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Somebloke
2007-12-01, 11:38 AM
THE COMPLETE LOW MAGIC

CONTENTS:

1. Introduction & thematic notes
2. The Inspired.
3. The Arcane Scholar
4. Prophecies
5. Revelations and Artifacts list
6. Skills/rules changes
7. Blessings


The following are three classes for my low-magic campaign. They represent an attempt to create an atmosphere where magic is mysterious- not necessarily dark, since the campaign itself is heroic, but something outside the normal sphere of human understanding. Also included are supplementary rules, explanations, etc. that allow the players to get the most out of a low-magic world.

The three classes are based on their degree of seperation from the original source:

Prophecies: These are the weilders of true magic. Essentially bloodline casters, they carry the legacy of the gods in their flesh and souls. Prophecies have a number of powerful abilities, but slowly transform into an inhuman creature as a consequence of the energies warping their bodies and minds. Rare and dangerous, they are slowly fading away.

Arcane Scholars: Arcane spellcasters utilize alchemical magic- magic derived from weak magical artifacts and substances, magnified through mechanical, alchemical and skillful means; the arcane scholar supplements this power with a wealth of knowledge about the world around them. An arcane scholar may be a rationalist, claiming total scientific understanding of his art, or a mysterious wizard-priest, claiming that his powers come from holy wisdom or bound elemental beings.

Inspired: Philosophers and priests, the Inspired uses quasi-magic. Quasi-magic is a form of power that may come from a supernatural source, or may be the product of luck, recklessness or lunacy. Whatever else others may think of the source of their powers the Inspired is utterly convinced that they are guided by destiny- and this utter moral certainty infects those around them, allowing them to influence allies and cow enemies.


A SHORT BACKGROUND OF MAGIC:

All magic comes from the 'Gods' of the world- eight angelic beings charged with ruling the continent that the players exist in. Beings of terrible power, their influence infected everything and anyone they came into contact with- and in the early days, they wandered the earth freely, blessing and cursing places, people and entire nations as they saw fit. Eventually they vanished, leaving behind Prophecies- scions who carried their power and will in their blood. The prophecies warred amongst themselves, establishing kingdoms and empires where they were worshipped as living gods.

Meanwhile, wise men and sorcerers were discovering the art of tapping into the powers of the Old Ones from another source- alchemy. Using plants, minerals and chemicals derived from sacred places and even people they created artifacts that were a blend of arcane power and alchemical genius. Sometimes these magicians worked alongside prophecies as advisers and helpers; elsewhere they founded shadowy secret societies to oppose their dominance.

Thousands of years later, the world is very different. The ancient magics have all but faded; the prophecies number in the dozens rather than hundreds, and they are but a shadow of their former selves. Their ancient kingdoms are slowly being absorbed into new gunpowder empires ushering in an age of reason. The magicians have become philosophers, inventors and alchemist-scientists, slowly replacing old 'spells' with new protocols and procedures.

With the fading of true magic, faith has gained importance. Men and women have emerged who bear no magical power yet claim inheritance of the blessings and curses of old. They are almost certainly wrong- and yet their absolute certainty grants them a strange strength and powers of moral complusion.

THEMATIC NOTES ON MAGIC

There is no difference between arcane and divine. Magic in the Steel and Roses campaign is based on the legacy of Gods- even alchemical items, essentially treated as machines by their owners, carry a portion of a god's power within. This means that there is really little or no distinction between arcane and divine power- a magi weilding a staff of power, an inventor using a fyre-engine and a priest brandishing an amulet of cleansing flame are essentially all drawing on the same power source (and may indeed use very similar mechanics to do so). Essentially the difference between a wizard and a cleric is social- one trained at a temple while the other trained at a university. Prophecies may either be adored as living saints or feared as witches and demon-kin. The Inspired tend towards religion, yet include athiests and revolutionaries amongst their ranks.

Magic carries memes: True magic not only grants power, but is a medium for the original memories and urges of the Eight. A revelation cast by a Malakhim will feel very different from a revelation cast by a Sin-Prophecy; a Elflin sacred site will arose feral urges while a Babel ruin will slowly drive mad all who dwell there.

Magic warps those around it: The original Eight altered the very nature of reality in their wake; true magic still has the potential to change those that use it, turning them into something other than mortal. This is a process called Rememberance, and it is the fate of any Prophecy who delves too deep into their otherworldly natures.

Somebloke
2007-12-01, 11:39 AM
INSPIRED

Ideas have power. Belief can move mountains. Words can kill. The inspired are the philosophers and priests of the low magic campaign. They are people who’s entire lives revolve around a faith that both drives and sustains them. At the heart of every inspired is a sense of duty, a calling to arms, and a wish for vengeance. That their uncanny abilities are not magical does not in any way make them any less real; to battle an inspired is to battle an idea made flesh.

