Wednesday, January 22, 2020

Third Imperium - Sectors and Subsectors

Sectors and Subsectors

Space is Three Dimensional

Space is a three dimensional area, which makes mapping it difficult without resorting to computer animation or cumbersome angular calculations. Traveller has traditionally solved this issue by ignoring the three dimensional nature of space and presenting maps of Imperial space in the form of two dimensional hex maps in which each hex represents one parsec of space. This has the advantage of rendering space in a convenient and easy to read format at the cost of exact accuracy. For campaign purposes, this format works well enough, so I will keep it. Space is really three dimensional though, even in Traveller, so there may be exceptions to the hex mapping conventions.

Directions

The ordinal directions of North, East, South, and West are inapplicable to space, for relatively obvious reasons. Instead, the Third Imperium uses directional terms derived from the relationship to the Orion Arm, the celestial body that encompasses known space. The four directions are Coreward, Rimward, Spinward, and Trailing. Coreward is towards the galactic center, while Rimward is towards the galactic rim. Spinward is in the direction of galactic spin - or clockwise, while Trailing is the opposite, or anticlockwise.

Imperial Sectors

Space is divided by Imperial convention into sectors each measuring 32 by 40 parsecs. Each sector is further subdivided into sixteen subsectors of 8 by 10 parsecs. This mapping convention dates back nearly five thousand years to the early days of the Vilani Empire and has been adopted by all of the Third Imperium's neighbors as an administrative convenience. Other terms used to describe sectors include march, matrix, region, reach, and quadrant. One of the most dynamic regions in the Third Imperium is the Spinward Marches, a sector on the Spinward edge of the Imperium.

The Third Imperium is the largest polity in known space, encompassing nearly 27 sectors of space. Given that a sector holds, on average, between 500 and 650 inhabited worlds, the Imperium commands the loyalty of somewhere between 13,500 and 17,500 inhabited worlds spread out over nearly 35,000 square parsecs of space. These worlds, and many of those in the various client states and adjoining regions have twice been surveyed by the Imperial Interstellar Scout Service, the first survey was published in 420, and the second in 1065. Each survey took nearly one hundred years to complete, and given that the most recent survey was completed fifty-five years before the present, this means that the survey data is as much as one hundred and fifty years out of date.

Other Nations

The Imperium is bordered by several client states, minor nations, and unorganized territories, most of which occupy at most a single subsector, and some of which command the loyalty of a single . It is also bordered by six major states. Note that the existence of states dominated by members of particular alien races does not mean all individuals of those species live within their borders. Despite the existence of, for example, the Aslan Hierate, there are Aslan who reside within the Imperium, serve in its armed forces, and even hold titles of nobility. The same holds true of most of the other major races. Conversely, there are also humans who live in polities controlled by aliens, owing loyalty to those nations.

Aslan Hierate: Lying Spinward and Rimward of the Imperium, the Aslan Hierate is ruled over by the Aslan, a superficially lion-like alien race. The Hierate is not so much a single nation as it is a collection of mostly allied clans that share a common culture and a very loose cooperative governing body that has almost no actual formal power. The Hierate spans across 18 sectors. While the Aslan Hierate has never gone to war as a single entity, component clans have allied themselves with various warring parties, and the tradition of sending younger sons out as Iratei to seek lands of their own has frequently caused friction with their neighbors.

Hive Federation: Situated Trailing and Rimward of the Imperium, the Hiver Federation is home to the Hivers, a species of enigmatic and mostly peaceful hexopodally symmetrical aliens that can best be described as starfish with slightly more specialized limbs. The Hive Federation has only been involved in a single war waged against the K'kree, which they won. The Hive Federation controls 17 sectors.

Solomani Confederation: Comprised of humans from Sol living in those territories that were not reintegrated into the Third Imperium following the collapse of the Second Imperium and the coming of the Long Night, the Solomani Confederation is the smallest of the major powers. The Solomani are chauvinistic and nationalistic, having been in multiple wars with the Imperium, most recently the Solomani Rim War in which they lost control of Terra. The Solomani Confederation is directly Rimward of the Third Imperium and rules over 11 sectors.

