the actions of their followers, but they will not be willing to undertake unnecessarily dangerous, suicidal, or self-destructive actions. As with cohorts, I reserve the right to assume control of followers if necessary.<br />
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As with cohorts, your followers don't gain "experience". As your Leadership Score increases, you attract new followers and are eligible to retain higher level followers. When you become eligible for higher level followers, you may either advance a current follower to a higher level or recruit a new follower of the appropriate level.<br />
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<b>Leadership Modifiers:</b> A character's base leadership score is their character level + their Charisma modifier. Several factors can affect a character's Leadership score, causing it to vary from this base score. Your reputation from the point of view of the cohort or follower you are trying to attract raises of lowers your Leadership score.<br />
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<tr><td><b>Leader's Reputation</b></td><td style="text-align: center;"><b>Modifier</b></td></tr>
<tr><td><span style="font-size: x-small;">Great renown</span></td><td style="text-align: center;"><span style="font-size: x-small;">+2</span></td></tr>
<tr><td><span style="font-size: x-small;">Fairness and generosity</span></td><td style="text-align: center;"><span style="font-size: x-small;">+1</span></td></tr>
<tr><td><span style="font-size: x-small;">Special power</span></td><td style="text-align: center;"><span style="font-size: x-small;">+1</span></td></tr>
<tr><td><span style="font-size: x-small;">Failure</span></td><td style="text-align: center;"><span style="font-size: x-small;">-1</span></td></tr>
<tr><td><span style="font-size: x-small;">Aloofness</span></td><td style="text-align: center;"><span style="font-size: x-small;">-1</span></td></tr>
<tr><td><span style="font-size: x-small;">Cruelty</span></td><td style="text-align: center;"><span style="font-size: x-small;">-2</span></td></tr>
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Other modifiers may apply when the character tries to attract a cohort.<br />
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<tr><td><b>The Leader . . .</b></td><td style="text-align: center;"><b>Modifier</b></td></tr>
<tr><td><span style="font-size: x-small;">Has a familiar, special mount, or animal companion</span></td><td style="text-align: center;"><span style="font-size: x-small;">-2</span></td></tr>
<tr><td><span style="font-size: x-small;">Recruits a cohort of a different alignment</span></td><td style="text-align: center;"><span style="font-size: x-small;">-1</span></td></tr>
<tr><td><span style="font-size: x-small;">Caused the death of a cohort</span></td><td style="text-align: center;"><span style="font-size: x-small;">-2 </span><sup><small><span style="font-size: xx-small;">1</span></small></sup></td></tr>
<tr><td colspan="2"><small><sup><span style="font-size: xx-small;">1</span></sup> <span style="font-size: xx-small;">Cumulative per cohort killed</span></small></td></tr>
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Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.<br />
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<table border="2" cellpadding="5"><tbody>
<tr><td><b>The Leader . . .</b></td><td><b>Modifier</b></td></tr>
<tr><td><span style="font-size: x-small;">Has a stronghold, base of operations, guildhouse, or the like</span></td><td style="text-align: center;"><span style="font-size: x-small;">+2</span></td></tr>
<tr><td><span style="font-size: x-small;">Moves around a lot</span></td><td style="text-align: center;"><span style="font-size: x-small;">-1</span></td></tr>
<tr><td><span style="font-size: x-small;">Caused the death of other followers</span></td><td style="text-align: center;"><span style="font-size: x-small;">-1</span></td></tr>
</tbody></table>
<br /><b>Cohorts and Followers:</b> Once a character's Leadership score is determined, the level of their cohort and the number of followers they can attract is determined according to the following table. If a character's Leadership score changes, their cohort and number of followers may be affected. As a character's Leadership score rises, their cohort will advance in level and more followers will come into their service. If a character's Leadership score falls, their cohort's advancement will stagnate, and followers may abandon the character.<br />
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<tr><td style="text-align: center;"><b>Leadership</b></td><td style="text-align: center;"><b>Cohort</b></td><td colspan="6" style="text-align: center;"><b>Number of Followers by Level</b></td></tr>
<tr><td style="text-align: center;"><b>Score</b></td><td style="text-align: center;"><b>Level</b></td><td style="text-align: center;"><b>1<sup><small>st</small></sup></b></td><td style="text-align: center;"><b>2<sup><small>nd</small></sup></b></td><td style="text-align: center;"><b>3<sup><small>rd</small></sup></b></td><td style="text-align: center;"><b>4<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>5<sup><small>th</small></sup></b></td><td style="text-align: center;"><b>6<small><sup>th</sup></small></b></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">1 or lower</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1<sup><small>st</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">2<sup><small>nd</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">4</span></td><td style="text-align: center;"><span style="font-size: x-small;">3<sup><small>rd</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">5</span></td><td style="text-align: center;"><span style="font-size: x-small;">3<sup><small>rd</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">6</span></td><td style="text-align: center;"><span style="font-size: x-small;">4<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">7</span></td><td style="text-align: center;"><span style="font-size: x-small;">5<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">8</span></td><td style="text-align: center;"><span style="font-size: x-small;">5<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">9</span></td><td style="text-align: center;"><span style="font-size: x-small;">6<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">10</span></td><td style="text-align: center;"><span style="font-size: x-small;">7<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">5</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">11</span></td><td style="text-align: center;"><span style="font-size: x-small;">7<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">6</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">12</span></td><td style="text-align: center;"><span style="font-size: x-small;">8<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">8</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">13</span></td><td style="text-align: center;"><span style="font-size: x-small;">9<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">10</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">14</span></td><td style="text-align: center;"><span style="font-size: x-small;">10<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">15</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">15</span></td><td style="text-align: center;"><span style="font-size: x-small;">10<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">20</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">16</span></td><td style="text-align: center;"><span style="font-size: x-small;">11<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">25</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">17</span></td><td style="text-align: center;"><span style="font-size: x-small;">12<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">30</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">18</span></td><td style="text-align: center;"><span style="font-size: x-small;">12<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">35</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">19</span></td><td style="text-align: center;"><span style="font-size: x-small;">13<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">40</span></td><td style="text-align: center;"><span style="font-size: x-small;">4</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">20</span></td><td style="text-align: center;"><span style="font-size: x-small;">14<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">50</span></td><td style="text-align: center;"><span style="font-size: x-small;">5</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">-</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">21</span></td><td style="text-align: center;"><span style="font-size: x-small;">15<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">60</span></td><td style="text-align: center;"><span style="font-size: x-small;">6</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">22</span></td><td style="text-align: center;"><span style="font-size: x-small;">15<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">75</span></td><td style="text-align: center;"><span style="font-size: x-small;">7</span></td><td style="text-align: center;"><span style="font-size: x-small;">4</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">23</span></td><td style="text-align: center;"><span style="font-size: x-small;">16<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">90</span></td><td style="text-align: center;"><span style="font-size: x-small;">9</span></td><td style="text-align: center;"><span style="font-size: x-small;">5</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">24</span></td><td style="text-align: center;"><span style="font-size: x-small;">17<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">110</span></td><td style="text-align: center;"><span style="font-size: x-small;">11</span></td><td style="text-align: center;"><span style="font-size: x-small;">6</span></td><td style="text-align: center;"><span style="font-size: x-small;">3</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">1</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">24 or higher</span></td><td style="text-align: center;"><span style="font-size: x-small;">17<sup><small>th</small></sup></span></td><td style="text-align: center;"><span style="font-size: x-small;">135</span></td><td style="text-align: center;"><span style="font-size: x-small;">13</span></td><td style="text-align: center;"><span style="font-size: x-small;">7</span></td><td style="text-align: center;"><span style="font-size: x-small;">4</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td><td style="text-align: center;"><span style="font-size: x-small;">2</span></td></tr>
<tr><td colspan="8"><div style="margin-left: 3em; text-indent: -3em;"><span style="font-size: x-small;"><i>Leadership Score</i>: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6<sup><small>th</small></sup> level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.</span></div></td></tr>
<tr><td colspan="8"><div style="margin-left: 3em; text-indent: -3em;"><span style="font-size: x-small;"><i>Cohort Level</i>: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. A 6<sup><small>th</small></sup>-level character with a +3 Charisma bonus, for example, can still only recruit a cohort of 4<sup><small>th</small></sup> level or lower. The cohort should be equipped with gear appropriate for its level.</span></div></td></tr>