Adventures: An inspired’s justification for their adventures is largely tied up to their ideals; a Priest belonging to an inquisition-type organisation, for example, would forever be on the lookout for heretics and fiends; a lower-caste abolitionist works tirelessly to free his enslaved kinsmen; and a mad cultist seeks to spread horror everywhere he goes. Often inspired are members of churches or other organizations; they are often given tasks or quests to perform (with due compensation for their time and effort). Of course, the inspired are not utterly independent of the rest of the world; they are free to occasionally focus on other, less spiritual matters, such as personal profit.
Characteristics: An inspired draws power from his faith. He is a powerful orator, able to benefit his allies through his talent for rhetoric. An inspired can briefly rally friends and the faithful through his charisma alone. He relies on vows, which, when taken, bolster him in times of need. Inspired often claim to live under divine protection; while this is debatable, they certainly do seem to live charmed lives.

Background: How an inspired comes across their faith varies. Often it is a matter of personal revelation. Others have been schooled in their particular philosophies since the moment they could talk. Most inspired who follow a religious calling are from the latter group: they are part of a complex heriechy. This is not to suggest that all of the inspired’s fellows or superiors are truly among the faithful- corruption and loss of faith can be found in the highest levels of power. Whether wandering madman or knight of the faith, inspired tend to leave and impression on those they come across.

Role: The inspired works best when working closely with other characters in the role of support. The inspired’s oratory talents work to dramatically increase the party’s talents while simultaneously disheartening or disrupting their foes. The inspired’s vows tend to define his purpose elsewhere in the party; a Ranverite priest would make a decent front-line warrior, while a Kahael monk would be a passable scout.

GAME RULE INFORMATION:

Inspired have the following game statistics:
Abilities: Charisma decides how powerful an Inspired’s Inspiration abilities are, and is important for many of his class abilities. Wisdom decides the strength for many of the Inspired’s vows. Dexterity is a useful ability for the Inspired as they do not possess as good a defence bonus as many other classes.
Hit Dice: 1d8
Class Skills: The inspired’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4+ Int modifier.

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

1st|
+0|
+2|
+0|
+2|Inspiration abilities, Inspire Courage, counter-argument, Inspire Fear, Philosophy

2nd|
+1|
+3|
+0|
+3|Inspired Vow

3rd|
+2|
+3|
+1|
+3|Inspire Competence

4th|
+3|
+4|
+1|
+4|Inspired Vow

5th|
+3|
+4|
+1|
+4|

6th|
+4|
+5|
+2|
+5|Inspire Terror

7th|
+5|
+5|
+2|
+5|Inspired Vow

8th|
+6/+1|
+6|
+2|
+6|Inspire Courage +2

9th|
+6/+1|
+6|
+3|
+6|Inspire Greatness

10th|
+7/+2|
+7|
+3|
+7|Inspired Vow

11th|
+8/+3|
+7|
+3|
+7|Inspire Absolution

12th|
+9/+4|
+8|
+4|
+8|Inspire Conversion

13th|
+9/+4|
+8|
+4|
+8|Inspired Vow

14th|
+10/+5|
+9|
+4|
+9|Inspire Courage +3

15th|
+11/+6/+1|
+9|
+5|
+9|Inspire Heroics

16th|
+12/+7/+2|
+10|
+5|
+10|Inspired Vow

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

18th|
+13/+8/+3|
+11|
+6|
+11|

19th|
+14/+9/+4|
+11|
+6|
+11|Inspired Vow

20th|
+15/+10/+5|
+12|
+6|
+12|Inspire Courage +4[/table]

