Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

25 October 2007

The Uruqua V - Miyaga and her Disciples

Seeing as how I've reached Miyaga in our review of the Uruqua; and seeing as how the party just, once again, bumped into Ally'esch'ya, the mysterious dark elven bard (or whatever); I thought it appropriate to not only put up the deity information for the power in question, but also the description of the prestige class of which Lady Ally is a member: the Disciples of Miyaga. To put it into simple terms, the Disciples are a quiet and insular sect of divine geishas, whose beliefs boil down to "celebratory physicality". While their divine mistress is nominally one of the Uruqua, and a Greater Servant of the brutally tyrannical Worldqueen at that, neither Miyaga nor her disciples are evil; far from it. The vast majority of them are neutral or good, albeit of the neutral or chaotic variety.

In any event, that's the nature of the NPCs the party rescued from the wreck of the Wavespear: Ally'esch'ya is the Praeceptrix of this particular cortina sacra, while Belleaylis is the Senis, and the newly-apprenticed Wendara, the Infima.

One final note of warning: the purpose of this prestige class is to add depth and flavour to the campaign world. PCs should avoid it, for two reasons: first, it's not suited to the adventuring, treasure-mongering, monster-killing lifestyle; and second, given the choice between adjudicating some of these skills and abilities, and hammering a six-inch galvanized spike into my own cranium, I'd probably go with the latter, and nobody wants to have to clean that up.

Anyway, here it is.


* * * * *

Miyaga
The Maiden of Blinding Beauty
(Greater Servant of Ekhalra)

One of only two of the Uruqua who are not universally despised by the followers of the Light (the other being Lyra Kyllona), Miyaga is nonetheless viewed with suspicion and distrust – not only because she embodies gentle trickery, but also because she stands for unbridled hedonism and the search for pleasure that are characteristic of all living creatures (with the possible exception of the Dwarves). In reality, however, Miyaga herself stands entirely neutral betwixt good and evil, favouring neither one nor the other, and demanding of her clerics, and her much more numerous Disciples, that they serve the desires and wishes of all creatures equally.

Miyaga embodies physical beauty. She is usually pictured as an amalgam of the Kindred races – tall and broad-hipped like a daughter of Esu, but with the pointed ears and delicate features of the Elves, the grace and agility of the Holbytlan, and the poise, certainty and thick, dark hair of the Dwarves. She radiates an aura of calm and serenity at all times, such that it is impossible for any creature, even one of the Powers, to attack her; and when she is forced into battle against her will, she uses only non-lethal weapons, and flees at the first opportunity.

While Miyaga’s actual clergy are few in number and secretive, her worship is possibly one of the most widely spread throughout Anuru, carried by her Disciples (described elsewhere). Clerics of Miyaga must have a charisma of at least 15 and cannot be celibate, as her worship requires acts of physical intimacy. They may only use blunt weapons, but gain the Subduing Strike feat at 1st level, and have Bluff and Perform as class skills (adding their level to checks). They can cast Eagle’s Splendor (self only) and Calm Emotions once per day per three levels, regardless of level; and Enthrall once per day per four levels.

Alignment: Neutral
Sphere(s): Pleasure, hedonists, brides, bards
Sigil: Female silhouette in a braided red and gold triangle
Preferred hues: Scarlet and gold
Preferred weapon: Whip
Worshippers’ alignment: Any non-lawful
Domains: Body, Dream, Healing, Pleasure, Trickery
Church: Minor


* * * * *

The Disciples of Miyaga
(NPC Prestige Class)

The Disciples of Miyaga are a secretive society dedicated to the study and practice of bending beings to their will through physical pleasure. The sect first came into being more than three thousand years ago, during the Age of Wisdom, created by the Priests of the Maiden, clerics dedicated to Miyaga, the Maiden of Blinding Beauty, herself one of the Servants of Ekhalra the Witherer. Ekhalra, who delights in ruling (and corrupting) all things within Anuru, has ever encouraged her Servant Miyaga in building and extending her especial following, knowing that mortals, particularly the Kindred Races, are easily destroyed through their lusts. But Miyaga’s motives are not evil; she is neutral, and so are her followers. Their interests are anything but worldly.

Because they are far, far more than mere professional prostitutes, Disciples – masters and mistresses of the arts of entertainment, music, conversation and feats of physical marvel – are generally recruited only from experienced individuals: sages, artisans, aristocrats, performers, and of course adventurers. The requirements are stiff; recruits must have 5 or more hit dice, and must have wisdom and dexterity scores of 12 or greater; and a charisma score of 13 or greater. Bards, sorcerers and clerics tend to make good Disciples. So would paladins, were they not required to be lawful.

New recruits are assigned to an experienced Disciple where they form part of a Cortina Sacra, the Sacred Triad of Miyaga, consisting of the Infima/Infimus (the new recruit or “junior” member of the triad); the Senis/Senus (the “senior” member, usually a 1st or 2nd level Disciple; and the Praeceptrix/Praeceptor (the “teacher”, who must be at least 5th level). The Infima performs all of the work of the group (except for that allotted to hired domestics), while the Praeceptrix does all of the teaching. The Senis is expected to both work and learn, and also to run the group’s collective household. The most important function of the Cortina, however, is to serve as the focus of worship for the group; and it is during worship that the Praeceptrix and Senis are expected to share the benefits of their vast experience with the Infima, and school the new apprentice in the arts and practices of the Disciples. Once an Infima has spent at least 3d4 months within a Cortina, he or she will have acquired the Seductive feat, along with two clerical domains, and will be considered a 1st-level Disciple.

Disciples of Miyaga believe that the spiritual is physical and vice-versa; accordingly, their daily period of communion with Miyaga must involve some form of appropriate activity, else they cannot gain access to their special abilities or spells for that day. Disciples whose charisma and wisdom scores total 30 or more are able to practice Ecstatic Communion, a supernatural ability that enables the Disciple to spend one hour upon waking in deep meditation, and then make a Perform check against DC 20; and if successful, he/she will have reached an ecstatic stage of enlightenment, and will gain +1 on all skill checks and saving throws for the remainder of the day.

Life is not always easy for the Disciples. Strongly lawful, ethically organized societies occasionally persecute them for their casual attitudes towards intimacy; and for this reason, Houses and Temples of the Maiden are almost always hidden, and guarded by both magic and steel. Because of their strong familial orientation and religious beliefs (and because of the Disciples’ association, however distant, with a Servant of Ekhalra), Dwarves tend to frown on them. During the religious fervour in Ekhan, the Temples of the Maiden were closed and their inhabitants exiled. In Mirabilis, Disciples - like sorcerers - are tortured and branded before being exiled, or even executed.

The Disciples tend to be welcome in chaotic, disorganized, newly-settled areas and open-minded, multi-cultural or poly-species societies. They are particularly prized among the worldly Elves (especially the cosmopolitan – some would say, hedonistic - society of the High Elves). Some of the most highly-skilled Disciples are found among the Grey and Wandering Elves, who have long lifetimes to master their art, and whose physical beauty is without peer. That said, only among the Shadelven are the Disciples not only welcome, but are also honoured and revered for their knowledge, spiritual calm, and extraordinary abilities. Some Disciples have reached awesome heights of political and social influence among the Dark Elves.

PREREQUISITES

Alignment: Any non-lawful
Hit Dice: Minimum 5 HD to be recruited; progression by d8
Skills: Diplomacy 5 ranks, Perform 5 ranks
Feats: one or more of Animal Magnetism, Disarming Looks, Endurance, Negotiator, Persuasive;
Patron deity: Miyaga, the Maiden of Blinding Beauty
Special:
- Seductive feat is gained during apprenticeship
- Disciples cannot turn Undead
- Disciples are not able to use Spontaneous Casting to channel spell energy into healing
Class skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Intimidate, Knowledge(Any), Listen, Perform, Read Lips, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Rope
Skills/level: 4+Intelligence modifier; at least 1 skill point per level must be spent in obtaining a Knowledge skill
Symbol: the symbol of the Disciples is the silhouette of a nude woman, entangled in a woven triangle of black, scarlet and gold. Disciples may carry the symbol as a brooch or sigil on a necklace; have it woven into an article of clothing; or wear it as a tattoo. The symbol, whatever its nature, serves as the Divine Focus for clerical spells.

