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lunaramblings
2013-01-23, 12:49 AM
The Realms of the world long ago suffered a great war. In the time since, the Gods have been distant. The world has undergone great changes. None alive today, even the great Dragons, recall the world that was. In the last Gods War most of civilization, and with it, the history of the realms, was lost. What exists today is a far cry from the world of old. Yet now, the Gods have awakened from their slumbers. They have started to return more fully to the world of the Mortals. But they have found a considerably different world, and so, they now reach through clandestine means to recapture the realms for their own.

This is Ordt.

POST 1: Cosmology and History of the Realms

Ordt is the Material Realm. It is surrounded by the realms of the Elementals, The Shadow, Positive and Negative Energies, and other less explored realms. Between these realms exists The Aether. The Aether is the Astral Realm. It holds and binds the other realms together.

During the last God's War residence of the Realms all came to battle on Ordt. When the war ended the Gods closed their portals, stranding the remnants of their armies on Ordt. In Slumber, they continued to empower their Clerics, and other worshipers, but there were few left that could create the passage ways from the Realms directly. As such, many of the stranded stayed and colonized the Realm, along with the races already native.

The world has moved on for many centuries. The great powers of the Old World were either destroyed or have died int he time since.

The Dragons: Between the God's War and their own hatred of each other the Dragons have become quite rare. Those that remain tend to be young and just beginning to find their way in the world. However, this does mean that they have lost the hatred and the bindings of the old ways. As such, there are no longer defined Alignments for many of the Dragons. In these days it is just as likely to find an Evil Gold Dragon as it is to find one that is Good. Much of their temperment was based on the societal norms, the teachings of the earlier generations, and the constant rivalries and wars they led against each other. With those factors gone, they now are forming their own beliefs, allegiances and understandings.

The Giants: Once proud and strong, like the Dragons they have begun to die out. Few of the Frost and Storm Giants remain, keeping mostly to their own kingdoms, which have dwindled and faded. The others have become even less populace. The great Giant kingdoms of old are no more. Now they live sporadically in small clans and tribes.

Liches, Vampires, and other "Immortals": Many of these creatures were pawns of the Gods of Death and Magic. When the God's War raged, they were called upon as leaders of their armies. As such there are now no known creatures of these types in the world. If any have survived they do so in seclusion and secrecy.

Ordt is a world of great differences.

North-Lands:
The Northern Mountains are deep with forests. The area is temperate, and home to many creatures, sentient and not. Dwarves have carved out homes deep in the mountains, which they fight with against the orcs, goblins, and others. The forests are home to the Elves. They are quick and have long memories. They have peaceful relations with a race of large sentient creatures known as Yowies. These creatures are strong and hearty, they live in the deepest areas of the forests, where even the elves dare not tread. Both hold their cities high in the trees. Men and occasionally others have created few settlements in the North-Lands. The forests are thick, their protectors powerful, and few Men have lore and wit enough to make the pacts needed to clear the land for their own use.

Mid-lands:
The Mid-lands are lush with growth. Plains, hills, valleys and the like are common. This land is home to mostly Men, Gnomes, Halflings and Leonids. The plains range from hot and humid to cool and mild. Agricultural, hunting and trading traditions are strong and of great importance in these lands. These lands are home to the great merchant houses of the Gnomes. The Elves, Yowie and Dwarves rarely venture this far from their lands. Though occasionally Orcs, Goblins and others, displaced from their homes in the North-Lands will form havens here. However, these, unlike in the North, tend to be free lands. Law and order is held in these lands by the Leonids who claim this as their ancestral home. Orc and Goblinoid townships are often mistrusted, but due to the oaths they have signed to be part of the trade routes, they more or less are reasonably safe.

West-lands:
These lands are hot, humid, and home to the rainforests of Ordt. Perhaps the most dangerous of the lands, few have explored here in any detail. It is said that at the heart of these lands is the ancient kingdom of Fhardahng. Once powerful and prosperous, during the God's War, it fell and was cursed. Legend says the Land reclaimed what it was owed based on old oaths. This land is thick with beasts and vermin. The Scuteri are the new kings of the Region, though there are tales of others, the Elves, even the Yowie, making homes here. It is said if you are brave of heart, that great riches and vast power lay in these lands, one must only survive to claim it.

East-lands:
The East-lands are dank and full of swamps and desperation. The lands are controlled by a consortium of the Five Fens. The Men of the Red Fen harvest and grow. The Orcs of the Black Fen are mighty hunters. The Azilar of the Green Fen are potent shaman. The Kasari of the Golden Fen are considered to be among the wisest seers of any land, and their services are sought far and wide. It is their ability to foretell the future and see what others cannot that has kept them a vital part of this alliance. The Gnomes of the Shadow Fen are quick-witted and have great skills at tinkering, sneaking and misdirection. This land was the site of the last great battle of the God's War, many believe it is because of this that the land is so blighted and desolate. The stains of war are heavy here.

The South-Lands:
The lands of ice, snow and darkness, the South is a dangerous place. The races of Men are scarce. Only the Dwarves and the Vartook have carved any real niche from the frozen wastes of the South. This land is habitable for only one reason, it is the richest of the lands for mining. No other land holds the equal of the veins of Adamantine, Mithral, and other precious ores. Additionally there is a precious and powerful commodity here. The White Ice of the South is so cold to the touch that it can freeze Men to their very bones. It is sought often for Arcane purposes, as well as in the crafting of weapons, whom it lends this quality to. Weapons crafted from the White Ice deal an additional 1d8 of Cold Damage when they strike. However, in any combat in which they are wielded the wielder takes 2 points of cold damage. Even creatures of the Cold Sub-type are vulnerable, taking half damage from such weapons.

The Waters of Ordt:
There are many oceans, rivers, and other waterways that crisscross the surface of Ordt. From these places come the Merfolk (Aquatic Humans), Darfellan, and the Cephali. The Cephali have large holdings in transportation, both of people and materials. The Merfolk hold great banks beneath the waves, and the Darfellan are often found as laborers, pirates and hunters of the waves. One further race, once one of the most powerful of the land of the Waves, has found their way almost to extinction. The Orcani are strong and when provoked can prove to be mighty foes. However, they have fallen from their place of power, and in the centuries since, have become simple of mind. There are many stories of great cities lost beneath the Oceans and Lakes of Ordt. Either sunken in war, or built by long forgotten kings and queens of the Waves.


Races of Ordt:
I will work on some more of the fluff, but I wanted to get mechanics out there for PEACHing.


Azilar
http://media.comicvine.com/uploads/0/4378/128172-25750-master-splinter_super.jpg

The Azilar are a race of rat-like humanoids that inhabit the East-lands. They are a shamanistic people, embracing a tradition of worshiping natural forces and ancestors.

Game Statistics:
-2 Strength, +2 Wisdom, +2 Charisma

Small Size: As a small creature, Azilar gain a +1 bonus on Attacks and Armor Class. They also recieve a +4 bonus on Hide checks. However, they must use smaller weapons and only have 3/4 the carrying capacity of Medium Creatures.

Base Speed: 20ft.

Dark-Vision 60ft.

Scent.

