PDA

View Full Version : [World] Toulios



criticalstriker
2007-07-27, 02:40 PM
I have been developing a world called Toulios for some time now, and wanted to get others opinions on it.

I started using Toulios about a year ago, and had a small amount of story behind it. But recently, I have taken to writing out the ideas that consistently come to me for the world, and I am pleased with the results.

Here is a link to the wiki page that has all the information:
http://toulios.wikispaces.com/

And below, are some things I cannot fit into the wiki pages(they apparently have a text limit or something, it keeps deleting at least 3/4ths of the information).

New Classes:

The Dealer

The Dealer
The Dealer is a master of cards, he develops his skill with cards to the point he can actually draw magical energies from them.

Hit dice: D4
Alignment: Any

Class skills: Knowledge, Slight of hand, Bluff, Open lock, Gather information, Diplomacy, Spot, listen, Sense motive, Hide, and move silently.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2| Deal 1D6, Word of mouth, Deck 0
2|1|0|0|3|
3|2|1|1|3| Deal 2D6, Deck 1
4|3|1|1|4| Fix the game 1/day, Mark the Cards 1/day
5|3|1|1|4| Deal 3D6, Deck 2
6|4|2|2|5|
7|5|2|2|5| Deal 4D6, Deck 3
8|6/1|2|2|6|
9|6/1|3|3|6| Deal 5D6, Deck 4
10|7/2|3|3|7|
11|8/3|3|3|7| Fix the game 2/day, Mark the Cards 2/day, Deal 6D6, Deck 5
12|9/4|4|4|8|
13|9/4|4|4|8| Deal 7D6, Deck 6
14|10/5|4|4|9|
15|11/6/1|5|5|9| Deal 8D6, Deck 7, Fix the game 3/day, Mark the Cards 3/day
16|12/7/1|5|5|10|
17|12/7/2|5|5|10| Deal 9D6, Deck 8
18|13/8/3|6|6|11|
19|14/9/4|6|6|11| Deal 10, Deck 9
20|15/10/5|6|6|12| Fix the game 4/day, Mark the Cards 4/day
[/table]

Class features:

Weapon/armor proficiencies:A Dealer is proficient with only simple weapons, and no armor.

Deal (Su): The Dealer has handled cards his whole life, he can launch a card at an enemy as a ranged touch attack, and if he hits, he deals damage according to his Dealer level .After the card hits the target, it evaporates and is lost permanently. The Dealer must have at least 1 card to use this ability.
This is a standard action.

Word of mouth (Ex): If the dealer is dealing at a table of cards, he can make a gather information check at a +5 circumstance bonus. He may not use this ability if the people at the table are people whom he knows closely, or doesn't have the information.

Mark the Cards (Ex): The dealer doesn't just know how to bend probability, he knows how to break it entirely. Starting at fifth level, The Dealer can choose the card that he draws from one of his decks. This increases according to his level (see above)

Deck (Su): The dealer can imbue his cards with magic, at first level he has a deck with nothing but 0 level spells. He may draw from this deck, and use the effect that he drew, as a standard action that provokes attacks of opportunity, once every 1D4+2 He may not draw from any other decks until this time limit is up. The Dealer must declare which deck he will draw a card from before he rolls the dice. Roll on the appropriate table below to determine the effect.
If The Dealer rolls a spell with an experience component, he must pay it in order to cast the spell.

Fix the game (Su): The Dealer knows how to stack the odds in his own favor, he can reroll any roll he wishes a number of times per day as shown above. He must take the second result and may not use this ability on the same roll twice.

Decks

Deck 0
1-10 Prestidigitation
11-20 Mage Hand
21-30 Touch of Fatigue
31-40 Light
41-50 Resistance
51-60 Acid Splash
61-70 Detect Magic
71-80 Message
81-90 Mending
91-100 Ray of Frost

Deck 1
1-10 Mount
11-20 Mage Armor
21-30 Shield
31-40 Magic Missile
41-50 Shocking Grasp
51-60 Tenser's Floating Disk
61-70 Sleep
71-80 Obscuring Mist
81-90 Identify
91-100 True Strike

Deck 2
1-10 Melf's Acid Arrow
11-20 Web
21-30 Rope Trick
31-40 Spiderclimb
41-50 Ghoul Touch
51-60 Bull's Strength
61-70 Darkness
71-80 Continual Flame
81-90 Tasha's Hideous Laughter
91-100 Touch of Idiocy

Deck 3
1-10 Explosive Runes
11-20 Fireball
21-30 Phantom Steed
31-40 Lightning Bolt
41-50 Wind Wall
51-60 Displacement
61-70 Haste
71-80 Shrink Item
81-90 Slow
91-100 Ray of Exhaustion

Deck 4
1-10 Stoneskin
11-20 Dimension Door
21-30 Evard's Black Tentacles
31-40 Invsibility, Greater
41-50 Rainbow Pattern
51-60 Phantasmal Killer
61-70 Reduce Person, Mass
71-80 Polymorph
81-90 Bestow Curse
91-100 Wall of Fire

Deck 5
1-10 Major Creation
11-20 Teleport
21-30 Rary's Telepathic Bond
31-40 Wall of Force
41-50 Overland Flight
51-60 Transmute Rock to Mud
61-70 Animal Growth
71-80 Baleful Polymorph
81-90 Mirage Arcana
91-100 Feeblemind

Deck 6
1-10 Flesh to Stone
11-20 Disintegrate
21-30 Programmed Image
31-40 Contingency
41-50 Chain Lightning
51-60 Otiluke's Freezing Sphere
61-70 Legend Lore
71-80 Globe of Invulnerability
81-90 Shadow Walk
91-100 Circle of Death

Deck 7
1-10 Mordenkainen's Magnificent Mansion
11-20 Plane Shift
21-30 Prismatic Spray
31-40 Invisibility, Mass
41-50 Reverse Gravity
51-60 Sequester
61-70 Control Weather
71-80 Force Cage
81-90 Insanity
91-100 Delayed Blast Fireball