Class Features

Weapon and Armour Proficiency: no change to existing proficiencies.
Ecstatic communion(Su): Disciples whose charisma and wisdom scores total 30 or more are able to practice a skill known as ecstatic communion, a meditation technique designed to focus their psyche and energy. When performing their daily communion, the Disciple rolls a Perform check against DC 20; if successful, he/she has reached a special plane of enlightenment during communion, and obtains +1 on skill checks and saving throws until he/she sleeps again.
Cleric spells/domains: Disciples advance in spell-casting ability as Clerics, and may select the Pleasure domain, and one other from the following: Body, Dream, Healing, Trickery
Disguise Self(Sp): at 1st level, a Disciple can Alter Self once per day per Disciple level, as a spellcaster of his/her total level. Charisma modifiers apply to any Disguise checks.
Aura of Goodwill(Su): at 3rd level, a Disciple projects an Aura of Goodwill, identical to a Sanctuary spell. This can be used once per day per Disciple level.
Enticing Gaze(Su): at 5th level, a Disciple can use Enticing Gaze once per day per Disciple level. This is a gaze attack with a range of 5’/Disciple level. The target must make a Will save (DC 10+Disciple Level+Charisma Mod) or walk towards Disciple at half movement rate, stopping 5 feet away, and remaining motionless for a period of time equal to (5+Disciple Level) rounds; the effect lasts a further 1d4+Charisma Modifier rounds after the Disciple ceases concentration on that creature. Any offensive action by the Disciple, or action taken against the victim by one of the Disciple’s allies, allows another saving throw. This power can be used on 1 creature at a time, and is mind-affecting. If used on a creature of a different Kindred race, the target is +2 on saves; if used on a creature of a different species, the target is +4 on saves.
Fascinate (Su): at 7th level, a Disciple can use Fascinate once per day per Disciple Level. This has a range of 60’ and is a full-round action; the target must make a Will Save (DC 10+Disciple Level+Charisma Mod) or remain rooted to the spot until the Disciple releases him or her. The target loses all Dex bonuses and cannot take any actions. The effect is broken if the Disciple (or any obvious associate) takes obvious hostile action against the target. If the Disciple leaves the target’s sight, the target is allowed one saving throw per minute, with +1 every minute. This is a mind-effecting compulsion.
Mass Fascinate (Su): at 9th level, a Disciple can use Mass Fascinate once per day per three Disciple Levels. This is identical to Fascinate, but affects all sentient creatures within 60’.
Base attack bonus/saving throws: BAB and saving throws progress as Cleric. Disciples may only use bludgeoning weapons.

(P.S. Yes, this is pretty much the same as the Disciple of Aaluran prestige class from the BOEF, with some heavy edits to make it (a) fit into my campaign world, and (b) remotely palatable. It's just about all that's salvageable. Nothing else - NOTHING - will be showing up from that book. I'm sure we're all more comfortable sticking with the warm and fuzzy stuff in Libris Mortis, Vile Darkness, and Hordes of the Abyss.)

23 September 2007

The Anari (VI): The Tricksters


Time again for another instalment in our ongoing coverage of the swarming throng of deities, demigods and assorted what-nots that is the pantheon of Anuru. Today we look at Nosa, third of the Four Brothers, the patron and guardian of the Holbytlan, and of all who tend to find their fingers in other peoples’ pockets, and his various Servants and Avatars.

As always, the “Church” notation indicates whether the deity in question has a major organized following (a widespread church, with temples, cathedrals and a large, organized hierarchy), a minor organized following (a smaller church, with scattered temples and a sparse clergy), or no organized following (a few clerics, paladins, druids, rangers and other diverse worshippers).

* * * * *

NOSA
The Quick, The Grand Guide, The Trickster
Lord of Halflings

Small, clever, and cunning, Nosa is the third of the Four Brothers of the Anari. A congenital ne’er-do-well, he is called, amongst other, less-flattering names, “The Trickster” for his habit of making mock of the seriousness and gravity of his siblings. He is the swiftest of the Anari, and is able to move silent and unseen wherever he will, unnoticed even by those keeping watch for him. Despite his inherent flightiness, however, he is an implacable enemy of the Uruqua; he merely fights them through stealth and cleverness, rather than brute force. No one is really certain what he looks like; his powers of disguise are so potent that, it is said, he never appears in the same guise to the same person twice. In historical art, however, he is generally depicted as a red-cheeked Halfling, with long sideburns, and dancing eyes.

Because of these traits, Nosa was accorded lordship over the Holbytlan, the Halflings, after the darkening of Bræa – at least, insofar as Halflings can be said to acknowledge any lord. They are perfectly suited to each other, however, as Nosa has himself little interest in suzerainty over Kindred or Beast; he prefers to exercise his influence through personal action rather than by manipulating others to do his will. For this reason, there is no organized following that harks to his word, and very few priests who wield his might; he is more likely to be worshipped and invoked by rangers, clerics of the cities, and miscellaneous other individuals who prize freedom from responsibility, individuality, and cunning above all other traits.

One of Nosa’s traits is highly useful to his followers: the ability to always know where one is. Clerics of Nosa gain the Blindfight feat, and have both “Balance” and “Intuit Direction” as class skills, adding their cleric level to checks in these skills.

Alignment: Neutral Good
Sphere(s): Rogues, Bards, Monks, Archers, Acrobats, Trickery
Sigil: A torch, black and red, over a stooping eagle, white; together on an inverted plinth of emerald marble

Preferred hues: greens
Preferred weapon: sling
Worshippers’ alignment: Any non-Evil
Domains: Celerity, Community, Good, Luck, Protection, Trickery
Church: none


SERVANTS

Myran, Mistress of Chaos
(Greater Servant)


Myran’s origins are obscure. While she was almost certainly created out of the baser stuff of the Universe along with all of the other Minions during the War of the Powers, her creation from the chaotic flux of space and time was incomplete; and, as such, she has no fixed shape or form, appearing in the form of a cloud of light, a stone, a dragon, or one of the Kindred, depending upon her whim of the moment. She seems to take two forms preferentially, however: that of a great, black panther, or a woman of the Hiarsk, bearing a harp. Her music upon that harp is said to make forms formless, unravelling the solidity of shape into the flux of shapelessness – a terrible power, that even the mightiest of the Uruqua respect and fear.

Myran has no church; her very being is the antithesis of the order upon which a formal religious hierarchy is founded. Her followers mirror her chaotic nature, acting as will or whimsy dictate, bearing in the general direction of good – but only just barely. Their principal driving urge seems to be fulfilling an insatiable wanderlust. A true acolyte of Myran will only rarely remain with the same group of adventurers for more than an encounter or two, unless he or she is pursuing a coincident goal. Even then, maybe not; clerics, rangers and bards of Myran exemplify “Adventure Attention Deficit Disorder”.

This tendency makes true believers in Myran inherently unpredictable. Clerics of Myran automatically gain the Evasion extraordinary ability, as a rogue, and Improved Evasion at 7th level. They also gain “Bluff” as a class skill, and add their cleric level to all Bluff checks.

Alignment: Chaotic Neutral (Good)
Sphere(s): Bards, Rogues, Felines, Chaos
Sigil: Head of a roaring panther, black, over a winged harp; together on a shield, barry gris

Preferred hues: black, grey, green
Preferred weapon: Claws
Worshippers’ alignment: Any non-lawful, non-evil
Domains: Celerity, Chaos, Knowledge, Magic, Trickery
Church: None


Khallohaim, The Fleet One
(Lesser Servant)


Khallohaim is rarely worshipped, although he is venerated by all who revere fleetness of foot. Originally one of the Minions of Light, Khallohaim, mimicking his master’s trickery, once besought a favour from the Uruqua, Zaman, mighty in magic. He begged her to make him fleet of foot, in exchange for his wings. She agreed to warp the flux and make it so; but thinking to give him short shrift, she cast her spell to ensure that he was only as fleet a-foot as he was in flight. When the spell was complete, she told him of her treachery, laughing; whereupon Khallohaim merely smiled, and agreed to her terms. He then soared into the highest heights of heaven, folded his wings, and plummeted to earth – and during that epic fall, reached such an unthinkable speed that the Powers were struck dumb. At the end of the test, Khallohaim held Zaman to her word, surrendering his wings; and, seething, Zaman was forced to grant him such fleetness of foot that no Beast, Monster, Minion or Power could catch him – and most could not even see him in passing.