Two Thousand Worlds: Located to Trailing, the Two Thousand Worlds are the dominion of the K'kree, a six-limbed race of herbivores referred to colloquially as "centaurs". Despite being descended from herbivorous herding forebears, the K'kree are incredibly aggressive, always concerned that meat-eaters they meet will pose a danger to them and not averse to launching preemptive wars to wipe out such threats. Convinced of their own racial superiority, the K'kree treat all other races in their sphere of control as second class citizens and enforce vegetarianism on all within their territory. The Two Thousand Worlds stretch over 14 sectors of space, although they are composed of something more along the lines of 7,000 to 9,000 inhabited worlds.

Vargr Extents: Directly Coreward of the Imperium is the Vargr Extents, populated primarily by the Vargr, a race of bipedal wolves known to be directly descended from genetically modified wolves from Terra. The Extents are not so much a government as they are "where the Vargr live", as there is no organization, no central authority, and almost no law. Although the Vargr are disorganized and anarchic to such a degree that it is impossible to say that the Vargr "did" anything as a group, several clans of Vargr allied themselves with the Zhodani and Sword Worlders to form the Outworld Coalition against the Imperium in the most recent three Frontier Wars in the Spinward Marches. The Vargr Extents cover an area of roughly 14 sectors of space.

Zhodani Consulate: This alien dominion of humans is Spinward and Coreward of the Imperium, covering no less than 13 sectors of space. The Zhodani are a major strain of humaniti that achieved Jump capability on their own, and have wholeheartedly embraced the use of psionics throughout their culture and government. The Zhodani have fought five wars against the Third Imperium in the Spinward Marches, the fifth and most recent taking place between 1107 Imperial and 1110 Imperial.

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Tuesday, January 21, 2020

Third Imperium - Science and Technology in the Third Imperium

Science and Technology in the Third Imperium

Traveller and the Third Imperium assume a certain level of technology to make the setting work. The general guidelines for how this technology is reflected in the GURPS rules are detailed here. More specific guidance will be fleshed out as time permits.

Tech Levels

The Third Imperium is, in GURPS terms, mostly TL10, with cutting edge Imperial technology reaching TL12 in some areas. That said, technology is unevenly distributed. Many member worlds are relative backwaters, with locally available technology as being as low as TL8. Even TL7 worlds are common enough to be unsurprising.

At a base level, all of items available in GURPS; High Tech are generally available. Most of the items of tech level 10 or below found in GURPS: Bio-Tech, GURPS: Ultra-Tech, and GURPS: Ultra Tech 2 can be found as well, although there are some notable exceptions. Note that some technologies are limited primarily by Imperial custom or law. Attitudes of the denizens of other polities, or even individual member worlds within the Imperium, may vary.

Items designated by the GURPS rules as being available at TL11 and TL12 exist, but are more difficult for Imperial citizens to obtain. Many of these higher tech items are classified or restricted to military or other official use. Other items are experimental or otherwise still in development and may not be available to the public as of yet.

Examples of Ancient technology range in capabilities up to TL15, but such artifacts are exceedingly rare and impossible to replicate.

Technology Changes from the Base GURPS System

Nanotechnology in the Third Imperium is generally much more poorly developed than the GURPS ultra tech guides assume, a fact that may simply be due to the inherent limitations of the technology. All types of ultra tech equipment that rely upon nanotechnology to function are essentially unavailable.

Cybernetic prothetics are reasonably common, but cybernetic enhancements and implants are generally seen as scandalous. Consequently, many such enhancements are unavailable, not because they are unfeasible, but rather because reputable businesses don't want to be seen as dealing in them. They could be obtained from less reputable sources, but would probably be more expensive as a result. Biological prosthetics and enhancements are viewed in much the same manner, and available under much the same circumstances.

Like nanotachnology, robots and artificial intelligence are much more poorly developed than the GURPS ultra tech guides assume. So far as anyone knows, no functional A.I. has been developed by the Third Imperium or any other known civilization. Robots are classified by Imperial law as non-sentient and are consequently not eligible for Imperial citizenship.

Energy weapons are available in the Third Imperium, but require the "backpack" power option, making them bulky and cumbersome. As a result, slug throwing personal weapons remain common in the Third Imperium.

Breaking the Laws of Physics

Most of the technology found in the Third Imperium is plausible according to current physics. There are four notable exceptions:

Jump Drives: No form of faster than light travel other than Jump Drives exist in the Third Imperium The only known means of traveling from star to star in Traveller is the use of Jump Drives. There is also no means of faster than light communication other than travel via Jump Drives.

