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The Witch-King
2009-10-18, 10:03 AM
Campaign Setting:

Far out into the void, two alien races contend over issues we cannot know and cannot understand. They are the Jalaal and the Keru-Syriax, known to their vassals respectively as the Silver and the Gold. They are two mighty civilizations seemingly all-powerful by our poor standards and possessed of weapons of unimaginable destructive potential. They begin to contend between them but fear to unleash their fullest might concerned for the consequences. And so--they find an out of the way little nondescript world named Gallesis and decide to settle matters there. Gallesis is an unremarkable world inhabited by humans, elves, dwarves, gnomes, halflings and the like. The great kingdom of Dalador has defeated their rival kingdom of Ethonium in the great war and Ethonium is now a province of Dalador. Heroes are born, live and die, preserving the kingdom from its internal and external enemies. Or at least, they did, until the Silver and the Gold decided to fight their war there.

The inhabitants of this little planet receive no warning. Their once relatively peaceful world is rent asunder by battles between alien wizards and gigantic, towering war machines. Powers are unleashed beyond their comprehension. All they know is their world has suddenly become a battlefield. Those civilizations possessed of the organization and the resources build sheltered enclaves and they cower in fear, huddled behind thick walls and their most powerful magical defenses.

Some twenty-one months later, the matter apparently decided, the two invading factions leave and the locals step out of their enclaves and back onto the soil of a battered ruin of a world--the skies and seas polluted, the hills and grasslands bleak and blasted, the world turned on its poles and the pulverized moon has become a ring that now orbits the planet.

Magic and even the laws of physics as they know them are twisted and corrupted in many places. Boulders and hills float listlessly through the air. Nomads and renegades sift through the wreckage of alien fortresses and titanic war engines for leftover alien weaponry, supplies and tools; warlords crop up immediately as civilization has collapsed and hungry, terrified people desperately turn to anyone who has any semblance of providing them food and protection.

Those enclaves which survived the cataclysm intact have no choice but to send out scouts to survey the lands beyond, to find arable land for farming, to contact other cities and villages for trade, to recover what alien magics and devices they can before others do and turn these unknown weapons against them. And so they turn to their adventurers and send them out on missions of exploration, trade and diplomacy.

The world is so twisted and different from what they remember that just traveling the countryside is incredibly dangerous. Leftover autonomous weapons and bizarre alien golems stalk the land. Orc, troll and other evil humanoid survivors are just as desperate to find food and shelter as anyone else--except they plan to take it by force. Alien warriors who went MIA during the invasion have been left behind by both sides--they and the various mounts and beasts of burden and war they brought with them. Stranded by their countrymen, what few alien wizards are left behind immediately begin securing abandoned fortresses and building their own fiefdoms and power bases.

Into this shattered world a few intrepid adventurers step forth, they have no choice.

The Gold (Keru-Syriax)

Outsider (Native, Chaotic)

Personality

The Gold are an enigmatic, military organized species governed by the most powerful and influential of their Brood Wizards. They are a biological race which embodies certain alien philosophical concepts and largely exist to contend with their opposites, the Silver. The Gold are so called because their signature technology is a type of gold-colored metal out of which they fashion their weapons, armor and equipment. The Silver possess a similar technology, equivalent in all respects but silver in color. While their society appears regimented to outsiders, the Gold contend among themselves continually for position, rank and title. This contention rarely approaches the level of open fighting beyond pairs of individuals as the Gold do not permit wide-scale social dissension.

Physical Description

The Gold have two large compound eyes and two smaller compound eyes. The Gold are insectile quadrupeds and are large in stature and powerfully built. They have antennae on their heads that sense vibrations, providing them their tremorsense.

Relations

The Gold are hostile to all intelligent life seeking to conquer all non-Gold species and eliminate the Silver.

Lands

Like their enemies the Silver, the Gold have colonized and conquered many worlds. The Graal are a race of gnoll-like creatures they have made their warrior vassals. The Graal enthusiastically provide troops to fight the battles of the Gold.

Religion

The Gold cannot be Clerics and their religious figures tend to be Warlocks. The Gold venerate a small collective of primordial entities from another universe that are entirely antithetical to the principles embodied by the entities the Silver worship.

Language

The Gold have their own language as well as being able to communicate basic concepts and emotions via their antennae vibrations.

Predominant Alignment

While the motivating principles behind the Gold are unknown, they are generally regarded by their actions to be Neutral Evil. They do not seem to be predominantly motivated by a love of regulation and tradition or freedom and independent choice. Their society is organized and regimented but there is a constant vying for power and influence among them. They do not hesitate to kill or exploit other lifeforms and in fact seek to subjugate all intelligent life other than themselves and the Silver, whom they wish to destroy.

Racial Traits

+4 Strength, +2 Intelligence, +2 Wisdom, -2 Dexterity, +3 Constitution, +2 Charisma.