Khallohaim is usually pictured as a slender, blonde-haired Son of Esu, wearing a gilded breastplate and a scarlet cloak, and bearing a long sword with a winged crossguard. It is said that he can hurl this sword at any target on the same plane, and it will strike unerringly, acting as a Slaying weapon against whatever it hits. Khallohaim has no formal following and no temples, although it is not uncommon – at least in Human and Elven lands – to find shrines in his honour at places where athletic contests are held. Clerics of Khallohaim, who are few and far between, gain the Run feat at 1st level, and Endurance at 5th level.

Alignment: Neutral Good
Sphere(s): Horses, Athletes, Monks, Fighters, Speed
Sigil: A grey eagle, hovering; on an Elven Star, scarlet and black

Preferred hues: grey, red and black
Preferred weapon: Longsword
Worshippers’ alignment: Any Good
Domains: Animal, Celerity, Strength, Travel
Church: none


Cham, Lady of Stealth
(Lesser Servant)


Cham’s appearance, in art and in the manu in which she chooses to appear when in Anuru, are so similar to Nosa’s that some theologians believe that she is nothing more than his female alter-ego. She is, however, a separate being, and is nowhere near as ancient, in fact, as her colleagues or her master. Cham was once a woman of the Nosadi, of the people called the Halpinya, the forefathers of the Halflings, who lived at the time of the Great War of Anuru, that ended the Ancient World and ushered in the Eon of Darkness.

As all students of history know, Bardan launched this final war only after building up a mighty army wherein his minions and monsters were reinforced by new blood: the Speaking Monsters, created from the ruined bodies and warped souls of members of the Kindred, captured and rent into new and hideous forms in dark pits beneath the world. From Men Bardan created the Ogres; from Elves, the Orcs; from Dwarves, the Goblins; and from Halflings, the Gnomes. But as has been elsewhere told, alone of all the Kindred, the spirit of the Halpinya was pure and unquenchable, and the Gnomes – created from this incorruptible matter – it were not to be turned to evil, and rebelled against their creator. And for this crime, they were imprisoned in the deep places of the earth, to labour for all time as the bond-slaves of the Uruqua.

Cham was one of those who, listening at the councils of the mighty, discovered this secret; and while Elves and Dwarves and Men pondered how they might wield the forces of the arcane, the divine, and the sword to free the Gnomes from their cruel bondage, Cham gathered her folk, and sought out Bardan’s fastness. By stealth, they mounted his walls, and penetrated the mystical barriers he had created to keep out the mightier of the Kindred; for in truth, Bardan had never considered the Halflings to be of much worth, but held them in contempt. This proved to be his undoing; for at length, Cham and her comrades found the deepest dungeons where dwelt the Gnomes in durance vile, and freed them; and led them to the Light. And at the last march, when they were discovered in their flight, and the minions of Bardan gave chase, Cham remained behind to delay the enemy and ensure her comrades’ escape; and so was slain. But for her, as it has been for many of the other Servants and Avatars and Minions of Light, death was not the end; Nosa raised her up and set her at his left hand. And while she chafes under his direction, ignoring the will of her would-be masters among the immortals as she did in life, she remains the focus of admiration and reverence for all among the Kindred who value the quick mind, and the silent step, and the hidden thrust from the shadows.

Priests of Cham are rare, turning up only in urban areas where they serve as a focus of divine might for communities of those who live by stealth and deception. Such priests have Bluff as a class skill, and add their level to skill checks in this area. They gain the Stealthy feat at first level. They also gain the Sneak Attack ability at first level, rising by 1d6 damage ever three levels thereafter (2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, etc.).

Alignment: Neutral (Good)
Sphere(s): Rogues, Cutpurses, Monks, Stealth
Sigil: Nosa’s torch (scarlet and black) over a crescent moon, black, recumbent
Preferred hues: Any dark

Preferred weapon: dagger
Worshippers’ alignment: Any non-Lawful, non-Evil
Domains: Luck, Mind, Protection, Trickery
Church: none


AVATARS

Yondalla, Mistress of the Holbytlan
Avatar of Hearth and Home


Yondalla is the avatar that represents all that is good and admirable about the Halflings: their sense of community, their love of making things, their respect for natural life, and their instinct to rally together in the face of danger. In this sense, she represents an ideal to which the Holbytlan aspire, but which – due to their essentially chaotic and free-spirited nature – they do not always achieve. Her origin is unknown, but she is probably one of the Minions of Light created during the Age of the Making. While she probably did not take up her present duties until some time after the Children of Bræa were created, it is known that she stood for the Halflings long before Bræa’s fall, and the transfer of the Nosadi to the care of her master.

Yondalla’s aspect is that of an elderly Halfling woman, wearing a long travelling cloak and bearing a staff, and her priests tend to dress likewise. The avoid rather than seek combat, engaging in battle only when all peaceful options have been exhausted. To this end they tend to be excellent problem-solvers, gaining the Negotiator feat at first level, and adding their cleric level to all Diplomacy checks. They also gain the Subduing Strike feat at first level, enabling them to do subdual rather than lethal damage without penalty, with any weapon with which they are proficient. Clerics of Yondalla invariably prefer to take prisoners, aiming to turn malefactors over to the secular authorities for judgement, rather than executing judgement themselves. The worship of Yondalla is perhaps the most widespread of all non-Human religions in Erutrei; even Halflings who worship another deity usually have a small shrine or image of Yondalla somewhere in their dwelling, invoking her blessing on the wellbeing of hearth and home. Any such image – whether an icon, a carving, a painting, a holy symbol, or whatever – will, if it has been Blessed by a Priest of Yondalla, confer the equivalent of a Resistance spell (+1 on all saving throws) upon all of the residents of any permanent dwelling in which it is placed.

Alignment: Lawful Good
Sphere(s): Halflings, safe and happy homes, skill, bounty
Sigil: Nosa’s torch (scarlet and black) beside a cornucopia, on a wheat-coloured shield
Preferred hues: Earth tones
Preferred weapon: Staff
Worshippers’ alignment: Any Good
Domains: Community, Creation, Healing, Protection
Church: Major


Eolwine, The Silent Stalker
Avatar of Stealth


Eolwine is little known among the Kindred, except among those who live by stealth and by striking from the shadows. Even more unpredictable than Nosa or Cham, she is a focus of admiration who live by the demands of their own code, and change that code to suit their fancy or as the situation dictates. She is often depicted, oddly enough, as a woman of the Esudi, slender and of medium height, with dark hair, and with her features always hidden by a hood. She tends to be revered by those who stalk their prey, whether hunters, thieves, confidence men who fleece their targets, or assassins. Because she is one of the Minions of Light, she tends to favour those who use their skills against evil targets, and reserves her highest grace for acolytes who defeat others more powerful than themselves – such victories representing the acme of skill.

Priests of Eolwine are exceedingly rare, although they do crop up, from time to time, in the same sorts of places where clerics of Cham may be found. A Priest of Eolwine gains the Deceitful feat at first level, and has Decipher Script, Disguise, Forgery and Sleight of Hand as class skills. She adds her class level to Disguise and Sleight of Hand skill checks. Finally, beginning at first level, a cleric of Eolwine can cast Disguise Self once per day per three levels; and beginning at 3rd level, can cast Alter Self once per day per three levels.

Alignment: Chaotic Neutral (Good)
Sphere(s): Thieves, confidence men, spies, non-evil assassins, stalking, hunting
Sigil: A bloody dagger over a finely-dressed noblewoman, on a plinth, grey
Preferred hues: burgundy, scarlet, black
Preferred weapon: dagger
Worshippers’ alignment: Any non-Lawful
Domains: Celerity, Death, Madness, Trickery
Church: None


Palchriss, the Martyr
Avatar of the Hoof
(DECEASED)


What little is known about Palchriss is the stuff of legends and ancient artwork. One of the Minions of Light, he was the patron of Centaurs, taking the shape of one of their own, a mighty and indomitable warrior, sworn to the Light. In the Age of Wisdom, Palchriss was revered not only by the Centaurs, but also by all four-footed creatures, and was taken by Nosa as one of his avatars for his fleetness.