Deck 8
1-10 Symbol of Death
11-20 Symbol of Insanity
21-30 Polymorph Any Object
31-40 Create Greater Undead
41-50 Horrid Wilting
51-60 Shout, Greater
61-70 Prismatic Wall
71-80 Planar Binding, Greater
81-90 Discern Location
91-100 Incendiary Cloud

Deck 9
1-10 Wish
11-20 Mordenkainen's Disjunction
21-30 Time Stop
31-40 Meteor Swarm
41-50 Hold Monster, Mass
51-60 Imprisonment
61-70 Power Word, Kill
71-80 Bigby's Crushing Hand
81-90 Weird
91-100 Energy Drain


Immortal of Pain

Immortal of Pain:
Death, something most creatures fear, and some seek to overcome. Some go the path of lichdom. But to some, the thought of become an undead abomination is worse than death, so they seek other routes.

No one except the Immortals them selves know how they preform their magic, some scholars say they have innate arcane power, while others say they are in contact with the gods. The true secret of this is the most closely guarded

Hitdice: 1D10
Skills: Concentration, Craft, Decipher script, Knowledge (all skills taken individually), Profession, Spellcraft, Heal
Skill points at first level: (2 + int modifier) x 4
Skill points at each additional level: (2 + int modifier)

Starting gold: 4D4 x10

Weapon/armor proficiencies: An Immortal of Pain has simple weapon proficiency, and no armor proficiency's.


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|0|0|Ritual of pain, Resistant, Ritual
2|1|3|0|0|Fast healing 1
3|1|3|1|1|
4|2|4|1|1|
5|2|4|1|1|Ritual, Immortal stage 1
6|3|5|2|2|
7|3|5|2|2|Fast healing 2
8|4|6|2|2|
9|4|6|3|3|Ritual
10|5|7|3 |3| Regeneration
11|5|7|3|3|
12|6/1|8|4 |4 |Immortal stage 2
13|6/1|8|4|4 |Ritual
14|7/2|9|4|4 |Fast healing 3
15|7/2|9|5 |5 |
16|8/3|10|5|5 |
17|8/3|10|5|5|Ritual
18|9/4|11 |6|6|
19 |9/4|11|6|6|
20 |10/5|12|6|6|Fast healing 4, Immortal stage 3
[/table]




Ritual of Pain:
Through his powers, an Immortal learns how to transfer his own suffering to his enemies. By cursing them, and drawing a special circle on the ground, he is able to make his victim feel everything he feels, pain, and suffering, all of this is shared.
An Immortal of Pain's main ability is to hurt his enemies, by hurting him self. To do this, he must create a circle on the ground using chalk (creating the circle is a standard action). After he has created the circle, the victim must make a will save (DC 20 + Immortal level). If he fails this check, any damage that the Immortal takes, the victim also takes, as long as the Immortal remains within his circle. This ability can be used from a range of 60 ft, when first making the curse. Then the effect can be used on the victim out to 500ft.


Resistant:
An Immortals body can stay awake at states that most people would faint from.
An Immortal can stay awake from -1 to -9, at -10 he still dies.

Fast healing:
An Immortals powers of Immortality grant him unnaturally fast healing. Wounds on him will begin to seal shut seconds after they were made, burns will vanish from his skin, broken bones will heal within minutes. And yet even this is only beginning of his powers.
The Immortal gains the Fast healing ability. The amount he heals is showed on the table above.

Ritual:
The Immortal of Pain relies on his rituals, they are powerful incantations that draw magic from within the Immortal. At 1st level, and every four levels after it, the Immortal gains a ritual from the list below, for which he meets the requirements.
Unless otherwise noted, all below Rituals take a full round action, that provokes attacks of opportunity.
Unless otherwise noted, all below Rituals can be used 1/day per three levels.

Ritual of Healing:
Requirements: 1st level Immortal.
When the Immortal uses this power, he evokes an inner burst of vitality, which instantly heals any wounds he has.
When used, this Ritual heals the Immortal by 1D8 hit points for every 1 point of intelligence modifier he has.

Ritual of Affliction:
Requirements: 1st level Immortal
When used, the Immortal literally releases part of his own life force, weakening him.
When used, the Immortal of pain can deal 1D8 damage per point of intelligence modifier he has, to him self. He can choose to use the maximum amount allowed, or the minimum.

Ritual of strength:
Requirements: 1st level Immortal
When used, the Immortal gains +2 strength. This bonus increases by +1 for every 4 levels the character has. It lasts for 1 minute.

Ritual of fear:
Requirements: 5th level Immortal
When used, this power instills great fear of the Immortal in creatures. When used, every enemy within 40ft of the Immortal must make a will save DC of (10 + intelligence modifier + character level). If they fail, they are shaken. If they have 5 less hit dice than the Immortal, they are panicked.

Ritual of Destruction:
Requirements: 5th level Immortal
When used, this ritual sends out a pulse of dark light, that shatters the targeted object. This ritual works the same way as Shatter

Ritual of The Wymling:
Requirements: 5th level Immortal
When used, this ritual allows the user to sprout wings like that of a dragon, and gain other characteristics of dragons. This ritual allows the user to grow wings, which grant average maneuverability and a fly speed equal to the creatures base land speed. It also allows the creature to breath a 30ft cone of fire, that deals 1D6 damage for every 2 levels of Immortal. This ability lasts for 1 hour.


Ritual of Foresight:
Requirement: 9th level Immortal
When used, this ritual functions in the same way as Divination

Ritual of The Dragon:
Requirement: 9th level Immortal
This ritual allows the Immortal to Polymorph(as the spell) into a dragon with up to the Immortals HD. This ritual does not allow him to take the shape of anything other than dragons. This ritual lasts for 1 hour.