Speak Common and Azili


Cephali
http://www.rebelscum.com/TLC/Basic/15Quarren/header.jpg

The Cephali are an aquatic race that has arisen creating a travel network all across the waters of Ordt. They are hearty and smart but tend to be slow witted and boorish.

Game Statistics:

+2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma

Medium Size: As a Medium Creature the Cephali have no size related special qualities.

Base Speed: 30ft

Swim Speed: 20ft. A Cephali gains a +8 on Swim checks and may take 10 even when threatened or it would otherwise not be possible.

Breathe Underwater: The Cephali are able to breathe water as easily as they do air.

Low-Light Vision 60ft.

Speak Common and Cephali


Darfallen:
http://www.wizards.com/dnd/images/storm_gallery/90714.jpg

As per Stormwrack.


Dwarves:
http://digital-art-gallery.com/oid/86/640x852_15052_Dwarf_2d_fantasy_character_dwarf_war rior_picture_image_digital_art.jpg

The Dwarves are native to the Northern Mountains, though they have branched out to the South-Lands to build mines to take advantage of the deep deposits of minerals.

As per PHB


Elves:
http://cdnimg.visualizeus.com/thumbs/3c/62/archer,bow,elf,elf,warrior,elves,fantasy-3c629520c433511c94105f8e652308fb_h.jpg

The elves are one of the oldest races in the world of Ordt. There are two main branches of the Elven race. The most prevelent live in the forests of the North. They are smarter than their wild brethren from the jungles of the West-lands.

As per PHB


Goblins:
http://2.bp.blogspot.com/-Vir7FdmO0Y4/T07ewLHyZ9I/AAAAAAAAAEU/IDrTC28Znwo/s1600/goblin.jpg

As per Monster Manual


Half-Elf
http://fc01.deviantart.net/fs8/i/2005/352/c/c/NWN__Half_Elf_Mage_by_wycked.jpg

The Half-Elves of Ordt are considerably more rare than in many other realms. They this is due to the limited territory that the Elves and Men share.

Otherwise As Per the PHB.


Half-Orcs:
http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1339/44/1339446013175.jpg

As Per the PHB.


Halfling:
http://images3.wikia.nocookie.net/__cb20090528211558/forgottenrealms/images/2/27/Ghostwise_halflings_-_Frank_Carl.jpg

As Strongheart Halflings FRCS.


Humans:
http://4chandata.org/images/threads/104174_Vindictus.jpg

As PHB


Kasari:
http://www.nexus-studios.org/wp-content/uploads/2011/10/Lizardman.jpg

The Kasari are wise and strong willed. They have carved out a niche in the inhospitable fens of the East-lands. The Kasari believe that they were once servants of the great Dragons of Ordt. Whether this is true or not is unknown, though their appearance and capabilities does lend credence to the stories.

The Kasari are able to reach through the haze of the ages and access memories and information otherwise lost. They can also turn their energies into seeing aspects of the future. This has given them a place as seers, as powers behind the thrones of the East-land Fens. In this capacity, they have ensured that despite not being the most hardy of species, they are safe in a harsh world.

Game Statistics:

-2 Str, +2 Dex, -2 Con, +4 Wis, -2 Cha

The Kasari are quick but weak. They have a poor constitution after generations of scraping by on scraps and their reptilian nature makes them susceptible to changes in their environment related to temperature and moisture. The Kasari are exceptionally intuitive and strong willed, however they have trouble relating to the world around them as they often find their minds slipping into the past or future.

Medium: Kasari have no special qualities based on their size.

Eye of Ages: The Kasari have an innate ability to see into either the past or future. Kasari may make a check similar to Bardic Knowledge. When the Kasari is seeking a bit of information, either from the past or future, they may roll a D20+Wisdom+Character Level and compare to the Bardic Knowledge chart in the PHB(pg. 28). Looking to the future raises the DC of the check by 5. Use of this ability takes at least 10 minutes, and if seeking particularly obscure information it may at the DM's discretion take as long as an hour. While using Eye of Ages, the Kasari is in a trance, similar to sleep for other races.

Speed: 20ft. Kasari are slow and cumbersome due to their awkward body shapes.

Languages: Common and Kasar.


Leonids:
http://www.wizards.com/mtg/images/daily/stf/stf36_LeoninArmorguard.jpg

The Leonid are a race that has emerged as the true leaders of the Mid-Lands. They have created a strong system of bounty hunters, law enforcers and rather than installing themselves as kings, they have installed themselves as constables, sheriffs, and are the martial arms of most of the townships of the Mid-Lands. In addition, they hold a very private kingdom in which the elders of the Tribe lead.

The Eldest, Astlar, has crafted a vision for the Mid-Lands. He recognizes how powerful his people are, but he also sees that their beastly nature can often lead them to act rashly and with emotion. As such he created their current structure to the outside world. He has cast them to the world as protectors, as guardians and as the source of wisdom and law in the Mid-lands. Few races of the Mid-lands have the military might, the or the strength to oppose their bands of Lawmakers. Not to mention that Leonid have been known to tear a Man to pieces with their bare hands.

Game Statistics:

+4 Str, -2 Dex, +2 Con, -2 Int, -4 Cha

Medium: As medium creatures Leonid do not receive any special bonuses related to their size.

The Leonid are incredibly strong and hardy. They have evolved from the great hunting cats of the Mid-Land savannahs. As such they are have inherited the strength of the Hunting Cats. They also have great endurance, able to harry and chase their prey over great distances. Due to their size and bulk they are sometimes clumsy. However, they still have somewhat primal minds. While far from stupid, they are not as intelligent as the average human. They also tend to act rashly, and with emotion rather than forethought.

Natural Weapons: The Leonid are still more than capable of using their natural weapons in combat. Despite having sharp teeth easily capable of rending flesh, the changes in their jaw structure that allow them to speak and articulate verbally, has also caused them to lose the needed structure to use their bite in combat. However, they still have incredibly sharp claws, easily able to rend the flesh of a Man, even able to open a suit of armor like a sack of grain.

Leonids may use both claws as a full attack, make a single claw as a standard action, or may combine their claws with manufactured weapons. A Leonid wielding a weapon in one hand may make a single claw attack as part of a full attack action, the claw is made as a secondary natural attack rather than being treated as Two-Weapon Fighting.

Bonus Feat: All Leonid are trained to use their claws to their best advantage from the time they are a cub. As such they gain Improved Natural Attack: Claws as a Racial Bonus Feat.

Due to this, the Leonid deal 1d8 damage with their claws.

Fire Sensitivity: Like the Great Cats of old, the Leonid despise fire. They take a -2 penalty on saves against spells with the [Fire] sub-type or that deal fire damage. In addition, any time they are successfully attacked with fire, they must make a Will Save DC equal to 5 + Damage Dealt. If they fail they are shaken for the remainder of the scene.

Darkvision: As they are the descendants of nocturnal hunters, the Leonid are able to see as well in the dark as a Man can in day light. They possess Darkvision to a distance of 90'.

Natural Hunters: The Leonid receive a +4 racial bonus on Survival, Jump, and Climb checks. This reflects their racial capabilities as hunters, their ability to move quickly, making leaps, and using their claws to climb, and their animal nature allows them to track their prey and to find food in even the most difficult environments.