Resistance to acid 5, cold 5, and electricity 5.

Racial Hit Dice: A Gold begins with three levels of Outsider, giving it 3d8 hit dice.

Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for non-Gold to tell when they are lying, bluffing, or even joking. The Gold gain a +4 racial bonus to all bluff, intimidate and diplomacy checks against all non-Gold.

Alien Society: When interacting with non-Gold, the Gold suffer a -4 penalty to Disguise, Gather Information, Handle (non-alien) Animal, Perform and Sense Motive.

Calm Mind: The Gold cannot Rage.

Powerful Build: Treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.

+2 on Craft (metalworking): The Gold are famous for their metal weapons, and craft them magnificently.

Alien Mind: Cannot use psionics; immune to psionics. Immune to mind-altering effects such as charms.

Natural Heavyweight: The Gold are naturally heavy of build. Their carrying capacity when measured against other creatures of their size is doubled.

Exotic Weapon Training: The Gold are practiced in strange ways of combat and gain the Exotic Weapon Proficiency feat with the weapon of their choice.

Lack of Positive/Negative Material Plane connection: The Gold cannot manipulate positive material energy or negative material energy and thus cannot Lay on Hands, Turn or Rebuke Undead. Gold cannot be Clerics or Druids, nor can they use spells of the Necromancy school. The Gold cannot be animated as undead of any fashion.

Favored Enemy (Silver) +2 – Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made vs. Silver. Also do +2 damage on any melee attack & any ranged attack within 30’. This stacks with any Ranger bonuses.

Quick Crafting – you may craft magic items at the rate of one day per 2,000 gp of the item’s base price (minimum 1 day).

Tremorsense: It’s antennae also give a Gold Tremorsense as a bonus feat.

Favored Class: Brood Warrior or Brood Wizard.

The Silver (Jalaal)

Outsider (Native, Chaotic)

Personality

The Silver are largely unfathomable as are the Gold. Their intellects are cold and dispassionate. They acquire power and they fight the Gold. There isn’t much else they do. Amongst each other, particularly among the Brood Wizards, they jockey for power and position but rarely does this internal competition lead to open fighting. The Silver insist on an orderly, unified society. The Silver live in huge metal hive cities, each governed by a Silver Queen. The Silver are of three types: Warrior/Workers (females, who are sentient), Drones (males, who are not) and Queens (who are sentient but upon becoming fertile are largely sessile).

Physical Description

The Silver are an insect-like species, resembling the Thri-Kreen. They have large antennae on their heads which provide them with an echolocation sense and two large compound eyes. Only the Queens are egg-laying and spend most of their time mating with drones and governing Silver society. Each hive colony has its own Queen and they too are constantly jockeying with each other for power and influence.

Relations

The Silver are hostile to all intelligent life seeking to conquer all non-Silver species and eliminate the Gold.

Lands

The Silver have an empire of the colony worlds they have settled and those they have conquered. The Darkmoon Elves are one of their vassal races and are made to pay a tithe of their production to the Silver and provide troops for the Silvers' use.

Religion

The Silver cannot be Clerics and their religious figures tend to be Warlocks. The Silver venerate a small collective of primordial entities from another universe that are entirely antithetical to the principles embodied by the entities the Gold worship.

Language

The Silver have their own language as well as being able to communicate basic concepts and emotions via their antennae vibrations.

Predominant Alignment

While the motivating principles behind the Silver are unknown, they are generally regarded by their actions to be Neutral Evil. They do not seem to be predominantly motivated by a love of regulation and tradition or freedom and independent choice. Their society is organized and regimented but there is a constant vying for power and influence among them. They do not hesitate to kill or exploit other lifeforms and in fact seek to subjugate all intelligent life other than themselves and the Gold, whom they wish to destroy.

Racial Traits

Resistance to acid 5, cold 5, and electricity 5.

Racial Hit Dice: A Silver begins with three levels of Outsider, giving it 3d8 hit dice.

Four arms: A Silver’s insectile build gives it four arms and the Multiweapon Fighting feat as a bonus feat.

Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for non-Silver to tell when they are lying, bluffing, or even joking. The Silver gain a +4 racial bonus to all bluff, intimidate and diplomacy checks against all non-Silver. This does not apply to Silver interactions with Gold.

Alien Society: When interacting with non-Silver, the Silver suffer a -4 penalty to Disguise, Gather Information, Handle (non-alien) Animal, Perform and Sense Motive. This does not apply to Silver interactions with Gold.

+2 on Craft (metalworking): The Silver are famous for their metal weapons, and craft them magnificently.

Alien Mind: Cannot use psionics; immune to psionics. Immune to mind-altering effects such as charms.

Calm Mind: The Silver cannot Rage.

Lack of Positive/Negative Material Plane connection: The Silver cannot manipulate positive material energy or negative material energy and thus cannot Lay on Hands, Turn or Rebuke Undead. Silver cannot be Clerics or Druids, nor can they use spells of the Necromancy school. The Silver cannot be animated as undead of any fashion.

