Saturday, July 13, 2019

Campaign Design - Bloodlines: Sapphire Sûl-Blooded

Sapphire Sûl-Blooded
(adapted from Unearthed Arcana)

Although those descended from Salgerðr tend to be extremely antisocial, tales tell of a rare few who have formed alliances with dwellers in the deep places of the earth, working for their mutual protection against the dire threats that lurk in the depths. From these alliances, offspring have been reported, although they are so rare as to be thought of as mere myths in many places.

Those who bear the sapphire dragon bloodline tend to be reclusive, which only further fuels the belief that they are mythical. They tend to have dark blue eyes, and dark hair that has an almost bluish tint in the sunlight. The handful of sapphire sûl-blooded individuals who have been identified have gravitated towards occupations that combine military life with working with earth and stone.

Sapphire Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Climb checks
4th
+2 on Climb checksSkill Augmentation (Listen and Spot)
6th
Dexterity +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)2
10th
Sapphire Sûl affinity +21
12th
Dexterity +1+1 to natural armor
14th
+2 on Intimidate checks
16th
Sonic resistance 5 (Ex)2Sonic resistance 10 (Ex)2
18th
Strength +1
20th
Sapphire Sûl affinity +21Skate, once per day (Sp)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with sapphire dragons and other creatures descended from sapphire dragons, including others with this bloodline.
2 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3This ability allows you or an inanimate object to slide along any solid surface with no friction. You can control your movement by thought alone, skating, turning, or stopping as desired. Your base speed is your normal land speed plus 15 feet. You can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal while skating downward adds 30 feet (instead of 15 feet) to your speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability lasts for one round per character level.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Sapphire Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select sapphire dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Sapphire Sûl-Blooded dragon shaman must choose the Sapphire Sûl Totem.

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Thursday, June 27, 2019

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Pure Alchemy

Pure Alchemy

Then records show that the discipline of pure alchemy was the domain of the Tauta' warlords, who used its arcane transformative power as both an offensive weapon and a defensive measure. There are numerous folk tales in which a terrible monster turns out to be a Tauta'an warrior in disguise, or a Tauta'an sorcerer punishes those who penetrate the mystic confusions that hide his home by transforming them into stone, or a toad, or dust. Most of these bits of folklore are certainly fanciful inventions, but the documents deciphered from the U'pesuristean Vault demonstrate that they have a kernel of truth.

By studying the ancient Tauta' techniques, pure alchemists have perfected the art of transforming matter, lifting alchemy from a craft of concoctions and mixtures practiced by hedge wizards and wise women into the realm of high wizardry. They have, like druids, the ability to reshape themselves as well, but these powers are gained through arcane and not divine means.

Specialty Skill: Craft: Alchemy

Spell List:

0th Level

Detect Poison
Mending

1st Level

Acid Spittle (RR)
Detect Gold (RR)
Enlarge Person
Glue (RR)
Grease
Reduce Person

2nd Level

Alter Self
Intoxicate
Melf's Acid Arrow
Pyrotechnics
Shatter

3rd Level

Gas Cloud (RR)
Gaseous Form
Shrink Item
Stinking Cloud

4th Level

Minor Creation
Polymorph
Solid Fog
Tattoo Item (RR)

5th Level

Baleful Polymorph
Cloudkill
Dolomar's Limited Liquification (RR)
Fabricate
Major Creation
Meld Object (RR)
Pillar of Attraction/Repulsion (RR)
Stone Shape
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone

6th Level

Acid Fog
Disintegrate
Flesh to Stone
Otiluke's Freezing Sphere
Stone to Flesh

7th Level

Freezing Curse (RR)
Statue

8th Level

Horrid Wilting
Incendiary Cloud
Iron Body
Polymorph Any Object

9th Level

Shape Change

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Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Planar Geography

Planar Geography

It is unquestionable that he Tauta' were masters of planar magic. Much of the network of gates and portals that knit the Three Worlds together into one, and that provide access to the realms of Færie and Shadow are the work of that ancient vanished race. The historical records found in the Vault show that the Tauta' originated on Ilkeas, and through their arcane efforts they discovered Midrun, Cærulus, and the other realms. This has led some to speculate that there may be many other possible worlds accessible to the denizens of the Three Worlds yet to be discovered - a notion that drives many of those who choose to specialize in the study of planar geography. A handful of scholars, on the other hand, hold that the Tauta' are responsible for the very creation of the various planes of existence, but this is a decidedly minority - and heretical - view.