Languages: The Leonids once spoke a language of their own, but in the modern times it has been lost. A few of the elders still speak this language, but it is not widespread even amongst the tribe. Leonid speak Common.


Merfolk:
http://www.playstationordie.com/wp-content/uploads/2011/05/b99df78c7edf4e111efbd89bc30ee230.jpg

The Merfolk of Ordt are among the oldest creatures left on the planet. There are stories of them existing well before the God's War. There are rumors of cities so deeply sunken that the other races dare not dive. The Merfolk hold secret knowledge and vast arrays of lost treasure.

Game Statistics:

-2 Strength, +4 Constitution, -2 Charisma

Merfolk are hearty but relatively weak. They have adapted to pressures deep beneath the waves and are physically sturdy, however they are slender and lithe, lacking great musculature.

Movement: Base land speed of Merfolk is the same as a Human, 30ft. They also have a Swim Speed of 60ft. Merfolk may always take 10 when swimming and receive a +8 racial bonus on swim checks.

Medium: As medium creatures, Merfolk gain no advantages based on size.

Weapon Training: All Merfolk are trained in the use of nets and tridents. Merfolk Monks may treat these as Special Monk Weapons.

Tongue of the Sea: Merfolk have the ability to speak and understand aqautic animals. They may use either Handle Animal or Diplomacy when training such creatures. This ability does not extend to any aquatic creature that is not of the Animal Type.

Languages: Merfolk speak Mermish and Common.


Orcs:
http://kpbs.media.clients.ellingtoncms.com/img/photos/2012/12/12/orcs_t600.jpg?4326734cdb8e39baa3579048ef63ad7b451e 7676

As per the Monster Manual.


Scuteri:
http://images1.wikia.nocookie.net/__cb20120820015827/dinosaurs/images/8/8d/Giant_Ground_Sloth.jpg

The Scuteri are a race of powerful but dimwitted creatures. They have taken ownership of the West-lands through their strength and numbers. They greatly outnumber the other sentient races that call the jungles of the West-lands home, this combined with their physical prowess means few challenge them. The Yowie and Elves of the area generally live high above in the canopy of the trees, and as such the Scuteri often do not realize that their kingdoms overlap. the Yowie and Elves accept the rule of the Scuteri on the ground as it protects their kingdoms above.

Game Statistics:

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

The Scuteri are powerfully built and possess immense strength, however they are slow and lack agility. They are hearty creatures, but they lack intelligence. They view the world as what they see. Anything more is unimportant.

Medium: As Medium creatures, Scuteri gain no special benefit due to their size.

Natural Weapons: The Scuteri are mostly vegetarian. They do scavenge on occasion but prefer to eat bamboo and other such plants. In order to eat these plants they use long sharp claws to slice the bamboo into small pieces. These same claws are deadly in combat. Measuring several inches, these claws can easily tear through the flesh of most beings, and look even deadlier than they are.

Scuteri may use both claws as a full attack, make a single claw as a standard action, or may combine their claws with manufactured weapons. A Leonid wielding a weapon in one hand may make a single claw attack as part of a full attack action, the claw is made as a secondary natural attack rather than being treated as Two-Weapon Fighting.

The Claws of a Scuteri due to their incredible sharpness and length deal 1d6 points of damage and threaten a critical hit on an 18-20.

Language: The Scuteri are unable to speak most languages due to their primitive vocal structure. They must spend twice as many skill points to learn a new language and do not gain bonus languages from a high intelligence. Scuteri begin play speaking only Scut, which is a combination of vocalizations, posturing, and shifts in scents. As such other races cannot speak Scut, though they can learn to understand it.


Vartook:
http://bestdotawallpaper.info/wp-content/uploads/2012/03/Ymir-a.k.a-Tuskarr-Wallpaper.jpg

The Vartook are a race of powerful hunters and gatherers. They have learned to eek out an existence where others have found nothing. They are native to the South-lands, the only sentient species that has adapted to live natively in such a harsh landscape. They survive by hunting fish, seals, whales, and other marine creatures and cultivating beds of kelp. Unlike the Dwarves that have moved into the mountains and created their own strongholds, the Vartook exist living directly off the ice floes and the tundras.

Game Statistics:

-4 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma

The Vartook are hardy but cumbersome. They can survive in climates, even tolerating the frigid waters of the South-Land when hunting. They are however slow and plodding creatures. They have a strong sense of understanding of the natural order, a natural Wisdom. However, due to generations of isolation they can sometimes be strange or alien in their perspectives.

Frigid Adaptation: Due to generations of living amongst the ice and snow of the South-Lands the Vartook have the [Cold] sub-type. And if they are spellcasters, they can cast spells with the [Cold] descriptor as if they were 1 level higher and with a +1 to the DC of such spells.

Base Speeds: Vartook move only 20ft per round on land but are capable of moving much faster in the water. Vartook have a Swim Speed of 40ft. They may always take ten and receive a +8 racial bonus on all swim checks.

Weapon Familiarity: Vartook are very primitive beings. If they take levels in any class that grants greater than Simple Weapon Proficiency, they instead choose a single Martial Weapon with which to be proficient. Additionally, the Vartook is considered proficient in all spears, harpoons, nets, and with picks.

Language: Vartook speak only Tookish initially, but may gain other languages through use of skill points or a high Intelligence.


Yowie:
http://www.swagonline.net/files/images/WookieeWEB.preview.jpg

The Yowie are a race of strong but peaceful arboreal hunters. They prefer to live high in the trees where their natural coloration helps them to blend in. They are gifted warriors and hunters, and possess an innate connection to the world around them.

The Yowie refused to participate in the God's War, they moved deep into the North-Land forests where they built their greatest cities. They built high in the ancient forests, where few would even look. Their patron God, Yrshi put all of his strength into protecting his children rather than engaging in the war with his brothers and sisters. As such the Yowie society has continued much as it always has. However, they lack any real records of the time before. They do have a fascinating oral tradition of storytelling. The Elves claim that if one listens to the tales told by the Yowie, one might find the lost wisdom of the ages, or at the very least, adventure.

Game Statistics:

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

The Yowie are isolationists at best. There are a fair few that decide to strike out and see the world, but still they have so little understanding of culture outside their own they often lack comprehension of social situations. As a culture that lacks written records and formal teaching structures, the average Yowie is less knowledgable than many other races. However, they make up for such short comings with incredible physical skills. The Yowie are strong, quick and agile.

Medium: As Medium creatures the Yowie gain no special benefit for their size.

Movement: The Yowie is deceptively quick, using their large, lanky frame to take large strides. A Yowie has a base speed of 40ft. Yowies do not possess a Climb speed, but do recieve a +8 Racial bonus to Climb and may always take 10.

Weapon Training: Yowie treat spears, bows and axes as simple weapons.

Language: The Yowie speak Yrsh and Elven for free. Yrsh is a language of howls, grunts, smacks, and bangs and is very difficult for an outsider to learn. All other races must spend twice as many skill points to learn Yrsh and it may not be taken as a bonus language for having a high Intelligence.

lunaramblings
2013-01-23, 12:51 AM
Reserved for Classes and other information.

The intent is to have 1 or more Prestige Class for each region. And I have a couple base classes in mind. For now I am going to put up what I have and will be PEACHing some more on the Homebrew Board.