Jump Drives are rated by the number of parsecs they will allow a ship to travel in a single Jump, ranging from Jump-1 to Jump-6. At the present time, Jump-6 is the fastest any ship can travel, and is theoretically the fastest speed allowable by Jump Drive technology. Longer Jumps are possible as the result of a misjump, but these are unpredictable and impossible to control.

No matter the distance traveled, a Jump takes approximately one hundred and sixty-eight hours to complete (roughly one week), plus or minus ten percent. While in Jumpspace, a starship cannot be contacted, and cannot communicate with anything else, including other ships in Jumpspace.

The smallest size a ship can be an still accommodate a Jump Drive is 100 tons of displacement. Jump Drives use liquid hydrogen as fuel and a Jump consumes 10% of the ship's displacement tonnage in fuel for every parsec traveled. Any Jump of less than 1 parsec is treated as being 1 parsec for fuel consumption purposes. Jumping out of or into an area within 100 diameters of a substantial mass such as a planet, moon, or large asteroid is ill advised, and increases the chance of a misjump.

Reactionless Thrusters: Most spacecraft, including starships, use reactionless thrusters. Reactionless thruster technology in the Third Imperium is more advanced than the standard for GURPS ultra tech. Thrusters appear on the schdule laid out on the table to the right, substituting the "Traveller Tech" level for the "GURPS Tech" level.

GURPS TechTraveller Tech
TL10 Standard Thrusters
TL8
TL10 Super Thrusters
TL9
TL11 Standard Thrusters
TL10
TL11 Super Thrusters
TL11
Spacecraft are generally rated according to how many G's of acceleration they are capable of achieving. Most spacecraft have acceleration capabilities between 1-G and 6-G. Lower acceleration ratings are certainly possible, but may make maneuvering around planetary bodies difficult. Streamlined ships that expect to land in planetary atmospheres generally all have at least 1-G of acceleration to make take off possible. Higher acceleration ratings are theoretically possible, but prohibitively costly.

Note that while reactionless thrusters are the norm, other forms of sublight propulsion are possible and are sometimes used, including light sails and the various types of TL8 to TL12 reaction thrusters found in GURPS: Vehicles. These are generally less efficient than standard reactionless thrusters, and as a result those who use them are either forced to do so via exigent circumstances or are simply eccentric.

Artificial Gravity: Traveller assumes that artificial gravity technology is available and in common use. Starships and other spacecraft assume artificial gravity is standard, although it is certainly possible to construct ships that do not have this technology. Contragravity vehicles are in common use, and most small craft used as launches by starships are such types of vehicle.

Psionics: Not only do psionics exist in Traveller, they are the backbone of the government of one of the major polities in the setting. Psionics is interwoven throughout Zhodani culture and government, offering a path to power and prestige in that region. In the Third Imperium, on the other hand, psionics is distrusted, illegal, and its study is actively suppressed. Other nations may take different views. Most psionic powers are present in the Traveller setting, including ESP, telepathy, psychokinesis, and teleportation.

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Thursday, January 9, 2020

Campaign Design - Prestige Class: Bride of Darmas

Bride of Darmas (adapted from the Book of Eldritch Might)

Females occupy the lowest rungs of duergar society and most are valued only for their capabilities as slaves, pack mules, and mothers of male children. The males are unquestioned masters of their dominion and tolerate no sign of dissension.
Very rarely, a female duergar is born with the heavy frame of a male duergar, and these strong females are - if possible, even more ruthless and belligerent than the males. They are so exceptional, in fact, that they are exempted from the rigid striations of duergar society. They do not serve as slaves or bearers of children, but instead form a secret society of priestesses who serve Darmas as his ceremonial wives. These so-called brides of Darmas answer only to religious authorities and do not speak to anyone outside their tight-knit group. Adding to their mystique, they are never seen without a ceremonial head wrapping customarily worn by duergar and dwarven brides. This wrap, always dyed black for a bride of Darmas, obscures their features, making these enigmatic warriors even more mysterious.
Almost all brides begin their careers as barbarians, fighters, or warriors, or barbarians, but a small number train first as adepts, clerics, or favored souls.

Hit Die: d6.
Luck Die: d3.