Planar geography is the study of nothing less than the shape and nature of the cosmos. By utilizing and understanding of the shape and nature of cosmic boundaries, planar geographers have learned a large number of techniques for locating objects, distorting and bending space, and traveling quickly across the multiverse. In addition to the acquisition of raw magical knowledge, the goals of planar geographers include the complete mapping of the multiverse and the categorization of all planar entities. The planar geographers are the most numerous of the sages of the U'pesuristean Vault, and include several subgroups, from the Curators who collect planar artifacts and bind outsiders in a secret museum, to the Orrery Keepers, tinkers who have dedicated their existence to constructing a whirling, mechanized model of the interaction of the planes relative to one another.

Specialty Skill: Knowledge: the Planes

Spell List:

0th Level

Detect Magic
Mage Hand

1st Level

Detect Chaos
Detect Evil
Detect Good
Detect Law
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law

2nd Level

Dolomar's Mapping (RR)
Locate Object
Rope Trick
See Invisibility

3rd Level

Blink
Ghost Body (RR2)
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law

4th Level

Bottomless Pit (RR)
Dimension Door
Dimensional Anchor
Mirror Safe (RR)

5th Level

Contact other Plane
Dismissal
Leomund's Secret Chest
Lesser Planar Binding
Teleport

6th Level

Planar Binding
True Seeing

7th Level

Banishment
Drawmij's Instant Summons
Ethereal Jaunt
Greater Teleport
Phase Door
Plane Shift
Sever (RR)
Vanish

8th Level

Discern location
Etherealness
Greater Planar Binding
Maze
Rapid Journey (RR)

9th Level

Astral Projection
Gate
Teleportation Circle

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Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Oneiromancy

Oneiromancy

One thing the sages of the U'pesuristean Vault have found that runs through the histories of the Tauta' is that they were obsessed with prophecy, and those most devoted to studying the oracular arts believed that the surest path to prophetic visions was in the world of dreams. Ceyx, the most prominent of the ancient Tauta'an oneiromancers went to far as to assert that the study of dreams was the foundation of all arcane endeavors. Whether his contemporaries agreed with him is a mystery lost to the mists of time. The Tauta'an obsession with the dreamlands has led some modern oneiromancers to claim that the dream folk and other inhabitants of the dreaming world are in fact the remnants of the Tauta'an people, who retreated and become trapped there following the devastation of the lieutsignis

Some sages of the U'pesuristean Vault begin their exploration of the planes and prophecy with the study of oneiromancy, the magic of dreams. Although this is only a stepping stone for many, there are a few who continue in their oneiromantic studies, delving deeply into the nature of dreams, the dreamlands, and the dreaming mind. These wizards have uncovered many secrets of how to uncover the hidden meaning of dreams that were hitherto known only to the clergy of Woda and Füllar, although many believe that this branch of magic is more aligned with the mind of Lyßa than with Woda or Füllar. As a result, oneiromancers have gained a reputation among many as dangerous transgressors whose study harms the dreamlands and imperils the capacity of mortals to dream.

Specialty Skill: Knowledge: Dreams

Spell List:

0th Level

Daze
Steal Sleep (RR)

1st Level

Hypnotism
Silent Image
Sleep

2nd Level

Alibi (RR)
Hypnotic Pattern
Minor Image
Perfect Recollection (RR)
Sleep of the Dead (RR)

3rd Level

Detect Dreams (RR2)
Major Image

4th Level

Dream Walk (WW)
Modify Memory
Phantasmal Killer

5th Level

Dream
Nightmare
Sending

6th Level

Deep Sleep (RR2)
Summon Monster VI [dream folk only]

7th Level

Summon Monster VII [1d3 dream folk only]
Vision

8th Level

Demand
Mind Blank
Summon Monster VIII [1d4+1 dream folk or 1 dreamwraith only]

9th Level

Astral Projection
Summon Monster IX [1d4+1 dream folk, 1d3 dreamwraiths, 1 night hag, or 1 nightmare only]
Weird

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Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Chronomancy

Chronomancy

The records in the U'pesuristean Vault show that the Tauta' were intensely interested in chronomancy, and invested enormous amounts of effort into perfecting the arcane art of manipulating time. They were driven, in part by their innate curiosity about eldritch matters, but mostly due to their increasingly desperate efforts to stave off defeat by the Hallitsijainen. There are suggestions in the records that the ultimate goal of the Tauta' chronomancers was to find a way to change the past and prevent their undead foes from ever coming into existence, although they clearly never achieved this objective. Other documents hint that the devastating lieutsignis was the result of chronomantic magic.