<tr><td colspan="8"><div style="margin-left: 3em; text-indent: -3em;"><span style="font-size: x-small;"><i>Number of Followers by Level</i>: The character can lead up to the indicated number of characters of each level.For example, a character with a Leadership score of 14 can lead up to fifteen 1<sup><small>st</small></sup>-level followers and one 2<sup><small>nd</small></sup>-level follower.</span></div></td></tr>
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<b>Replacing Cohorts and Followers:</b> If you lose a cohort or followers, you can generally replace thrm, according to your current Leadership Score. I takes 1d4 months to recruit replacements. If you are to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Losing a cohort or followers can give you a reputation for failure, which would affect your Leadership score.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/general-rules.html">General Rules</a> <a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-leadership-feats.html">Leadership Feats</a> <a href="http://playinginotherworlds.blogspot.com/p/the-realm.html">Three Worlds</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-70717345959680952592020-08-31T22:00:00.006-04:002021-12-29T10:40:49.077-05:00House Rules - New Magic RingsThis is a listing of magic rings that may appear in my campaigns.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Angel's Ring:</b> (<i>Book of Eldritch Might II</i>) This ring is a special creation of the arcane angels, although it has since been copied. it is a simple silver band with no markings. When wearing it, a character can call upon a <a href="https://playinginotherworlds.blogspot.com/2011/01/general-rules-monsters-celestial_53.html">valiance angel</a> once per week as if brought by a <i>summon monster</i> spell. The valiance angel gains a +1 bonus to attack rolls, damage rolls, saving throws, and skill checks if the ring's wearer is an arcane spellcaster, for it struggles harder on an arcanist's behalf.<br />
<b><i>Aura</i>:</b> Strong conjuration; <b><i>Caster Level</i>:</b> 15<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, <i>summon monster VIII</i>; <b><i>Cost</i>:</b> 10,000 shillings; <b><i>Cost to Create</i>:</b> 5,000 shillings + 400 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Ring of Brief Blessing:</b> (<i>Magic Item Compendium</i>) This silver ring has a clear crystal set into it which glows faintly with a holy light. A ring of <i>brief blessing</i>, which functions only if you are good-aligned, allows your attacks to pierce the defenses of evil foes. When you activate this ring as a swift action, choose a single melee weapon you hold (or your unarmed strike). Until the end of your turn, that weapon is considered both magic and good-aligned for the purpose of overcoming the damage reduction of an evil creature, as well as for the purpose of affecting incorporeal evil creatures. A <i>ring of brief blessing</i> functions once per day. Once it is activated, its glow fades. While wearing the ring you can expend a turn undead attempt as a standard action to recharge it, which restores its glow.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, <i>bless weapon</i>; <b><i>Cost</i>:</b> 1,000 shillings; <b><i>Cost to Create</i>:</b> 500 shillings + 40 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Ring of the Scorched Mind:</b> (<i>Book of Eldritch Might II</i>) This corroded silver ring looks like trash rather than treasure. When worn, for the purposes of all spells and magical effects, the wearer is treated as mindless, like a vermin, an undead, or someone drained of all Intelligence. The wearer becomes immune to all mind-affecting magic and can (if he chooses to) appear to be a mindless shell to all divinations that can detect him.<br />
<b><i>Aura</i>:</b> Strong abjuration; <b><i>Caster Level</i>:</b> 15<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, <i>mind blank</i>; <b><i>Cost</i>:</b> 150,000 shillings; <b><i>Cost to Create</i>:</b> 75,000 shillings + 6,000 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Ring of Swimming:</b> (<i>Dungeon Master's Guide</i>) This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, creator must have 5 ranks in the Swim skill; <b><i>Cost</i>:</b> 2,500 shillings; <b><i>Cost to Create</i>:</b> 1,250 shillings + 100 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Stormfire Ring:</b> (<i>Magic Item Compendium</i>) When you activate a <i>stormfire ring</i>, using a standard action to do so, it creates a <i>færie fire</i> effect of crackling lightning that lasts for 5 rounds. This effect functions as the spell, except that each creature affected takes 1d6 points of electricity damage each round for the duration. Using the ring on a creature that is already affected doesn't increase the damage dealt, bit it does extend the effect's duration. A <i>stormfire ring</i> functions five times per day. A druid can activate this item even while in wild shape.<br />
<b><i>Aura</i>:</b> Strong evocation; <b><i>Caster Level</i>:</b> 12<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, <i>færie fire</i>, possession of a piece of the <i>Raiment of the Stormwalker</i>; <b><i>Cost</i>:</b> 4,000 shillings; <b><i>Cost to Create</i>:</b> 2,000 shillings + 160 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>X-Ray Vision:</b> (<i>Book of Eldritch Might II</i> and <i>Dungeon Master's Guide</i>) On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.<br />
<b><i>Aura</i>:</b> Moderate divination; <b><i>Caster Level</i>:</b> 6<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Forge Ring, <i>x-ray vision</i>; <b><i>Cost</i>:</b> 25,000 shillings; <b><i>Cost to Create</i>:</b> 12,500 shillings + 1,000 experience points. <b><i>Weight</i>:</b> -.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-49110705472161895272020-06-18T19:14:00.002-04:002023-01-08T19:34:13.496-05:00The History of the Rhadynnic-Naceadan Dual Empire<center>
<b><span style="font-size: large;">Excerpts from The History of the Rhadynnic-Naceadan Dual Empire</span></b><br />
<b>by Dillion pen’Llefelys</b><br />
<b>(Published 512 IR)</b></center>
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<b>On the Founding of the Great Houses:</b><br />
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The records detailing the origins of the Great Houses, and their kingdoms they now rule are lost to us, destroyed by the ravages of time and the depredations of our enemies. Our legends hold that more than a thousand years before the founding of the Rhadynnic Sky Empire, Llud pen’Beli founded Great House Llud and assumed rule of Llydaw as <i>gor'Brenin</i>, a kingdom legends hold was established by his father Beli Mawr, the great legendary warrior-king and first <i>Brenin-Mawr</i> of the Rhadynn. As told in <i>The Chronicles of the High Kings</i>, authored by the historian <i>Ymerawdwr</i> Conall III, nine of Llud's ten siblings left Llydaw with their followers to establish their own Great Houses and becoming <i>gor'Brenin</i> of their own kingdoms. The ten Great Houses sometimes fought each other, and sometimes banded together. Legends speak of great wars against the fomor, partholan, and seelie, with the warriors of the ten houses emerging victorious.<br />
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The ancient tales speak of many dangers facing the splintered kingdoms of our forefathers, but none so terrible as the dread Hallitsijainen, whose power and evil still plague the free people of the world. For hundreds of years, the Kansattu sent their black-sailed ships throughout all of the Three Worlds, demanding tribute and any who refused to offer wealth and slaves to the Cold Lords were destroyed. Imperial records maintain that the first signs of true unity among the Great Houses came in 1109 YE when Brion, Dewintir, Dyved, Gwydon, and Llydaw banded together to form the Rhadynnic Confederation and together refused Hallitsijainen demands for tribute, a decision that was timed almost perfectly as the Cold Lords were weakened by the Leucadian struggle detailed in the epic poem <i>Epikotos Leucadian</i><sup><small>1</small></sup> and the subsequent exploits of the Geureciman General-King Rafaele as detailed in the <i>Song of Rafaele</i><sup><small>2</small></sup>. Many ships and warbands were sent by the Hallitsijainen to punish the recalcitrant kingdoms, but they were defeated as the Great Houses allied against the common foe under the banner of the Golden Hawk. Within fifty years all of the Great Houses joined the Rhadynnic Confederation, and in 1161 the <i>gor’Brenin</i> of Llydaw was elected to be ruler of the Rhadynn as the first <i>Brenin-Mawr</i> since Beli Mawr. The High Kings set about using their mighty sky ships in coordination with the drake-empowered armies of the Great Houses to resist the Hallitisijainen, marshal great fleets against the Dekkulde islanders, and send their armies against the <i>jattilainen</i> and <i>euroz</i> of Elizon and elsewhere, even against the wild nomads of the At'viras Steppes.<br />
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<b>On the Founding of the Rhadynnic-Naceadan Dual Sky Empire:</b><br />
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Although the records I have found do not give a complete picture, as closely as I have been able to determine, finding themselves both under threat from the Cold Lords, <i>Brenin-Mawr</i> Ghilchrist pen’Llud and Christobal Santiago, the Amparar of Oropais, formed an alliance in 1193 YE to unify their domains against this common foe. According to imperial records stored in the Council archives, in 1209 YE, Ghilchrist cemented this relationship by marrying Christobal’s only daughter Alejandra, and when Christobal died in 1211 YE he ascended to the throne of Oropais and was crowned <i>Ymerawdwr</i> Ghilchrist I. Ever after this, the standard of the empire was a two-headed golden hawk on a field of green, showing the union between the two great empires of the Rhadynn and the Naceadans. Ghilchrist I declared the year of his ascension to the throne of the dual monarchy to be a holiday year, and founded a new counting of years to be counted starting with that year as the “0” year and named the “Imperial Reckoning” or “IR”. In 2 IR, Ghilchrist issued his <i>Atal Proclamation</i>, or Prohibition Proclamation, a copy of which signed by the Ymerawdwr’s own hand can be found in the House Llefelys’ collection, in which he ordered all of his subject domains to cease paying tribute of any kind to the infernal and depraved Cold Lords.<br />
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<b>On House Llud and the Imperial Faith:</b><sup><small>3</small></sup><br />