Requirements
To become a bride of Darmas, one must meet the following criteria:
  • Skills: Knowledge: Religion 4+ ranks.
  • Race: Duergar or dwarf
  • Alignment: Any evil.
  • Gender: Female.
  • Base Attack Bonus: +5 or higher.
  • Special: The bride must be a virgin who must take an oath of chastity and fealty to Darmas.
Class Skills
  • The bride of Darmas's class skills (and the key ability for each skill) are Climb (Str), Craft: Any (all skills taken individually)(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: Religion (Int), Ride (Dex), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bride of Darmas prestige class.
  • Base Attack Bonus: Good. A bride of Darmas gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A bride of Darmas gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bride of Darmas gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bride of Darmas gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: brides of Darmas are proficient with all simple and martial weapons, with all armor, and with shields.

  • Fearless (Ex): All brides are immune to fear, including magical fear. Allies within 10 feet of the bride gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural effect.

  • Challenge Hero (Su): Beginning at 2nd level, a bride may issue a ceremonial challenge to the leader of an enemy force. if no clear military leader is present, the DM chooses whom the bride may challenge instead according to the following priority: First, any opponent with the Leadership feat, then the opponent with the highest base attack bonus, and finally, if no opponent fits any of these other qualifications, the opponent with the highest Charisma ability score. The challenge itself is a mind-affecting compulsion effect that is not language-dependent. In most cases, a crooked finger or wave is enough to get the message across.

    Refusing the challenge requires the opponent to make a Will save (DC 15 + the bride's Intimidate bonus). An opponent who fails the save or chooses not to resist immediately moves by the shortest possible path to be adjacent to the challenging bride, who can engage the target in melee combat. The opponent is subject to attacks of opportunity as normal for moving through threatened areas. The challenged opponent is not stunned or negatively affected in any other way.

    If the challenged opponent backs out of melee, runs away, or falls in combat to the bride, all combatant's on the opponent's side suffer a -4 morale penalty on attacks, checks, and saves for the remainder of the combat. If the bride falls or runs, combatants on her side suffer an identical penalty. Multiple uses of this ability are not cumulative; a side can only be demoralized once per combat.

  • Nameless (Su): At 3rd level, the brides identity continues to dissolve into the sisterhood. She loses her name, but gains a +4 resistance bonus against enchantment spells and effects.

  • Smite Good (Su): At 4th. level, the bride gains the ability to focus her infernal husband's wrath into a devastating melee attack. once per day, she may add her Charisma modifier to her attack roll and deal 1 extra point of damage per bride class level. This ability functions only against good-aligned opponents. At 7th level and against at 10th level, the bride gains an additional daily use of this ability.

  • Sisterhood (Su): As she is accepted into the secret society, the bride's physical uniqueness becomes less and less important. Their wrappings make all brides look the same, and their emotional bond makes them identical on a spiritual and mental level.

    At 5th level, a bride may grant a +4 resistance bonus on any single save to any other bride within 30 feet, once per round. Using this ability is a free action that does not provoke an attack of opportunity, and may be used as a reaction after the target bride is required to make a save. The bride who grants this bonus suffers a -4 resistance penalty on all saving throws during the same round.

    At 8th level, a bride may transfer up to 10 hit points to any other bride within 30 feet, following the same rules as above. As with the resistance bonus to saves, using this ability is a free action, but it may be used only once per round. Transferred hit points are permanent - they do not revert to the sending bride when the effect ends. This ability can be used to raise a character's hit point total above her normal total, but these extra hit points disappear after an hour. The sending bride can replace her lost hit points with natural or magical healing as normal.

  • Faceless (Su): At 6th level, the bride's physical identity is consumed by the totality of the group. She is no longer recognizable as an individual even with her wrappings removed, and gains a +4 resistance bonus on saves against all transmutation spells and effects.

  • Side by Side (Ex): On attaining 9th level, brides think and act as one creature. As long as the bride is adjacent to any other bride (of any level), she gains a +2 insight bonus to attacks, Armor Class, saves, and skill checks.
Bride of Darmas

LevelSpecial
1stFearless
2ndChallenge Hero
3rdNameless
4thSmite Good, once per day
5thSisterhood (saving throws)
6thFaceless
7thSmite Good, twice per day
8thSisterhood (hit points)
9thSide by Side
10thSmite Good, three times per day

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Sunday, December 29, 2019

Campaign Design - Prestige Class: Embermage

Embermage (adapted from the Book of Eldritch Might)

Although there are others who claim to be fire wizards, these devotees of Tuliherra's cult may the the truest sort of fire mage. Fire smolders within them: Their blood literally burns. This fire makes them tough - they have to be, for their dread master requires that they access their powers by releasing the fire within.