Palchriss played a small but important part in the history of the Elves. When Bræa wed Cîarloth of Harad at the dawn of the Age of Wisdom, and he became the High King of all the Elves, he refused a crown of gold or silver or mithril, and instead begged that he be permitted to wear a simple circlet representing the life of the world. Palchriss, wise in the ways of the woodlands, fashioned a pair of living diadems from the green branches and leaves of the forest, and presented them to Bræa and Cîarloth on bended knee; and it is for this reason that he is most often depicted supporting a crown in one upstretched hand; and that the High King and Queen of Elvehelm wear no gold or jewels upon their brow, but only the living limbs of the forest.

Palchriss is called “The Martyred” because he fell in long ages past, true to the service of the Light. According to legend, Vilyacarkin, one of the Greater Servants of Zaman, thought to overturn the allegiance of the Centaurs to the light by appealing to the chaos in their natures, drawing them towards evil. Palchriss learned of her schemes only when she had already seduced many tribes to her worship, and sought to interfere, opposing her intentions. He succeeded, but only at the cost of attracting her eternal enmity. This led to his doom; for, during the brief reign of Bîardath, the Ill-Born, when the light of Harad was suppressed and evil things flourished and spread across the Earth, Vilyacarkin caught Palchriss alone and unattended in a remote river vale, and with the aid of the Wolves of Mordakris, overwhelmed and slew him. And because this was before the Forging of the Dome, it was not his manu but his immortal and imperishable body and spirit that were slain; and thus Palchriss was cast forever from Anuru, returning in spirit to Ana, and no more was heard of him, or his mighty hoofbeats. Yet still he is remembered and revered by Centaurs and Elves alike, and his image and memory are recalled from time to time in works of art, and the writings of history.

As a deceased deity, Palchriss has no clergy, although there are many who revere him.

Alignment: Chaotic Good
Sphere(s): Centaurs, horses, fleet-footed creatures
Sigil: A centaur on a sky-blue field, supporting a crown
Preferred hues: sky-blue
Preferred weapon: spear

Worshippers’ alignment: any Good
Domains: none
Church: none

21 September 2007

Rolling up in Anuru

Looks like we may have two new players for our campaign!

In honour of this auspicious occasion, I’ve decided to dedicate this post to the process of rolling up a new PC in Anuru. In order to ensure I don’t miss anything vital, I’ve decided to structure this segment along the lines of the “character creation” page in the Players Handbook (aka PHB), page 6. Here goes.

(1) Check with your Dungeon Master for house rules or campaign standards

Here are the ones that are relevant to you right now:

- we use D&D version 3.5 rules

- the “campaign world”, Anuru, has a very specific cosmology, theology and geography that differ considerably from the standard D&D worlds (Greyhawk, Eberron, etc.)

- no psionics. Not ever.

- we use the 1/60th miniatures on a 1” grid for combat

- in terms of party balance, we already have the following:

Breygon (Half-Elf Ranger 9)
Gwendilyne (Halfling Rogue 9)
Lyra (Hiarsk, i.e. hereditary half-elf, Rogue 1 / Sorceress 7)
Bjorn (Human Fighter 2 / Cleric 6)
Joraz (Human Monk 8)

So the party does not have either a dedicated meat-shield, a dedicated divine spellcaster, a dedicated arcane spellcaster, or any of the odd sourcebook classes. If anyone goes with a Dread Pirate, be advised – I accept only one “Arrrrrhhh!!!” per level, per gaming session.

(Party photo here)

- NOTE: if you want to skip all the hard stuff, you can just take a 7th level NPC from the appropriate section in the DMG (pp. 112-128), assigning your own rolled ability scores and the appropriate racial modifications, and using the equipment listed.

(2) Roll ability scores

- character creation is by rolling six x 4d6, rerolling 1’s, and arranging as desired

- take full HP for the first level; after that, they’re rolled. You can never roll lower on your HP roll than your constitution bonus, if any (so if you have a 17 Con, you can never roll lower than 3 on your HP dice)

(3) Choose your class and race

- classes are as per the PHB 3.5. I’m willing to consider classes from any of the other D&D sourcebooks, just check with me first, as some of the classes are too specialized (e.g., Warlocks), and some don’t fit into an “adventuring motivation” campaign (e.g., Druids).

- races are as per the PHB 3.5, with modifications as per the chart below. Note that age categories differ considerably in Anuru, and there are many sub-species of each of the major PC races. I’m not averse to “monster races”, but check with me for appropriateness, playability and Equivalent Character Level penalties.


- some races are rare (noted with an asterisk in the chart at right). Check with me before choosing one of these as your backstory and class choice may be affected. Races marked with a ** are very rare; you need my permission before choosing one of these.
NO Illumians ("Races of Destiny"). They're superhyperglobalmega-cheesy.

(4) Assign and adjust ability scores

- as per the PHB 3.5 rules

(5) Review the starting packages in the PHB

- yeah, if you feel like it.
- new PCs roll up at 1 level below the lowest PC currently in the party. That means you roll up at 7th level (or any multiclass combination that equals 7)

(6) Record racial and class features

- these are as per the PHB and other sourcebooks, with the exceptions noted in the chart above
- don’t forget the +1 to one ability score you got at 4th level


(7) Select skills

- All PHB and sourcebook skills are allowable

- Don't forget the extra skills you may get according to my "racial options" chart

(8) Select feats

- All PHB and sourcebook feats are allowable

- Don't forget the extra feats you may get according to my "racial options" chart

(9) Select equipment

- All PHB and sourcebook equipment is allowable
- starting gear value is 7200 gp (DMG table 4-23, p. 127). All gear in the PHB, DMG and sourcebooks is allowable, with the following exception: no single item worth more than 4000 gp is permitted; no item of more than +1 magical bonus is permitted.

(10) Record numbers

- fill out your character sheet. The 3.5 character sheets can be found here.

(11) Details, details

- Alignment: the party currently consists of CG, LN and CN. No evil PCs, and I would prefer no more CN. If you insist on CN, be advised that I accept the “undecidedly amoral” CN PC, but not the “psychotically unpredictable” CN PC. If you need an idea of how I view alignments, here it is:


- Gender: Don’t care. But I expect solid role-playing.

Okay, there are a whole BUNCH of other details. Much of what you need to know is already available on this blog. For example:

- the Ancient History of Anuru is on the blog in 5 parts: One, Two, Three, Four, and Five. Read it; it plays a big role in the campaign.

- the relationship between gods and mortals is described here.

- the continent of Erutrei, where the action is currently taking place, can be found here. The PCs are presently adventuring along the Stjerneflade, a major river running from the mountains in the north, to the coast in the south, of Storland, the central of three Grand Duchies in the southeastern monarchy of Zare.

- a brief outline of the party, as it stands at present, is here.

- my special rules for spellcasters can be found here. These represent my biggest break from the D&D rules; wizards and clerics don’t need to “prepare” spells. That always struck me as a crock. If you know a spell, and you have the power, you can cast it. Wizards are “knowledge PCs”, and know more spells; sorcerers are “power PCs”, and can cast more spells. If you're a spellcaster, read this section in detail; if not, don't bother. Incidentally, if you're going to be a divine spellcaster, choose your patron diety carefully; as you'll note from the chart in that section, not all dieties can provide their clerics with the full range of divine spells

- about those gods and immortals…I’m gradually putting up the relevant information, especially if you’re thinking about running a religious characters or divine spellcaster. Briefly put, there are two Forces, light (Ana) and dark (Uru); and 14 Powers: seven of the Light, called the Anari, and seven of the Dark, called the Uruqua. So far I’ve put up the info on the first of the Anari; I’m still working on the material for the last two. Once they’re done I’ll put up the Uruqua. Eventually I will put together my own version of the "Dieties and Demigods", complete with art (that I have co-opted from people with actual talent), and give each player a full-colour copy.

