Thursday, November 16, 2017

Campaign Design - Bloodlines: Ignan-Blooded

Ignan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental fire often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

Those who bear elemental fire within their veins are often high-strung and quick-tempered. Their eyes often seem to glow like embers, and their skin may take on a reddish hue.

Ignan Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Tumble checks
4th
+2 on Tumble checksDodge
6th
Dexterity +1
8th
DodgePyrotechnics, once per day (Sp)
10th
Ignan affinity +21
12th
Dexterity +1Mobility
14th
+2 on Listen checks
16th
Pyrotechnics, once per day (Sp)Fire Resistance 10 (Ex)
18th
Constitution +1
20th
Ignan affinity +21Spring Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fire elementals and other creatures from the Elemental Plane of Fire.

Favored Class: Ignan-Blooded individuals may replace their racial favored class with the Sorcerer class. Ignan-Blooded individuals must take the Elemental sorcerous bloodline and select fire as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Ignan-Blooded shugenja must choose the fire element focus.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Aquan-Blooded

Aquan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental water often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

The aquan bloodline is most common among sailors and fishermen, and even the occasional character with no link whatsoever to oceans, seas, or large lakes. Such characters are often independent-minded, and generally don't live in any one place for long.

Aquan Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Swim checks
4th
+2 on Swim checksPower Attack
6th
Strength +1
8th
Power AttackFog cloud, once per day (Sp)
10th
Aquan affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Spot checks
16th
Fog cloud, once per day (Sp)Swim 30 feet2
18th
Constitution +1
20th
Aquan affinity +21Improved Bull Rush
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with water elementals and other creatures from the Elemental Plane of Water.
2 If you already have a Swim speed, you gain +30 feet to your Swim speed.

Racial Restriction: Dwarves cannot be Aquan-Blooded.

Favored Class: Aquan-Blooded individuals may replace their racial favored class with the Sorcerer class. Aquan-Blooded individuals must take the Elemental sorcerous bloodline and select water as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Aquan-Blooded shugenja must choose the water element focus.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Auran-Blooded

Auran-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental air often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

The auran bloodline derives its power from a connection to the elemental Plane of Air. Characters with auran bloodlines tend to shift between emotions with surprising quickness, and may have hair or skin tinged with light blue.

Auran Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Balance checks
4th
+2 on Balance checksImproved Initiative
6th
Dexterity +1
8th
Improved InitiativeGust of wind, once per day (Sp)
10th
Auran affinity +21
12th
Dexterity +1Weapon Finesse
14th
+2 on Spot checks
16th
Gust of wind, once per day (Sp)Air master (Ex)2
18th
Constitution +1
20th
Auran affinity +21Flyby Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with air elementals and other creatures from the Elemental Plane of Air.
2 Airborne creatures take a -1 penalty on attack and damage rolls against you.

Racial Restriction: Dwarves cannot be Auran-Blooded.

Favored Class: Auran-Blooded individuals may replace their racial favored class with the Sorcerer class. Auran-Blooded individuals must take the Elemental sorcerous bloodline and select air as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Auran-Blooded shugenja must choose the air element focus.

Home     Three Worlds     Bloodlines

Wednesday, November 8, 2017

General Rules - Scion Feats

Scion Feats

This is a list of arcane related feats that do not appear in the Player's Handbook, but that I use in my campaigns. Scion feats are feats available only to characters who has the ability to spontaneously cast arcane spells, such as sorcerers and duskblades. Many of these feats can also be taken by alvari characters as racial bonus feats, provided they meet all of the other prerequisites. As feats get added to my ongoing campaigns, I will add more to this listing.