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In their realm, House Llud promoted the holy faith the Lords of Heaven, and made it the faith of the nation, elevating the priests of the Holy Faiths to an honored place in their lands. In 1158 YE <i>Brenin-Mawr</i> Iain I founded the holy order devoted to Yng named the <i>Milwr Awyr</i>, also called the Warriors of the Sky, to guard the ten kingdoms from the depredations of the heathen Rodhar dragon raiders and godless Sjorover island pirates<sup><small>4</small></sup>. In 15 IR, Ymerawdwr Ghilchrist II granted the <i>Milwr Tarian</i> an Imperial Charter, an order of holy warriors devoted to Heim intended to serve as guardians for sacred places, monasteries, and temples. Upon his ascension to the throne in 126 IR, <i>Ymerawdwr</i> Kunagnos II issued his <i>Eithrio Proclamation</i> or the Exclusionary Proclamation in which he declared the worship of the Lords of Heaven the true faith of the Sky Empire, and specifically outlawed a list of cults condemned as demonic in nature5 and the worship of the vile power of the <i>Ilkeastasisin</i>. Those heathen faiths not mentioned in the document were still tolerated, but quite properly looked upon with disfavor.<br />
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In his first act upon ascending to the throne in 135 IR, <i>Ymerawdwr</i> Kunagnos III gave Imperial sanction to the <i>Milwr Dwrn</i>, a sect devoted to the Celestial Lord Forseti, to rule over and guard the land provinces of the Sky Empire. In that same year, Kunagnos III ceded Ranska to this order or holy warriors who henceforth directly ruled that land in the <i>Ymerawdwr’s</i> name, and under the laws of Heaven, until it was lost to the Hallitsijainen in 418 IR.<br />
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<b>On the Crusades:</b><br />
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Few things more defined the reign of the <i>Ymerawdwr’s</i> than their enmity towards the cruel and unholy Kansattu Empire, a hatred driven to a crusading zeal by their alliance with the holy faiths of the Lords of Heaven. In 42 IR. <i>Ymerawdwr</i> Tamnais II launched the first Imperial crusade and conquered Saksa, claiming it as a foothold that he claimed would allow the conquest of all Ilkeas. <i>Ymerawdwr</i> Artur II continued these just and holy wars, seizing most of Ranska in 73 IR, and launching attacks into Kreikka before dying in glorious service to the gods on the field of battle, while <i>Ymerawdwr</i> Seain II completed the conquest, having assumed complete control of Ranska by 105 IR. After many more wars, <i>Ymerawdwr</i> Seain III conquered the province of Kreikka in 122 IR. The <i>Ymerawdwrs</i> built armies, fought great just and holy wars to press the Hallitsijainen, and the Sky Empire prospered for many years under the benevolent and protective eyes of Heaven, but the evils of the world, as is their nature, tirelessly worked to undo the work of the faithful and righteous.<br />
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In 391 IR, after years of war, the province of Kreikka was overwhelmed by heathen nomads, and was lost. Beginning in 402 IR. the Hallitsijainen began a campaign of corruption and depravity against the province of Ranska, engaging in a series of small wars, the records of which speak of terrible cruelty visited upon the good people of that land by the invading armies. By 412 IR, the weak-minded Ahaliat tribesmen in Kreikka were subverted by the corruption of the Hallitsijainen, and became subservient to the Kansattu Empire, allowing the terrible <i>Verijuoma</i> to rule over them, slavishly worshiping his power. Saksa soon fell apart into small territories ruled by disloyal Lesser Houses, who turned away from the just rule of the <i>Ymerawdwrs</i> and sought unholy alliances with the Cold Lords. Saksa completely disintegrated by 427 IR. Finally, in 418 IR. Ranska was invaded and conquered by the depraved Kreikkans and the cruel Hallitsijainen, the <i>Milwr Dwrn</i> were smashed, and <i>Miesurmata</i> and <i>Herranoita</i> became the lords of this realm. Proud and loyal subjects of the <i>Ymerawdwrs</i> and the remnants of the <i>Milwr Dwrn</i> fought on desperately against the invaders, some holding out for years, but eventually all were hunted down and destroyed.<br />
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<b>On the Last Crusade and the Fall of House Llud:</b><br />
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In 427 IR. <i>Ymerawdwr</i> Cearnach VI was killed in battle during his failed campaign to try to retake Ranska. His son was crowned <i>Ymerawdwr</i> Cearnach VII, the boy-emperor, even though he was only eight years old at the time of his ascension. In this time of need, the Lords of Heaven sent the Arwr to the aid of the recently crowned <i>Ymerawdwr</i> bearing with him mystical artifacts of great power. In 434 IR. accompanied only by Nyniaw pen’Beli, the Arwr journeyed into the Kansattu Empire, and over the next several years stole or destroyed many objects of power that the Hallitsijainen valued greatly, and used the blade <i>Kersyti</i> to destroy the Hallitsijainen <i>Susiherra</i> and <i>Sarviherttua</i> and several of their most powerful and vile servants. Emboldened by the Arwr’s successes, Cearnach VII launched a great and holy crusade in 441 IR, seizing Pisekost and Varoastrov in 444 IR.<br />
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Heartened by the success granted by the Lords of Heaven, Cearnach VII landed his fleets on Jaotuli Island in 446 IR. quickly destroying its garrison, and laid siege to Pelkonnoitus in the same year. Not content with these successes, in 449 IR, filled with the might of the Lords of Heaven, Cearnach VII moved his grand imperial army from Pelkonnoitus up the Taikajulma River to directly attack Iltorni. In the siege of the dark tower, the Arwr was killed in combat with <i>Murskilta</i> who was destroyed at the same instant. After a year of siege, <i>Ymerawdwr</i> Cearnach VII, the last member of House Llud, was killed on the field of battle before the gates of Iltorni, leaving no heir. The Kansattu forces attacked the ring of besiegers around Iltorni during the depths of winter from within and without, crushing them in battle. The once proud armies of the Sky Empire were smashed by the Kansattu legions and their ships burned on the cold beaches of Ilkeas.<br />
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<b>On the Whelming of Llydaw and the Fall of the Rhadynnic-Naceadan Dual Empire:</b>
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After Cearnach VII’s death, the infernal Hallitsijainen summoned their vile powers in a great enchantment to smash Llydaw, which they whelmed under the sea, leaving scattered islets where the landmass of the great island of the <i>Ymerawdwrs</i> once stood. From that point forward, Llydaw has been known as Llœgyr, the Lost Land. In 455 IR the remaining Great Houses met to elect a new <i>Brenin-Mawr</i> to lead them, but the just claim made by House Llefelys of Alwyr, was contested by demands made by House Amæthon of Brion, and House Arianrhod of Crœsfan, which prevented the Houses from agreeing upon a single successor. In a great parallel tragedy, the death of Cearnach VII, ended the dynastic succession of the Amparars, throwing the Naceadan nation of Oropais into chaos. Because of the treachery of Houses Amæthon and Arianrhod, wars have begun as those false claimants have sought to displace the valid claim of House Llefelys.<br />
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To the dismay of all righteous men everywhere, after the fall of the <i>Ymerawdwrs</i> the churches of the Lords of Heaven have found the holy message of the true Gods difficult to spread, as many lacking in stoutness of heart attributed the extinction of their most ardent mortal advocates as a sign of their disfavor, or, more heretically, their impotence. In Oropais, many of the weak in spirit have turned to the infernal treason of <i>Arrioism</i> as the advocates of that heresy postulate the destruction of Llydaw to be a sign of the disfavor of heaven. In 487 IR the Arrioist church illegally seized the imperial holdings of the Amparar of Oropais, trumping up the <i>Writ of Oropais</i> as a justification. Many others turn away from Heaven’s path and take refuge in the long-discarded faith of the y’Grym, a heathen faith foolishly and readily embraced by House Amæthon and House Gwydion.<br />
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Cursed by the infernal powers, our people suffered a further insult, when in 494 IR, the great dragon sire <i>Mahthildin</i> descended upon Carmathen and destroyed all those remaining there to claim as his own the holy treasures of the Sky Empire and the holy relics of the Lords of Heaven. In 504 IR, calling the sinking of Llydaw and the assault of <i>Mahthildin</i> signs of the displeasure of Heaven, the <i>Fielidor</i> of <i>Arrio</i> publicly called upon our people to set aside the true faith in the Lords of Heaven and embrace his apostasy, a plea all right thinking people rejected as obviously heretical.<br />
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<small><sup>1</sup> A detailed review of records from the remaining Imperial archives now located in the Council libraries leads me to the conclusion that the events detailed in the <i>Epikotos Leucadian</i> took place during the reign of <i>gor’Brenin</i> Fionn I of House Alwyr at some point between the years 995 YE and 1005 YE.</small><br />
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<small><sup>2</sup> Although the <i>Song of Rafaele</i> is somewhat vague in its attention to details such as exact dates, correlating the poem with other sources leads me to conclude that Rafaele’s exploits took place at some point between 1050 YE and 1150 YE.</small><br />
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<small><sup>3</sup> No record exists of an Imperial charter being granted to the <i>Milwr Llwon</i>, also known as the Order of Oaths. Scholars have speculated that the founding of and sanction granted to the holy order of warriors devoted to Tiwas predates the Sky Empire, and may have been instrumental in legitimizing the ascension of the <i>Ymerawdwrs</i>.</small><br />
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<small><sup>4</sup> In 492 IR House Llefelys ceded the island of Lleyn to the <i>Milwr Awyr</i> to replace the ports lost to them when Llydaw was destroyed.</small><br />
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<small><sup>5</sup> The cults listed include cults devoted to (among others) Abonde, Bål, Belial, Darmas, Gangyn, Halpas, Iku-Tyrma, Ishi, Kalma, Khil, Kivutar, Lug, Ninkurra, Oxoßi, Seþra, Sirchade, Surtan, Tunar, Tuni, and Vaßatar. In addition, the document banned worship of the faiths promoted by the Hallitsijainen, specifically banning the <i>Verituska</i> cult. These denominations are known as the <i>Eithrio</i> Cults.</small><br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/the-realm.html">Three Worlds</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-maps-midrun.html">Midrun</a> <a href="http://playinginotherworlds.blogspot.com/2013/09/campaign-design-regions-freeholds.html">Freeholds</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-2244687701745712992020-06-10T18:00:00.001-04:002020-12-05T14:02:10.015-05:00House Rules - Exotic Armor<span style="font-size: large;"><b>Exotic Armor</b></span><br />
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This is a list of exotic armors that do not appear in the <i>Player's Handbook</i>, but that I use in my campaigns. All of these armors and shields require the user to take either the Exotic Armor Proficiency or Exotic Shield Proficiency feat to gain the full benefit of these armors and shields. As exotic armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from <i>Dawnforge: Crucible of Legend</i>, and <i>Hammer & Helm: A Guidebook to Dwarves</i>.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<table border="2" cellspacing="1"><tbody>