Those I have completed so far can be found here, along with their Greater and Lesser Servants, and their various Avatars:

Bræa (Goddess of good and light, no major religions)

Tîan (Goddess of justice, no major religions)

Vara (Goddess of mercy and healing, some major, some minor religions)

Hara (God of the Elves and magic, some major, some minor religions); Hara’s Avatars can be found here

Esu (God of Men and battle, some major, some minor religions)

- and finally, there are a couple of special classes and Prestige classes that are peculiar to my campaign. Those I have posted about so far include:

The Priests of the Healing Hand

The Knights of Tîan
There are a few other campaign-specific prestige classes, but I haven't gotten them formatted or posted yet. Note that these are provided for information only; some of them would be very difficult to play as PCs (the Hand Priests, for example, are great healer/boosters, but are forbidden by the vows from doing lethal damage)

* * * * *

Okay, that’s about enough background information to go on for now. New players, call me when you get a chance; otherwise, we’ll see you next game night! In the meantime, take a stab at what you think you might want to play.


12 August 2007

The Knights of Tîan


The Knights of Tîan
(aka the Knights of Justice)

Elite Character Class

GENERAL

The Knights of Justice are an elite order of warrior-mages dedicated to the service of the imprisoned Anari, Tîan. They combine the diplomacy and personal skills of bards with the skills of the most feared fighters and the ascetic dedication of monks, and wield a range of spell-like and extraordinary abilities to aid them in pursuit of their aims. In good lands, they are revered as the guardians of law and order; and because of their dedication, courage and ferocity in battle, they strike terror in the hearts of evildoers everywhere.

Knights are chosen by psychic testing in early childhood, and thus rarely learn a craft or profession; from their youth, all of their time is spent in training, resulting in highly skilled individuals. They are rarely found together, but if they are, the younger is invariably apprenticed to the elder. Due to the early selection of trainees and the lifelong demands of Knighthood, multiclassed Knights of Tîan are never found.

Adventures

The Knights are natural leaders and mighty and versatile warriors; however, their code of personal honour is so rigid, and the requirements (and tasks) imposed upon them by their orders so inflexible, that they rarely have time to adventure – and when they do, they can be insufferable unless their comrades are pure and unblemished. The Knights do not condemn natural frailties, but neither do they consider it necessary to tolerate them.

Characteristics

The Knights of Tîan follow an austere path, subject to many restrictions; they never wear armour or use shields, and they consider missile weapons of any sort to be cowardly and beneath them. They revere the sword above all other weapons, and most Orders permit the use only of the longsword, the bastard sword (one or two-handed), the rapier or the short-sword (although some Orders permit, even focus on, other swords, e.g. greatsword, scimitar, saber, katana, etc.). More dextrous Knights will occasionally use a second weapon, but this will always be a second sword or dagger. Two-weapon fighting is encouraged.

In order to serve the cause of Law and Order, Knights are granted the ability to cast minor spells. They gain these spells through meditation and prayer. As they advance in skills and experience, Knights gain progressively more powerful special skills, granted by their divine masters and protectors.

A Knight will always fling him or herself into the forefront of battle, particularly if the weak or innocent are at risk. No Knight will ever turn his or her back on an evildoer, or shrink from a battle. A Knight may bluff an opponent or even shade the truth, but he will never lie, will never employ underhanded or perfidious tactics, and will never retreat from a struggle with evil, even to save his life. On occasions when a Knight is forced to retreat (for example, in order to protect the helpless or innocent), he or she is still dishonoured and must atone. This usually takes place before a Court of Honour convened by not less than seven Masters, none of which may be inferior in level to the accused. At least one of the members of the Court must be three or more levels superior to the accused (and preferably a Justicar).

A Knight is known as a Master once he reaches 7th level. At 13th level he may be appointed a Justicar by the Council of the Brethren (although there may never be more than 13 Justicars at once). The Grand Master of the Order is a unique individual, elected by the Council of the Brethren (which incorporates all Knights of 15th level or higher); he or she must be at least 17th (an Ascended Master), but may also be of higher level. The verdict of a Court is usually not less than some serious atonement, and may involve a Quest to regain one’s honour. For serious offences (e.g. pillage, rapine, unprovoked killing, blasphemy, treason and betrayal of the Brethren), however, the death penalty has on occasion been imposed.

Magic Use

Knights can cast simple spells, and have no qualms about using magical items to enhance their abilities. They are particularly fond of magical swords and items that improve their armour class and their ability to hide or move silently. Higher-level Knights also like items that allow them to scry, penetrate magical defences or enable them to resist magical spells and effects.

However, due to their focus on their special skills and their religious observations, they rely largely on “automatic” magic items (rings, potions, cloaks, boots, weapons, etc.), and tend not to employ those requiring the “Use Magic Device” skill.

Alignment

Knights of Justice must be Lawful. The commonest alignment is of course Lawful Good. While many Lawful Neutral Knights have risen to high level, they tend not to be trusted as ranking officers of the Brethren; instead, they usually remain as wandering teachers, taking Apprentices and instructing them, or serving as high-level diplomats or even generals on behalf of the Brethren.

Because a Knight’s first duty is the Law, the Order cannot prevent the emergence of Lawful Evil Knights of Justice. It is said that the first Lawful Evil Knight of Justice was instructed by Vilyacarkin, Lady of Lies, one of the Servants of Zaman, in order to sow dissension among the Brethren. Lawful Evil Knights are extremely rare; they have no masters to learn their skills from and no temples to study in (as Tîan and her Servants are all good). However, there are always a few Lawful Evil Masters wandering the Earth (and perhaps, it is rumoured, a Lawful Evil Ascended Master), and those who wish to follow this path can usually find someone to teach them if they look hard enough. The Brethren have joined to hunt down and destroy their Evil colleagues on more than one occasion in the past, although they never managed to eradicate them entirely.

Whatever his alignment, any Knight who strays but a little from the true path of Order and Lawfulness will lose his Knighthood and all Special Skills and Spellcasting powers, until such a time as he is able to make atonement for his misdeeds (see above).

Religion

The Knights are wholeheartedly dedicated to the worship of Tîan. They observe the same rites and rituals as the rare clerics of Tîan, but are not strictly bound to obey them. Indeed, some Knights are sufficiently observant that they consider themselves “more holy than the clerics” (and having no taste for empty observances, some exceptionally rigid Knights condemn clerics for their crowd-pleasing antics and pulpit-politicking).

Often a Knight will revere, and carry a secondary talisman for, either Chamdran or Iarwain, depending upon his or her gender; but the Knight’s primary allegiance is always to Tîan. Extremely devout Knights tend to have a symbol of Tîan (a vertical, cross-hilted sword embedded in a stone) tattooed in the centre of their chests.

Lawful Evil Knights obviously do not maintain allegiance to Tîan or any of her servants. In the beginning they likely looked to Vilyacarkin for their powers. However, since the closing of the Dome of the Firmament, evil Knights are more likely to serve Ekhalra the Witherer, paying homage to her as Queen of the World. Such Knights could also revere her Servant Breacha, Lady of Death; or possibly one of her Avatars (most likely either Zylurz, the Avatar of Fury; or Lycenyllona, the Avatar of Pain).

GAME RULE INFORMATION

Abilities: Charisma is vital, as many of a Knight’s abilities depend upon it one way or another. Dexterity is vital, as the Knights are forbidden to use armour or shields. Wisdom is important for the rest of their skill set. Intelligence helps them gain more skills, and adds languages, which is vital for their role as teachers, messengers, questors and diplomats. Strength and Constitution are always useful in combat.

Alignment: Lawful (Any). Note that Lawful Neutral Knights are almost never appointed to high positions by the Brethren, but tend to be itinerant wanderers, diplomats, messengers, “trouble-shooters” and teachers. Lawful Evil Knights are extremely rare.

Hit Die: d10

Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Handle Animal, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge (History, Religion, The Planes), Listen, Move Silently, Read Lips, Scry, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble.

Cross-Class Skills: Appraise, Decipher Script, Disable Device, Disguise, Heal, Knowledge (Any), Open Lock, Perform, Ride, Sleight-of-Hand, Spellcraft, Use Magic Device, Use Rope.

Prohibited Skills: Alchemy, Craft, Forgery, Profession.

Skill points at 1st level: (6+Int modifier) * 4

Mandatory 1st-level skills: At first level, a Knight must take a minimum of 2 ranks in each of the following: Concentration, Diplomacy, Sense Motive

Skill points at subsequent levels: 6+Int modifier per level

Class Features

Knights may not wear armour of any sort.