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

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

Feat Name
Source
PrerequisitesBenefit
Absorb Spell
S&S
Ability to spontaneously cast arcane spells, Charisma 17+, BloodburnYou can absorb spell energy directed at you and use it to power your own spells
Bloodburn
S&S
Ability to spontaneously cast arcane spellsYou can injure yourself to make your spells more powerful
Bloodline of Power
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Spellcraft checks
Brass One
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to saves against fire and heat
Child of the Forge
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Craft checks involving metal
Child of the Heavens
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Sense Motive checks
Dragonblood Component
DMPI
Ability to cast arcane spells, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can draw upon your own power and life force to cast arcane spells that require material components
Earth-Witch
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Survival checks
Færie-Led
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Perform checks
Fire-Touched
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to saving throws against fire and heat
Furian
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Intimidate checks
Hellspawn
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Intimidate checks
Hunt-Child
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Survival checks
Improvise Counterspell
S&S
Ability to spontaneously cast arcane spellsYou can cast a counterspell without knowing the spell you wish to counter
Inheritor of Kal'nasuola
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on saves against negative energy attacks
Masked One
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Listen and Spot checks
Plaguebringer
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Fortitude saves against disease
The Ravenous
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on grapple checks
Sorcerous Quicken
S&S
Ability to spontaneously cast arcane spells, Charisma 15+You can quicken a spell once per day
Storm-Kissed
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on saves against electricity and effects caused by foul weather
Twist-Blooded
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Reflex saves
Wind-Witch
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Bluff checks
Witch of the Serpent's Blood
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Fortitude saves against poison

Home     General Rules

Tuesday, November 7, 2017

House Rules - Glyph Eggs

Glyph Eggs (from Spells & Spellcraft)

A glyph egg is a small, hollow object fashioned from a fragile material such as glass or ceramic and imbued with a spell or spell-like effect. Its spell is activated when the egg is broken open or the sealed interior is otherwise breached. A glyph egg may only be used once, and the spell dissipates when it is activated.

Glyph eggs store and release arcane and divine spells that have an area effect. The character activating the egg does not make any decisions about the effect - the caster who constructed the egg has already done so.

Physical Description
Glyph eggs vary in appearance as well as function. The outer shell is fashioned from materiel that is both breakable and airtight. Glass, clay, and ceramics are common choices. Other materials are certainly possible, depending on the creator's inclination and available resources. Some druids, for example, use gourds or actual eggs. Those who live near the ocean have been known to use sealed seashells or water-filled dolphin bladders when constructing glyph eggs.

Glyph eggs may be finished any number of ways. Some are elegant scroll-size cylinders made of fine china or etched glass, while others are crude palm-sized slabs of clay. Some are disguised as mundane trinkets, sch as statuettes, while others are shaped like grenades and designed to be hurled into the midst of enemies.

A typical egg is Armor Class 13, 1 hp, and has a hardness of 1 with a break DC of 10.

Identifying Glyph Eggs
Most glyph eggs feature a seal, icon, or rune that denotes function and effect, and are therefore simple enough to identify for those who are familiar with them. A successful Knowledge: Arcana check (DC 25) allows an individual to identify a particular glyph. Some, either disguise as mundane objects, or intended for illicit use, may lack labels. In this case, short of using magical means such as identify, there is no way to determine function without setting an egg off, since external appearance is a matter of the creator's preferences rather than indicative of function.

Activation
All that is required to activate the spell within a glyph egg is breaking its outer casing. This is usually accomplished by smashing it to the ground, but anything that causes the outer shell to be penetrated sets it off. Anyone may activate a glyph egg spell, and doing so does not require material components or a focus.

A spell activated from a glyph egg works exactly like a spell prepared and cast the normal way. The spot where the egg breaks serves as the center or origin of the area effect. Centering the effect on a creature or movable object is therefore possible, as is centering it on a segment of wall or ceiling.

Crafting Glyph Eggs
A glyph egg can be crafted to hold any spell that targets an area. To craft a glyph egg requires that the creator have the Craft Glyph Egg or Craft Greater Glyph Egg item creation feats. The caster level must be of sufficient level to cast the spell and no higher than your own level. The base price of a glyph egg is its spell level multiplied by its caster level multiplied by 50 shilling. A 0-level spell is treated as having a spell level of ½ for the purpose of this calculation. To craft a glyph egg, the creator must spend 1/25 of the base price in experience points and use up raw materials costing half the base price.

The crafter must make all decisions relating to a spell's function - whether a plant growth egg will use the overgrowth or enrichment version, for example - at the time a glyph egg is created. Ranges, where applicable, must be set at zero. The spell's effect always centers on the point of impact where the egg's core is breached.

Any glyph egg that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, the creator must expend the material component or pay the experience points when creating the glyph egg.