Many sorcerers and wizards become embermages, other arcanists less often. All embermages have suffered greatly by fire and internalized the power within the flame. Embermages often gather thogether in small cabals. They use their power to achieve a set end, although the specific goals of every embermage are different, they all serve Tuliherra in the end.

Hit Die: d6.
Luck Die: d3.

Requirements
To become an embermage, one must meet the following criteria:
  • Skills: Knowledge: Arcana 10+ ranks.
  • Feats: Endurance, Spell Focus (Evocation), Spell Penetration.
  • Alignment: Nongood.
  • Special: Ability to cast 3rd level arcane spells including at least five spells of the fire type and no spells of the cold type.
  • Special: You must have been reduced to negative hit points entirely through damage by fire or have been killed by a fire attack.
  • Special: You can use no spell or item that provides protection against fire. Doing so prevents the use of embermage abilities until the protection ends.
  • Special: Must join the cult of Tuliherra.
Class Skills
  • The embermage's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the embermage prestige class.
  • Base Attack Bonus: Poor. An embermage gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An embermage gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An embermage gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An embermage gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Embermages gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered embermage level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of embermage 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 arcane spellcasting class before he became an embermage, he must decide to which arcane spellcasting class he adds each level of embermage for the purpose of determining spells per day.

  • Burning Touch (Sp): The embermage can call flames to the tips of his fingers as a free action, inflicting 1d4 + 1 point per class level of fire damage (maximum +5) if touched to a foe. The touch attack is handled normally. The flames can set flammable objects like paper alight. The flames last for 1 round. These flames come from within the character, inflicting 1 point of damage upon him each time he uses this ability.

  • Burning Blood (Sp): The embermage can cut himself as a standard action, inflicting 1 to 5 points of damage upon himself as he chooses. His gflaming blood gushes from the wound, causing everyone within 5 feet 1d6 points of damage for each point of damage the embermage suffered.

  • Fingers of Fire (Sp): Calling fire to the tips of his fingers, the embermage can launch one to five spurts of flame in a single round at targets up to 30 feet away. If firing multiple spurts, the embermage can target different foes, but no two can be more than 10 feet apart. Each spurt requires a ranged touch attack and inflicts 2d6 points of damage. Each spurt inflicts 2 points of damage to the embermage as well.

  • Burning Blood Backlash (Su): Whenever the 6th level embermage suffers damage from a slashing or piercing attack, the resulting spurt of inner fire and burning blood inflicts 1d6 points of fire damage upon the attacker if he is within 5 feet.

  • Tongue of Fire (Sp): Once per day, the 8th level embermage can spit two gouts of flame as a standard action. One forms a flaming shield that provides a +3 armor bonus with no armor check penalty or spell failure chance. The other forms a flame blade, as a spell of the same name. The shield and blade last for 10 minutes.

  • Eyes of Fire (Sp): Once per day, the embermage can shoot from his eyes a blast of fire 5 feet wide and 100 + 10 feet per class level log. All within this area must make Reflex saving throws (DC 10 + the embermage's Intelligence modifier + the embermage's class level) or suffer 1d6 points of fire damage per embermage class level (maximum 10d6). This fire is so hot that even creatures immune to fire suffer half damage and characters with fire resistance only get half their normal resistance.

  • Internal Explosion (Sp): Once per day, at 10th level, the embermage can call upon his most dreaded power. He can temporarily transfer the ultra-hot flame within himself to some other victim or victims. This works exactly like the spell implosion, except that the target explodes in flame. The save DC is equal to 10 + the embermage's Intelligence modifier + the embermage's class level. Creatures immune to fire suffer no damage. but characters with fire resistance have no special protection.
Embermage

LevelSpecialSpells
1stBurning Touch+1 level of existing class
2ndBurning Blood-
3rd-+1 level of existing class
4thFingers of Fire-
5th-+1 level of existing class
6thBurning Blood Backlash-
7th-+1 level of existing class
8thTongue of Fire-
9thEyes of Fire+1 level of existing class
10thInternal Explosion-

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Saturday, December 28, 2019

House Rules - Mirror Master Spell List

This is a spell list of all the bonus spells for Mirror Masters that includes all of the spells drawn from the various sourcebooks that I own. Mirror Masters also gain spells according to the spell list of the arcane spellcasting classes they were members of before becoming Mirror Masters. In some cases, I have added particular spells from third party sourcebooks that I thought were thematically appropriate as expansions to the spell list for this class. For the most part, this list does not include spells that appear in either the Player's Handbook or the Spell Compendium, although I may get around to including them at some point. Spells drawn from sources other than those two volumes are marked with a notation by the spells in question. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations.