Knights may not use shields of any sort.

Knights may not use ranged weapons of any sort (although they are permitted to throw their sword or secondary weapon).

The only permissible weapons for a Knight are long blades. The commonest are the bastard sword, longsword, shortsword, rapier and dagger. The Order also permits greatsword, scimitar, katana, saber, cutlass, two-bladed sword, kukri, etc. Knights begin at first level with proficiency in any sword, dagger, or object sharing the general properties of a sword or dagger. Two-weapon fighting is encouraged.

Because they are selected in childhood for training, Knights of Tîan never come with any other class experience, nor with craft or professional skills. Furthermore, the regimen of study, meditation and duty is so strict that Knights of Tîan may not multiclass without losing all of their special skills. A Knight who decides to move on to another class retains his fighting abilities, feats and skills, but loses all of his Special Skills and Spellcasting abilities.

Spellcasting

A Knight can cast spells from the 0-level lists for clerics (Orisons) and Sorcerers or Wizards (Cantrips). The number of these minor spells that can be cast per day is equal to the Knight’s Level x 2 + his charisma bonus. Knights cast spells like Clerics, using the special rules for the Anuru campaign (prayer is required, but spells may be cast spontaneously without prior preparation). The DC of a Knight’s spell is equal to 10 + ½ Knight’s Level + Knight’s Charisma Bonus. Aligned spells must reflect the Knight’s alignment.

Special Abilities

Knights who study, meditate and train under a Master receive one or more Special Abilities every time they advance in level. Any Knight who advances a level but is not apprenticed to and traveling with a Master at the time must return to a Temple of Tîan (or of one of her Servants) and study, meditate and pray in order to gain the Special Skill for that level (for every day of prayer and meditation, the Knight can make a Will save against DC 20+Knight's level; once the save succeeds, the new Special Ability has been attained. The modifier for this Will save is Charisma). No additional Special Skills can be gained until all of the previous ones have been learned.

At level 1, 2, 5 and 10 there are more than one Special Skills. A Knight with Charisma less than 15 may select one of these; with Charisma 15 to 18 may select 2; with Charisma 19 or higher may select 3.

Knights receive a bonus feat at every odd-numbered level, including 1st level. These are in addition to the three bonus feats granted 1st-level Knights and the bonus feat received by humans at 1st level. The first five bonus feats are automatic; after 9th level, a Knight may choose his own bonus feats (the Knight may of course select any eligible feat he gains due to the NORMAL feat allotment for class level advancement). Note that if the Knight selects one of these feats at an earlier level (e.g. a human selecting his bonus feat at first level), the other “obligatory feats” are advanced in order. For example, if a human Knight takes Combat Reflexes as his 1st level human bonus feat, then his 3rd level Knight bonus feat will be Deflect Arrows; his 5th level Knight bonus feat will be Blindfight; and so on.

Note also that Knights begin first level with Great Fortitude, Iron Will and Lightning Reflexes taken together as a single bonus "Triple Feat" under the Special Skills rules.

Bonus Feat Summary

1st level: Weapon Focus (chosen sword); “3 Feats” (Great Fortitude, Iron Will, Lightning Reflexes)
3rd level: Combat Reflexes
5th level: Deflect Arrows
7th level: Blindfight
9th level: Leadership
Every odd level after 9th: Select a bonus feat

Knight Feats

In addition to the feats gained by Knights at 1st level and those granted automatically through advancing in level, Knights may take the following feats: Alertness, Combat Casting, Dodge (Mobility, Spring Attack), Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Great Fortitude, Improved Critical, Improved Initiative, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Run, Skill Focus, Toughness, Track, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Specialization (as Fighter)

Prohibited Feats

Armour Proficiency (light, medium, heavy), Exotic Weapon Proficiency, Martial Weapon Proficiency, Mounted Combat (Mounted Archery, Tramble, Ride-By Attack, Spirited Charge), Point-Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Spell Penetration, Item Creation Feats, Metamagic Feats, Extra Turning, Spell Mastery

(Any feat not listed as prohibited and not expressly chaotic in nature is generally considered permissible.)

Weapon Specialization

Knights automatically gain Weapon Focus in their sword of choice at 1st level. They may take Weapon Focus and Weapon Specialization (as Fighter) in any permitted sword or similar weapon.

Base Attack Bonus

Knights of Tîan use the Fighter progression for base attack bonus.

Saves

Knights of Tîan have Good Will, Reflex and Fortitude saves.

SPECIAL ABILITIES BY LEVEL

1
A) Knights use their Charisma bonus (on top of their Wisdom bonus) on “Sense Motive” checks. (EX)
B) Knights automatically gain the “Great Fortitude”, “Iron Will”, and “Lightning Reflexes” feats at 1st level. (EX) – THIS SPECIAL SKILL IS OBLIGATORY
C) Beginning at 1st level, Knights can use a psychic ability known as the “Fist of Tîan” (charisma bonus+level) times per day. It operates as a Mage Hand spell, with a capacity of 20 pounds per caster level, and a range of 50’ + 10’ percaster level. (SP)

2
A) Beginning at 2nd level, a Knight can fall up to 60’ + 10’ per level with no damage. For the next 10’ per level he can make a reflex save for ½ damage (DC 10+1 per 10’). For a fall beyond that limit, damage is normal. Example: Urgar, a 7th level Knight, falls off a 200’ cliff. He falls 60+(7x10) or 130’ with no damage. For the last 70’, he would normally take 7d6 damage. The DM rolls 21 points. Urgar rolls a Reflex save against a DC of 17, makes his roll, and takes ½ damage, or 11 points. Garth, a 7th level fighter who falls with him, takes 20d6 or 98 points of damage, and is killed instantly. There is no requirement to be near a wall; this can be a freefall. (EX)
B) Beginning at 2nd level, a Knight can throw his sword as a ranged weapon. Melee Attack numbers are used with dexterity instead of strength modifiers (although strength modifier damage is applied). The range increment is 10’. This ability applies to weapons of any size, from daggers to greatswords (a two-bladed sword is thrown like a spear).

3
Beginning at 3rd level, a Knight can run at half again normal speed, for half again as long, (once+charisma bonus) per day. (EX)

4
Beginning at 4th level, Knights add their Charisma bonus (on top of the normal bonuses) to their Balance, Climb, Escape Artist, Hide, Move Silently, Jump and Tumble checks. (EX)

5
A) Beginning at 5th level, a Knight can cast Charm Person as a caster of his level (once per 3 levels + charisma bonus) per day. (SP)
B) Beginning at 5th level, a Knight can attempt to Turn an Agent of Chaos (e.g. an Outsider of chaotic alignment) as a Cleric of four levels below his own. (SU)

6
Beginning at 6th level, Knights apply their Charisma bonus on top of their Wisdom bonus to all saves against “Sleep” and “Fear” effects.(EX)

7 - MASTER
Beginning at 7th level, a Knight can cast Hold Person as a caster of his level (once per 3 levels + charisma bonus) per day.

8
Beginning at 8th level a Knight can cast (SP) Suggestion as a caster of his level (once per 3 levels + charisma bonus) per day. (SP)

9
Beginning at 9th level, Knights apply their Charisma bonus (on top of their Wisdom bonus) to all saves against all enchantments, including “Charm” effects, “Suggestion”, “Quest”, etc. (EX)

10
A) At 10th level, a Knight can run twice as fast, for twice as long, as normal, (once+charisma bonus) per day.(EX)
B) At 10th level, a Knight can, at will, move across water at a top speed of charisma bonus x 10’ per round (in combat) or at maximum movement speed (out of combat). (EX)

11
Beginning at 11th level, a Knight can cast Hold Monster as a caster of his level (once per 3 levels + charisma bonus) per day. (SP)

12
Beginning at 12th level, a Knight can Levitate as a caster of his level (once per 3 levels + charisma bonus) per day. (EX, not SP)

13 - JUSTICAR
Beginning at 13th level, a Knight can travel ethereally for up to (1/level+charisma bonus) minutes, once per day +1 per three additional levels. (EX)

14
At 14th level, a Knight can run three times as fast, for three times as long, as normal, (once+charisma bonus) per day.(EX)

15
Beginning at 15th level, a Knight can cast Bigby’s Clenched First as a caster of his level (once per day, +1 for each additional 3 levels). (SP)

16
Beginning at 16th level, once per week a Knight can Commune with Tîan or one of her Lawful Servants (Chamdran or Iarwain) or Avatars, asking no more than one question, with no ill effects. The chance of reaching Tîan herself is equal to (10+level+charisma bonus)%; failure to reach Tîan automatically grants access to one of her Servants or Avatars.