Favored Enemy (Gold) +2 – Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made vs. Gold. Also do +2 damage on any melee attack & any ranged attack within 30’. This stacks with any Ranger bonuses.

Quick Crafting – you may craft magic items at the rate of one day per 2,000 gp of the item’s base price (minimum 1 day).

Echolocation: its antennae also give a Silver Darkvision as a bonus feat.

All-Around Vision (Ex): The echolocation ability of a Silver’s antennae allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a Silver.

Favored Class: Brood Warrior or Brood Wizard.

Vassal races:

Darkmoon Elves

Humanoid (Elf)

Personality

Darkmoon Elves are warm and congenial like most elven races. They venerate Nature and while they live in large elaborate cities, they maintain large parks and open wildernesses around their cities and have deep traditions they maintain connecting their culture to Nature and the wild. Darkmoon Elves love painting, poetry, sculpture, dance and music and artists are among the most celebrated of their kind. This includes wizards and druids, for the Darkmoon Elves see magic as the greatest art of all.

Physical Description

Darkmoon elves bear a strong resemblance to drow except for their eyes, which range from blue to green to gold.

Relations

Darkmoon elves resent being taken for Drow and dislike the Drow intensely but it is less of a hatred and more of a deep desire to rehabilitate their fallen brethren. Darkmoon Elves typically have extremely bad relations with other cultures until the whole mistaken identity matter is cleared up and then relations are typically congenial with most good races. The long-standing use of the Darkmoon Elves to battle as Silver vassals against the Graal, vassals of the Gold, has led to a blood feud between Darkmoon Elves and the Graal and they will gladly enter any battle where the opportunity exists to fight Graal or any other gnoll for that matter.

Lands

Darkmoon Elves are the dominant species on several colony worlds, all under the thumb of the Silver. The Darkmoon Elves are made to provide troops for Silver use as a vassal race. The Darkmoon Elves have no love of their Silver masters but know that should they falter, their homes and loved ones will pay the price.

Religion

Darkmoon elves generally worship a moon goddess. Domains: Celestial, Darkness, Good and Magic.

Language

Darkmoon Elves speak darkmoon elven and their own form of sign language, as well as common.

Racial Traits

Medium: As Medium creatures, Darkmoon elves have no special bonuses or penalties due to their size.

+2 Dexterity, -2 Constitution, +2 Wisdom, +2 Charisma

Darkmoon elf base land speed is 40 ft.

Low-light vision

+1 racial bonus to Will Saves and a further +5 racial bonus to saving throws against sleep, charms and other mind affecting effects

Weapon Proficiency: Darkmoon Elves as treated as having Weapon Proficiency for the bastard sword, longsword, longbow (including composite longbow), shortbow (including composite shortbow), dagger and the elven longknife (shortsword).

Darkmoon elves receive a racial bonus of +2 on listen, spot, search, hide, move silently and sense motive checks. +2 Knowledge (Arcana), +2 Knowledge (Nature)

Favored Enemy (Graal) +2 – Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made vs. Graal. Also do +2 damage on any melee attack & any ranged attack within 30’. This stacks with any Ranger bonuses.

Automatic languages: Darkmoon elven, darkmoon sign, graal, common. Bonus languages: Draconic, gnoll, sylvan.

Darkmoon Elves gain Trackless Step in forest.

Darkmoon elves receive a +1 racial bonus on all skill checks and saving throws when outside at night when the moon is showing.

Favored Class: A multiclass darkmoon elf’s first class does not count when determining whether she takes an experience point penalty for multiclassing, so long as that class is one of the following: Brood Warrior, Brood Wizard or Druid.

Darkmoon Elves look much the same as Drow (although their males are larger and stronger than the females) but do not live underground, nor are they evil. They are predominantly Chaotic Good. However, they are often mistaken for Drow, which can lead to lethal misunderstandings.

Graal

Humanoid (Gnoll Subtype)

Personality

The Graal are a race of brutal, savage gnoll-like creatures. They live for warfare and the hunt. Strength is the only virtue they acknowledge in their society. They form pack-like bonds and swear unswerving obedience to their masters, who are always male. But should those same masters show weakness in any fashion, including old age, they are typically challenged to single combat and killed. The Graal believe all who die such deaths after a long life of tyranny go to favored service with their warrior deities and are celebrated by the pack after their deaths.

Physical Description

Graals resemble gnolls but have even more pronounced lower canines.