<tr><td colspan="8"><b>Armor</b></td></tr>
<tr><td><b><span style="font-size: xx-small;"><i><u>Light Armor</u></i></span></b></td>
<td> <div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Source</span></u></b></div>
</td>
<td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Cost</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor/Shield</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Max Dex</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor Check</span></u></b><br />
<b><u><span style="font-size: xx-small;">Penalty</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Arcane Spell</span></u></b><br />
<b><u><span style="font-size: xx-small;">Failure</span></u></b></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<span style="font-size: xx-small;"><b><u>Weight</u></b><b><sup>1</sup></b></span></div>
</div>
</td></tr>
<tr><td colspan="8"></td></tr>
<tr><td><b><span style="font-size: xx-small;"><i><u>Medium Armor</u></i></span></b></td>
<td> <div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Source</span></u></b></div>
</td>
<td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Cost</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor/Shield</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Max Dex</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor Check</span></u></b><br />
<b><u><span style="font-size: xx-small;">Penalty</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Arcane Spell</span></u></b><br />
<b><u><span style="font-size: xx-small;">Failure</span></u></b></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<span style="font-size: xx-small;"><b><u>Weight</u></b><b><sup>1</sup></b></span></div>
</div>
</td></tr>
<tr><td colspan="8"></td></tr>
<tr><td><b><span style="font-size: xx-small;"><i><u>Heavy Armor</u></i></span></b></td>
<td> <div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Source</span></u></b></div>
</td>
<td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Cost</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor/Shield</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Max Dex</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor Check</span></u></b><br />
<b><u><span style="font-size: xx-small;">Penalty</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Arcane Spell</span></u></b><br />
<b><u><span style="font-size: xx-small;">Failure</span></u></b></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<span style="font-size: xx-small;"><b><u>Weight</u></b><b><sup>1</sup></b></span></div>
</div>
</td></tr>
<tr><td colspan="8"></td></tr>
<tr><td><b><span style="font-size: xx-small;"><i><u>Shields</u></i></span></b></td><td>
<div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Source</span></u></b></div>
</td>
<td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Cost</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor/Shield</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Max Dex</span></u></b><br />
<b><u><span style="font-size: xx-small;">Bonus</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Armor Check</span></u></b><br />
<b><u><span style="font-size: xx-small;">Penalty</span></u></b></div>
</td><td><div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Arcane Spell</span></u></b><br />
<b><u><span style="font-size: xx-small;">Failure</span></u></b></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<b><u><span style="font-size: xx-small;">Weight</span></u></b></div>
</div>
</td></tr>
<tr><td><span style="font-size: xx-small;">Breaker Shield</span></td>
<td> <div style="text-align: center;">
<b><u><span style="font-size: xx-small;">DF:CoL</span></u></b></div>
</td>
<td><div style="text-align: center;">
<span style="font-size: xx-small;">20 shillings</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">+2</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">-3</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">15%</span></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<span style="font-size: xx-small;">15 lbs.</span></div>
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</td></tr>
<tr><td><span style="font-size: xx-small;">Flankshield</span></td>
<td> <div style="text-align: center;">
<b><u><span style="font-size: xx-small;">DF:CoL</span></u></b></div>
</td>
<td><div style="text-align: center;">
<span style="font-size: xx-small;">20 shillings</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">+1/+2</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">-</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">-2</span></div>
</td><td><div style="text-align: center;">
<span style="font-size: xx-small;">20%</span></div>
</td><td><div style="text-align: right;">
<div style="text-align: center;">
<span style="font-size: xx-small;">15 lbs.</span></div>
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<span style="font-size: large;"><b>Armor Descriptions</b></span><br />
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<b>Breaker Shield:</b> A breaker shield is a devious invention favored by orcs that causes their opponent;s weapons to shatter or snap when they hit it. This large shield is covered with jagged metal or specially carved wooden fins that can trap and break weapons. Any time a character using a breaker shield takes a total defense action, he can attempt to sunder an attacking opponent's weapon as an attack of opportunity. This does not provoke an attack of opportunity. If the opponent's attack misses by less than the total Armor Class bonus provided by the total defense action and the breaker shield, then the character may attempt to sunder their opponent's weapon.<br />
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Only Medium and smaller weapons can be sundered by a breaker shield. Only proficient users can use the special ability of a breaker shield, which requires the Exotic Shield Proficiency.<br />
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<b>Flankshield:</b> A flankshield is a specially designed shield used by mounted defenders to ward off attacks against both them and their mounts. It is a small buckler that has an extension with another, oval-shaped shield to protect a horse's flank. It provides a +1 shield bonus to its wielder, and a +2 shield bonus to his mount.<br/>
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Only proficient users can gain the benefit of a flankshield while mounted, which requires the Exotic Shield Proficiency feat.<br/>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-36300837481808576702020-06-03T16:35:00.010-04:002021-12-18T11:26:08.706-05:00House Rules - New Magic Armor and Shield Special AbilitiesArmor and shields may have special abilities, such as acid resistance or fortification. Special abilities count as additional bonuses for determining the market value of the item, but do not modify defensive bonuses (except where specifically noted). A single shield or suit of armor cannot have a modified bonus (enhancement bonus plus special ability bonus equivalent) higher than +10. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Daylight Ward:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) Armor and shields with this special ability grant creatures with light sensitivity the ability to ignore the negative effects of sunlight and <i>daylight</i> spells.<br />
<b><i>Aura</i>:</b> Moderate abjuration; <b><i>Caster Level</i>:</b> 2<sup><small>nd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-endure-sunlight.html">endure sunlight</a></i>; <b><i>Cost</i>:</b> +1 bonus.<br />
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<b>Fleet:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) <i>Fleet</i> armor is built using the very lightest materials and processes available. It also incorporates ingenious springs and roller to move the wearer quickly along the ground. A creature in <i>fleet</i> armor increases its base speed by +10 feet. Only light armor may be imbued with this special ability.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>expeditious retreat</i>; <b><i>Cost</i>:</b> +1 bonus.<br />
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<b>Grace:</b> (<i>Book of Eldritch Might II</i>) This armor is flexible and easier than normal to move and stretch within. It has no maximum Dexterity bonus.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>cat's grace</i>; <b><i>Cost</i>:</b> +1 bonus.<br />
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<b>Greater Maneuvering:</b> (<i>Book of Eldritch Might II</i>) The lightness and ease-of-use of a suit of armor or a shield with this ability reduces the associated armor check penalty to 0.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>freedom of movement</i>, <i>haste</i>; <b><i>Cost</i>:</b> +2 bonus.<br />
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<b>Grudge:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) <i>Grudge</i> armor and shields excel at defending against one type of creature. Against the designated foe, their effective enhancement bonus is +3 better than normal. To randomly determine a designated foe, roll on the following table:<br />
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<tr><td><b><u><span style="font-size: x-small;">d%</span></u></b></td><td><b><u><span style="font-size: x-small;">Designated Foe</span></u></b></td></tr>
<tr><td><span style="font-size: x-small;">01 - 05</span></td><td><span style="font-size: x-small;">Aberrations</span></td></tr>
<tr><td><span style="font-size: x-small;">06 - 13</span></td><td><span style="font-size: x-small;">Animals</span></td></tr>
<tr><td><span style="font-size: x-small;">14 - 20</span></td><td><span style="font-size: x-small;">Constructs</span></td></tr>
<tr><td><span style="font-size: x-small;">21 - 25</span></td><td><span style="font-size: x-small;">Dragons</span></td></tr>
<tr><td><span style="font-size: x-small;">26 - 30</span></td><td><span style="font-size: x-small;">Elementals</span></td></tr>
<tr><td><span style="font-size: x-small;">31 - 35</span></td><td><span style="font-size: x-small;">Fæy</span></td></tr>
<tr><td><span style="font-size: x-small;">36 - 40</span></td><td><span style="font-size: x-small;">Giants</span></td></tr>
<tr><td><span style="font-size: x-small;">41 - 45</span></td><td><span style="font-size: x-small;">Magical Beasts</span></td></tr>
<tr><td><span style="font-size: x-small;">46 - 50</span></td><td><span style="font-size: x-small;">Monstrous Humanoids</span></td></tr>
<tr><td><span style="font-size: x-small;">51 - 53</span></td><td><span style="font-size: x-small;">Oozes</span></td></tr>
<tr><td><span style="font-size: x-small;">54 - 58</span></td><td><span style="font-size: x-small;">Outsiders, Chaotic</span></td></tr>
<tr><td><span style="font-size: x-small;">59 - 65</span></td><td><span style="font-size: x-small;">Outsiders, Evil</span></td></tr>
<tr><td><span style="font-size: x-small;">66 - 70</span></td><td><span style="font-size: x-small;">Outsiders, Good</span></td></tr>
<tr><td><span style="font-size: x-small;">71 - 75</span></td><td><span style="font-size: x-small;">Outsiders, Lawful</span></td></tr>
<tr><td><span style="font-size: x-small;">76 - 77</span></td><td><span style="font-size: x-small;">Plants</span></td></tr>