New Base Classes of Ordt:

Coming Soon


Classes of The North-Lands:

Hello folks. So I am trying to build a PrC that actually makes a Paladin better at being what they are Fluffed out to be. They are supposed to be Divine Warriors. Instead, well they are kinda lame unless your pulling Uber-Mount shenanigans or something similar. So, Here is what I have been working on. Let me know what you think.


http://4.bp.blogspot.com/-QaTkuBIw_yQ/TZ5Ai9p2tAI/AAAAAAAAACw/VHQ0Ip2kyVY/s1600/Archangel+Michael.bmp
The Blazing Soul

Requirements:
Skills: Sense Motive 5 Ranks, Heal 6 ranks, Diplomacy 9 ranks.
BAB: +6
Spells: Must be able to cast 2nd level Divine Spells as a Paladin.
Special: Lay on Hands (Or similar Ability), Divine Grace, Turn Undead, the ability to Speak Celestial

Table: The Blazing Soul Hit Die: 1d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features

1st|
+1|
+2|
+0|
+2|Armor of The Faithful, Lay on Hands, Sword of the Archangels|+1 level of existing Paladin spell casting
2nd|
+2|
+3|
+0|
+3|Blessed Awareness, Wings|+1 level of existing Paladin spell casting
3rd|
+3|
+3|
+1|
+3|Strength of the Faithful, Animal Guide|+1 level of existing Paladin spell casting
4th|
+4|
+4|
+1|
+4|Mark of the Faithful|+1 level of existing Paladin spell casting
5th|
+5|
+4|
+2|
+4|Mercurial Casting|+1 level of existing Paladin spell casting
6th|
+6|
+5|
+2|
+5|Will of the All-Father|+1 level of existing Paladin spell casting
7th|
+7|
+5|
+2|
+5|Improved Wings, Master of War|+1 level of existing Paladin spell casting
8th|
+8|
+6|
+2|
+6|Power of the All-Father|+1 level of existing Paladin spell casting
9th|
+9|
+6|
+3|
+6|Divine Embrace|+1 level of existing Paladin spell casting
10th|
+10|
+7|
+3|
+7|Ascension|+1 level of existing Paladin spell casting
[/table]

Class Skills: 4+Intelligence Modifier per level Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge {Arcana} (Int), Knowledge {History} (Int), Knowledge {The Planes} (Int), Knowledge {Religion} (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)

Armor of The Faithful: The Blazing Soul, once embraced by the All-Father, discover how to channel the force of their divine persona into a protective aura. This aura grants them an Insight bonus equal to their Charisma Bonus +1 for every 3 levels (Cha+0 at 1st, +1 at 4th, +2 at 7th, and +3 at 10th).

Sword of the Archangels: Every Blazing Soul requires a weapon. Upon taking their 1st level in this class, they surrender their current weapon of choice (The weapon they have been using most, and has the greatest bonuses) to the Archangel who has come to reward their faith. This weapon need not be a sword, though this is most common. The archangel sunders and reforms this weapon as a symbol of the rebirth the Blazing Soul is about to undergo in accepting levels in this class. Upon being reformed, the weapon becomes a +1 weapon and has an additional Weapon Enchantment equal to +1, such as Flaming for example. At every level the Blazing Soul can spend 1 day fasting and meditating to reforge his weapon. In doing so the weapon is always at least a +1 weapon, but an addition +1 worth of enhancements can be added per level. This allows at 10th level for a weapon that has up to +11 worth of bonuses/enchantments. The Weapon can not possess greater than a +5 to hit an damage, all other +'s must be abilities. The DM is the final arbiter of what the All-Father finds acceptable for his warriors to wield in terms of powers.

A Blazing Soul may spend gold as normal to improve his Sword of the Archangel, but any bonuses added through normal crafting may not be altered. Further, these increases are considerably expensive as they must build on the pre-existing bonuses of the weapon.

Animal Guide: The path that a Blazing Soul must walk is fraught with danger. Often they must seek guidance from the All-Father to ensure they are fulfilling their role as his vassal. To do so, at 3rd Level, he provides them an Animal Guide. This creature is treated as a Wizard's Familiar, who's characteristics are based on the Blazing Soul's Total ECL. In addition to the standard familiar benefits, the Animal Guide can supply the Blazing Soul with an additional boon based on their type. All aspects of these boons are considered to be Extraordinary Abilities. This creature replaces any Animal Companion, Familiar of Special Mount you may have. Further, if you would gain one of these class features later you lose access to your Animal Guide.

Raven: The Raven is all seeing. They are the eyes of the All-Father. 3+Cha Modifier times per day the Raven can take aloft, soaring through the sky for 10 rounds. During this time the Raven's sight is transmitted to his master. Anything the Raven can see, his master is aware of. While in this state the Raven become completely unseen. No manner of detection will reveal it. Further, no magical or mundane means of purposely obscuring one's self will work on the Raven. For example, a party of Halfling Rogues is hiding in the bushes ahead. The Raven need not make a check to see them, it simply is aware of their presence. However, an old woman is cooking dinner in the small hut just off the path, as she is not attempting to obfuscate herself, her innocence allows her not to be spied upon. To ensure service the Raven must be paid at least 1 shiny coin per day. If at any time the payment is not met the Raven will leave.

Cat: The Cat is stealth incarnate. They are the stalkers of the All-Father. 3+Cha Modifier times per day the Cat can lend its stealth to its master. For 10 rounds the Blazing Soul is treated as if under the effects of Improved Invisibility. In addition, they grant the Blazing Soul a +20 to all Hide and Move Silently checks. However, the Cat is fickle. It must be given a token of some sort every day, or else it will use this stealth to sneak away from the Blazing Soul. This could be a live mouse, a nice plump beetle, a little round bell, or even just a small ball of string. But the Blazing Soul must present this award joyfully to the Cat at the same time of the day in which they prepare their spells. If they are a spontaneous caster, they must do so at sunset each night.

Stag: The Stag is balance in battle. 3+Cha Modifier times per day the Mantis can lend its stability to its master. For 10 rounds the Blazing Soul Automatically succeeds on any balance checks. In addition it grants a bonus equal to the Blazing Soul's level to all checks to prevent being tripped, bullrushed, grappled. overrun, or disarmed. It provides half of this bonus to all attempts in which you are the aggressor. For example, Thesa is fighting a Gnoll that attempts to disarm him of his sword. He adds his Blazing Soul Level to the check to resist the disarm. Later, Thesa is fighting an Orc wielding a powerful magical blade, he attempts to disarm the Orc and as the one initiating the Disarm, he adds half his BS level. The Stag is a beast of purity and longing. It represents the need of the Blazing Soul to purify evil from this world, and his unending hunt to do so. As such the Stag requires that a Blazing Soul that embraces it never knowingly imbibe any substance that would harm them in mind, body or soul. This includes alcohols, drugs, and other such items. Should they do so, the Stag will leave them until they have atoned for their actions or summoned a new Guide.