Glyph Egg Spell List
A glyph egg may be crafted with any spell that targets an area. The following is a nonexhaustive list of spells eligible to be made into glyph eggs:

0th-Level
Flare (PHB)
Lengthen Shadows (BoRL)
Purify Food and Drink (PHB)

1th Level
Alarm (PHB)
Bane (PHB)
Bless (PHB)
Cleanse Minor Vermin (S&S)
Entangle (PHB)
Faerie Fire (PHB)
Feather Fall (PHB)
Grease (PHB)
Lucius' Rustling Leaves (S&S)
Obscuring Mist (PHB)
Protection from Light (Gods)
Quakethrust (S&S)
Rattling Chant (BoRL)
Sleep (PHB)
Whirlwind of Ice (S&S)

2th Level
Acidic Vapors (S&S)
Benediction of Lug (Gods)
Consecrate (PHB)
Desecrate (PHB)
Exhaust (S&S)
Fog Cloud (PHB)
Force Shockwave (S&S)
Glitterdust (PHB)
Inspire (PHB)
Scare (PHB)
Shatter [area effect only] (PHB)
Silence (PHB)
Silent as Rats (BoRL)
Small as Mice (BoRL)
Soften Earth and Stone (PHB)
Sound Burst (PHB)
Stench (S&S)
Summon Swarm (PHB)
Treasure Magnet (BoRL)
Warp Wood (PHB)
Web (PHB)
Weightless Cube (S&S)
Whispering Wind (PHB)
Zone of Truth (PHB)

3th Level
Black Cloud of Horror (S&S)
Dessicate (S&S)
Diminish Plants [radius prune growth effect only] (PHB)
Dispel Magic [area dispel only] (PHB)
Doom Fog (S&S)
Fearsome Fortissimo (S&S)
Fireball (PHB)
Greater Sleep (BoEM)
Hypnotic Pattern [lasts 2 rounds] (PHB)
Inspired Aim (BoED)
Invisibility Sphere (PHB)
Hlín's Tiny Hut (PHB)
Magic Circle against Chaos (PHB)
Magic Circle against Evil (PHB)
Magic Circle against Good (PHB)
Magic Circle against Law (PHB)
Orgy of Halpas (UHB)
Paraphasic Pianissimo (S&S)
Plant Growth (PHB)
Prayer (PHB)
Pressure Sphere (RR)
Sleet Storm (PHB)
Spike Growth (PHB)
Stinking Cloud (PHB)
Trigger Trap (S&S)
Zone of Visibility (S&S)

4th Level
Air Bubble (Gods)
Anti-Plant Shell (PHB)
Baal's Secure Shelter (PHB)
Black Mulching (BoEM)
Chaos Hammer (PHB)
Confusion (PHB)
Emotion (PHB)
Evard's Black Tentacles (PHB)
Floor of Fire (S&S)
Fortune's Bitch (BoRL)
Greater Treasure Magnet (BoRL)
Hler's Bead of Frost (RR2)
Hlín's Secure Shelter (PHB)
Holy Smite (PHB)
Ice Storm (PHB)
Maddening Babble (S&S)
Minor Globe of Invulnerability (PHB)
Order's Wrath (PHB)
Otiluke's Resilient Sphere (PHB)
Plague Ball (UHB)
Privacy (S&S)
Quench (PHB)
Rainbow Pattern (PHB)
Repel Undead (S&S)
Repel Vermin (PHB)
Solid Fog (PHB)
Spike Stones (PHB)
Þunor's Secure Shelter (PHB)
Wall of Fire [ring only] (PHB)
Wall of Ice [hemisphere only] (PHB)

5th Level
Circle of Doom (PHB)
Cloudkill (PHB)
False Vision (PHB)
Flame Strike (PHB)
Hallow (PHB)
Halo of Vengeance (S&S)
Healing Circle (PHB)
Insect Plague (PHB)
Mind Fog (PHB)
Necrotic Blast (S&S)
Passwall (PHB)
Transmute Mud to Rock (PHB)
Transmute Rock to Mud (PHB)
Unhallow (PHB)
Wall of Force [sphere or hemisphere only] (PHB)