Ritual of The Vampire:
Requirements: 9th level Immortal
When used, this ritual turns the user into a creature of the night, a nocturnal hunter, a Nosfuratu.
This ritual allows the user to grow fangs like a vampire, and suck the life force from an enemy. When used, this ritual grants a +15 to grapple checks, when used to bite a victim. If you successfully bite the victim, he takes 1D8 damage for every two levels of Immortal you have, and you heal 1D8 damage for every two levels of Immortal. This ritual last 1 minute. This bite is only good once, after the initial bite, the fangs vanish, along with the bonus to grapple.

Ritual of Blades:
Requirement: 13th level Immortal
When activated, this ritual animates 5 swords of the users choice. These swords swing at the enemies of the Immortal of their own accord, with a strength score of 20, and a BaB of +3.

Ritual of Shadows:
Requirement: 13th level Immortal
When used, this creates a 40ft wide, 20ft high, sphere of Darkness that only the caster can see in.While in this sphere, the caster gains +4 strength, +4 dexterity, +4 con, +10 to hide, +10 to move silently, and +4 to his BaB. This ritual lasts for 10 minutes.

Ritual of Flames:
Requirement: 13th level Immortal
When used, an explosion of flames shoots 40ft in all directions. These flames deal 1D6 damage per Immortal level(reflex for half).

Ritual of The Night
Requirement: 17th level Immortal
When used the user, for 1 hour, gains all the bonuses, and negatives, of a vampire of his level.

Ritual of Life
Requirement: 17th level Immortal
When used, this ritual duplicates the True Resurrection spell. The Immortal must use all the required components for this spell.

Ritual of Greater Pain:
Requirement: 17th level Immortal
For now on, every time that the Immortal takes damage while using the Ritual Of Pain, he adds an extra 4D6 damage to the amount of damage that is received by his enemy.
This ability is passive, and does not need to be declared when it is used.

Regeneration:
At 10th level, an Immortal of Pain's body is getting closer to his goal. He gains the full regeneration ability. Fire, Cold, Acid, and Bludgeoning overcome this.

Immortality:
The Immortal of Pain goes through three stages, each time growing more resistant to death. Until finally, he virtually cannot die, outside of a wish or miracle.

Stage 1: At this stage, the Immortals body regrows its self no matter what. He gains the regeneration ability. This regeneration only applies to the regrowth of lost limbs.
He may also, once per day, after he has been reduced to lower than -10, instantly heal 20 HP.

Stage 2: At this stage the Immortals body grows even more resistant to death. He no longer needs to eat, drink, or breath. He is now immune to all diseases.

Stage 3: At this stage, the Immortal simply cannot die. If he is blown up, the largest piece of him will begin to regrow. If he is put at -10, he passes out, but doesn't die. He is now immune to all poisons. If his con is put to 0, he simply passes out, and sleeps until it is restored. He is immune to all instant death spells and effects. And he no longer suffers from aging

The only way for an Immortal of this stage to die, is for a wish/miracle to be cast when he is at -10, or more hit points.

Prestige classes




Paladin of the Ever Burning Flame

Paladin of the Ever Burning Flame:

Zealots of Tyranius, the Paladins of the Ever Burning Flame hunt down and attack evil on sight. They will gladly lay down their lives for good, and take down as much evil as possible in the process.
Because these Paladins exist solely to kill evil, they are often granted freedom to become the Judge Jury and executioner, without suffering from the laws of the land.

Hit Die: 1D10

Requirements:
To qualify as a Paladin of the Ever Burning Flame, a character must fulfill the following criteria.

Alignment: Any good.
Base Attack Bonus: +6
Special: The class ability to detect evil. And must be initiated by an Arch Slayer of Tyranius.

Class Skills:
The Paladin of the Ever Burning flame's class skills are Concentration, Craft, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Survival, Ride, and Sense motive.
Skill points at first level: (2 + Int modifier) x4
Skill points at each additional level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|1|2|0|0|Paladin abilities, Light in Darkness
2|2|3|0|0|Above the law
3|3|3|1|1|Scent of evil
4|4|4|1|1|DR 1/evil
5|5|4|1|1|Presence of light
6|6|5|2|2|Above the law
7|7|5|2|2|
8|8|6|2|2|
9|9|6|3|3|
10|10|7|3 |3|Above the law, Flames of Justice, DR 2/evil
[/table]

Class Features:
All of the following are the class features of the Paladin of the Ever Burning Flame.
Paladin Abilities:
Paladin of the Ever Burning Flame levels stack with Paladin levels for the purpose of determining the number of times per day, and damage of smite evil, and number of spells per day.

Light in Darkness:
The Paladin's job is to bring evil to justice, no matter what hole it may hide in. Three times a day a Paladin of the Ever Burning Flame can produce an effect identical to the Daylight spell

Above the law:
After being initiated into the order, Paladins are allowed to carry out justice on anyone whom they detect as being evil, without worry of being hunted down by the law. The status of the person they can carry out justice on depends on their level; the higher their level, the more important a person they can attack.

Level 2: At this level, a Paladin can carry out justice on anyone of low status, such as small time merchants, peasants, and the like.
Level 6: At this level, a Paladin can carry out justice on anyone up to the status of the heads of major trading companies, mayors of towns, and other people like this.
Level 10: At this level, a Paladin can carry out justice on anyone short of a king or queen without fear of retribution.
This ability is not useful in areas where the church of Tyranius has no hold.
A lawful character with this ability need not worry about losing his lawful alignment if he brings evil to justice.

Scent of Evil:
A Paladin of the Ever Burning Flame is trained to hunt down and kill evil. They gain the Track feat as a bonus feat, and add their class level to all survival rolls to track down evil creatures.

Damage Reduction:
A Paladin becomes more and more resistant to the attacks of evil creatures. The Paladin now has DR vs Evil. This DR is overcome by any non-evil attack.