Hound: The hound is the hunter of the All-Father. 3+Cha Modifier times per day the Hound can lend its hunting skills to its master. For 10 rounds the Blazing Soul can track any quarry unerringly. This can be done at full speed, even at a run. The Hound enables the Blazing Soul to track and find those that have acted against the will of the All-Father. Any creature so tracked essentially gives off a beacon that only the Blazing Soul and Angelic creatures are able to sense. The Hound seeks affection. For 10 minutes per day the Blazing Soul must scratch, pet, play with or otherwise demonstrate his affection for his Hound. If the Hound feels ignored, he will leave.

Ram: Ram is hardy and stubborn. He is a reminder of the tenacity of spirit that the All-Father expects of his followers. 3+Cha Modifier times per day the Ram can lend its tenacity and hardy nature to its master. For 10 rounds the Blazing Soul become completely immune to an negative effects related to any thing that he might ingest. Further he is unable to be weakened, fatigued or exhausted. In addition during this time he receives 2 temporary Hit points per level, these hit points are removed first, and once gone remain as such until this power is invoked again. The Ram demands dominance. Whenever the BS has established a home it must establish a space of equal space for the Ram. When traveling, the Ram expects to be treated as an equal to the Blazing Soul, requiring that either the BS sleep in the stables and fields with the Ram, or the Ram is given the same accommodations as his Master, whom he considers "partner".

Horse: The Horse represents fertility, nature's power, rebirth and growth. As such, those that call upon the Horses of the All-Father are able to invoke this by gaining the following Spell-Like Abilities. They may use these abilities a total number of times per day equal to their Charisma modifier. The spells are: Plant Growth (Druid 3, PHB 262), Nature's Rampart (Druid 3 SplComp 146), Last Breath (Druid 4 SplComp 130), Primal Form (Wiz/Sorc 3, SplComp 161) Any DC is based on your Charisma Modifier, and your caster level is equal to your Blazing Soul Level + Your Charisma Modifier. Horses demand care and respect for the natural world. You must not cause unneeded harm to the world around you, and must feed and provide brushing and attention to the Horse for 10 minutes per day.

Rabbit: The Rabbit is a creature of quickness, in mind and body. 3+Cha Modifier times per day the Rabbit can lend its quickness to its master. For 10 rounds the Blazing Soul doubles their speed for all manner of movements that it is capable of using. In addition, they are able to use Bluff to feint in combat as a swift action. Rabbits require that they be pampered and fed well. They demand a safe, warm place to sleep, and abundant food. If this is not provided they will not grant their boon.

Serpent: Many cultures think of the Serpent as a corrupter, a creature of evil, however, the All-Father recognizes that the Serpent is part of the natural order, and that through it's wit it culls the herd. 3+Cha Modifier times per day the Serpent can lend its wits to its master, allowing the Blazing Soul to cast Charm Monster (CL= BS level + Charisma, DC based on Charism). Serpents require warmth and live food. As such they can be difficult for a Blazing Soul to keep.

The Bull: The Bull is a symbol of rage and great power. 3+Cha Modifier times per day the Bull can lend its rage and power to its master. For 10 rounds the Blazing Soul may enter a rage that is identical to the rage of a Barbarian. This ability increases as the Blazing Soul gains levels. At BS Level 5, the Bull grants Greater Rage, and at BS Level 10 the Bull grants Mighty Rage. The Bull requires access to breeding stock for 1 continuous week every year.

The Eagle: Creatures of Wisdom and Light, the Eagle is a power creature. These raptors are often called by war-focused Blazing Souls. 3+Cha Modifier times per day the Eagle can lend its wisdom and power to its master. For 10 rounds the Blazing Soul enters a trance during which, they may increase their maneuverability by one class. In addition the Blazing Soul is granted a sacred bonus to their Wisdom Score equal to half their Blazing Soul Level, and may cast Lightning Bolt (Sorc/Wiz 3, PHB 248) as a Supernatural Ability while in their trance, the caster level is equal to their BS Level + Charisma Modifier and the DC is based on Charisma. Equals require freedom and space. While they will tolerate the need to delve into a dungeon in service of the All-Father, they expect that otherwise they will be allowed to come and go as they please when not engaged in their duties.

The Boar: The Boar is a creature of Courage and Fierceness. Those that call on The Boar are expected to have similar characteristics. 3+Cha Modifier times per day The Boar can lend its Courage and Ferocity to its master. For 10 rounds the Blazing Soul soul becomes immune to mind-effecting spells, powers, and supernatural abilities, though they are still vulnerable to more mundane methods such as Bluff. In addition they will continue fighting without penalty until they have reached -10 Hit Points. Even at this point they do not die. Instead they must make a Fortitude save each round equal to the 10 plus the amount of damage below 0 they have suffered. As long as they make the save they may continue to act without penalty If at the end of the duration of this ability they are still at or below -10 they die immediately. The Boar requires that once per month it be allowed to feast. During this feast the Boar must be fed fine foods until it is full, after which, any left overs must be given to the poor as a tithe.

If your Animal Guide is destroyed you immediately take 1d4 damage per level of Blazing Soul. You may petition the All-Father to send you a new guide, but doing so takes time and preparation. You must create an alter (Craft Check carpentry or other appropriate, DC 10, which may be made untrained, followed by a Knowledge: Religion DC 15) and find a normal member of the animal species you wish to call. You fast and pray pray for 1 day per level of Blazing Soul, after which the animal that has been placed at the alter is transformed into your new guide. The materials needed for this ritual cost 1000gp.

Regardless of the creature chosen they benefit from the Wings and Improved Wings class feature of the Blazing Soul so long as they are within 30 feet of the Blazing Soul. If at anytime they are further away the effect dissipates, if they are in the are, the descend as if under the effects of Feather Fall. You can willingly change your guide without them suffering death, however to do so requires the same steps as above. Those that do this often may draw the ire of The All-Father for their fickle and chaotic actions.

Blessed Awareness: Your divine connect to the All-Father connects you to the world around you one an innate level. You sense the ebb and flow of primal basis of the world all around you. You may add your Charisma bonus to Initiative Checks.

Lay on Hands: A Blazing Soul must learn not only to wage war on the enemies of the Faith, but also to heal those subjected to the wretchedness of their enemies. A Blazing Soul may use Lay on Hands as a Paladin whose level is equal to their Blazing Soul class level. If the Blazing Soul already has Lay on Hands or a similar ability, instead their levels in Blazing Soul stack with the levels of whatever class granted the ability.

Wings: Like a Celestial creature, a Blazing Soul grows a pair of powerful feathered wings. These wings allow a Blazing Soul the ability to fly at twice base speed, with a maneuverability class of Average.

Strength of the Faithful: A Blazing Soul must be strong in the face of great evil. Their connection to the All-Father empowers them with a great sense of purpose and this takes on an outward manifestation, granting them an aura of strength and power. A Blazing Soul may add their Charisma bonus to all Strength based checks, including damage.

Mark of the Faithful: A Blazing Soul has many roles. Warrior, Healer, Protector. A Blazing Soul gains the ability to imbue target with a small portion of the Divine, which infuses his soul. As a standard action, by touching the target, with a touch attack if they are unwilling, he can spend Turn Undead Attempt to channel positive energy into the target. If the target is willing this heals 2d4 points of ability damage or drain and removes any status effects that may be negatively impacting the target. If used offensively, it instead renders the target nauseated for 1d4 rounds. In either case the target is branded with a glowing sigil of the All-Father. This deals 1d4 points of damage. This damage is dealt through the Divine power of the All-Father, and as such cannot be prevented in any way, and heals at the rate of 1 point per day.