6th Level
Acid Fog (PHB)
Angel's Redoubt (BoHM)
Anti-Life Shell (PHB)
Anti-Magic Field (PHB)
Blade Barrier (PHB)
Circle of Death (PHB)
Cleanse (Gods)
Gangyn's Poison Pillar (S&S)
Greater Dispelling [area only] (PHB)
Forbiddance (PHB)
Guards and Wards (PHB)
Hall of Fire (S&S)
Heim's Spell Inhibitor (RR)
Hler's Freezing Sphere [frigid sphere only] (PHB)
Iku-Tyrma's Freezing Sphere [frigid sphere only] (PHB)
Move Earth (PHB)
Pulsing Fireball (S&S)
Repel Wood (PHB)
Repulsion (PHB)

7th Level
Blasphemy (PHB)
Delayed Blast Fireball (PHB)
Dictum (PHB)
Earthquake (PHB)
Fire Storm (PHB)
Forcecage (PHB)
Holy Word (PHB)
Phase Door (PHB)
Reverse Gravity (PHB)
Sunbeam (PHB)
Transmute Metal to Wood (PHB)
Word of Chaos (PHB)

8th Level
Detoxify (ECS)
Holy Aura (PHB)
Incendiary Cloud (PHB)
Power Word, Blind (PHB)
Repel Metal or Stone (PHB)
Shield of Law (PHB)
Sunburst (PHB)
Surtan's Fire (RR2)
Unholy Aura (PHB)
Whirlwind (PHB)
Yng's Fire (RR2)

9th Level
Meteor Swarm (PHB)
Power Word, Kill [area version only] (PHB)
Prismatic Sphere (PHB)
Teleportation Circle (PHB)
Wail of the Banshee (PHB)
Woda's Disjunction (PHB)

Home     House Rules

Monday, November 6, 2017

Campaign Design - Race: Šotek (Goblinoids)

Šotek (Goblinoids)
(adapted from the Monster Manual, Monster Manual II, and Midnight)

The šotek, or goblinoid, race is a humanoid race that displays many of the organizing habits of social insects. With limited exceptions, šotek live in hives under the rule of a kralovna hive queen. Every šotek in a hive is the child of their hive queen, with the only exceptions being in very newly established hives where the ruling queen hasn't yet been able to spawn her own brood. To a certain extent the other šotek in a hive exist only to implement the will of their ruling hive queen - although the individual goblinoids are not mindless creatures, they do serve out of an almost instinctual bond with their brood mother. All decisions in šotek society are made by the hive queen for the good of the hive as a whole, with little consideration given to the needs or desires of any individual member.

Although šotek are normally found in hives incorporating all of the strains of the race, one can sometimes find colonies or expeditionary forces sent out to either establish an outpost to further some design or some nefarious plan of their queen. Such subsidiary groups are often made up of one kind of šotek, usually prašotek or vyšotek, although once in a while khezotek or obříšotek expeditions are sent on some errand or another.

Once in a great while, a band of disaffected šotek, most often prašotek or vyšotek, rebel against their hive queen a strike out on their own, trying to form their own independent society and subsisting on hunting, raiding, or hiring themselves out as mercenaries. These rebellious factions are always short-lived, as they are unable to replenish their numbers, although there are reports of creative attempts by clever prašotek to steal an collection of eggs in an effort to raise a subservient kralovna. Such efforts have presumably all been completely unsuccessful.

All šotek have an affinity for monstrous vermin. Šotek may treat monstrous vermin as animal for all purposes, including abilities such as a druid's Wild Empathy or Animal Companion class abilities, or the Handle Animal skill. A goblinoid hive will inevitably be the home for a number of monstrous vermin who live alongside the šotek and serve as pets, mounts, guardians, and hunting beasts. A given šotek hive will usually only affiliate with one type of monstrous vermin, usually giant ants, giant bees, or giant wasps, but goblinoids have been known to cohabitate with pretty much any type of monstrous vermin such a monstrous centipedes or monstrous scorpions with the lone exception being monstrous spiders. The enmity between Ninkurra and Gangyn is deep and abiding, and the hatred the šotek hold for Gangyn extends even to a loathing of spiders.