<tr><td><span style="font-size: x-small;">78 - 85</span></td><td><span style="font-size: x-small;">Shapechangers</span></td></tr>
<tr><td><span style="font-size: x-small;">86 - 92</span></td><td><span style="font-size: x-small;">Undead</span></td></tr>
<tr><td><span style="font-size: x-small;">93 - 94</span></td><td><span style="font-size: x-small;">Vermin</span></td></tr>
<tr><td><span style="font-size: x-small;">95 - 00</span></td><td><span style="font-size: x-small;">Humanoid (choose subtype)</span></td></tr>
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<b><i>Aura</i>: </b>Moderate conjuration; <b><i>Caster Level</i>:</b> 11<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>summon monster I</i>; <b><i>Cost</i>:</b> +2 bonus.<br />
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<b>Horselord:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) This armor is built for mounted combat and includes spurs and intricate systems of rings to tie the wearer to a mount. It grants a +10 circumstance bonus on Ride checks. Only light and medium armor may have this special ability.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 2<sup><small>nd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, creator must have at least 8 ranks in Ride; <b><i>Cost</i>:</b> +1 bonus.<br />
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<b>Maneuvering:</b> (<i>Book of Eldritch Might II</i>) Armor or shields with this ability reduce their associated armor check penalty by 2. Items with this ability are light and magically maneuverable - and in the case of armor, extemely limber.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>freedom of movement</i>; <b><i>Cost</i>:</b> +1 bonus.<br />
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<b>Pack Mule:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) Armor with this special ability is designed balance as much weight as possible on the hips, allowing its wearer to carry far more weight than normal. A wearer of pack mule armor suffers no encumbrance penalty for carrying a medium load, and incurs only the normal penalty for a medium load while carrying a heavy load. The wearer's maximum load is unchanged. Only armor may have this special ability.<br />
<b><i>Aura</i>:</b> Moderate evocation; <b><i>Caster Level</i>:</b> 8<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>divine power</i>; <b><i>Market Price</i>:</b> +2 bonus.<br />
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<b>Ram:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) Ram armor is specially reinforced along the joints and buttressed with heavy struts that run along the wearer's back and shoulders. It also includes various handles and grips on the back. The wearer gains a +8 competence bonus on Strength checks made to break open doors and the armor's construction allows a second person to aid the attempt, adding another +2 circumstance bonus to the check if successful. Opponents who attempt to grapple the wearer also gain a +2 circumstance bonus on the grapple check from the many handholds on this armor. Only medium or heavy armor may have this special ability.<br />
<b><i>Aura</i>:</b> Moderate evocation; <b><i>Caster Level</i>:</b> 9<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-force-ram.html">force ram</a></i>; <b><i>Market Price</i>:</b> +1 bonus.<br />
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<b>Seeming:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) Armor of <i>seeming</i> is a favorite of assassins and burglars alike. Once per day, with a command word, the wearer can instantly disguise himself as with the spell <i>alter self</i> as if cast by a 6<sup><small>th</small></sup> level caster (1 hour duration). Only armor may have this special ability.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>alter self</i>; <b><i>Market Price</i>:</b> +2 bonus.<br />
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<b>Spellcasting:</b> (<i>Book of Eldritch Might II</i>) This armor or shield bears a special ensorcellment to make it easier to use while casting arcane spells. Reduce arcane spell failure chances by 15 percent when using this armor or shield.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>limited wish</i>, <i>mage armor</i>; <b><i>Cost</i>:</b> +2 bonus.<br />
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<b>Superior Spellcasting:</b> (<i>Book of Eldritch Might II</i>) The magic within this armor or shield is so potent, arcane spellcasters can use it with no spell-failure chance.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 17<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, <i>mage armor</i>, <i>wish</i>; <b><i>Cost</i>:</b> +4 bonus.<br />
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<b>Tailored:</b> (<i>Wrath and Rage: A Guidebook to Orcs and Half-Orcs</i>) <i>Tailored</i> armor must be built for a particular creature. When worn by the intended wearer, its armor check penalty is 1 better than that of masterwork armor (thus, <i>+1 tailored hide</i> would have an armor check penalty of -1). A suit of <i>tailored</i> armor worn by anyone other than its intended wearer does not confer this benefit, and actually worsens the armor check penalty by 1 - just as if the armor were not masterwork. Only armor may have this special ability.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Magic Arms and Armor, creator must have at least 8 ranks in Craft (Armorsmithing); <b><i>Market Price</i>:</b> +1 bonus.<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-73411706998667994962020-05-26T22:53:00.001-04:002020-12-09T13:19:41.275-05:00Campaign Design - Base Classes: Rogue<b><span style="font-size: large;">Rogue</span></b><br />
(from the <i>Player's Handbook</i> as modified by the <i>Player's Guide to Rangers and Rogues</i>)<br />
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Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: Entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.<br />
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<b>Abilities:</b> Dexterity provides extra protection for the lightly armored rogue. dexterity, Intelligence, and Wisdom are important for may of the rogue's skills. A high Intelligence score gives the rogue extra skill points which can be used to expand her repertoire.<br />
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<b>Alignment:</b> Any.<br />
<b>Hit Die:</b> d6.<br />
<b>Luck Die:</b> d10.<br />
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<b><span style="font-size: large;">Class Skills</span></b><br />
<ul>
<li><b>Skill List:</b> The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform: Any (all skills taken individually)(Cha), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</li>
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<li><b><i>Note</i>:</b> Because the Three Worlds campaign uses the <a href="http://playinginotherworlds.blogspot.com/2013/01/house-rule-skills-by-character-skill.html">Skills by Character</a> 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.</li>
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<li><b>Skill Points at 1<sup><small>st</small></sup> Level:</b> (8 + Intelligence modifier) x 4.</li>
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<li><b>Skill Points at Each Additional Level:</b> 8 + Intelligence modifier.</li>
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<b><span style="font-size: large;">Class Features</span></b><br />
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<li><b>Base Attack Bonus:</b> Average. A rogue gains +¾ base attack bonus per class level.</li>
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<li><b>Base Fortitude Save Bonus:</b> Poor. A rogue gains a +⅓ base Fortitude save bonus per class level.</li>
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<li><b>Base Reflex Save Bonus:</b> Good. A rogue gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.</li>
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<li><b>Base Will Save Bonus:</b> Poor. A rogue gains a +⅓ base Will save bonus per class level.</li>
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<li><b>Weapon and Armor Proficiency:</b> Rogues are proficient with all simple weapons plus the composite shortbow, hand crossbow, rapier, sap, shortbow, and short sword, and with light armor, but not with shields.</li>
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<li><b>Sneak Attack:</b> If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
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The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1<sup><small>st</small></sup> level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.<br />
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Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br />
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With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.<br />
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A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</li>
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<li><b>Trapfinding (Ex):</b> A rogue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A magic trap generally has a DC of 25 + the level of the spell used to create it. A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</li>
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<li><b>Evasion (Ex):</b> Beginning at 2<sup><small>nd</small></sup> level, a scout can avoid damage from certain attacks with a successful Reflex save. At 2<sup><small>nd</small></sup> level or higher, if a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.</li>
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<li><b>Trap Sense (Ex):</b> At 3<sup><small>rd</small></sup> level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6<sup><small>th</small></sup> level, to +3 when she reaches 9<sup><small>th</small></sup> level, to +4 when she reaches 12<sup><small>th</small></sup> level, to +5 at 15<sup><small>th</small></sup>, and to +6 at 18<sup><small>th</small></sup> level.<br />
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Trap sense bonuses gained from multiple classes stack.</li>
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<li><b>Canny Rogue:</b> Starting at 4<sup><small>th</small></sup> level, a rogue gains one of the two abilities listed below. Once the choice is made, it may not be changed thereafter.<br />
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<ul>
<li><span style="font-size: x-small;"><b>Disruptive Attack (Ex):</b> Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.</span></li>
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<li><span style="font-size: x-small;"><b>Uncanny Dodge (Ex):</b> A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.</span></li>
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<li><b>Superior Canny Rogue:</b> A rogue of 8<sup><small>th</small></sup> level can select from one of the following abilities. Once this choice is made, it cannot be changed thereafter.<br />
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<ul>
<li><span style="font-size: x-small;"><b>Disruptive Attack (Ex):</b> Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.</span></li>