Relations

Graals feel themselves superior to other gnoll-like beings and see themselves as fathers to children. They are somewhat cordial to goblinoid and troll species and harbor a deep and abiding hatred of all things elven. Graals will go out of their way to kill elves and will even sell their services more cheaply as mercenaries if there exists a probable chance of slaughtering Darkmoon Elves or any other kind. A rare pleasure for Graal is when the Gold send a small Graal detachment on a minor mission to some world without direct Gold leadership. Away from their Gold masters, the Graal then get to play the master to other species and kick them around. For such reasons, such small detachments will often find a tribe of gnolls or goblinoids to ally with, not because an untrained and ill-equipped barbarian rabble is of any real use to them but because it makes them feel more important. Often such on the spot gathered irregular troops are used as scouts and diversions.

Lands

Graals have a small empire of worlds that they colonized or took before being subjugated themselves by the Gold. They enthusiastically provide vassal troops to the Gold’s army of conquest as well as selling themselves as mercenaries to individual Gold leaders who seek both protection and prestige.

Religion

The Graal worship a pantheon of war gods. Typical domains: Hatred, War, Evil and Pain. Graals make enthusiastic, if sadistic, war clerics and are very valuable to the Gold military. Graal inquisitors combine a rare penchant for torture with the ability to heal their subjects and continue the questioning: they are rarely denied the answers they seek. Darkmoon elves facing Graals will fight to the death rather than surrender because of this.

Language

Graal have their own language of barks and growls, not unlike the prototypical gnoll language.

Racial Traits

Medium Size

+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma

30' movement

Darkvision 60'

Bite: A graal can bite an opponent for d3/x2 damage.

+1 level in the first Divine Spellcasting class a Graal takes.

Scent

+1 Natural Armor.

Rage(Ex): Graal can fly into a rage once per encounter for 4 rounds. This rage causes -2 AC, +4 to strength, +2 dexterity and -2 to wisdom, intelligence and charisma. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a graal can do it only during his action, not in response to someone else’s action.

+2 intimidate. Graal regularly subject themselves to large amounts of pain and are therefore experts at torture.

+1 listen and spot: Graal are always on edge and looking for a fight.

+2 survival: Graal are a survivalist culture and train from birth in survival.

Pack Tactics: If you are adjacent to an enemy that is flanked by allies, you gain combat advantage against that creature as if you were also flanking them.

Pack Mentality: Any ally adjacent to you at the beginning of your turn gains a +1 morale bonus to saving throws and a +5-foot bonus to base movement speed for one round as you sustain and motivate them with your presence; you do not benefit from this bonus. Should the majority of Graal in an encounter fail a morale check, those who succeeded in the check must immediately reroll to check again. Likewise, should the majority of Graal in an encounter suffer a fear effect, those who have not been so affected must make a Will save or they suffer the same fear effect.

Pounce: Graal can make a full attack as part of a charge. This is due to their tendency to charge into battle with reckless abandon.

Favored Enemy (Darkmoon Elves) +2 – Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made vs. Darkmoon Elves. Also do +2 damage on any melee attack & any ranged attack within 30’. This stacks with any Ranger bonuses.

Powerful sense of smell: Can pinpoint an Invisible or Hidden creature within 5’ with a Wisdom check vs. DC 20.

–2 penalty on saves vs. odor-based attacks (such as Stinking Cloud the stench of a Ghast)

Warrior Race: The Graal train in combat from the time they can stand and this gains them the following feats: Weapon Proficiency (Natural), Melee Weapon Proficiency (Simple), Melee Weapon Proficiency (Martial), Armor Proficiency (Light), Armor Proficiency (Medium) and Two Weapon Fighting.

Automatic Languages: Graal, Common.

Bonus Languages: Gnoll, Draconic, Darkmoon Elven, Goblin, Orc.

Bonus Feat: A Graal may choose from the following bonus feats: Endurance or Mounted Combat. They may also choose between: Exotic Weapon Proficiency (Fangsword) or Exotic Weapons Proficiency (Clawblade).

Favored Classes: Brood Warrior or Cleric.

Fangswords: The textbook Graal weapon is the fangsword—a half teardrop shaped metal blade attached to a tonfa like handle. Fangswords are most often deployed in pairs.

Damage: 1d8, 19-20/x2
Range: -
Price: 10 gp
Weight: 4 lb
Slashing or Piercing

Claw Blade: These are metal gauntlets fitted with blades and are designed to fit over the hands of species with claws and can be used to fight with in the same fashion. They are considered military melee weapons for characters that have the Claw Fighter feat, or superior melee weapons for others. Unlike other weapons, the claw blade occupies your magic item hands slot while enchanted.

Damage: 1d8
Range: -
Price: 20gp
Weight: 2lb
Group: light blade
Properties: off-hand

Pleasureforged

Living Construct

Personality

Unlike their violent cousins, Pleasureforged are designed for peaceful purposes, acting as masseurs, courtesans, concubines and administrative and diplomatic assistants and attaches. They are occasionally used as intelligence-gathering assets but this is considered illegal.