The eight known strains of šotek are as follows. Details concerning the attributes of each strain, including ability score adjustments, special abilities, favored classes, and so on, can be found in the linked descriptions for each strain:

Prašotek
The prašotek, also known as goblins, are the smallest and most numerous of the various strains of šotek. In general, the prašotek are the workers of a goblinoid hive, doing the building, mining, crafting, and pretty much all of the other work that needs to be done in the service of their hive queen. Prašotek raise and train the monstrous vermin that live with the hive, and are even charged with maintaining the egg hatcheries and larva nurseries. Not all prašotek are workers, however, as they also serve as the spies, scouts, and skirmishers of the hive in times of war.

Vyšotek
The vyšotek or hobgoblins are the soldiers of a šotek hive, who live solely to wage war on behalf of their queen. They are the hammer the kralovna queens wield in their conflicts with the rest of the world, and serve her will. It is possible that a vyšotek might have a role other than one directed at waging war, but in practice this almost never happens.

Khezotek
Šotek society is, by almost any measure, intensely religious. The kralovna queens claim to be the favored chosen of Ninkurra, the Queen of the Infernal Hive, and wield power in her name. The khezotek, colloquially known as bugbears, are the religious elite of the šotek hives. They are the priests of Ninkurra, the temple guards who defend her holy places, and the elite protectors of the inner sanctum of the hive: The queen's chamber, the egg hatcheries, and the potěr nurseries. Sometimes they serve as emissaries sent on diplomatic missions. Some khezotek are assigned elite soldiers to bolster the vyšotek battalions, but this is only rarely done.

Obříšotek
Of the four primary strains of goblinoids, obříšotek, or greater goblins, are the largest and the rarest. For the most part, a kravolna queen will only spawn these monstrously large offspring when war is imminent and she needs shock troops to lead her forces. The typical obříšotek is too dumb to be much use for other purposes, and consumes enough provender that keeping any number of them around for any length of time would be an incredibly expensive proposition. Obříšotek are bred for war and for no other purpose.

Kralovna
Above all of the other strains of šotek in the goblinoid hierarchy are the kralovna hive queens. All of the queens claim descent from Ninkurra, and all of the šotek in a particular hive are, with extremely limited exceptions, the children of its ruling queen. The kralovna queens look nothing like the other strains of goblin, with an appearance that resembles a towering cone of insectoid horror supported by tentacles and sporting six insect-like arms and a set of three razor sharp mandibles. Most queens are found secreted deep within a goblin hive, catered to by a retinue of prašotek and guarded by a cadre of khezotek as they lay eggs and hatch plots and plans.

Muzotek
The only males in the šotek hive, the muzotek drones exist to fertilize the queen and ensure her ability to lay the eggs needed to perpetuate the hive. While other šotek exist to serve the will of the ruling queen, the muzotek must curry her favor so that they will be selected as her breeding partner. Consequently, the muzotek drones of a goblin hive spend much of their time scheming and plotting against one another, a situation that the kralovna encourages. In fact, if one muzotek manages to eliminate all of his rivals, a kralovna queen will spawn more so as to ensure that there are a number of suitors vying for her attention.

Potěr
No matter what kind of šotek a goblin becomes, they all come out of the egg as potěr larva. After their initial cannibalistic diet, the potěr larva are placed in nurseries where they are conditioned in such a way that after they pupate they emerge as one of the various strains of adult goblinoids. No one is certain how that process is managed, but scholars have speculated that the differences in adult goblinoids are the result of scent cues given off by the kralovna queen and their diet during their larval stage, although those are guesses at best. What is known is that the hive can influence this process at the behest of the kralovna queen, who essentially chooses what lives her progeny will lead when they are in their pre-pupae stage.

Starzotek
One of the reasons the muzotek struggle against one another so viciously is that the fate of a drone who loses out in the internecine struggle against his brothers is to become a staroztek, or great old one. Although the process is not entirely understood by scholars, a muzotek who falls sufficiently out of favor with his queen is transformed into a bloated, mindless monster who is then filled with eggs. Once the eggs hatch, the potěr larva then consume their host, feasting on his flesh for their first meal.