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

1st Level

Command (PHB)*
Hypnotism (PHB)*
Message (PHB)*

2nd Level

Mirror Image (PHB)
See Invisibility (PHB)*
Shatter (PHB)

3rd Level

Daylight (PHB)
Mirror Shield (BoEM)
Searing Light (PHB)*

4th Level

Lesser Mirror Calling (BoEM)*
Mirror Safe (RR)
Rainbow Pattern (PHB)
Scrying (PHB)

5th Level

Mirror Blast (BoEM)*
Mirror Theft (BoEM)*
True Seeing (PHB)

6th Level

Eyebite (PHB)*
Mirror Calling (BoEM)*
Mirror Truth (BoEM)*

7th Level

Mirror Portal (BoEM)*
Simulacrum (PHB)
Spell Turning (PHB)

Spells drawn from this list cast by Mirror Masters that are marked with a "*" require that the target, area, or effect be viewed in a mirror - either normally or through the Mirror Sight feat.

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Monday, December 23, 2019

Campaign Design - Prestige Class: Graven One

Graven One (adapted from the Book of Eldritch Might)

Tales tell of arcanists with skin like leather or maybe even like stone. Every inch of these mages' skins are covered in tattoos, sigils, runes, and other markings. They have, quite literally, transformed themselves into living magic items. To do so, they undergo painful rituals that strengthen their flesh and make them hardier individuals.

Wizards and sorcerers become graven ones most frequently, but occasionally other arcanists do as well. Graven ones usually wander alone, though sometimes their abilities are seen as such a book that they become military leaders or enforcers for powerful masters. Dwarven spellcasters are the most common individuals to follow the path of the graven one, but külen and kell often take up this class as well.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a graven one, one must meet the following criteria:
  • Skills: Knowledge: Arcana 5+ ranks.
  • Feats: Etch Object Rune, Inscribe Magic Tattoo, Scribe Scroll, Toughness.
  • Special: Ability to cast 4th level arcane spells including at least three spells with the word "mark" in the title, erase, explosive runes, and sepia snake sigil.
  • Languages: Must be able to speak Celestial, Infernal, and Sûlic.
  • Special: You must find a third party who can cast permanency and will partake in a ritual that lasts an entire day. You lose 4 hit points permanently, but when it is over you bear a tough, almost stone-like skin with an inherent +1 natural armor bonus.
Class Skills
  • The graven one's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the graven one prestige class.
  • Base Attack Bonus: Average. A graven one gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A graven one gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A graven one gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A graven one gains a +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Graven ones gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered graven one level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of graven one 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 arcane spellcasting class before he became a graven one, he must decide to which arcane spellcasting class he adds each level of graven one for the purpose of determining spells per day.

  • Flesh Rune (Sp): The graven one gains the ability to etch runes into her own flesh using the Etch Object Rune feat. The graven one's body can bear as many as four runes at once, no matter her size. In cultures where skin markings are strange, or among those who fear or distrust magic, these obvious runes - as well as tattoos of power and the graven images detailed below - give the graven one a -2 circumstance penalty to all Charisma-based skill checks except Intimidate checks, which gain a +2 circumstance bonus.

  • Tattoo of Power (Su): A graven one can inscribe a tattoo on her body that lasts for 24 hours. It requires 10 minutes to inscribe it, and she can bear only one tattoo of power at a time. This in no way interacts with any flesh runes she might have. When she gains this ability at 2nd level, she chooses a tattoo of power inscription that she knows from the table below. The graven one's level plus her Intelligence modifier determines which of the tattoos she can learn. When she gains this ability again at 3rd level and at alternating levels after that, she can learn how to inscribe another tattoo.