Physical Description

Pleasureforged are a construct race built most often to resemble their creators. While it is possible to create Pleasureforged that are largely indistinguishable from real people, this is illegal in almost all territories and such pleasureforged, if found out, are typically destroyed instantly under the assumption they are being used for intelligence-gathering purposes.

Relations

Pleasureforged are designed to be curious and amicable with all species. They eagerly learn the cultural traits and tendencies of new societies and always seek to please.

Lands

Pleasureforged have no lands or territories of their own and are generally considered to be property.

Religion

Pleasureforged have no religion of their own but will readily adopt the religion of their masters if required. This rarely happens as Pleasureforged are not generally held to have souls and thus their worship is considered pointless. However, they are often seen in an assisting role, holding candles, chalices, censers and other implements for religious practitioners or adding their voices to songs, chants, etc.

Language

Pleasureforged speak Common.

Racial Traits

-2 Str, +2 Dex, +2 Cha: Pleasureforged are built to be less strong than the average user to prevent accidents during massage.

Living Construct

Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening, and Energy Drain.

Does not Eat, Sleep, or Breathe.

Does not naturally heal.

At 0 hp, is Disabled (as usual). From –1 to –9 hp, is Inert (i.e., Unconscious, but stable).

Conj(healing) spells only heal ½ hp.

Can be ‘healed’ by a Craft check that takes 8 hours. The Pleasureforged is repaired the check – 15 hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Pleasureforged may repair itself. This check cannot be done untrained.

Favored Friend (Ex): At 1st level, a pleasureforged may select a type of creature from among those given on Table: Ranger Favored Enemies (see Player’s Handbook). The pleasureforged gains a +2 bonus on Bluff, Diplomacy, Sense Motive, Perform, and Profession (masseuse) checks when using these skills on creatures of this type.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the pleasureforged may select an additional favored friend from those given on the table. In addition, at each such interval, the bonus against any one favored friend (including the one just selected, if so desired) increases by 2.

If the pleasureforged chooses humanoids or outsiders as a favored friend, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored friend, the courtesan’s bonuses do not stack; she simply uses whichever bonus is higher.

Disguise, Escape Artist, Gather Information and Use Rope are always class skills for a Pleasureforged.

Level Adjustment +1

Favored Class: Bard

The Witch-King
2009-10-18, 10:25 AM
Brood Warrior

Alignment: Any.
Hit Die: d8.
Class Skills
The Brood Warrior’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Manhunter

2nd|
+2|
+3|
+3|
+0|Teamwork; Armor Mastery

3rd|
+3|
+3|
+3|
+1|Alien Warcraft

4th|
+4|
+4|
+4|
+1|Support

5th|
+5|
+4|
+4|
+1|Howl of the Warrior Brood

6th|
+6/+1|
+5|
+5|
+2|Lead Warband; Leadership

7th|
+7/+2|
+5|
+5|
+2|Heightened Reflexes

8th|
+8/+3|
+6|
+6|
+2|Alien Tactics

9th|
+9/+4|
+6|
+6|
+3|Shield Ally

10th|
+10/+5|
+7|
+7|
+3|Soul of the Race

11th|
+11/+6/+1|
+7|
+7|
+3|Rally Warband

12th|
+12/+7/+2|
+8|
+8|
+4|Stronger Support

13th|
+13/+8/+3|
+8|
+8|
+4|Alien Flanking Tactics

14th|
+14/+9/+4|
+9|
+9|
+4|Fearless

15th|
+15/+10/+5|
+9|
+9|
+5|Alien Battle Training

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Adaptable Alien Flanking Tactics

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Powerful Support

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Alien Battle Standard

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Dual Charge

20th|
+20/+15/+10/+5|
+12|
+12|
+6|That Which Cannot Die[/table]

Note: I didn't create all of these--some of them I found and will be attributing in the final version. Thanks!

Manhunter: This works like a Ranger’s favored enemy bonus, except that it applies against all mammalian non-monstrous humanoids (not limited to but specifically including humans, elves, dwarves, gnomes, halflings, goblinoids, gnolls and orcs). The Brood Warrior gains a +1 bonus to Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against such humanoids. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A Brood Warrior also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Brood Warrior cannot strike with deadly accuracy beyond that range). The bonus doesn’t apply to damage against creatures that are immune to critical hits. At 5th level, this bonus becomes +2, at 10th level, +3.

Teamwork (Ex): At 2nd level a Brood Warrior gets a +1 morale bonus to all attack rolls for every other Brood Warrior that is conscious and in combat within 30 feet of him to a maximum of +1. This maximum increases for every six levels gained beyond 2nd (+2 at 8th, +3 at 14th, +4 at 20th) The Brood Warrior must have line of sight and line of effect to each other Brood Warrior within range to count them for the bonus.

Armor Mastery (Ex): Starting at 2nd level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well. When running in heavy armor, you move only triple your speed, not quadruple.