General Characteristics

Personality: Most šotek have almost no concept of privacy or even personal property. They live together, eating, working, and sleeping in communal areas, treating essentially everything as common property. In the rare event there are disputes over the use of an item, it is resolved by their hive queen. Šotek generally pay little or no attention to their appearance, emphasizing pragmatic and utilitarian concerns over all other priorities. Unless required by their surrounding environment, many šotek don't even bother with clothing unless it is needed for a particular purpose, such as providing pockets to hold needed items. Even then, many šotek are likely to opt for a utilitarian harness with buckles and pouches over actual clothing. The exception to all of this are the muzotek drones, who are vain, selfish, and obsessed with personal wealth and appearance.

Physical Description: With relatively minor differences, the primary distinction between prašotek, vyšotek, khezotek, and obříšotek is size. The prašotek are roughly the size of halflings, the vyšotek are about the size of a normal human, the khezotek are about the size of a tall, burly human, while the massive obříšotek approach ogre size. All of these strains of goblinoid have a hard, chitinous exoskeleton that runs in color from black to orange to red, often combining multiple colors - for example, a šotek might have black skin with orange splotches, or it might be dark red with black spots. They have sharp pseudoteeth that ridge their bony mouths, and multifaceted eyes that range from yellow to orange and occasionally red or even blue or green. A šotek's coloration is determined by their hive, and the members of a hive will all have similar coloration patterns. Except for the kralovna queens, the muzotek drones, and the staroztek old ones, all adult šotek are sterile females.

Relations: Šotek hives are reasonably reliable allies for other evil humanoids when they are either overmatched or roughly equal in strength to their neighbors. The hive queens will honor agreements they make with others to the letter, although they will almost always make sure that such agreements can be twisted to say whatever they want it to say. When they hold a dominant position, šotek queens are likely to push their advantage as far as possible, often simply enslaving weaker neighbors and putting them to work for the good of the hive.

Alignment: Almost all šotek are lawful evil. There are exceptions, and sometimes groups of šotek rebel against their rigid society, but such splinter groups are usually short-lived as they cannot perpetuate themselves save by recruiting others. Most splinter group of šotek drift towards chaotic in their evil, but almost never tend towards the good end of the spectrum. Some folktales include renegade šotek who aid or even join the heroes, but good-aligned šotek are so rare as to be nonexistent.

Šotek Lands: Šotek hives can be found throughout the Three Worlds, settling in almost any place where they can establish a base of operations and plunder the surrounding region en route to enslaving its populace. Although Karst is the only nation that is explicitly controlled by goblinoid hive queens, they can be found in most evilly-inclined nations including Polthia, Isakoti, and the Hallitsijainen Empire, as well as poorly settled areas such as Elizon. The inherent orderliness of the goblin hives makes them suitable allies and servants for other agents of evil, and as a result they are commonly found in the armies of evil overlords.

Religion: Within the hives, the šotek exclusively worship Ninkurra. Although any šotek can technically take up the cleric profession almost all priests of the Queen of the Infernal Hive are khezotek. Because the hive queens all claim descent from Ninkurra (which means, by extension, all goblinoids are), religion pervades almost all aspects of goblinoid society. Those few šotek who rebel against and leave the society of the hive sometimes follow a different faith, most commonly Kivutar, Kamla, Sirchade, or even Vassatar.

Language: Šotek all speak Karstish. Because the language includes scent cues that only šotek can pick up, no outsider can ever be truly fluent in this language.

Names: Individual identity is not an important concept in šotek society, so most šotek don't really have names as such, but rather as referred to by their role within the hive. Should a šotek's role change, their identifier also changes. The exceptions to this are the kralovna queens and the muzotek drones who all have their own unique names. Kralovna queens have names that identify their bloodline all the way back to Ninkurra, and the location of their hive. Kralovna names can be quite long and are generally only used in diplomatic negotiations and religious ceremonies. Muzotek drones, as they have no useful role in the hive other than breeding, choose their own names and try to make them seem as impressive as possible, often selecting names in Karstish that, when translated, are something like "The amazingly intelligent and handsome devil" or "The dashing and wealthy overlord".