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<li><span style="font-size: x-small;"><b>Improved Uncanny Dodge:</b> A rogue with the uncanny dodge ability can select the improved uncanny dodge ability. A rogue with this ability can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</span></li>
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<li><span style="font-size: x-small;"><b>Uncanny Dodge (Ex):</b> A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead when she selects this ability.</span></li>
</ul></li>
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<li><b>Special Abilities:</b> On attaining 10<sup><small>th</small></sup> level, and at every three levels thereafter (13<sup><small>th</small></sup>, 16<sup><small>th</small></sup>, and 19<sup><small>th</small></sup>), a rogue gains a special ability of her choice from among the following options.<br />
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<ul>
<li><span style="font-size: x-small;"><i>Crippling Strike</i> (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.</span></li>
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<li><span style="font-size: x-small;"><i>Defensive Roll</i> (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to Armor Class, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.</span></li>
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<li><span style="font-size: x-small;"><i>Dirty Fighting</i> (Ex): The rogue is skilled at distracting, unnerving, deceiving, and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: Automatically succeed on a single attack roll, cause her opponent to fail a single attack roll, make a sine attack roll and then move away from the opponent, treating the square the action starts in as not threatened, or perform a single sneak attack even while the opponent is not flanked and retains his full Dexterity bonus.</span></li>
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<li><span style="font-size: x-small;"><i>Honed Senses</i> (Ex): The rogue notices that others miss. once per day, the rogue may choose to use his honed senses on any one of the following skills: Appraise, Gather Information, Knowledge, Listen, Search, Sense Motive, or Spot skill checks, as well as all attempt to save against illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.</span></li>
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<li><span style="font-size: x-small;"><i>Improved Defensive Roll</i> (Ex): This ability is similar to defensive roll, except that instead of half damage, the rogue takes no damage at all. Since all rogues with this ability are required to already have defensive roll, they may now make two defensive rolls per day - one for zero damage and one for half damage. <i>Prerequisite</i>: Defensive Roll.</span></li>
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<li><span style="font-size: x-small;"><i>Improved Evasion</i> (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.</span></li>
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<li><span style="font-size: x-small;"><i>Improved Slippery Mind</i> (Ex): if a rogue with improved slippery mind is affected by any enchantment cast by a spellcaster whose caster level is less than half the character's rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the enchantments of higher level casters. <i>Prerequisites</i>: Slippery Mind.</span></li>
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<li><span style="font-size: x-small;"><i>Inconspicuousness</i> (Ex): The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness special ability is the rogue's Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally, unless of course, the rogue is actively hiding. In addition, any time a spellcaster wishes to target the rogue with a Divination spell, she must first succeed a a Concentration check with a DC equal to the rogue's Intelligence modifier + his ranks in Hide.</span></li>
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<li><span style="font-size: x-small;"><i>Intuition</i> (Ex): Once per session, the player of a rogue character may privately ask the DM a single in-character yes or no question. The DM must answer the question truthfully, and the player may then use this information as an in-character "hunch". This question cannot pertain to things that are randomly determined, since the DM cannot possibly know the answer in advance, but all other in-character yes or no questions are acceptable. if the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.</span></li>
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<li><span style="font-size: x-small;"><i>Lódur's Luck</i> (Su): The rogue is inordinately lucky - most of the time. Once per day, the rogue may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Lódur's Luck can be used to confirm a critical hit, but if used as a regular attack roll it does not create a critical threat. For every three times this ability is used, the DM may choose to turn one of the rogue's successful rolls into a 1. The DM may not use this ability on a natural 20.</span></li>
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<li><span style="font-size: x-small;"><i>Opportunist</i> (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.</span></li>
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<li><span style="font-size: x-small;"><i>Roguish Charm</i> (Ex): The rogue is very likable, in spite of all evidence to the contrary. Once per day, she may choose to perform any one of the following two near-magical effects:</span><br />
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<span style="font-size: x-small;">
First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim's line of sight for more than a minute. The lie must be believable to a sane person - "the sky is green" will not work, but "of course I didn't steal the jewel" would work on anyone who had not witnessed the incident directly. The lie cannot be longer than a single simple sentence.</span><br />
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Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not - unless the person is so powerful in personal ability or authority that turning back the guards poses no threat whatsoever.</span><br />
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These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters with higher Hit Dice than the rogue's class level may make a Will save at a DC of 10 + the rogue's Charisma modifier + the rogue's ranks in an appropriate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue's attempt to manipulate them. These abilities can never work on the same person twice, and the rogue must always be within the target's line of sight to attempt either ability.</span></li>
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<li><span style="font-size: x-small;"><i>Search Mastery</i> (Ex): The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for- especially if he is searching in the wrong room - but it will be interesting in some way. DMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, buts of local gossip, things of no interest to the rogue personally, but useful to some other member of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but DMs should try to make this ability as interesting and diverse as they can. <i>Prerequisite</i>: Search 10+ ranks.</span></li>
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<li><span style="font-size: x-small;"><i>Skill Mastery</i> (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.</span></li>
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<li><span style="font-size: x-small;"><i>Skilled Opportunist</i> (Ex): This functions identically to the opportunist special ability, except that the rogue may use it as many times in a round as she has attacks of opportunity. <i>Prerequisites</i>: Combat Reflexes, Opportunist.</span></li>
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<li><span style="font-size: x-small;"><i>Slippery Mind</i> (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.</span></li>
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<li><span style="font-size: x-small;"><i>Feat</i>: A rogue may gain a bonus feat in place of a special ability. The rogue must meet all of the prerequisites for the selected feat as normal.</span></li>
</ul>
</li>
</ul>
<b><span style="font-size: large;">Rogue</span></b><br />
<table><tbody>
<tr><td><u><b>Level</b></u></td><td><u><b>Special</b></u></td></tr>
<tr><td><span style="font-size: x-small;">1<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+1d6), trapfinding</span></td></tr>
<tr><td><span style="font-size: x-small;">2<sup>nd</sup></span></td><td><span style="font-size: x-small;">Evasion</span></td></tr>
<tr><td><span style="font-size: x-small;">3<sup>rd</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+2d6), trap sense +1</span></td></tr>
<tr><td><span style="font-size: x-small;">4<sup>th</sup></span></td><td><span style="font-size: x-small;">Canny rogue</span></td></tr>
<tr><td><span style="font-size: x-small;">5<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+3d6)</span></td></tr>
<tr><td><span style="font-size: x-small;">6<sup>th</sup></span></td><td><span style="font-size: x-small;">Trap sense +2</span></td></tr>
<tr><td><span style="font-size: x-small;">7<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+4d6)</span></td></tr>
<tr><td><span style="font-size: x-small;">8<sup>th</sup></span></td><td><span style="font-size: x-small;">Superior canny rogue</span></td></tr>
<tr><td><span style="font-size: x-small;">9<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+5d6), trap sense +3</span></td></tr>
<tr><td><span style="font-size: x-small;">10<sup>th</sup></span></td><td><span style="font-size: x-small;">Special ability</span></td></tr>
<tr><td><span style="font-size: x-small;">11<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+6d6)</span></td></tr>
<tr><td><span style="font-size: x-small;">12<sup>th</sup></span></td><td><span style="font-size: x-small;">Trap sense +4</span></td></tr>
<tr><td><span style="font-size: x-small;">13<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+7d6), special ability</span></td></tr>
<tr><td><span style="font-size: x-small;">14<sup>th</sup></span></td><td><span style="font-size: x-small;">-</span></td></tr>
<tr><td><span style="font-size: x-small;">15<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+8d6), trap sense +5</span></td></tr>
<tr><td><span style="font-size: x-small;">16<sup>th</sup></span></td><td><span style="font-size: x-small;">Special ability</span></td></tr>
<tr><td><span style="font-size: x-small;">17<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+9d6)</span></td></tr>
<tr><td><span style="font-size: x-small;">18<sup>th</sup></span></td><td><span style="font-size: x-small;">Trap sense +6</span></td></tr>
<tr><td><span style="font-size: x-small;">19<sup>th</sup></span></td><td><span style="font-size: x-small;">Sneak attack (+10d6), special ability</span></td></tr>
<tr><td><span style="font-size: x-small;">20<sup>th</sup></span></td><td><span style="font-size: x-small;">-</span></td></tr>
</tbody></table>
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-base-classes.html">Base Classes</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-18589199568015208102020-05-25T23:01:00.003-04:002020-05-25T23:01:38.450-04:00House Rules - New PotionsThis is a listing of potions found in the <i>Dungeon Master's Guide</i> or <i>Magic Item Compendium</i> that may appear in my campaigns.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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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.<br />