Presence of light:
The very presence of a Paladin of the Ever Burning Flame strikes terror into the heart of evil.
The Paladin gains a frightful presence out to 60ft. Only evil creatures are effected by this presence. The DC to resist it is (10 + the Paladins level + the Paladins Cha modifier).

Flames of justice:
The Paladin of the Ever Burning Flame can call upon the flames of Tyranius to smite his enemies.
Once per day the Paladin of the Ever Burning Flame can add (his paladin level + his Paladin of the Ever Burning Flame level + his Cha modifier) x 2 to his damage damage roll. This damage is half fire and half holy.

Necromancer of the Blighted Hand

Necromancer of the Blighted Hand:

The creation of undead: To some, its a vile practice that should be done away with. To others, it is an art form. Melding life energies into an undead host, animating the host and bending it to your will. This is the domain of Necromancers. The artisans of life and death.
Above all other Necromancers, Necromancers of the Blighted Hand are able to make their pieces of "art" into monsters, with strength far above that of normal undead.

Requirements:
To qualify for the Necromancer of the Blighted Hand, a character must meet the following criteria.
Alignment: Any non-good
Skills: Knowledge (arcane) 8 ranks.
Spells: Must be able to cast Animate Dead.
Special: Must be initiated into the order by a Grand Necromancer.


Hit Dice:D4

Class Skills:
The Necromancer of the Blighted Hand has the following as class skills. Concentration, Craft, Decipher Script, Knowledge (all skills taken individually), Profession, and Spell Craft
Skill points at each level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2|Power well connection, Art
2|1|0|0|3| Hand of Blight
3|1|1|1|3| Bonus feat
4|2|1|1|4| Art
5|2|1|1|4| Greater Art
6|3|2|2|5|
7|3|2|2|5| Art
8|4|2|2|6| Bonus feat
9|4|3|3|6|
10|5|3|3|7| Greater Art, Power well Connection, Art
[/table]

Spell casting progression:
From levels 2-9 the Necromancer of the Blighted Hand gains spells as if he had leveled in the spell casting class he had before taking this prestige class.

Power well connection:
A Necromancer of the Blighted Hand is spiritually connected to an artifact of great power that the Circle of the Blighted Hand possesses. It allows them to control far more undead than a normal Necromancer could.
At first level a Necromancer of the Blighted Hand can control 3x his HD in undead.
At tenth level this increases to 4x his HD.

Art:
To Necromancers of the Blighted hand, Necromancy is a beautiful art. Each undead created by them is unique, and not simply a zombie or skeleton.
At first level, and every three levels after it, a Necromancer can choose one of the below abilities. He applies these to all undead he creates.

Increased endurance:
Undead created with this ability has +4 enhancement strength and +2 HP per HD.

Increased Speed:
Undead Created with this ability have a +30 enhancement bonus to movement speed.

Tough Skin:
Undead Created with this ability have a +3 bonus to natural armor.

Extra arm:
An undead created with this requires the arm from another creature, in addition to the main body. This ability grafts an extra arm onto the undead. This arm can be used to make an extra claw attack each round. This attack deals 1D4 damage.

Extra eyes:
An undead created with this requires the eyes from 4 other creatures. These eyes are grafted all over the undead, giving it a +4 to spot checks.

Explosive Art:
Undead with this ability have their HP, and DR cut in half. But, when they die, the release an explosion that deals 4D6 damage to all creatures within 20ft(reflex for half). This damage increases by 1D6 for every 3 levels in this class. This damage is half bludgeoning and half fire.
This ability does not stack with the Undead Bomb ability.

Undead case:
This ability adds an area inside of an undead two size category's larger than the creator. A creature two size category's smaller than the undead can sit inside this compartment.
While inside the undead, the character gains +4 deflection bonus to AC. They cannot cast any spells with somatic components, nor can they move or attack. The only way for them to move around while in the undead is to order the undead to move.
If ordered, an undead with this ability can make a grapple attempt to shove the creature into him self. While in the undead a creature is considered pinned. They can make a strength check DC 20, or an escape artist DC 15 to break out.

Bonus feat:
A Necromancer of the Blighted Hand gains bonus feats at 3rd and 8th level. These feats must be either metamagic, or a feat that increases the strength of his undead(such as those in Libris Mortis).

Hand of Blight:
A Necromancer of the Blighted Hand is around undead so much this his body becomes an outlet for the undead energy that creates undead, and damages living creatures.
This ability allows the Necromancer of the Blighted Hand to create undead with a mere touch. This ability works as Animate Dead, and can be used once per day, for ever three levels of Necromancer of the Blighted Hand.
In addition, once per day the Necromancer of the Blighted Hand can make a melee touch attack that deals 1D6 per level of Necromancer of the Blighted Hand negative energy damage.

Greater Art:
A Necromancer of the Blight Hand knows how to create undead of incredible power. At fifth and tenth level a Necromancer of the Blighted Hand can pick one of the below abilities to apply to their undead.

Flight:
An undead with this ability has two massive boney wings with a thin membrain grafted onto it. These allow it to fly at a speed of 30ft per round.

Undead Bomb:
An undead with this ability has their HP cut in half, and their DR and natural AC bonus removed.
When this Undead is killed, they explode in a huge blast. The blast deals 6D6 +1D6/2 levels to all within 40ft(reflex for half).

Spread the plague:
Any creature killed by an undead with this ability has a 10% chance to rise up as an undead under the creators control. This ability cannot allow the creator to control more undead than he normally could.
The raised creature is always a zombie.

Touch of unlife:
An undead with this ability adds 2D6 negative energy damage to his slam attacks.

Sacred Healer of Valien

Sacred Healer of Valien:
The Sacred Healers of Valien are the like the sight of angels for solders on the battlefield and anyone who is ill.
These people dedicate their life to healing the weak, and restoring people to health.

Requirements:
To qualify as a Sacred Healer of Valien a character must meet the following criteria.
Alignment: Any non-evil
Skills: Knowledge (Religion) 8 ranks, Heal 8 ranks.
Spells: Must be able to cast Cure Light Wounds.
Special: Must be initiated into the order by a Magistrate.