17 – GRAND MASTER
Beginning at 17th level, Knights cannot be held against their will. They are immune to possession, soul trapping, magical jarring, and other mental or spiritual imprisonment effects regardless of type or source. They are also immune to paralysis, petrification and Temporal Stasis.

18
Beginning at 18th level, a Knight can Fly as a caster of his level (once per day, +1 for each additional 3 levels). (EX, not SP)

19
Beginning at 19th level, a Knight can deliberately break his sword in battle as a Retributive Strike. This creates an explosion of positive energy doing damage equal to (d8 per (Knight’s level+ Sword bonuses) + the Knight’s remaining HP) in a 30’ radius (Fort Save for half). The Knight has a (level+charisma bonus)% chance of traveling to the Stone of Tîan with 1 HP left. He or she may be sent back to Anuru, or retained and transformed into a Minion of Tîan. Otherwise he is destroyed by the blast.

20
Beginning at 20th level, a Knight who dies in battle is automatically plane-shifted to the Stone of Tîan, where he will be judged by Tioreth. If found worthy, he or she will be retained as a Minion of Tîan; otherwise he will follow the Wyrd of Man or the Blessing of Braea, as appropriate.


05 August 2007

The Healing Hand

The following is the Class Description for a new class, the Priests of the Healing Hand. I should note that while these folks may look extremely powerful, they are poorly adapted to to adventuring, as they are virtually incapable of causing damage. They are fantastic "boosters", however, and due to their ethos, their temples (which are, basically, hospitals) are usually the first point of call for an adventuring party entering a new city with wounds, ability damage, or a PC who, for whatever reason, has assumed room temperature.

* * * * *

Background: The Theocracy of the Hand in Ekhan ended with the defeat and overthrow of the White Hand in the year 1001. The clerics and paladins of the Hand were given a choice: to repent of their evil and misdeeds, and hitherto live a pure life, doing no harm, and helping others; or to go into exile. Those who accepted exile and founded the state of Mirabilis continued to worship Vara, incarnated as the White Hand; those who recanted formed a new religion, in which the smiting hand of justice became the Hand of Healing. There are no paladins of the Healing Hand.

Game Details: Priests of the Healing Hand accept a strict regimen in exchange for their powers:

- They wear no armour and bear no weapons of any kind, except for a staff, which they may use only in self defence (and which they cannot use to kill, see below).
- They may not wear footwear of any kind. This can cause problems, except at higher levels where they can ignore the effects of the elements.
- They are forbidden any form of ostentation; no headgear of any kind is allowed, and they may not wear any form of ornamentation, including jewelry (although dispensations can be obtained, through prayer, if the items are magical and enhance the wearer’s protection or healing powers).
- They are forbidden to acquire individual wealth; they may not accept money in exchange for healing, and any treasure gained must be given to the poor and needy, either directly or through the church.
- If they ever intentionally kill a humanoid (or any intelligent creature), they lose all divine powers until they can Atone.
- They must “max out” their Heal skills.

In exchange for these sacrifices, they gain enormous powers:
Xarda’s Mystery: A Cleric of the Healing Hand gains the “Healing” domain twice; he adds +2 to his Caster Level when casting healing spells, and gains two bonus spells per day (which must bear the “Healing” descriptor).
Shield of Thanos: A Cleric of the Healing Hand adds his Wisdom rather than his Dexterity bonus to his Armour Class. This is lost in any circumstance that deprives the character of his Dex bonus (e.g., surprise), until 7th level, when (unlike the Dex bonus) it becomes permanent so long as the character is conscious.
Armour of Varaneth: A Cleric of the Healing Hand (who is not already immune to such effects) adds his Wisdom as well as Constitution bonus to all Fortitude saves to resist ability damage, ability drain, energy drain, disease, drug addiction and poison.
Once per day, as a free action, a Cleric of the Healing Hand may invoke the Blessing of Vara on himself; when struck by an attack, but before damage is rolled, he may state that he is attempting a Will save (against the DC of the attacking effect or spell, or failing that, against the attacker’s attack roll). The Will save and damage are rolled simultaneously. If the Will save fails, normal damage is taken (subject to further saves, i.e. reflex saves in the case of a breath weapon). If the Will save succeed, the following rules apply: If the total damage exceeds his normal maximum hit points, he takes half damage from the attack; if it is equal to or lower than his normal hit points, he takes no damage from the attack. The Blessing of Vara protects against any attack that causes physical harm, regardless of its source (including falling damage, instantaneous disintegration, petrification, etc). In the case of an attack that already permits a save (e.g. to resist disintegration), the Blessing save is made first, followed by the normal save.
Once per day, as a move-equivalent action, a Cleric of the Healing Hand may invoke the Blessing of Vara on others; this is a Mass Cure effect that heals (1d8+Caster Level) HP for all allies within a radius equal to 10'+10'/level, regardless of the total number of allies involved.

In addition, a Cleric of the Healing Hand gains numerous powers as he advances in level. These our outlined in the table heading this post. A few notes to this table:
(*) A Cleric of the Hand adds his “Fast Healing” bonus to all Cure spells.
(**) If the XP loss causes loss of a level, Cleric must make a Fort Save against (DC 10+HD of all creatures raised/resurrected); failure means Cleric takes 1d10 Str, 1d10 Con and 1d10 Wis temporary ability damage.

29 July 2007

House Rules (I) - Spellcasters

One of the things that has always made me crazy about the D&D magic rules is the notion that a wizard or cleric has to get up in the morning and load his head with spells. I've read no end of articles and gaming books, from First Edition onwards, explaining why the game was designed this way, and I've never found a reason that didn't sound like post-facto justification for "we just decided to do it this way".

It drove me so nuts, in fact, that back in the Second Edition days I had a number of "custom classes" that gave spellcasters the option of simply casting whatever spells they knew, up to a certain internal energy limit per day (I even called them Sorcerers, although this was a nod to the Eddings' and The Belgariad). This led to calculations of "mana points" and all sorts of other annoying special rules, but at least it got us past the notion that a wizard's noggin' was like a meaty version of a rifle magazine.

Then came Third Edition, and woo-hoo! Sorcerers and Bards! (Good bards, not crazy, impossible-to-qualify-for multiclass fighter-thief bards). But wizards, clerics, paladins and rangers...same old, same old; up at dawn to spend an hour nodding over the spellbook, praying to the Almighty Whatnot, or contemplating the natural beauty of a dandelion while the rest of the party stands guard, makes breakfast, packs the tents, and looks at its watch.

Sigh.

Fortunately, the fix was easier for Third Edition than for the older versions. The answer? No more obligatory memorization/prayer. You got the power? You know the spell? You can cast it, baby, and the DM exerts his control over what spells you can cast by ensuring that the knowledge necessary to cast them is not widely available (e.g., for wizards, the hottest spells can be hard to find, and for clerics, dieties tend to be a little careful about granting the most powerful spells, handing them out only to the most devout and observant of their servants). And wizards are still differentiated from sorcerers, because while sorcerers have more individual power (they can cast more spells per day), wizards have more individual knowledge (they have more spells they can cast).

This led to the special house rules for spellcasters outlined below. Enjoy.

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Special Rules for Spellcasters

The number of spells that can be cast each day by an arcane or divine spellcaster is a reflection of his or her experience and individual power.

Wizards are knowledge-based spellcasters; for them, magic is a science that must be studied in order to improve in ability. A wizard’s power is grounded in the number of spells that he knows rather than the number of spells he can cast. Wizards are taught certain spells at first level, and thereafter must find new spells, and add them to their repertoire, in order to be able to cast them. A Wizard may advance in level and gain the ability to cast new or more spells, and there is no limit to the number of spells they can know; but unless they can find (or invent) new spells, they are stuck with the ones they already know. This knowledge is kept in the Wizard’s head, and can be lost if the Wizard suffers temporary (or permanent) intelligence or wisdom damage. Wizards, therefore, keep spellbooks in order to guard against mental damage causing loss of spell knowledge. Also, to have something to trade with other wizards in order to be able to gain new spells.