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<b>Potion of Troll Blood:</b> One of the most dangerous potions, this thick, foul=-smelling brew is distilled from troll blood and gives regenerative powers to the drinker, albeit not without risk. When quaffed, the potion grants regenerative power equal to one hit point per round for the next ten minutes. The power works even after death unless the body is burned or soaked in acid; dismemberment does not inhibit regeneration. The potion's side effect causes drinkers to go into a frenzy that makes them a danger to friend and foe. When the potion is imbibed, the drinker must make a DC 15 Fortitude save or immediately enter a blood age similar to that of a barbarian. The unlucky soul gains +4 to their Strength, +4 to their Constitution, and +2 to Will saves, but suffers a -2 penalty to their Armor Class and an inability to tell friend from foe. The frenzied drinker must attack the nearest creature, continuing to do so until it is killed, whereupon the berserk drinker will more to the next nearest target. If multiple targets are within the same range, randomly determine which one the imbiber attacks. Only the drinker's death or the time lapse of ten minutes can stop this frenzy.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Brew Potion, <i>regenerate</i>; <b><i>Cost</i>:</b> 5,325 shillings.; <b><i>Cost to Create</i>:</b> 2,663 shillings + 213 experience points; <b><i>Weight</i>:</b> ½ lb..<br />
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<a href="http://playinginotherworlds.blogspot.com/">Home</a> <a href="http://playinginotherworlds.blogspot.com/p/house-rules.html">House Rules</a>Aaron Poundhttp://www.blogger.com/profile/11747596648152141394noreply@blogger.com0tag:blogger.com,1999:blog-7774895140840538841.post-65296743214925955102020-05-20T16:47:00.011-04:002022-01-10T18:26:25.795-05:00House Rules - New Wondrous ItemsThis is a listing of wondrous items that may appear in my campaigns.<br />
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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 <a href="http://playinginotherworlds.blogspot.com/2017/09/general-rules-sourcebook-abbreviations.html">Sourcebook Abbreviations</a>.<br />
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<br /></div>
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.<br />
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<b>Anklet of Translocation:</b> (<i>Magic Item Compendium</i>) An <i>anklet of translocation</i> allows you to make short dimensional hops. When it is activated, you ca instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the <i>anklet</i> to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation of wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An <i>anklet of translocation</i> functions two times per day. Activating the <i>anklet</i> is a swift action.<br />
<b><i>Aura</i>:</b> Moderate conjuration; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>dimension door</i>; <b><i>Cost</i>:</b> 1,400 shillings; <b><i>Cost to Create</i>:</b> 700 shillings + 56 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Arcanist's Gloves:</b> (<i>Magic Item Compendium</i>) When you activate <i>arcanist's gloves</i>, you add 2 to the caster level of the next 1<sup><small>st</small></sup>-level arcane spell you cast before the end of your turn. <i>Arcanist's gloves</i> require a swift action to use and function two times per day.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>fox's cunning</i>; <b><i>Cost</i>:</b> 500 shillings; <b><i>Cost to Create</i>:</b> 250 shillings + 20 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Belt of One Mighty Blow:</b> (<i>Magic Item Compendium</i>) Activating a <i>belt of one mighty blow</i> is a swift action and grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. A <i>belt of one mighty blow</i> functions once per day.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>bull's strength</i>; <b><i>Cost</i>:</b> 1,500 shillings; <b><i>Cost to Create</i>:</b> 750 shillings + 60 experience points. <b><i>Weight</i>:</b> 1 lb.<br />
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<b>Boots of Agile Leaping:</b> (<i>Magic Item Compendium</i>) While wearing <i>boots of agile leaping</i>, you can add your Dexterity modifier (instead of your Strength modifier) to Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3rd; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>cat's grace</i>; <b><i>Cost</i>:</b> 600 shillings; <b><i>Cost to Create</i>:</b> 300 shillings + 24 experience points. <b><i>Weight</i>:</b> 2 lbs.<br />
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<b>Boots of Landing:</b> (<i>Magic Item Compendium</i>) While wearing <i>boots of landing</i>, you land on your feet, no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>feather fall</i> or <i>catfall</i>; <b><i>Cost</i>:</b> 500 shillings; <b><i>Cost to Create</i>:</b> 250 shillings + 20 experience points. <b><i>Weight</i>:</b> 1 lb.<br />
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<b>Bracers of Quick Strike:</b> (<i>Magic Item Compendium</i>) When you activate <i>bracers of quick strike</i>, you can make one extra attack with any weapon you are holding if you already made a full attack action on this turn. This attack is made at your full base attack bonus plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack such as the Rapid Shot feat, a speed weapon, or the <i>haste</i> spell. <i>Bracers of quick strike</i> function once per day and are activated as a swift action. You must wear <i>bracers of quick strike</i> for 24 hours before you can access their abilities. if you take them off, they become inactive until worn for an additional 24 hours.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 5th; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>haste</i>; <b><i>Cost</i>:</b> 1,400 shillings; <b><i>Cost to Create</i>:</b> 700 shillings + 56 experience points. <b><i>Weight</i>:</b> 1 lb.<br />
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<b>Brooch of Stability:</b> (<i>Magic Item Compendium</i>) This brooch is dangerous in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage was not enough to kill you). A <i>brooch of stability</i> functions once per day.<br />
<b><i>Aura</i>:</b> Faint conjuration; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>cure light wounds</i>; <b><i>Cost</i>:</b> 1,000 shillings; <b><i>Cost to Create</i>:</b> 275 shillings + 22 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Brute Gauntlets:</b> (<i>Magic Item Compendium</i>) Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.<br />
<ul>
<li><span style="font-size: x-small;"><i>1 charge</i>: +2 morale bonus.</span></li>
<li><span style="font-size: x-small;"><i>2 charges</i>: +3 morale bonus.</span></li>
<li><span style="font-size: x-small;"><i>3 charges</i>: +4 morale bonus.</span></li>
</ul>
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>bull's strength</i>; <b><i>Cost</i>:</b> 500 shillings; <b><i>Cost to Create</i>:</b> 250 shillings + 20 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Chain of Supernatural Might:</b> (<i>Book of Eldritch Might II</i>) This heavy iron chain wraps around the hand and arm. It confers a +2 armor bonus to Armor Class and increases damage inflicted by unarmed or natural attacks with the arm it wraps by +2. Most importantly, it increases by +2 the saving throw DCs of all the user's supernatural abilities.<br />
<b><i>Aura</i>:</b> Moderate conjuration and transmutation; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-greater-magical.html">greater magical flow enhancement</a></i>, <i>mage armor</i>, <i>magic fang</i>; <b><i>Cost</i>:</b> 30,000 shillings; <b><i>Cost to Create</i>:</b> 15,000 shillings + 1,200 experience points. <b><i>Weight</i>:</b> 15 lbs.<br />
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<b>Cloak of the Living:</b> (<i>Book of Eldrtitch Might II</i>) This gray cloak, when worn by an undead humanoid, makes it appear to th senses as an average, living humanoid of the appropriate type (a vampiric dwarf appears to be a dwarf, a human skeleton appears human, and so on). This illusion proves effective not only against all normal senses, but also against all divinations. The undead creature does not registaer under a <i>detect undead</i> spell, for example. A <i>cloak of the living</i> even foils <i>true seeing</i>. Undead wearing this cloak can still be turned.<br />
<b><i>Aura</i>:</b> Strong illusion; <b><i>Caster Level</i>:</b> 15<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>mind blank</i>, <i>permanent image</i>; <b><i>Cost</i>:</b> 100,000 shillings; <b><i>Cost to Create</i>:</b> 50,000 shillings + 4,000 experience points. <b><i>Weight</i>:</b> 1 lbs.<br />
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<b>Cloak of Predatory Vigor:</b> (<i>Magic Item Compendium</i>) A <i>cloak of predatory vigor</i> helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak as a swift action to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.<br />
<b><i>Aura</i>:</b> Faint conjuration; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>cure moderate wounds</i>; <b><i>Cost</i>:</b> 1,400 shillings; <b><i>Cost to Create</i>:</b> 700 shillings + 56 experience points. <b><i>Weight</i>:</b> 2 lbs.<br />
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<b>Essence Crystal:</b> (<i>Vigil Watch: Secrets of the Asaatthi</i>) This platinum chain is set with a blue-white crystal, used in the <i><a href="https://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-life-transfer.html">life transfer</a></i> spell to store the souls of sentient creatures. The stone grows darker in color the more souls are placed into the crystal, and drains in color as each soul's life force is drained to ignore the natural effects of aging in the wearer. An <i>essence crystal</i> is usually found uncharged. When the wearer casts<i> life transfer</i>, the crystal gains a number of charges equal to the Hit Dice of the victim of the spell. By expending a charge, the wearer is immune to the effects of natural aging for a full year. The wearer resumes aging as normal if the essence crystal is removed. The crystal has hardness 5 and 25 hit points.<br />
<b><i>Aura</i>:</b>; Strong necromancy; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>life transfer</i>; <b><i>Cost</i>:</b> 91,000 shillings; <b><i>Cost to Create</i>:</b> 45,500 shillings + 3,640 experience points; <b><i>Weight</i>:</b> -.<br />
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<b>Headband of Reflected Arrows:</b> (<i>Book of Eldritch Might II</i>) This headband of woven gold threads bears small crossed arrow symbols all around the outside. Three times per day it causes an arrow, crossbow bolt, or other ranged weapon directed at the wearer to turn around and go after the attacker. The same bonuses used to attack the wearer apply against the attacker. Thus, if an archer looses an arrow with a +13 bonus at the wearer, resolve a +13 attack against the archer instead, with damage inflicted normally upon a successful hit. The wearer need not be aware of the assault and cannot decide when to reflect an attack - the headband simply functions against the first three ranged weapon attacks made towards the wearer.<br />