Hit Dice:D8

Class Skills:
The Sacred Healer of Valien has the following as class skills. Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and spellcraft.
Skill points at each level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2| Healers Touch
2|1|0|0|3| Heal the Masses 1/day, Remove Disease 1/day
3|1|1|1|3| Medicine
4|2|1|1|4| Heal the Masses 2/day, Remove Disease 2/day
5|2|1|1|4| Touch of an angel
[/table]

Spell casting:
Through levels 2-5 a Sacred Healer of Valien gains spell casting progression as if she had taken a level in the spell casting class she had before she entered this prestige class.

Healers touch:
1 time a day, and two times at 5th level, a Sacred Healer of Valien can heal 3x (her cha modifier + her total class level) in damage. This is positive energy.

Heal the Masses:
A Sacred Healer of Valien heals all those that would need it. Once per day at second level, and two times per day at fourth level, a Sacred Healer of Valien can use cure light wounds, mass.

Medicine:
A Sacred Healer of Valien does not need to pay XP to make potions of cure light, and only needs to pay 1/3 the market price.


Remove Disease:
Once per day at 2nd level, and twice per day at 4th, a Sacred Healer of Valien can produce Remove Disease, as the spell.

Touch of an angel:
Once per day, a Sacred Healer of Valien can heal 5 x (Her cha modifier + her total class level). This is positive energy.

Golden Fist of Ziar

Golden Fist of Ziar
Remnants from the Ages of Nations, the Golden Fists of Ziar were elite enforcers for the Empire of Ziar.
The Golden Fists of Ziar pursue a goal called Odias. Odias, according to the Golden Fists, is a state that one can only reach in the heat of battle. It is complete bodily, spiritual, and mental perfection. They call this the Golden State.

Requirements:
To qualify as a Golden Fist of Ziar a character must meet the following criteria.

Alignment: Any lawful
Base Attack Bonus:+4
Special: Must have flurry of blows as a class feature, and must be initiated into the order by an Enlightened Fist.

Hit Dice: 1D8

Class Skills:
The Golden Fists class skills are Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (history), Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill points at each level:4 + Int modifier

{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|2|2| Bronze State, Monk Abilities
2|1|3|3|3| Fist of Iron
3|2|3|3|3|
4|3|4|4|4| Fist of Steel
5|3|4|4|4| Silver State
6|4|5|5|5| Fist of Mithril
7|5|5|5|5|
8|6/1|6|6|6| Fist of Adamantine
9|6/1|6|6|6|
10|7/2|7|7|7| Golden State, Fist of Gold
[/table]

Monk Abilities:
A Golden Fist's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.

Bronze state:
This is the first state that a Golden Fist learns to enter while in combat. 1/day at first level, 2/day at 5th, and 3/day at 10th, a Golden Fist can activate this ability and enter a Bronze State
While in this state, a Golden Fists movement becomes erratic and his blows strike slightly harder. This gives him a +2 dodge bonus to AC, a +2 to hit on all blows, and +2 damage. This state lasts for 3 rounds/per point of con modifier the Golden Fist has.

Fist of Iron:
The Golden Fist of Ziar learns how to strike down his opponent in a number of ways. The first way he learns is the Fist of Iron. When activated, this ability allows the Golden Fist to strike with the strength of Iron. He gains his level in bonus damage to his next damage roll.
This ability takes a standard action to activate, and will wear off if not used in two rounds.

Fist of Steel:
With this ability, the Golden Fist's attacks hit with the hardened resolve of steel. He gains half his level in bonus to-hit and damage for his next attack.
This ability takes a standard action to activate, and is lost if not used within 2 rounds.

Silver State:
In this state, the Golden Fists body and mind become stronger, and able to resist more.
When activated, this state grants +4 dodge bonus to AC, +5 to-hit, +5 damage, DR 2/- and he is immune to compulsion effects.
He can use this ability 1/day at 5th level, and 2/day at 10th. It lasts for 3 rounds per point of constitution that the Golden Fist has.

Fist of Mithril:
With this ability, the Golden Fists hands strike with the speed and precision of Mithril.
This ability grants the Golden Fists level in a bonus to hit with all strikes made in the next round after activating this.
This ability takes a standard action to activate, and is lost if not used within 1 round.

Fist of Adamantine:
This ability allows the Golden Fist to strike with the weight of adamantine.
when activated, this ability grants twice the Golden Fists level in damage on his next roll. Further, any creature struck by this fist must make an opposed strength check. If the Golden Fist wins the check, the target is sent flying backwards 5ft per point of strength modifier the Golden Fist has.

Golden State
At this point, the Golden Fist has finally reached his goal of the Golden State. And may enter it 1/day.
While in this state, the Golden Fist has +6 AC, +8 to-hit, +6 to damage rolls, DR 4/-, and immunity to all mind-effecting spells and abilities.

Golden Fist:
With this ability, the Golden Fists attack lands with the perfection of Gold.
When activated, this ability grants +double the Golden Fists level in a bonus to-hit, and +the Golden Fists level in damage.
This ability takes two rounds to activate, and must be used the round after it is finished being activated, or it is lost.


New Items:

Azier Crystal:

Azier Crystal is a deep blue, slightly see through crystal. That grows inside of a bamboo-like stalk. It was first mined, and refined by kobolds, who revered the crystal's intelligence and strength.
It is very rarely found outside of kobold society.

Very few Crystal Shapers exist anymore, and as a result, there are very few blades made from Azier Crystal left.

Azier Crystal has a mind of its own, and will not allow any one with a personality not compatible with the crystal to shape, or use it. If some one the crystal doesn't like tries to shape it, the crystal crack and becomes useless. If some one who the crystal doesn't like, or doesn't belong to tries to use it, they will try there best to miss what ever target the user is trying to hit. Imposing a -4 to hit with the blade.