A wizard, therefore, can use a spell slot of a given level to cast any spell that he knows, or any spell he knows of any lower level (e.g., a 5th-level wizard could use one of his 3rd-level spell slots to cast Fireball, or any second or first-level spell or cantrip that he knows). No “memorization” is required; the wizard need only get reasonably restful sleep for a minimum of one-quarter of a day in order to regain his energy and ability to focus on the manipulating arcane energy.

Wizards can only learn spells from written sources, like a spellbook or a scroll. When learning from a spellbook, the wizard must make Spellcraft check against the Wizard who wrote the spellbook, as follows:

Wizard

d20+CL+Spellcraft+(Knowledge(Arcana)/5)+Int Bonus

Vs.

Book/Scroll

10+Writer’s CL+Writer’s Int or Cha bonus+spell level

If he succeeds in this check, he can understand the spellbook. If he does not, he cannot understand it. He can make another attempt any time his Spellcraft skill level or his intelligence increases. It is also not uncommon for a Wizard to magically enhance his or her intelligence before attempting to learn a new spell in this fashion.

When a wizard learns a spell from a scroll, the scroll is discharged harmlessly. The wizard can write the new spell into his spellbook at his leisure.

Sorcerers are energy-based spellcasters; for them, magic flows from their inner being, and is shaped and molded by them into results. A sorcerer’s power is grounded in how many spells he can cast, rather than how many he knows. Because a sorcerer’s focus is on inner energy rather than knowledge, he cannot retain as many spells in his mind. Unlike wizards, all of whom are taught to be what they are, sorcerers often emerge spontaneously, when their innate power bursts forth, usually in response to some physical or emotional crisis. Such “rogue sorcerers” begin their careers knowing only a few spells (usually very basic, raw power spells like Burning Hands or Jump), and progress only by fits and starts unless they are identified for what they are, and receive more formal instruction, usually from another sorcerer. This is how most sorcerers from uncivilized, barbarian or remote lands progress.

Alternatively, if an innate sorcerer is caught early on, he can be formally instructed and taught new, selected spells by his master, albeit from a limited repertoire. This is how most sorcerers from civilized, advanced lands progress.

Sorcerers cannot learn spells from a “non-charged” source like a wizard’s spellbook; they can only mentally absorb the arcane symbology and casting method by discharging a “charged” source. This is usually a scroll, although a charged magical item could be used as well. When attempting to learn a new spell by absorption from such an item (e.g. a ring, rod, staff or wand), the sorcerer must make a Spellcraft check against the Caster Level of the item, as follows:

Sorcerer
d20+CL+Spellcraft+(Knowledge(Arcana)/5)+Cha Bonus

Vs.

Item
10+Maker’s CL+Maker’s Int or Cha bonus+spell level

If the sorcerer fails the check, the item expends the number of charges necessary to activate the spell, and the spell takes effect against the cast (50%) or someone or something nearby (50%). All penalties and saves apply. If the sorcerer passes the check, the item expends the number of charges necessary to activate the spell, but it discharges harmlessly, and the sorcerer has learned a new spell. It is not uncommon for a sorcerer to magically enhance his or her charisma before attempting to learn a new spell in this fashion.

Because sorcerers have an upper limit on the number of spells they know, they have the option of “forgetting” a known spell in order to be able to gain a new one. The sorcerer must deliberately concentrate for a full minute to “blank his mind” and “lose the spell”. He must make a save, modified only by his Charisma bonuses (with a +2 bonus for every five points in Spellcraft), against DC (10+spell level) to forget the right spell; if he fails, he will forget a random spell. Once he has forgotten the old spell, he can attempt to learn the new one. If he forgets to “forget” an old spell before attempting to learn a new one, the learning attempt will automatically fail (with consequences if the sorcerer was learning from a charged magic item), and he will take 3d4 points of Wisdom damage (Will save for half).

Clerics gain their spellcasting ability through divine strength accorded by their diety, his Servants and his Avatars, in response to two things: appropriate reverence and observance of rites and rituals (e.g. prayers, meditation, sacrificing chickens and whatnot); and living from day-to-day in accordance with the dictates of the diety. Clerics do not memorize spells; they petition their diety directly at the time of casting to shape the divine power into the form needed to achieve the desired effect. Accordingly, Clerics automatically “know” all of the spells on their authorized lists, and simply “ask” their diety at time of casting to let that particular spell effect come into being.

A cleric’s power is limited by two factors. First, not all deities permit their clerics to cast all spells. Good deities, for example, forbid the use of divine magic to cause harm or disease, and might forbid necromantic effects and the animation or creation of undead. A diety of the waters (for example, Thanos or Vara) or the Woodlands (e.g., Larranel) might forbid the use of wide-area fire-based spells like Flame Strike, while a cleric of Korkrynn, Lady of Raptors, might not have access to earth-based spells like Stonetell, Stoneshape or Stone to Flesh (although a cleric of Korkrynn with the Air Domain could Turn earth creatures). Most good Powers also oppose the creation or animation of Undead.

Second, a cleric’s power may be limited directly by his diety in response to impiety. Even if a diety can’t watch everyone all the time, all of the major Powers have an array of Servants, Avatars and greater Minions at their beck and call, who monitor the performance of their worshippers – particularly their priests and paladins. Some deities are more strict about observances than others, but in all cases, any priest or paladin who acts against the dictates of his religion will be punished – and the most common punishment, and the first resorted to, is withholding of special spells. A cleric who has been especially backsliding, for example, might be permitted only spells that cure, bless, neutralize poison or disease, or create or purify food, drink or water – a direct sign of his diety’s displeasure, and a pretty clear message that it’s time to get back to basics.

Bards cast and learn spells like wizards; their magical abilities come from knowledge of music and poetry and all of the magic contained in the sung or spoken word. This knowledge is written and handed down using Ogham, a special, quasi-magical written language known only to bards (it has no spoken words – it is purely a code that may be used with any language, although it is most commonly used with the Elven tongue). As such, it doesn’t evolve like other languages do, and has remained remarkably stable for millennia. Moreover, since bardic knowledge is intended to be protected and transmitted between the generations, bards tend to write clearly and eloquently, with a view to their work being legible and comprehensible for centuries to come. As a result there is no need for a bard to make any sort of check when perusing the written works of another bard – including for the purposes of learning how to case new bardic spells.

Rangers and Paladins acquire and cast spells like clerics, petitioning them directly from their deities. Both classes tend to have a specific diety, as a cleric would. Paladins of any race may worship Chamdran (females only) or Iarwain (males only). Human paladins generally look to Jurdish, Dwarves to Zoraz, and Elves to Hara himself. Rangers tend to revere woodland dieties: either Hara or his servant Larranel (Corellon), or one of the avatars of the woodlands: Shanyreet (autumn, winter, trees), Csaeleyan (spring, summer, flowers), or Istravenya (combat, fey and the wildwood). Occasionally a more chaotic ranger will choose a wilder diety, like Karg or Khallach.

NOTES

1) These special rules obviate both Spontaneous Casting (clerics), and the Spell Mastery feat (wizards). There is no replacement for Spontaneous Casting; Spell Mastery gives a Wizard an additional number of spell levels that can be cast per day, equal to his or her Intelligence bonus, divided as he/she sees fit (e.g. a Wizard with 17 Int would gain 3 additional levels per day and could cast 3 x 1st level, or 1 x 2nd and 1 x 1st level additional spells). These additional spell levels can also be used to "boost" spells for metamagic feats.

2) Nobody needs "alone time" any more, so long as they get a full night's sleep (1/4 of the day span) or, for Elves, "reverie" (1/8 of the day span and an additional 1/8 of simple rest). Ability to cast spells the is proportional to the fraction of sleep obtained the night before (e.g. 4 hours of uninterrupted sleep means a caster could only cast 1/2 his normal spells per level the following day).

3) Divine Spell Limitations: only the most powerful of deities can grant the most powerful of spells. The limitations are outlined in the chart heading this post.
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Clear as mud, eh? Well, it's been working for the past year, so we're going to hang onto it for now. Different DMs, different rules.