Home     Other Races

Tuesday, October 31, 2017

House Rules - Magical Wards

Magical Wards (from Spells & Spellcraft)

A magical ward is a location-based enchantment that, when used in conjunction with a hand-held ward token, may be used to cast pre-determined spells much like a staff. An active ward might repel evil creatures or it might allows a token bearer to shrug off the effects of a fireball. While many common wards have been streamlined into everyday spells such as arcane lock and glyph of warding, others require extensive preparation and expensive components.

Wards are activated and controlled via ward tokens, small magical devices that are crafted at the time of a ward's creation. By holding a token forth, its bearer may discharge the ward's spells. Ward spells may be used by more than one person at a time, so long as each is holding a token.

There are two types of ward tokens. Keystones channel low-level spells (up to 2nd level). They may be used by anyone bearing the token, but the bearer must spend at least one hour within the ward to attune himself to a particular keystone. After attuning himself he may leave the ward without having to reattune when he reenters the ward. The bearer may choose up to three spells that he will be able to activate when he first attunes himself to a particular ward. He may reattune himself to a ward at any time, allowing him to change his available spells.

Master keystones, the second type of ward token, are more potent and allow their bearers to fully access all of a ward's powers. Only arcane spellcasters may use a master keystone.

Physical Description
Wards may be visible or invisible at the weaver's pleasure. Visible wards appear as complex and colorful runes and icons painted on a wall, floor, or other feature of the target location. Ward tokens may be fashioned from stone, wood, metal, or whatever other material appeals to the caster. Sword pommels are popular choices for guards protecting a warded gate. Tokens are covered in runes, but they do not reveal a particular ward's capabilities.

Identifying Wards
Any spellcaster with the Weave Ward feat may readily discern the function of any ward he can see. He must make a Spellcraft check to do so, and for each point by which he exceeds 20 on the check, he can identify one stored spell, starting with the least powerful and moving up. Wards may also be studied by means of the detect ward spell. Other means must be used to determine the function of invisible wards. Rendering them visible by spells such as reveal ward, dispel magic, or true seeing is the most straightforward method. An identify spell allows the caster to determine one spell per caster level. A detect magic spell indicates the presence of an invisible ward, but reveals neither its form nor its function. Ward tokens may likewise be identified and linked to specific wards.

Activation
Wards use the command word activation method, so activating a ward's spell is usually a standard action that does not provoke attacks of opportunity. If the spell being cast has a casting time longer than 1 standard action, it takes that long to cast the spell from a ward. To activate a ward, the individual must be holding the appropriate ward token and within the ward's radius, usually 30 feet from the anchor stone. Spells are cast at the level of the original weaver of the ward.

Weaving Wards
To weave a magical ward, the caster needs to have the Weave Ward feat plus a supply of special arcane inks and dyes, brushes, and scribing tools, as well as relevant spell components. The cost for such materials is subsumed into the cost of creating the ward. Weaving a ward costs 100 shillings per level of the highest-level spell in the ward times the level of the caster, plus 75% of the cost of he value of the next most costly ability, plus 50% of the value of any other abilities. Zero-level spells count as ½ level spells when figuring costs based on spell level. Wards have 50 charges when created.

The spellcaster can reduce the cost of creating a ward by having powers drain two charges whenever they are used. For each power that uses two charges instead of one, reduce that power's cost by 50%. A single function can cost no more than two charges. The caster level of all spells in a ward must be the same.

The ward weaver must prepare the spells to be stored in the ward each day, or must know the spell in the case of a spontaneous spellcaster. He must also provide 50 of each component necessary for each spell. If casting the spell would reduce the caster's experience point total, he pays the cost (multiplied by 50) upon beginning the ritual in addition to the experience point cost for weaving the ward. Material components thus used are consumed when he begins weaving the ward. The act of weaving the ward triggers the prepared spells just as if they had been cast, making them unavailable for that day.

Weaving a ward requires one day for each 1,000 shilling value of the completed ward. It takes a minimum of one day to weave a ward.

The ward must be inscribed on an arcane anchor point, an immovable object or feature of a structure or the landscape such as walls, pillars, flagstones, and cave entrances. Living objects such as trees may not serve as an anchor point nor may a surface or object already bearing some enchantment. If an anchor point is moved, its ward fails immediately; bearers of its ward tokens are immediately aware of a ward's destruction.