Azier Crystal, when it is being formed into a weapon it wants to be gives a +5 to craft checks, as it breaks the exact way that is needed.

Azier Crystal forms an extremely sharp blade, it gain damage as if it was a weapon of one size category larger than it is. Blunt weapons, such ass a Quarterstaff, don't gain any benefits from this.

Only weapons up to the size of a medium longsword can be made from a single stalk of Azier. The only way to great weapons of a larger size is to combine multiple crystals. The crystals wont allow them selves to be made into a single weapon, without getting along. Which rarely happens.
It requires a DC (20 +5 per extra stalk of Azier needed in the making) Diplomacy check. If some one tries to force the crystals to work together, they shatter and become useless.

Each Azier crystal has its own personality, motives, and independent thoughts. They have an INT, WIS, and CHA of 10.

Cein:

An extremely rare metal, Cein was first discovered and mined by dwarves.
Cein is light as mithril, yet strong as adamantine.

Cein, when raw, has a natural glow to it. Albeit extremely faint, the glow can still be seen from the flakes of Cein left in the Dwarven mines. In its refined form, Cein has a pale-red tint, and only glows while in caves.

Cein has the properties of both adamantine, and mithril, combined. In addition, while inside of a cave, the sword produces a blue glow. This glow functions as a permanent Light spell.
This glow functions in anti-magic zones, and for all purposes, is considered non-magical.


New Templates:

Vampire:
[spoiler]
Vampire:
Moving through the night, they strike down the unwary, sucking the blood of mortals, turning them into fellow creatures of the night, or into mindless pawns, these are the hunters of man. These are the Nosferatu, the Vampires.


LA: 2 +1 at every sixth level



Weakness to the sun:
When exposed to the sun, a vampires skin quickly begins to burn away. He takes 5D8 damage every round that he is exposed to raw sunlight. This damage is taken away on days that the sun is hidden behind clouds.

Weakness to garlic:
A vampires body is allergic to all forms of garlic. If any garlic is rubbed on him, he develops a rash(-1 to all skill checks, -2 to concentration checks). If it is ingested he takes 1D6 damage, and his regeneration abilities are cut in half. If a vampire is submerged in garlic, they go into a comatose state, and won't wake up until 1 week after they were submerged.

Weakness to fire:
Vampires take double damage from non-magical fire.

Weakness to silver:
A vampire takes 1.5 damage from anything made of silver, it burns them.

Turning/rebuking and holy symbols:
A vampire, due to it walking the line between undead and living, is not vulnerable to turning/rebuking.
While in the presence of a holy symbol of a god of the opposite alignment, a vampire becomes annoyed and irritable. If a symbol of the opposite alignment touches them, they take 1D6 holy(or unholy) damage per round.

Blood sucking:
A vampires most well known ability, or curse rather, is that it must feed on the blood of humanoids in order to maintain its prowess. To do this(to an unwilling victim), the vampire must make a grapple check, then pin the target. After this, the target takes 1D8 damage per round, and the vampire heals 1D8 damage per round, as he sucks the blood out of the victim.
If he completely drains a victim (reduce his hitpoints to -10, as a result of sucking), the victim will become a mindless zombie in 2D4 hours. A vampire can control double his hitdice in zombies at any one time.

Blood dependency:
A vampire can only survive by taking the blood of its victim. Refer to the chart below to determine what happens as he goes time with or without blood.
The vampire can choose to make this process painless, as when he transforms, he develops glands that produce a numbing agent. A vampire can, however, suppress this ability to make it painful.

Full, Example: Has just drank 2 gallons of blood.
At this stage, the vampire retains all his normal abilities.

Moderate, Example: 3 days since he has fed
The Vampire gains -1 to all stats. And he loses his ability to turn into a bat.

Hungry, Example: Has gone 6 days without feeding.
He loses all transformation abilities, gains -3 to all stats, and his sun damage is increased by 2D8.

Starving, Example: Has gone 12 days without feeding.
He loses all super natural abilities, and gains -6 to all stats, and his sun damage increases by 4D8.

The vampire takes no more penalties after this stage.

Claws:
The vampire now grows claws that deal the same damage as a short sword of his size category would. These are treated as natural weapons.

Stealth:
A vampire, by nature, is ability to move undetected through the night. He now gains a +10 to move silently and hide when in darkness.

Stat bonus:
At first level, and every three levels after the the character was turned into a vampire, he gains +2 to dex and str.

Speed bonus:
Starting from the time the character is first bit, he gains +10 movement speed. This increases by +10 at every 4th level after the bite.

Animal form:
At fourth level the vampire can assume the shape of a wolf, or bat, as if by the polymorph spell at will. Using this ability does not heal the character.

Immortality:
Starting at the 6th level after a vampire was bitten, other than being put into raw daylight, or having a stake driven into their heart, simply will not die. They will regrow all lost body parts, regenerate entire heads, even grow an entirely new body. They no longer suffer the negative effects of aging.

Fast healing:
Starting at the third level with after the vampire was bitten with +1, and progression by +1 for every 4 levels after that, the vampire's body regenerates remarkably fast, they gain the fast healing ability.

Embrace of the vampire:
At the 10th level after the vampire was bitten they gain the ability to embrace a victim, this ability is what allows vampires to spread, and populate.

A vampire cannot breed without taking the blood of a mortal, then injecting a poison into them by their fangs. A vampire can do this by(if the victim is unwilling), making a grapple, then pin, check. After the victim is pinned, the vampire bites the neck of the victim and they must make a fortitude save (DC 10+ the amount of levels the vampire got after being turned into a vampire), or contract the vampires disease.

It takes three days for the vampires disease to kick into full effect after the initial bite, after which there is no going back. If a remove curse is cast on the victim while he is still within the three day limit, they are cured of the disease.

Ancient Vampire:

Ancient Vampire:
Horrors of the night, beings of ancient untold powers, the ancient vampires are truly the things of nightmares.