  • Graven Image (Su): The graven one can inscribe one or more images of animals or magical beasts on her flesh. This in no way interacts with any flesh runes or tattoos of power she might have. Inscribing this image takes 10 minutes, and it can be activated at any time afterward as a free action. When activated, the image leaps from the graven one's body and becomes a real version of that creature. It remains for one minute per level, or until slain, obeying the graven one's commands which are issued as free actions. As the graven one goes up in levels, she can make more and more Hit Dice worth of creatures into images.
Graven One

LevelSpecialSpells
1stFlesh Rune+1 level of existing class
2ndTattoo of Power-
3rdTattoo of Power+1 level of existing class
4thGraven Image (5 Hit Dice)-
5thTattoo of Power+1 level of existing class
6thGraven Image (10 Hit Dice)-
7thTattoo of Power+1 level of existing class
8thGraven Image (15 Hit Dice)-
9thTattoo of Power+1 level of existing class
10thGraven Image (20 hit Dice)-

Tattoos of Power
Level + Intelligence Modifier
Tattoo
Effect
1
Endurance
+2 enhancement bonus to Constitution
2
Strength
+2 enhancement bonus to Strength
3
Dexterity
+2 enhancement bonus to Dexterity
4
Defense
+3 natural armor bonus to Armor Class (this stacks with the natural armor bonus granted by the graven one class)
5
Silent Shadow
+10 enhancement bonus to Hide and Move Silently checks
6
Fortification
25% chance to negate all critical hits or sneak attacks inflicted upon the graven one
7
Change Self
As the spell change self
8
Wounding
All attacks dealing damage, including spells, made by the graven one inflict a wound that bleeds 1 point of damage per round as a weapon with the wounding special ability
9
Holy or Unholy
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of evil alignment (if holy is chosen) or good alignment (if unholy is chosen)
10
Anarchic or Axiomatic
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of lawful alignment (if anarchic is chosen) or chaotic alignment (if axiomatic is chosen)
11
Spell Resistance
The graven one gains spell resistance of 11 + her class levels
12
Damage Reduction
The graven one gains damage resistance 10/+2

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Thursday, December 19, 2019

Campaign Design - Prestige Class: Mirror Master

Mirror Master (adapted from the Book of Eldritch Might)

Mirror masters are usually born with a gift that allows them to see things in mirrors that others do not see. Occasionally, this gift is bestowed through ritual as well. Mirror masters are quiet, mysterious folk whose gazes teem transfixed elsewhere.

Wizards and sorcerers become mirror masters most frequently, but other arcane spellcasters sometimes do as well. Mirror masters rarely work together. Sometimes one will operate within a guild of other mages, but most often these spellcasters work alone.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a mirror master, one must meet the following criteria:
Class Skills
  • The mirror master's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the mirror master prestige class.
  • Base Attack Bonus: Poor. A mirror master gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A mirror master gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A mirror master gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A mirror master gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Mirror masters gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered mirror master level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of mirror master 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 arcane spellcasting class before he became a mirror master, he must decide to which arcane spellcasting class he adds each level of mirror master for the purpose of determining spells per day.

  • Mirror Thoughts (Sp): Once per day, a mirror master can use a mirror to detect and learn the thoughts of anyone reflected in its surface. In all other respects, this ability works like the spell detect thoughts.

  • Mirrored Eyes (Su): A mirror master gains an additional saving throw against all gaze attacks. If either save succeeds, treat the situation as if the mirror master made the save.

  • Bonus Spells (Ex): The mirror master gains bonus spells as she studies mirrors and mirror lore drawn from the Mirror Master Spell List. These spells are either added automatically to her spellbook (if she is a wizard or other spellcaster that uses spellbooks), or one of each level is added to the spells the caster knows (if she is a sorcerer or similar spontaneous spellcaster).

  • Piercing Gaze (Ex): The mirror master gains a +2 competence bonus to Spot, Search, Intimidate, and Sense Motive skill checks.

  • Mirror Step (Sp): Once per day, a mirror master can step into one mirror and out another. At 6th level, treat this ability as dimension door in all ways other than the requirement that the starting and destination point must be a mirror. At 8th level, treat this ability in all other ways as teleport. At 10th level, treat this ability in all other ways as plane shift. Each time a mirror master gains a new version of this ability, it brings with it a new use per day. This ability can be used in conjunction with Mirror Sight.
Mirror Master

LevelSpecialSpells
1stMirror Thoughts+1 level of existing class
2ndMirrored Eyes, Bonus Spells (1st and 2nd)-
3rd-+1 level of existing class
4thPiercing Gaze, Bonus Spells (3rd and 4th)-
5th-+1 level of existing class
6thMirror Step (Dimension Door), Bonus Spells (5th)-
7th-+1 level of existing class
8thMirror Step (Teleport), Bonus Spells (6th)-
9th-+1 level of existing class
10thMirror Step (Plane Shift), Bonus Spells (7th)-

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