Wards extend 30 feet in all directions from the anchor point and pass through all nonmagically shielded materials and barriers without impediment. Activating a ward from an upper or lower floor is therefore possible. This range may be extended in increments of 10 feet, but every extension adds 20% to the cost of the ward, calculated separately.

A caster may create a number of keystones equal to his spellcaster level, one of which may be a master keystone for every three levels of spellcasting ability. At least one master keystone must be created. Each token of either type costs 15 experience points and 50 shillings in materials to create. These costs in money and experience are in addition to the costs incurred during the ward's creation. It adds one day to the ward's creation time for every four ward tokens created.

Like most charged magic items, wards fade away into nothingness when their charges are expended. Intelligent wards are the only exception. However, as long as a ward retains at least one charge, it may be renewed by a spellcaster of equal or greater power than the one who created it. The weaver must possess a master keystone for the ward in order to undertake this task.

Recharging a ward requires the spellcaster to go through the entire creation process again, except this time the process costs only a fraction of the original ward's cost. This cost is equal to the percentage of charges that are being restored. Both the shilling and experience point cost must be paid again. The caster must restore the ward fully each time, no matter how many charges remain. Material components are required for every charge to be restored. New ward tokens may not be created in the renewing process; if the caster desires more tokens, his only option is fully discharging the existing ward and weaving a new one with the desired number of tokens in its place, at full cost.

Intelligent Wards
Unlike most magic items imbued with charges, wards may be enchanted as intelligence magic items just like swords and rings, using the rules found in the Dungeon Master's Guide on pages 268-271. An intelligent ward can communicate telepathically with someone holding one of its tokens, and the communications options presented on page 269 of the Dungeon Master's Guide apply to the ward's ability to speak to passers by.

Intelligent wards may activate their own spells at will, but require spellcasters to restore charges. A sentient ward with spent charges cannot use its spells or allow token bearers to do so, but it does remain active and able to communicate (a speaking ward might shout warnings, even if deprived of magical abilities). It can also use any additional magical capabilities invested in it during the process of imbuing it with intelligence.

Ward Spell List
Most abjuration and divination spells are eligible for incorporation into wards. An incomplete listing of these spells including those drawn from third party materials is provided below. Spells are marked with a notation indicating the sourcebook they were drawn from. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations:

0th-Level
Detect Magic (PHB)
Detect Poison (PHB)
Read Magic (PHB)
Resistance (PHB)

1th Level
Alarm (PHB)
Comprehend Languages (PHB)
Detect Undead (PHB)
Endure Elements (PHB)
Hold Portal (PHB)
Identify (PHB)
Protection from Chaos (PHB)
Protection from Evil (PHB)
Protection from Good (PHB)
Protection from Law (PHB)
Shield (PHB)
True Strike (PHB)

2th Level
Arcane Lock (PHB)
Detect Thoughts (PHB)
Protection from Arrows (PHB)
Resist Elements (PHB)
See Invisibility (PHB)

3th Level
Dispel Magic (PHB)
Magic Circle against Chaos (PHB)
Magic Circle against Evil (PHB)
Magic Circle against Good (PHB)
Magic Circle against Law (PHB)
Protection from Elements (PHB)
Shadow Sight (S&S)
Tongues (PHB)
Zone of Visibility (S&S)

4th Level
Break Enchantment (PHB)
Detect Scrying (PHB)
Flickering Fate (BoRL)
Minor Globe of Invulnerability (PHB)
Privacy (S&S)
Repel Undead (S&S)
Stoneskin (PHB)

5th Level
Dismissal (PHB)
Eiur's Telepathic Bond (PHB)

6th Level
Analyze Dweomer (PHB)
Antimagic Field (PHB)
Globe of Invulnerability (PHB)
Greater Dispelling (PHB)
Heim's Spell Inhibitor (RR)
Repulsion (PHB)
True Seeing (PHB)

7th Level
Banishment (PHB)
Spell Turning (PHB)

8th Level
Prismatic Wall (PHB)
Protection from Spells (PHB)

9th Level
Prismatic Sphere (PHB)

Home     House Rules