Requirements: To qualify as an ancient vampire, a regular vampire needs to meet the following requirements: Has been a vampire for at least 100 years, and has gained at least 10 levels since it was bitten.

Stat bonuses:
An ancient vampire gains stat increases at the same rate as a regular vampire.

Speed bonuses:
An ancient vampire gains speed bonuses at the same rate as a regular vampire.

Weaknesses:
An ancient vampire is much more resistant to the things that traditionally hurt vampires. They no longer are effected by garlic, holy symbol's, or silver. They now reduce the amount of damage the sun deals to 1D8. They can ignore sun damage all together if they wear clothing that hides their skin, or go out on days that the sun is hidden.

Shape changing:
After 4 levels as an ancient vampire, the ancient can, as an immediate action, turn into mist. Or as a standard action, take the shape of other people of his race.
While in mist form, the ancient vampire cannot be damaged by any weapons, area of effect spells deal half damage to him, and he can fly at a speed of 20 feet per round.

His ability to turn into other people works as Alter Self.

Blood dependency:
An ancient vampire does not need to feed near as much as their lesser kin.

Full, Example: Has just drank 4 HP worth of blood.
At this stage, the ancient vampire retains all his normal abilities.

Moderate, Example: A week since he has fed
The ancient vampire gains -1 to all stats. And he loses his ability to turn into a bat.

Hungry, Example: Has gone 3 weeks without feeding.
He loses all transformation abilities, gains -3 to all stats, and his sun damage is increased by 1D4.

Starving, Example: Has gone 6 weeks without feeding.
He loses all super natural abilities, and gains -6 to all stats, and his sun damage increases by 4D4.

An ancient vampire can control 4 times his HD in zombies.

Domination:
An ancient vampire can control of minds of lesser beings. He can use dominate(as per the spell) a number of times equal to 1 + his cha modifier. The save DC for this is 10 + the vampires level + his cha modifier.

Memory Probe:
An ancient vampire can simply rip the answers he wishes from the minds of his targets.
2 levels after become an ancient vampire, he can use the Mind Probe power a number of times per day equal to 1 + his cha modifier. The save DC for this is 10 + his level + his cha modifier
His effective manifester level for the number of rounds he can use this is equal to his level.

Steal Soul:
An ancient vampire can rip the soul from weaker beings when he sucks blood from them, these souls each give him an increased amount of power.
Starting 5 levels after becoming an ancient vampire, he can attempt to suck the soul out of the target. To do this, he must first successfully disable the target, and drain at least 4 points of HP from him.
After he does this, he and the target must make opposed will checks. If the vampire succeeds, he sucks the soul from the body of the target, and the target instantly dies. If the target succeeds, his soul remains and the vampire cannot attempt to remove it again for 6 months.

If the vampire successfully draws out the soul, he gains a stat bonus equal to 1/4th(to a minimum of one) the level of the one he drained. He also gains all receives all memories of the target, everything from the targets favorite childhood area, to where his home is.

The target of this cannot be raised as long as his soul is within the vampire. The only way to remove the soul, is to kill the vampire

Werewolf:

Werewolf:
Moving through moon lit forests or towns, unspeakable abominations of nature lurk. Moving faster than a horse, striking with more strength than a bear, and shredding all those that would dare stand in its way. These are the Lycan, these are Werewolves.


LA: 2 +1 at every sixth level

Bite of the werewolf:
Starting at the 10th level after the character was bit, if a werewolf bites a humanoid creature, then the character must make a DC (10+ the amount of levels after the character was bitten) or catch the disease. They will not turn, or gain any of the benefits, until after the full moon. If they see their first moon, they are turned permanently into werewolves, and may never go back. If a remove curse is cast before the full moon, the disease is cured.

Rage of the beast:
Within every werewolf, lays a primal beast, one that is constantly struggling to break free. If the werewolf ever feels insulted, or threatened, they must make a DC (10 +moon cycle) will save, or fly into a rage.

Damage Reduction:
Werewolves are the ultimate killing machines, they gain 1 DR/silver for every 3 levels after they were bitten.

Claws:
A werewolf in hybrid form has a set of brutal claws. They deal damage as a longsword of the creatures size would, and are treated as natural weapons.

Forms and cycles:
The amount of strength, speed, and self control a werewolf has depends on the form he is in (Humanoid, Hybrid, or Animal), and the cycle of the moon(full, half, quarter).


Forms:
Humanoid form:
While in their humanoid form, a werewolf gain +2 strength, dexterity, and +5 movement per two levels after they were bitten. In this form, other than their increase strength and speed, they are not recognizable from a normal creature of their species.

Hybrid form:
While in their Hybrid form, their strongest form, they gains +4 strength, dexterity, and +10 to their movement speed per four levels after they were bitten. A werewolf in this form looks 2ft taller than normal, is completely covered in dog-like fur, has glistening red eyes, and, of course, claws.

Animal form:
While in their wolf form, a werewolf gains +2 strength, dexterity, and +5 movement per two levels after they were bitten. A werewolf does not appear different from any other wolf, aside from a spark of intelligence in their eye.
A werewolf in this form is treated as a creature polymorphed into a wolf.


Cycles:
Full moon:
During a full moon, a character gains +4 to strength, -4 wisdom, in all forms, and a +20 to movement speed in all forms. The DC to resist rage is +10 during a full moon.

Half moon:
During a half moon a character gains +2 strength, -2 wisdom, in all forms, and a +10 movement speed in all forms. The DC to resist rage is +5 during a half moon.

Quarter moon:
During a quarter moon a character has no bonuses to strength and speed, and no negatives to wisdom.