CLASS FEATURES: All of the following are class features of the inspired.
Weapons and Armor Proficiency: The Inspired in proficient in all simple and martial weapons, including firearms. Inspired are proficient in light armor. For the Inspired’s Defence Bonus progression, see elsewhere.
Inspiration Abilities: Once per day per Inspired level, the inspired may communicate the depths of their passion to the people around them, inspiring hope in the hearts of their allies and dread in the hearts of their enemies. These abilities are not magical (although they might appear to be to the superstitious). In order to activate these abilities the Inspired must be able to talk, shout, sing or gesture to the creatures he intends to affect; he cannot, therefore, use this ability while hiding (at least not hiding from the intended recipient). Starting an Inspired ability is a standard action. Some inspired abilities require concentration, which require the inspired to take a standard action each round to maintain the ability. Even while using an inspiration ability that does not require concentration, the Inspired cannot cast spells or use magical items that require a spell trigger component.
Counter-argument: At first level, and inspired may attempt to counter any mind-affecting spell or class ability. They may attempt this as an immediate action once per round against a single effect. This ability functions as if the Inspired attempted a counterspell using his class level as his caster level.
Inspire Fear: At first level the inspired may take on a terrible counternance and attempt to fill the hearts of his enemies with dread. Opponents who observe the inspired within 30 feet must make a will save (DC 10 + ½ the inspired’s class levels + the inspired’s Cha bonus). Those that fail the save are shaken. The inspired may only affect a number of enemies equal in hit dice to his class level (thus, a fourth level inspired may affect four 1st level opponents, two 2nd level opponents or one 3rd/4th level opponent). Opponents with the least hit dice are affected first. This effect lasts for a number of rounds equal to the inspired’s class level. This is a mind-affecting, fear ability.
Inspire Courage: This class ability functions exactly as per the bardic music ability Inspire Courage in the PHB pg 29. Note that the inspired does not have to possess the requisite ranks in perform.
Inspire Competence: This class ability functions exactly as per the bardic music ability Inspire Competence in the PHB pg 29. Note that the inspired does not have to possess the prerequisite ranks in perform.
Inspire Terror: The inspired has become much more capable of inflicting fear into the hearts of his enemies; opponents who possess half or less HD than the inspired’s number of class levels are panicked rather than shaken.
Inspire Greatness: This class ability functions exactly as per the bardic music ability Inspire Greatness as per the PHB pg 29. Note that the inspired does not have to possess the prerequisite ranks in perform.
Inspire Absolution: This class ability functions exactly as per the bardic music ability Song of Freedom as per the PHB pg. 29. Note that the inspired does not have to possess the prerequisite ranks in perform.
Inspire Heroics: This class ability functions exactly as per the bardic music ability Inspire Heroics as per the PHB pg. 29. Note that the inspired does not have to possess the prerequisite ranks in perform.
Inspire Conversion: This class ability functions exactly as per the Inspire Conversion class ability in the Complete Divine (pg. 40).

Philosophy: Like a Cleric, an Inspired must select a philosophy from which to draw his strength. The philosophy allows access to certain Vows (see below). A philosophy is a set of beliefs that motivates the Inspired, often a religion or cult of some kind. Like a cleric, an Inspired must keep his alignment within one step of his philosophy, or else lose access to their class abilities (other than weapon proficiencies).
Inspired Vows: At 2nd, 4th, 7th, 10th levels etc. the inspired’s commitment to his cause allows him to briefly epitomize the ideals that he espouses, granting him the strength and wisdom to commit acts beyond the abilities of normal men. These abilities are not powered by magical talents but are rather drawn from the inspired’s own strength of will and utter devotion to his cause. Vows are not supernatural abilities and are not affected by Dispel Magic or antimagic fields. A vow is decided by an Inspired’s philosophy: see below for a full list of Magannan philosophies with accompanying vows.