Alien Warcraft: A Brood Warrior receives a +2 circumstance bonus to Balance, Climb, Concentration, Jump, Profession, Survival, Tumble, and Use Magic Device checks while on board an alien ship, skyship, spelljammer, giant warbeast, alien siege engine or alien war machine. Also, mounted siege weapons that the Brood Warrior directs the firing of aboard the conveyance gain half this bonus to their attack rolls. The bonus increases to +4 and then +6.

Support (Ex): At 4th level a Brood Warrior gets a +1 dodge bonus to AC for every other Brood Warrior that is conscious and in combat within 30 feet of him to a maximum of +1. This bonus is lost whenever the Brood Warrior would be denied his dexterity bonus to AC (like when flat-footed or attacked by an unseen attacker). The maximum bonus increases for every four levels gained beyond 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th). The Brood Warrior must have line of sight and line of effect to each other Brood Warrior within range to count them for the bonus.

Howl of the Warrior Brood: When your bestial howl rings across the battlefield, it lifts the spirits of your allies. The howl grants the Brood Warrior's Charisma bonus as a morale bonus to saving throws against charm and fear effects and to attack and weapon damage rolls to all allies within 60'. This bonus lasts for 5 rounds plus your Charisma bonus. You can howl a battle cry once each day for every level of the Brood Warrior class you have attained. The Brood Warrior adds first his Charisma bonus and then his Charisma bonus +2 and then +4.

Lead Warband: As a full-round action, you can give compelling directions. You can bestow a +2 competence bonus on either to hit rolls or skill checks to all allies within 30 feet who can hear you. This bonus lasts 5 rounds plus your Charisma Bonus.

Heightened Reflexes (Ex): At 7th level a Brood Warrior gains the benefit of the Lightning Reflexes feat during combat (even if he doesn’t normally qualify for it) as long as there is another Brood Warrior within 30 feet.

Alien Tactics: Under your command, your allies can take advantage of every opening your enemies present. By expending a move action issuing orders and directing troops, every ally within 30 ft of you is eligible to make one additional Attack of Opportunity, and even do so while being flatfooted.

Shield Ally (Ex): Starting at 9th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Soul of the Race: "The crab-headed fish-lizard thing from beyond the stars withdrew the many tendrils that obscured its wide gaping maw and threw back its head--and sang. The drow had aligned themselves with the invaders at the beginning, this was before their forces and those of the Illithids were betrayed and hunted down by the invaders. From this blasphemous creature's maw came the most beautiful song I have ever heard, a sour-sweet ballad that spoke of anguish and long suffering. The whole battle seemed to stop for a moment. Even the drow themselves were astonished by it. Then the drow warriors took up the ancient elven war song among their number and hurled themselves at us with an unprecedented and an awesome fury." -- Alfmund Jermanson, Man-at-arms, sole survivor of the Battle of Ravensgate

By concentrating his efforts of command and adapting his methods and tactics to those of an allied race, A Brood Warrior can bestow an additional competence bonus of one-half the Brood Warrior's class level rounded down on either to hit rolls or skill checks to a specific race of allies within 30 feet who can hear him at the expense of his class abilities having no effect on his own racial troops for the duration.This bonus lasts up to 5 rounds plus your Charisma Bonus or until you choose to stop. Soul of the Race cannot be used on troops of the Brood Warrior's own race.

Rally Warband: Your presence is enough to grant any allies within 60 feet a new saving throw against fear and charm effects, with a Morale bonus equal to your Class Level. Usable as a Standard Action. Even if they fail the new saving throw, any fear effects are one step less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected by the fear effect. You yourself cannot be suffering under a Fear effect when you use this ability.

Stronger Support (Ex): At 12th level, a Brood Warrior gains a +2 morale bonus to all Will saves while in combat as long as another Brood Warrior is within 30 feet.

Alien Flanking Tactics: You and all allies within 30' receive a +4 bonus on attack rolls to hit a Flanked opponent (instead of the normal +2).

Fearless (Ex): At 14th level, a Brood Warrior becomes immune to all fear effects while in combat as long as another Brood Warrior is within 30 feet.

Alien Battle Training: Your knowledge of fighting lets you lend expertise. At the beginning of each encounter, choose a single fighter feat you have that does not have another feat as a prerequisite. All of your allies gain the benefits of that feat for the duration of the encounter.

Adaptable Alien Flanking Tactics: All allies within 30' may take a free 5' step before attacking whenever an adversary provokes an Attack of Opportunity from them so long as that step keeps them in melee range of the provoking enemy. This free 5' step does not itself provoke Attacks of Opportunity.

Powerful Support (Ex): At 17th level, a Brood Warrior gains a +2 morale bonus to Fortitude saves while in combat as long as another Brood Warrior is within 30 feet.