Chronomancers attempt to obtain an understanding of time that lets them transcend its boundaries. Time travel, the resetting of the past, and the completely accurate prediction of the future are this branch of magic's ultimate goals, but the U'pesuristean Vault's knowledge at this point is still rudimentary at best. Even the most powerful chronomantic spells such as time stop and widdershins only let the wizard manipulate the time that is close to the present, and then only for a short duration. Still, while the spells chronomancers have uncovered are still few, they are powerful and the promise that this area of study offers is vast. One of the discoveries that the chronomancers of the U'pesuristean Vault have made is that peering through the timeline to the times when the lieutsignis was used is not possible, as time itself is shattered by the power of that eldritch enchantment.

Specialty Skill: Knowledge: History

Spell List:

0th Level

Enumerate (RR)
Quick Sober (RR)

1st Level

Expeditious Retreat
Feather Fall
Foreaction (RR2)
True Strike

2nd Level

Augury
Dead Man's Eyes (RR)
Perfect Recollection (RR)

3rd Level

Haste
Slow

4th Level

Accelerate Reflexes (RR2)
Divination
Lesser Timeheal (RR2)

5th Level

Permanency
Slow the Years (RR2)
Speed the Years (RR2)

6th Level

Contingency
Mass Haste
Pass the Years (RR)

7th Level

Ease the Ages' Burden (RR2)
Greater Timeheal (RR2)
Reverse Gravity
Stop the Years (RR2)

8th Level

Timeskip (RR)
Widdershins (RR)

9th Level

Foresight
Temporal Stasis
Time Stop
Two Minds

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Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Specialties

Sage of the U'pesuristean Vault Specialties (from Relics & Rituals II)

Research into the wisdom of the ancient Tauta' has uncovered four specialties in the U'pesuristean Vault. These are currently the only known specialties, but given that only a small fraction of the documents in the Vault have been deciphered, it seems likely that new specialties will be discovered in the future.

Chronomancy
Oneiromancy
Planar Geography
Pure Alchemy

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Wednesday, June 26, 2019

Campaign Design - Bloodlines: Emerald Sûl-Blooded

Emerald Sûl-Blooded
(adapted from Unearthed Arcana)

As with most of the gem dragons, those descended from Elliðagrimr tend to prefer to dwell in the Færie Realms, and by inclination most are at least nominally aligned with the Unse̊ðie Court. Those who live within the Three Worlds often form working arrangements with sages, scholars, and even entire institutions of research and learning. These alliances have been known to result in offspring as the emerald dragons mix their bloodline with both fæy and mortals.

Those who bear this bloodline often share their forbears' thirst for knowledge, and frequently pursue callings that involve a life devoted to research and study. They tend to be angular and thin, with pale skin and a greenish tint to their hair. The most common, and striking, physical feature of those who bear this bloodline are deep green eyes lacking any whites.

Emerald Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Knowledge checks1
4th
+2 on Knowledge checks1Skill Augmentation (Listen and Spot)
6th
Wisdom +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)3
10th
Emerald Sûl affinity +22
12th
Wisdom +1+1 to natural armor
14th
+2 on bardic knowledge checks or Knowledge checks4
16th
Sonic resistance 5 (Ex)3Sonic resistance 10 (Ex)3
18th
Charisma +1
20th
Emerald Sûl affinity +22Legend lore, once per day (Sp)
1 Pick one Knowledge skill. You gain the indicated bonus on checks made for that Knowledge skill.
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with emerald dragons and other creatures descended from emerald dragons, including others with this bloodline.
3 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
4 If you have the bardic knowledge ability, you gain the indicated bonus to all bardic knowledge checks. Otherwise, pick a different Knowledge skill from the one you picked at 1st level. You gain the indicated bonus on checks made for that Knowledge skill.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Emerald Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select emerald dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Emerald Sûl-Blooded dragon shaman must choose the Emerald Sûl Totem.

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