Mercurial Casting: The Soul and Mind of the Blazing Soul is fluid like quicksilver, and equally deadly. By spending a Turn Undead Attempt, a Blazing Soul may cast any spell on the spell list of their previous spellcasting class as an Immediate Action. In channeling this energy however, their imperfect body is strained by the divine surge. The Blazing Soul suffers 1 point of Ability damage to their choice of physical ability as the surge overwhelms them. This damage will heal only with time unless the magic used to heal it is done in a church dedicated to the All-Father.

Will of The All-Father: The force of a Blazing Soul's intensity is such, that by spending a Turn Attempt, they become immune to any effect that would require a Will save for 1 round. This is an Immediate Action.

Improved Wings: A Blazing Soul has improved his ability to fly. He has honed his skills in the air to be nearly on par with his skills on the ground. At this level a Blazing Soul gains Good Maneuverability, as well as an increase to his speed. He now has a fly speed of twice his base land speed.

Master of War: As the name may suggest, a Blazing Soul is the embodiment of the All-Father's martial might. Once per encounter he may engage in a war-trance. In this state his Strength and Constitution bonus are doubled, he gains the Weapon Focus and Specialization line of feats up to and including Weapon Supremacy. This trance requires a Full Round Action to initiate, during which he can do nothing else. Any attacks made against him while entering the trance are made against his flat-footed AC. The Trance lasts for a number of rounds equal to 3+Charisma bonus, after which he is nauseated for 1 hour as the Divine energy drains from his Soul.

Power of the All-Father: The Blazing Soul has learned to embrace the power of creation and life that the All-Father protects. He may cast any spell from the Healing, Creation, Renewal, Celestia, Elysium, or Purification Domains as a Spell-like Ability 1/day. He need not be able to cast spells of that level, however he must have a Charisma score of 10+ the Spell level. The Save DC's of the spells are 10+the Spell Level+the Blazing Sword's Charisma Modifier. He may cast only 1 spell in this way each day. This spell does not require memorization and is cast spontaneously.

Divine Embrace: The Blazing Soul has further embraced and mastered the teachings of the All-Father. At this level he gains the ability to choose a single Domain from the following: Healing, Creation, Renewal, Celestia, Elysium, or Purification. The Blazing Soul benefits from the Granted Power of the chosen Domain. He gains the ability to cast 1 spell from each level of the Domain just as a Cleric would. This is limited to the level of spells he is normally able to cast.

Ascension: Upon reaching 10th level, a Blazing Sword is granted the Saint template by the All-Father, regardless of whether they would normally be eligible for said template. They do not incur any Level Adjustment upon gaining this template.

Classes of the Mid-Lands:



http://cdn.gamerant.com/wp-content/uploads/ffxiv-gladiator-570x521.jpg
The Guardian

"Anyone can pick up a sword and strike out at another. Not everyone can prevent that person from taking the lives of the innocent. It takes a special breed to take a strike meant for another. I am that breed. I am a Guardian." Deucalion Ambrose- Guardian of Thayne.

Guardians are elite bodyguards and soldiers. While they are just as capable of front lining as any martial adept they are more potent at protecting others. They forgo the glory of leading the charge, for the reward of saving the lives of others, be they party members or innocent civilians. They are masters of redirection and negation of enemy forces. They mix the strength, speed and power of other warriors with tactical prowess and pure willpower to put their very lives on the line for the causes in which they believe.

Becoming a Guardian

Guardians are not created, they are born. It requires a certain willingness and drive to go into battle over and over with the willingness to put your life on the line for others. Unlike most warriors, they purposely put themselves in harms way, accepting that in any battle there will be casualties, and they would rather it be them, than those they care about, or those that are innocent. Many Guardians take this course in the world to redeem themselves for their mistakes. Many have a death wish, or a cause in which they are willing to die for. For some this is a matter of Faith and religion, for others it is an ideology. For some it is a birthright. The methods used by Guardians are only learned through a life time of battle. It is a very particular skill set required.

For your average Guardian, Strength and Constitution are vital. They require the strength to strike down those that seek to harm their charges, and the constitution to take a hit and remain standing, a guardian who is unconscious is of no use to their would be charge. Dexterity allows them to be graceful, quick and agile, all things that are handy when attempting to defend others. Most guardians have prefer to wear armor, though their particular method requires them to be agile and able to move quickly, and as such they tend to avoid any armor which provides an Armor Check Penalty of higher than 4, as such most heavy armors are ignored, unless means are taken to lighten their burden.

This class is appealing to many classes, though geared mostly for those that have a basis in martial combat. Many Crusaders take to this cause, and more than a few Paladins and Fighters have taken this path. It is not unheard of for a Cleric of an appropriate God or Ideal to take this course, though many find that it's lack of spell progression in someways pulls them from their God. It is also not unheard of for a Monk to pursue this path, as they are generally quick and agile and their skills can be quite useful in getting to a charge, and protecting them. Unfortunately, their lack of armor and their reliance on their fists prevents them from making full use of all of the abilities granted by this class.

Entry Requirements:

Base Attack Bonus: +6
Skills: Tumble +5
Feats: Dodge, Mobility, Combat Reflexes, Proficiency with at least 1 type of Shield.

The Guardian Hit Die: 1d12
{table=head]
Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Readied|Stances Known|Special
1|+1|+2|+0|+2|5|3|1|Shield Other, Bonus Feat
2|+2|+3|+0|+3|5|4|1|Try Again
3|+3|+3|+1|+3|6|4|1|Pick On Someone Your Own Size, Bonus Feat
4|+4|+4|+1|+4|6|4|2|Bring It
5|+5|+4|+1|+4|6|5|2|Retribution[/table]

Class Skills: 6 + Int per level
The Guardians Class Skills (and Key Ability Modifiers) are: Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [local] (Int), Knowledge [Tactics] (Int), Knowledge [Royalty and Nobility] (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Maneuvers:
Upon taking their first level of The Guardian, a character gains access to a pool of Maneuvers, similar to those of other Martial Adepts. Guardians may choose maneuvers from the following Disciplines: Devoted Spirit, White Raven, Diamond Mind, Iron Heart, Setting Sun, and Righteous Sacrifice (New School, currently in the works) A first level Guardian may select maneuvers and stances from any of the above schools so long as they meet the prerequisites for the maneuver or stance in question.

To recover their manuevers, Guardians must fight defensively, taking no attacks for a full round. When they first ready their maneuvers or change them throughout the course of the day, they must contemplate their purpose through meditation for five minutes.

Shield Other (Ex) (1st Level)
A Guardian at 1st level may choose to apply some or all of his Shield Bonus to the AC of his Charge. At every odd level he can apply an additional +1 to this bonus. At 3rd level, this may be divided among any number of charges, so long as they are withing Reach of the Guardian or are Flanking the same creature. At Fifth Level, a Guardian may use an Immediate action to end this protection to instead take a hit meant for one of his chosen charges. This hit automatically strikes him, regardless of his AC. If the Guardian does so, he may not use this ability for the remainder of the encounter.