Alien Battle Standard: The mere sight of your banner or other heraldic display is enough to turn the tide of battle. Allies within sight of your personal standard gain the effects of both Howl of the Warrior Brood and Rally Warband (above) as long as the standard is within range and held by you or a member of your species within 10'. If your standard is captured in battle all allies within range aware of its loss suffer a -1 morale penalty to attacks and damage (in addition to the loss of its benefits) until it is recovered. Enemies within sight of your battle standard lose any 1st rerolls they might have to avoid fear effects.

Dual Charge (Ex): At 19th level, a Brood Warrior that begins his turn adjacent to another Brood Warrior can delay his initiative so that the two can charge with one another. There must be a clear path for both Soldiers to charge side by side. A single attack roll is made and the better attack modifier of the two is used to determine if the attack hits. If it does hit, each Soldier rolls damage separately as if he had struck a critical hit (even if the target is immune to critical hits). The damage is then added together to a single total and applied to the target. This damage is considered to be from a single attack (so damage reduction is applied only to the total). If the attack roll would be a critical hit, increase the multiplier appropriately (see the rules for multiplying multipliers in PHB). This ability can only be used once per combat encounter.

That Which Cannot Die: A Brood Warrior is not disabled or unconscious upon reaching 0 HP and does not die at -10. Instead whenever the Brood Warrior takes damage that either puts him on or below 0, he must make a Fortitude save DC equal to 15 + 2 for every 10 points of damage he has taken below zero (for example, a Brood Warrior on -36 would make a DC 21 save). If he fails the save, he is disabled or dead, as per normal rules. As long as a Brood Warrior is below 0 HP, he gains a bonus on attack and damage rolls equal to his Intelligence Modifier.

That Which Cannot Die does not affect spells that kill or disable the user on a failed save, it simply prevents the user from being disabled when being below 0 and dying when below -10 HP.

The Witch-King
2009-10-18, 11:02 AM
Brood Wizard (base class)

Alignment: Any.

Hit-Die: d6.
Armor: Light
Weapons: Simple + Hand Crossbow, Rapier, Shortbow, Short Sword.
Skill Points: 6

The Brood Wizard’s class skills are: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills taken individually), Sleight of Hand, Spellcraft.

Brood Wizards are arcane casters.

Brood Wizards gain spells by Class level using the Sorcerer spell progression. They gain bonus spells based on the average of their Constitution and Charisma (their POWER). Brood Wizards also use POWER for saves and spell DCs.

Brood Wizards may prepare spells using a spellbook like Wizards.

Brood Wizards can study a spell well enough so that they can use it as a spontaneous spell.

The number of spells a Brood Wizard can cast spontaneously per day (up to his total per day of course) is equal to the attribute bonus they would get for their POWER. The rest of their spells must be prepared.

The number of spells a Brood Wizard can choose from to use spontaneously is equal to the number of spells he would know if he were a Sorcerer of equal level plus his Intelligence attribute bonus. Each day, a Brood Wizard at the time he prepares his spells, chooses which spells will be available to him for spontaneous casting. He may not choose any spell he has not placed in his spellbook and studied for a period of at least thirty days.

Unlike Wizards, Brood Wizards must specialize. She chooses her specialty at 1st level. At this time, she must also give up three other schools of magic which become her prohibited schools. One of these prohibited schools must be necromancy as Brood Wizards cannot cast necromantic spells. A Brood Wizard cannot give up the divination school to fulfill this requirement. Unlike the other specialists, a diviner must give up only two other schools.

Spells of the prohibited school or schools are not available to the Brood Wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

A Brood Wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. Spells from the Brood Wizard’s specialty school are cast at one Caster Level higher than the Brood Wizard’s Caster Level.

For example, Ihastloth is a Brood Wizard of the following attributes:
STR 10
INT 16
WIS 12
DEX 12
CON 14
CHA 18
(POW 16)

As a 10th level Brood Wizard, Ihastloth has a base of 6 3rd level spells he can cast per day. Because his POWER (the average of his constitution and charisma) is 16, he gains 1 3rd level spell per day he can cast for a total of 7 3rd level spells per day.

His POWER is 16, so he can cast 3 of those seven spells per day spontaneously. The others must be prepared like a wizard’s. When he prepares his prepared spells, he may choose a base of 3 spells from those he has in his spellbook. To that base, he adds another 3 for his intelligence ability modifier for a total of six spells he may choose from when casting spontaneously. So whenever he chooses to cast one of his 3 spontaneously spells, he may freely choose from among the six spells he selected earlier that day.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Gatekeeper|Special

1st|
+0|
+0|
+0|
+2|Summon Monster I|Warp Magic; Bonus Feat; +1 Magical Aura

2nd|
+1|
+0|
+0|
+3|Summon Monster I|Armored Mage (light)