Half-Orc:

Half-orc is a template that can be added to any corporeal humanoid creature.
Half-orcs have +2 strength, -2 cha, and -2 to all diplomacy rolls.

criticalstriker
2007-07-29, 10:45 AM
No comments?:smallconfused:

Joltz
2007-07-29, 06:35 PM
I like what you did with the vampire template. Some of the things based on how many levels have passes since the character was bitten are a little difficult to keep up with (and can grow to ridiculous bonuses), but overall I like it.

technomage
2007-07-29, 07:17 PM
cool, it's really good!

criticalstriker
2007-07-29, 09:15 PM
Joltz : I like what you did with the vampire template. Some of the things based on how many levels have passes since the character was bitten are a little difficult to keep up with (and can grow to ridiculous bonuses), but overall I like it.

Thanks. I never did like the vampire in regular D&D.

I will agree, it would be a little harder to keep track up(with the bonuses per level, when you bitten, etc,) I think it would be worth it.



technomage: cool, it's really good!

Thanks :smallbiggrin:

Serania
2007-07-29, 09:19 PM
Frankly, players in Dallas' campaigns seem to be composed of at least two thirds rules lawyers/math wizards, so something like keeping track of those bonuses would be easy. At least, easy compared to statting out a level 70 Epic Wizard for a battle with the creator of the universe. ;)

criticalstriker
2007-07-30, 01:42 PM
Any other opinions, or comments?

criticalstriker
2007-07-31, 12:23 PM
*bump* Tis is the last time I shall bump it >_>

Matthew
2007-08-01, 10:01 PM
In my experience, the best way to get feedback for this sort of thing is to post stuff up in small chunks and let people digest it. Otherwise, they tend to feel overwhelmed and unwilling to engage.

criticalstriker
2007-08-05, 06:38 PM
In my experience, the best way to get feedback for this sort of thing is to post stuff up in small chunks and let people digest it. Otherwise, they tend to feel overwhelmed and unwilling to engage.

How should I go about this? I mean, should I post like the history first? Then the gods? Then house rules, etc?

Matthew
2007-08-05, 06:51 PM
Pretty much. Just imagine what kind of posts you like to read. Do you like to be confronted by an entire Pantheon all at once, or do you prefer to read about one Deity and comment on him? In my experience, it's better to give people a little bit regularly than a huge chunk in one go.

So, consider this your main World Post, bookmark it and present an overview of your world. Then gradually begin revealing bits of it, either in other hyperlinked Threads or in posts on this Thread.

Don't just say, "Here's my Deity, what do you think?" Include some specific concerns and ask people whether they think X is a good idea or not. That's the best way to receive feedback.

criticalstriker
2007-08-05, 07:05 PM
Pretty much. Just imagine what kind of posts you like to read. Do you like to be confronted by an entire Pantheon all at once, or do you prefer to read about one Deity and comment on him? In my experience, it's better to give people a little bit regularly than a huge chunk in one go.

So, consider this your main World Post, bookmark it and present an overview of your world. Then gradually begin revealing bits of it, either in other hyperlinked Threads or in posts on this Thread.

Don't just say, "Here's my Deity, what do you think?" Include some specific concerns and ask people whether they think X is a good idea or not. That's the best way to receive feedback.

Thank you for the tips.

Dante & Vergil
2009-09-30, 02:02 PM
N-N-N-Necromancy...
Anyway, I noticed a couple of things by quickly skimming over this: 1) You have the ability "Power Well Connection" at 10th level of the Necromancer PrC, but haven't put the ability down in the class description, and 2) For the Werewolves, I noticed this,


Forms:
Humanoid form:
While in their humanoid form, a werewolf gain +2 strength, dexterity, and +5 movement per two levels after they were bitten. In this form, other than their increase strength and speed, they are not recognizable from a normal creature of their species.

Hybrid form:
While in their Hybrid form, their strongest form, they gains +4 strength, dexterity, and +10 to their movement speed per four levels after they were bitten. A werewolf in this form looks 2ft taller than normal, is completely covered in dog-like fur, has glistening red eyes, and, of course, claws.

Animal form:
While in their wolf form, a werewolf gains +2 strength, dexterity, and +5 movement per two levels after they were bitten. A werewolf does not appear different from any other wolf, aside from a spark of intelligence in their eye.
A werewolf in this form is treated as a creature polymorphed into a wolf.
bolded emphasis mine. Anyway, shouldn't the hybrid form be the same as the other, because the way I see it, there is almost no difference between the stats of the forms, which I'm sure you didn't what you had in mind.
Also, the scaling level adjustments are a bit harsh, why don't you replace them with Undead HD (for Vampires) and Animal HD (or whatever type for Werewolves)? It might be a good idea.

Dante & Vergil
2009-10-02, 01:06 PM
Another thing I noticed was this,

An extremely rare metal, Cein was first discovered and mined by dwarves.
Cein is light as mithril, yet strong as adamantine.
my question is, does Cein have the light armor properties of mithral (reducing armor by one catagory and reducing penalties) and have all the other traits of adamantine? You didn't have it down so I'm just asking.

criticalstriker
2009-10-02, 05:45 PM
Another thing I noticed was this,

my question is, does Cein have the light armor properties of mithral (reducing armor by one catagory and reducing penalties) and have all the other traits of adamantine? You didn't have it down so I'm just asking.

Wow. I can't believe you dug this thread up :P I didn't expect that. I haven't worked on any of this stuff in like a year and a half. Yeah, when I made it, I was thinking it had the light armor properties of mithril combined with the traits of adamantine.

Dante & Vergil
2009-10-05, 01:01 PM
Wow. I can't believe you dug this thread up :P I didn't expect that.

Yeah, I like to do thread necromancy.:smallredface:
I usually save something I find to a Word file, and after a while I go looking at some of the older files I have and then search google to see if anything has been done with it.
Also, you'd never believe the stuff I find while searching google! I, like, find some distant site with awsome stuff, man!:smallbiggrin:


I haven't worked on any of this stuff in like a year and a half. Yeah, when I made it, I was thinking it had the light armor properties of mithril combined with the traits of adamantine.

Ok, just checking. That stuff can't be cheap.