Try Again (Ex) (2nd Level)
When an enemy whom you threaten, would attack one of your charges, you may expend the use of an attack of opportunity (Within the normal limit per round) to force that enemy to reroll their attack with a penalty equal to your Guardian Class Level.

Bonus Feat (1st and 3rd Level)
At 1st and 3rd level a Guardian gains a Bonus feat from the Following List. They need not meet the prerequisite. However, if they wear any armor with an Armor Check Penalty greater than 4 they lose access to these feats.

Combat Expertise, Improved Trip, Karmic Strike, Robilar's Gambit, Elusive Relflexes

Pick on Someone Your Own Size (Ex) (3rd Level)
A Guardian can use a Swift Action to attempt to interpose himself between his charge an an aggressor. The Guardian is able as part of this ability to move his Base Speed to reach the target. The Guardian must make a Tumble Check DC 5+ the Strength + Base Attack of the Aggressor. If he is successful, the Aggressor's attack is negated. A Guardian may use this ability 1/day per Guardian class level. If a Guardian wears any armor with an Armor Check Penalty greater than 4 they lose access to this ability.

Bring It (Ex) (4th Level)
A Guardian may make a Touch Attack against anyone who Threatens one of his Charges. If successful, they goad the target, requiring them to make a Will Save DC 10 + the Guardians Base Attack Bonus + the Guardian Class Level

Retribution (Su) (5th Level)
Once per day, a Guardian can turn the attacks of an enemy against them. If the enemy successfully strikes a charge, all damage dealt by that enemy to the charge this round is reflected back upon them, unless they make a Reflex Save = to 10 Plus Damage Dealt. A Guardian that wears any Armor with an Armor Check Penalty Greater than 2, they may not use this maneuver.

New Martial Discipline

If I were to allow the base ToB Classes to take this, I would likely sub it in place of Stone Dragon. Or for Swordsages/Warblades perhaps in place of Tiger Claw instead if they would rather. I have not labeled any of these as Ex/Su, will try to go through and do that tomorrow. Will also fancy it up a bit then too.

Righteous Sacrifice: Key Ability Survival. Discipline Weapons: Long Spear, Shield, Spiked Chain, Halberd, Bastard Sword.


The School of the Righteous Sacrifice is based on willingly putting the needs of your allies above your own. This school, while formidable, is not taught in all academies. This is attributed to the need for the practitioner to be truly willing to sacrifice their well being for others. This is a rare trait among warriors. As such it is much less common than the core disciplines of martial study. This discipline uses many counters as it is often more important to the Adept to protect their charge, than to dispatch their foes. However the power of a practitioner of The Righteous Sacrifice should never be considered unwilling or unable to do what must be done on the field of battle. Often their empathy makes them prone to a willingness to make the hard choices.

1st Level

Sacrificial Posture [Su] (Stance): While in this stance a Martial Adept takes a -4 to AC, but Grants Allies Fast Healing 2. This is a Supernatural Ability.

Righteous Blade (Strike): When a Martial Adept initiates this strike, they channel their righteous will to deal devastating damage to a foe. This strike deals an additional 10 damage to the target.

Righteous Dodge (Counter): The Martial Adept may make a Survival Check, DC 10+Damage Dealt to negate the damage of a single Attack.

Martyrís Choice (Boost): The Martial Adept may take 1d6 damage in order to immediately gain the benefit of taking 10 on any one skill check, regardless of circumstance.

2nd Level:

Harry the Aggressor (Strike): You may make an flurry of attack against any target that has attacked an ally. You make 1 attack for each IL. These attacks deal no damage, and are made with a cumulative -2 Penalty. Each successful attack reduces the targets attack bonus for the next round by 1.

Rebuff Magic [Su] (Counter): You may make an Survival check to deflect any ranged or melee touch attack used to deliver a spell or psionic power against yourself or an ally within your reach. DC is equal to 10+the casting stat of the caster+ the spellís level. If you succeed by 10 or more, you may redirect the attack. If you fail by 5 or more both you and the intended target take full effect of the spell. If you were the target, treat it as a Critical Hit. This is a Supernatural Ability.

3rd Level:

Righteous Defense [Su](Stance): While in this stance you gain Fast Healing 2, and may add your Con bonus to your AC. This is a Supernatural Ability.

Dust in the Wind (Strike): You may make a Survival check against a targets Touch AC. If you succeed, you blind the target for 1d4 rounds.

Righteous Aid (Boost): As an Immediate Action you may grant an ally the ability to use your Survival check in the place of any Fortitude save. They must choose which to use before rolling, and before knowing the difficulty of the check.

4th Level:

Press The Aggressor (Strike): As Harry the Aggressor, except the penalty is reduced to -1 cumulative on each attack.

Absorb Magic [Su] (Counter): As an immediate action you may absorb the damage dealt from the source of a spell that would be dealt to an ally. If you would already take this damage, you take double damage instead. You may not attempt any saving throw or other means of negating or lessening this damage. This is a Supernatural Ability.

5th Level:

Defend the Wounded (Counter): You may, as an immediate action grant an ally within five feet a bonus to AC equal to your Armor Class. Until your next turn after using this maneuver your Armor Class becomes 10. This provokes an attack of opportunity.

Destroy the Wicked (Strike): You may make 1 extra attack for every 3 IL. These attacks are at your highest base attack bonus, but all attacks this round suffer a -5 penalty.

Dam the Flow (Counter): You may make an attack of opportunity against any foe that charges you or an ally within 10 feet. If you deal more than 10 points of damage, the target loses their attack this round, though they still have ended their movement in the desired square.

Remove the Threat (Strike): You savagely lash at your target, attempting to disarm them. The target must make a Fortitude Save equal to 10 + Damage Dealt. If successful, they take no damage and are not disarmed. If they fail the save they are disarmed and take full damage. If the target is using natural weapons the chosen weapon cannot be used for 1d4-1 rounds, to a minimum of 1round.

6th Level:

Righteous Wrath (Stance): While in this stance you automatically confirm critical hits against any foe that has attacked and damaged at least 1 of your allies.

Might of the Righteous (Stance): You channel your might into a palpable force that fortifies your mind body and soul, this allows you to add your Strength bonus to all Saves, and as an immediate action, you may instead grant this bonus to all allies within 20ft, but this may only be used on a single type of Save (Fort/Ref/Will) and only on the Next save they make.

Bar the Way (Counter): As an immediate action you become a whirlwind of defense. You strike with force and precision against all that attempt to move within your reach until your next turn. You may make an attack of opportunity again all targets that move within your reach, these do not count against your limit for the round.

7th Level:

Dominance of the Righteous (Strike): You deliver an attack with brutal force, shattering the confidence of the target. The target must make a Will Save against a DC of 10+Damage Dealt, if they fail they will cower from you until your next action.

Defy the Willful (Counter): You may make a Survival Check in place of a Will Save. If successful, you reflect the effect on its caster. This bypasses any immunity to the effect the caster may possess.

8th Level:

The Righteous Stand [Su] (Stance): You are gain Regeneration 10/-. You cannot not be damaged by any effect that requires a Fortitude or Reflex Save. This is a Supernatural Ability.