3rd|
+1|
+1|
+1|
+3|Summon Monster II|-

4th|
+2|
+1|
+1|
+3|Summon Monster II|-

5th|
+2|
+1|
+1|
+4|Summon Monster III|Bonus Feat; Aura Control

6th|
+3|
+2|
+2|
+5|Summon Monster III| +2 Magical Aura

7th|
+3|
+2|
+2|
+5|Summon Monster IV| Mastery of Cantrips

8th|
+4|
+2|
+2|
+6|Summon Monster IV|-

9th|
+4|
+3|
+3|
+6|Summon Monster V|Armored Mage (medium)

10th|
+5|
+3|
+3|
+7|Summon Monster V|Bonus Feat; Supercharge Aura

11th|
+5|
+3|
+3|
+7|Summon Monster VI|-

12th|
+6|
+4|
+4|
+8|Summon Monster VI|-

13th|
+6|
+4|
+4|
+8|Summon Monster VII|+3 Magical Aura

14th|
+7|
+4|
+4|
+9|Summon Monster VII|Spell Mastery

15th|
+7|
+5|
+5|
+9|Summon Monster VIII|Bonus Feat

16th|
+8|
+5|
+5|
+10|Summon Monster VIII|-

17th|
+8|
+5|
+5|
+10|Summon Monster IX|-

18th|
+9|
+6|
+6|
+11|Summon Monster IX|Greater Spell Mastery

19th|
+9|
+6|
+6|
+11|Summon Monster IX|-

20th|
+10|
+6|
+6|
+12|Summon Monster IX|Bonus Feat;+4 Magical Aura[/table]

Warp Magic
[Metamagic]
Caster manipulates the fundamental forces of the multi-verse instead of relying upon localized ley energies.

Effects:

1. When casting a spell from the schools of Abjuration, Conjuration, Evocation or Transmutation, the caster's spells gain a +1 bonus to DC and a +1 bonus for overcoming Spell Resistance.
2. When casting a spell from the school of Divination, Enchantment or Illusion, your effective Caster level is one lower.
3. You cannot cast spells of the Necromancy school.
4.You can use magic items that are based on the Warp.

Bonus Feats: A Brood Wizard gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a metamagic feat, or a magic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Brood Wizard is not limited to metamagic feats or magic item creation feats when choosing these other feats.

Gatekeeper: As a special ability, the Brood Wizard may cast a maximized version of Summon Monster I. At level 3, this extends to Summon Monster II. This ability increases naturally every second level, 5th, 7th, 9th, 11th, 13th, 15th and 17th.

Magical Aura: The Brood Wizard has a magical aura depending upon his class level. From 1st to 5th level he has a faint magical aura (+1), from 6th to 12th a moderate aura (+2), strong from 13th to 19th (+3), and overwhelming at level 20 and beyond (+4). When his aura is active (not suppressed) the Brood Wizard receives the indicated bonus to saving throws against spells, spell-like abilities, and supernatural abilities. The magical aura is considered a spell-like ability, and any dispelling or suppression effect will cause the aura to be suppressed for 1d4 rounds. If the Brood Wizard has aura control he may reactivate the aura at any time.

Armored Mage (light): There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield.

Aura Control: Beginning at level 5 a Brood Wizard learns to suppress his magical aura. As a standard action that provokes attacks of opportunity he can completely suppress his magical aura. The aura stays suppressed until the Brood Wizard loses consciousness in any way, at which point the aura resumes. The Brood Wizard may also voluntarily reactivate his magical aura as a standard action that provokes attacks of opportunity.

Mastery of Cantrips: At 7th level, a Brood Wizard is able to cast an unlimited number of 0-level spells per day.

Armored Mage (medium): As Armored Mage (light), but now you can cast spells while wearing Medium Armor with no chance of Arcane Spell Failure.

Supercharge Aura: At 10th level, a Brood Wizard can burn his Constitution to supercharge his aura by taking 3 points of Constitution damage per point of increase to his aura. A brood wizard may only supercharge his aura up to the number of points his aura can manage typically. These supercharged points have the following effects: the DC of the brood wizard's cast spells is increased by the number of supercharge points, the brood wizard gains DR x/- equal to the number of supercharge points and any and all spells that do damage do an additional number of dice of damage equal to the number of supercharge points. The temporary Constitution damage taken cannot be healed by ordinary or magical means. They can only be recovered by the character's slipping into a deep coma-like sleep for three times as many days as the number of constitution points taken as temporary damage.

Spell Mastery: At 14th level, Brood Wizards are able to cast an unlimited number of 1st level spells per day. In addition, both Still Spell and Silent Spell are applied to any 0-level spell the magician casts.

Greater Spell Mastery: At 18th level, either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 1st level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 1st level spell slot).

Available Feats for Brood Wizards:

Pernicious Warp Magic
[Metamagic]
Prerequisite: Warp Magic. When casting a spell on a creature without the Warp Magic feat, receive a +4 bonus to overcome Spell Resistance.

Tenacious Warp Magic
[Metamagic]
Prerequisite: Warp Magic Attempts to dispel your spells by creatures without the Warp Magic feat are at +5.