<b><i>Aura</i>:</b>; Strong abjuration; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>protection from arrows</i>, <i>spell turning</i>; <b><i>Cost</i>:</b> 7,800 shillings; <b><i>Cost to Create</i>:</b> 3,900 shillings + 312 experience points; <b><i>Weight</i>:</b> -.<br />
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<b>Helm of Alacrity:</b> (<i>Book of Eldritch Might II</i>) These golden helms give wearers a fraction of a second's warning when a blow is coming, aiding their ability to defend themselves. Each helm adds an insight bonus to the wearer's Armor Class.<br />
<b><i>Aura</i>:</b>; Moderate abjuration; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>freedom of action</i>, the caster must have a caster level equal to or greater than four times the helm's bonus; <b><i>Cost</i>:</b> 4,000 shillings (<i>+1 helm</i>), 16,000 shillings (<i>+2 helm</i>), 36,000 shillings (<i>+3 helm</i>), 64,000 shillings (<i>+4 helm</i>), or 100,000 shillings (<i>+5 helm</i>); <b><i>Cost to Create</i>:</b> 2,000 shillings + 160 experience points (<i>+1 helm</i>), 8,000 shillings + 640 experience points (<i>+2 helm</i>), 18,000 shillings + 1,440 experience points (<i>+3 helm</i>), 32,000 shillings + 2,560 experience points (<i>+4 helm</i>), or 50,000 shillings + 4,000 experience points (<i>+5 helm</i>); <b><i>Weight</i>:</b> 3 lbs.<br />
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<b>Horn of Khil:</b> (<i>Fury in the Wastelands: The Orcs of Tellene</i>) Carved from the horn of a fell beast, this standard size signal horn is crudely engraved with scenes of violence and death. Sacred ot Khil, the horn instills frenzy into all orcs that hear its deep, booming call. When blown, all orcs within 50 feet immediately rage, with the sole exception of the horn blower. This is identical to the 1st level barbarian brutal strikes class ability except that the rage lasts for 5 rounds. This rage counts against the daily uses of the rage ability for a barbarian character. The horn can be blown as many times per day as the owner wishes, but any given orc can be affected no more than once in a 24-hour period.<br />
<b><i>Aura</i>:</b> Moderate transmutation; <b><i>Caster Level</i>:</b> 9<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>bear's endurance</i>, <i>bull's strength</i>; <b><i>Cost</i>:</b> 29,000 shillings.; <b><i>Cost to Create</i>:</b> 14,500 shillings + 1,160 experience points; <b><i>Weight</i>:</b> -.<br />
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<b>Lens of Focus:</b> (<i>Book of Eldritch Might III</i>) The small crystalline <i>lens of focus</i>, held in a gold frame with a small gold handle, magnifies ray spells cast through it. When a user casts any ray spell through the lens, the spell grants a +2 bonus to its ranged touch attack roll. it the ray inflicts damage, the amount increases by 50 percent.<br />
<b><i>Aura</i>:</b> Strong transmutation; <b><i>Caster Level</i>:</b> 13<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i><a href="http://playinginotherworlds.blogspot.com/2011/01/campaign-design-spells-spellmaster.html">spellmaster</a></i>; <b><i>Cost</i>:</b> 20,000 shillings; <b><i>Cost to Create</i>:</b> 10,000 shillings + 800 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Lute of Charms:</b> (<i>Book of Eldritch Might II</i>) This magical lute allows the bearer to use <i>charm person</i> at will. Further, the DC of the spell is based upon the character's Perform check:<br />
<table cellpadding="5"><tbody>
<tr><td><span style="font-size: x-small;"><b>Perform Check Result</b></span></td><td><span style="font-size: x-small;"><b>Spell DC</b></span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">10 or less</span></td><td style="text-align: center;"><span style="font-size: x-small;">11</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">11 - 15</span></td><td style="text-align: center;"><span style="font-size: x-small;">13</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">16 - 20</span></td><td style="text-align: center;"><span style="font-size: x-small;">15</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">21 - 25</span></td><td style="text-align: center;"><span style="font-size: x-small;">17</span></td></tr>
<tr><td style="text-align: center;"><span style="font-size: x-small;">26 or more</span></td><td style="text-align: center;"><span style="font-size: x-small;">19</span></td></tr>
</tbody></table>
As the lute is a masterwork quality instrument, it provides a +2 bonus on all Perform: Stringed Instrument checks when played.<br />
<b><i>Aura</i>:</b> Faint transmutation; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>charm person</i>; <b><i>Cost</i>:</b> 6,000 shillings; <b><i>Cost to Create</i>:</b> 3,000 shillings + 240 experience points. <b><i>Weight</i>:</b> 2 lbs.<br />
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<b>Pipes of Protection:</b> (<i>Book of Eldritch Might II</i>) These magical pan pipes, when played, offer up a sphere of magical protection based on the player's desire. The sphere forms a 5-foot radius around the pipes' player and lasts as long as she plays. Using them properly calls for DC 15 Perform check. A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move-equivalent actions while playing the pipes. Each type of protection can be used once per day:<br />
<ul>
<li><span style="font-size: x-small;"><i>Protection from Flame</i>: No open flame can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a <i>wall of force</i>.</span></li>
<li><span style="font-size: x-small;"><i>Protection from Frost</i>: The temperature within the sphere remains 70 degrees Fahrenheit no matter what forces or spells are used against it. it hedges out cold and ice (like a <i>cone of cold</i>) and creatures of the cold subtype.</span></li>
<li><span style="font-size: x-small;"><i>Protection from Undead</i>: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.</span></li>
<li><span style="font-size: x-small;"><i>Protection from Poison</i>: All poison, including poison gas, loses its potency within the sphere. Creatures within with a natural venom regain their poisonous ability once outside the sphere for 1d3 rounds.</span></li>
</ul>
<b><i>Aura</i>:</b> Strong abjuration; <b><i>Caster Level</i>:</b> 14<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>control undead</i>, <i>neutralize poison</i>, <i>protection from energy</i>; <b><i>Cost</i>:</b> 35,000 shillings; <b><i>Cost to Create</i>:</b> 17,500 shillings + 1,400 experience points. <b><i>Weight</i>:</b> 3 lbs.<br />
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<b>Raptor's Mask:</b> (<i>Magic Item Compendium</i>) A <i>raptor's mask</i> grants you a +5 bonus on Spot checks and renders you immune to effects that would leave you blinded or dazzled. A raptor's mask is part of the <i>Regalia of the Phoenix</i>.<br />
<b><i>Aura</i>:</b> Faint divination; <b><i>Caster Level</i>:</b> 5<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>clairaudience/clairvoyance</i>, <i>glitterdust</i>, possession of a piece of the <i>Regalia of the Phoenix</i>; <b><i>Cost</i>:</b> 3,500 shillings; <b><i>Cost to Create</i>:</b> 1,750 shillings + 140 experience points. <b><i>Weight</i>:</b> -.<br />
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<b>Robe of Retaliation:</b> (<i>Magic Item Compendium</i>) A <i>robe of retaliation</i> allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe as an immediate action and sacrifice an arcane spell of 1<sup><small>st</small></sup>-level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.<br />
<b><i>Aura</i>:</b> Moderate evocation; <b><i>Caster Level</i>:</b> 7<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>fire shield</i>; <b><i>Cost</i>:</b> 6,500 shillings; <b><i>Cost to Create</i>:</b> 3,250 shillings + 260 experience points. <b><i>Weight</i>:</b> 2 lbs.<br />
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<b>Slave Bore:</b> (<i>Vigil Watch: Warrens of the Ratmen</i>) The <i>slave bore</i> resembles a small corkscrew, crafted of silver and iron and dipped in the blood of the victim's potential master. The target of this device's foul magic usually is trussed up with a scarlet cord and made to wear a black velvet hood with a small forehead opening. A gag prevents the victim from biting his tongue during the painful ritual to come. The wielder then screws the <i>bore</i> into the victim's head.<br />
<div style="line-height: 0.4em;">
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When the <i>bore</i> is put into place, the victim immediately loses 2d4 Intelligence and 2d4 Wisdom and will lose 1d6 Constitution if he fails a DC 12 Fortitude save. While the <i>bore</i> is in place, the victim must make a Will save each day. The first day, the DC is 15, and it increases by +1 every day thereafter. Each day the victim resists successfully, his Constitution score drops by 1. If this score reaches 0, the victim dies. Should the victim fail his Will save, he becomes the slave of the individual whose blood is on the <i>bore</i>; the victim must obey his master's every command without question. These verbal commands may be delivered only by the slave's master, and must be comprehensible to the victim. The unfortunate slave has no chance to resist, remaining a slave until rescued or slain. So complete is the master's control, the slave will not even eat or drink unless commanded to do so. The Intelligence, Wisdom, and Constitution losses are permanent as long as the <i>bore</i> remains in place.<br />
<div style="line-height: 0.4em;">
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Another individual can remove the <i>bore</i> with a <i>heal</i>, <i>limited wish</i>, <i>miracle</i>, or <i>wish</i> spell, or someone can physically remove it from the victim's head. This latter procedure is extremely hazardous and requires a DC 25 Heal check. If the Heal check fails, the victim loses 1d6 points of Constitution and the healer may try again. If the <i>bore</i> is removed without killing the victim, his abilities slowly return to normal per the normal rules for ability damage. If the victim dies, the <i>bore</i> may be removed and the victim brought back to life with <i>resurrection</i> or similar spells.<br />
<b><i>Aura</i>:</b> Moderate enchantment; <b><i>Caster Level</i>:</b> 12<sup><small>th</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>dominate person</i>; <b><i>Cost</i>:</b> 3,500 shillings.; <b><i>Cost to Create</i>:</b> 1,750 shillings + 140 experience points; <b><i>Weight</i>:</b> -.<br />
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<b>Wink Brooch:</b> (<i>Magic Item Compendium</i>) Many a diplomat wears a <i>wink brooch</i> to court to gain an edge in conversation. When activated, this brooch grants you a +2 competence bonus on a single Bluff or Diplomacy check attempted before the end of your turn. This ability requires a swift action to use and functions three times per day.<br />
<b><i>Aura</i>:</b> Faint enchantment; <b><i>Caster Level</i>:</b> 3<sup><small>rd</small></sup>; <b><i>Prerequisites</i>:</b> Craft Wondrous Item, <i>charm person</i>; <b><i>Cost</i>:</b> 600 shillings; <b><i>Cost to Create</i>:</b> 300 shillings + 24 experience points. <b><i>Weight</i>:</b> -.<br />
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