Crash of Blades (Strike): You deliver a rain of blows upon your target. You gain 1 attack at your highest base attack bonus for each point of Wisdom Damage you voluntarily take. This Wisdom Damage can only be healed by rest or by the Heal spell.

9th Level:

Immortal Wrath of the Righteous [Su] (Stance): You gain the benefits of Might of the Righteous and deal an additional 10 Holy/Unholy damage to all attacks you make. This is a Supernatural Ability.

The Best Defense(Strike): You lash out at all targets in your reach. Each target can be struck only 1 time with this maneuver. Each strike is treated as a critical hit and deals 1d10 Strength damage. This maneuver bypasses any immunity a target might have to critical hits or precision damage. If a target has dealt damage to an ally they must also make a Fortitude Save or be Stunned for 1d4 rounds. At the end of the round you become exhausted.

Donít Fear the Reaper (Counter): You may make a Survival check DC equal to the attack roll or Saving Throw DC of the the attack in response to any attack, spell or other effect that would kill you this round. If successful, the effect is negated, as if it had never taken place. This allows you to negate the entire effect if successful, as such it can negate area of effect attacks, as well as effects that would carry secondary effects, so long as the Survival check is made. Others effected by this attack are likewise unscathed if you are successful.

Classes of the West-Lands:

Coming Soon...

Classes of the East-Lands:

Coming Soon...

Classes of the South-Lands:

Coming Soon...

Classes of the Waters:

Coming Soon...

lunaramblings
2013-01-23, 12:52 AM
One more for good measure. Most likely to cover integration of Campaign Specific Races, classes, and other stuff as it comes to mind or is suggested.

lunaramblings
2013-01-27, 03:54 AM
Bumping! Hoping for people's thoughts on the Races so far. Hopefully will have some more stuff done in the near future.

super dark33
2013-01-27, 08:31 AM
Good, but WIlL there be lizardfolk?
If so, will they be php or something more?

lunaramblings
2013-01-29, 12:26 AM
Good, but WIlL there be lizardfolk?
If so, will they be php or something more?

These are the races that I intended to have playable at level 1. The only Lizardfolk that I can think of that is playable at level 1 are the Poison Dusk Lizard Folk from I think MM4?

Anyway, I see no reason why Lizardfolk wouldn't also exist, different branch of the Reptilian family tree and all from my Reptilian race though.

Any comments on the acceptability of the races as they are?

lunaramblings
2013-02-27, 07:54 PM
Bumping for more thoughts please!

TheWombatOfDoom
2013-02-28, 11:42 AM
Just started reading, but off the bat, this announcement might be of interest of you:

http://www.giantitp.com/forums/announcement.php?f=57&a=68

I don't mean to be a pain, nor do I think that you pictures are not great to help illustrate you races, but I'd hate for you to get in trouble for it.

Frathe
2013-02-28, 02:54 PM
I'll try to take a look. I think you'd have better luck with PEACHing if you:
a. Renamed this thread to something that gave people a better idea of what the world was actually like ("Hopefully Posting in the Right Place" is really not a helpful name).
b. Separated the actually new races from the already existing ones and the worldbuilding info, maybe gave them nice sample statblocks, and posted them either individually or all together in the Homebrew forum, where you'll have better luck getting a critique of the mechanics.

Tovec
2013-02-28, 04:15 PM
My problem, personally, is that I have very little to PEACH that I would actually care about or is worth investing in.

You have posted a class, and a bunch of races, but those are really not important (to me) when worldbuilding. Those are the things that come last. They can be super helpful in terms of running your campaign setting but I already have races and classes I like and there is nothing here that makes me want to adopt them.

So, excluding those, there is very little for the world for me to bite into. It is okay, but small and not a whole lot of interesting features. There is nothing particularly unique or special or interesting to actually use or comment on.

I will however make an effort to re-read the world stuff and give you some feedback. I read this thread when it first came out and have pretty much ignored it since, sorry.

Tovec
2013-03-01, 04:24 PM
As promised I reread the intro post. Here are my thoughts. I'm starting with the major concepts, what isn't explained and yet taken for granted.

How long ago was the God war? How common knowledge is it?
What about immortals and their relation to the gods?
How does worship look since the Aether is cut off?
Nothing overly special about dragons or giants, except the lack of colour coding. There are no details on special dragon-cults or relations with mortals or immortals. There are no details on specific giant-tribes or relations.

North-lands = elves and dwarves, with some evil creatures and wookieesYowies mixed in, And?

Mid-lands = typical to the point of almost boring with its collection of humans and generic weather. This is the normal part of the world it seems. Other areas are certainly more exotic, how necessary is this area? Why is it so mundane?

West-lands = Rainforests, vermin and bugs but no reason why any of these exist so close to the mid-land ecology and weather. What is Fhardahng and how do you pronounce it? What makes it special? There is a bit of old lore about it, but not too much detail NOW concerning how it works. Again, how common is the knowledge? We need more on current day events here.

East-lands = More info on Fens; their relations and how this "consortium" actually works. It seems like a different enough concept (from traditional ideas) but there is so little information given to actually bite onto. What does FEN actually mean, is it a random word or a specific term? This area could be a setting in itself if done correctly.

South-lands = Cold.
Okay, this raises an issue I saw before but it is exemplified here. How is it cold, why is it cold? Is it like the south pole kind of idea, is it the south pole but the majoriy of everything else is mid to mid/north continent? Is it across an ocean or right next the mid-lands?

What does the world geography look like, land masses (continents), oceans, rivers? Is the world even round, flat? Moons, stars, the sun, other planets?

If the south-lands are the land of mining, then I would define it more as mountains, ice and snow. That is of course if they are mining mountains for precious metals and materials as we would instead of just burrowing into the (generally even) ground.

Waters = Okay, we know waters exist but there is little information here outside them simply existing. The most interesting places in our world and in most worlds is when water meets land, not so much the open seas. There is (so far) no reason I can see to make people go out to sea to encounter the merfolk. How are there pirates? Who is trading, from where and to where?

And again, I don't care about races so I'm excluding my search of that for now. If there is anything particular you want me to focus on for them then that is fine but I am purposely ignoring them for now.

Frathe
2013-03-01, 07:28 PM
East-lands = More info on Fens; their relations and how this "consortium" actually works. It seems like a different enough concept (from traditional ideas) but there is so little information given to actually bite onto. What does FEN actually mean, is it a random word or a specific term? This area could be a setting in itself if done correctly.

Fen:
low land that is covered wholly or partly with water unless artificially drained and that usually has peaty alkaline soil and characteristic flora (as of sedges and reeds)

I think you might do better to make the setting more distinctive if you took out several of the non-original races (elves, dwarves, etc.) You have a lot of races right now, and it would help give focus to the new material.

Tovec
2013-03-02, 12:49 AM
Fen:
Oh, that is totally not what I was getting from the context of what was written. It may also be possible he is using it differently, simply as a word, I know I do that and later find out something has a real meaning :P

Frathe
2013-03-02, 01:03 AM
Oh, that is totally not what I was getting from the context of what was written. It may also be possible he is using it differently, simply as a word, I know I do that and later find out something has a real meaning :PPretty sure s/he's using it to mean what I gave. The Fens are part of the East-lands, described as "dank and full of swamps." It's pretty much a synonym for swamp.