INSPIRED VOWS

Vow of Clarity: You have committed yourself to truly understanding the underlying patterns that exist in reality. Once encounter you may draw upon the teachings of your philosophy to answer a question posed to you. Make a level check and add your wisdom bonus. If you roll over 10, you gain the benefits of an augury spell; if you roll over 20, the benefits of a divination spell.
Vow of Courage: You generate a strong aura of courage, thanks to your commitment to bravery. Once per encounter as an immediate action you may allow any ally within 10 feet (including yourself) to re-roll the result of any save attempt vs. fear, with a bonus equal to your wisdom score.
Vow of Deceit: The survival of your philosophy relies on secrecy- hence, you have sworn never to be caught. Once per encounter you may add a bonus equal to your class level to one skill check from the following list: Bluff, Disguise, Hide and Move Silently.
Vow of Destruction: You believe in destroying the old to make way for the new. Once per encounter you may make a melee touch attack against a single item. You inflict your wisdom modifier plus your level in damage; hardness is ignored.
Vow of Exorcism: You may dispel supernatural spirits solely through force of personality. Once per encounter you may attempt an exorcism. The process of exorcism takes one round to perform, and functions as a Turning attempt (as per the PHB) except that you may only attempt to turn creatures with the Supernatural type.
Vow of Evangelism: You are a preacher and guide for your community. Once per encounter you may add a bonus equal to half your class level (minimum one) to your charisma. This bonus lasts for a number of rounds equal to your wisdom score.
Vow of Fear: You exist to strike fear into the hearts of your enemies. Once per encounter you may truly bolster your enemy’s sense of terror. You make an Inspire fear or Inspire terror check as per usual, against a single target; if successful, the target is panicked (if you used Inspire Fear) or nauseated (if you used Inspire Terror).
Vow of Freedom: Your heart sings with the glory of freedom. Once per encounter you may add a bonus equal to half your class level (minimum one) you possess as a bonus to your dexterity. This bonus lasts for one round.
Vow of Fury: You are full of righteous fury, every ready to smite the deserving. Once per encounter you may unleash your fury against your enemies in a terrible blow. For a single attack you add your wisdom modifier to your attack rolls and your level to the damage.
Vow of Purity: You have treated your body as something sacred, to good effect. Once per encounter as an immediate action you gain an insight bonus equal to your level to any one fortitude saving throw.
Vow of Knowledge: you understand the interplay between knowledge and deeper wisdom. Once per encounter, you may make an Obscure Knowledge roll (as per the bardic talent). You use your Wisdom modifier rather than your Intelligence modifier.
Vow of Madness: Your insanity gives you insight. You subtract 1 from all Wisdom based skill checks and will saves. However, once per encounter you may see and act with the clarity of true madness: add your level to any single Will save or wisdom-based skill check.
Vow of Mercy: You exist to treat the weak, the sick and the wounded. You can renew your allies’ vigor with gentle words and a calming presence. Once per encounter you may gain a bonus to your heal checks equal to your wisdom plus half your level.
Vow of Nature: A child of the forest, you carry a powerful bond with nature. Once per encounter you may make an Animal Empathy check as if you were a ranger of the same level (adding your Wisdom bonus rather than your Charisma bonus).
Vow of Obedience: Your obedience to a greater power is manifested in an obedience to its earthly representative. Once you have committed your soul you are not easily dissuaded. Once per encounter you may, as an immediate action, add a bonus to one will save equal to your wisdom plus half your level.
Vow of Protection: You place great faith in the higher powers to protect you from bodily harm. Once per encounter as a free action you gain an insight bonus to your armor class equal to your wisdom bonus + half your level. This bonus lasts for a single round.
Vow of Resistance: You have pledged never to bow to the unnatural powers of the damned. Once per encounter as an immediate action you may attempt to counter a supernatural ability (such as a revelation or curse) as if you were attempting to counter-spell. You do not need to know the spell in order to counter it’s effects.
Vow of Sacrifice: You are a sacrifice; you yourself mean nothing, and are prepared to accept terrible pain in the service of a higher truth. Once per encounter you gain DR as a free action, equal to your wisdom modifier. This bonus cannot exceed your level and lasts for one round.
Vow of Serendipity: You accept that bad things do happen- except to you. Someone is looking out for you. Once per encounter you may, as an immediate action, gain a bonus to your reflex save equal to your wisdom bonus plus your wisdom.
Vow of Truth: You are a servant to the truth, and the truth responds in kind. Once per encounter you may force an opponent through force of will to immediately answer one question you put to them honestly. The subject must be able to understand you. The subject makes a will save vs. a DC equal to half your class level + your will bonus; if successful, they will promptly answer the question to the best of their ability. This power relies on a mixture of intimidation and diplomacy; it is not a compulsion effect as such.
Vow of War: You are a templar; a war-priest, switching between shepherd and wolf with terrible ease. Once per encounter as a free action you may enter a martial trance. This functions exactly as per Inspire Courage, except the bonus applies to your attack roll, armor class and damage rolls and is increased by one.

CAMPAIGN PHILOSOPHIES

Church of Lorelei
Devoted servants of the Malakhim and followers of the White Queen, the Lorentian Church is the largest, most all-pervasive religion on the continent. It's tenants include mercy, humility and courage, as well as loyalty to the Imperial family, the breed of sorcerer-kings that has ruled the nation of Lorient for four thousand years.
Alignment: Lawful Good
Vows: Courage, Exorcism, Evangelism, Knowledge, Mercy, Obedience, Protection, Purity, Resistance, Sacrifice.

Crusade of Ranvier
An entire society remade in the image of the Prophecy of Blades, the Ranverite crusade has merged Lorentian courage with the culture of the Ocgri, the former slaves of the Dark King. Now they pursue an endless crusade against the demons, warlords and false prophets of their former masters.
Alignment: Lawful Good
Vows: Courage, Destruction, Evangelism, Fear, Fury, Obedience, Purity, Sacrifice, Truth, War.

Path of Khane
Devoted to inner peace, the Khanite monks emerged from the horrors of the Babel winds to promote the ideal of perfection and clarity in the face of madness. They dwell in the Khanate republics, emerging from their cloistered monastaries when the madness of Babel stirs from its slumber.
Alignment: Lawful Neutral
Vows: Clarity, Exorcism, Knowledge, Mercy, Obedience, Protection, Purity, Serendipity, Truth, War.

The Imperial Cult of Vash
Proud, hateful, powerful; the Imperial cult of the Vashian Empire has emerged to reclaim the ancient birthrite of the Mazteca people. Once upon a time, the pyramid-temples of the Queztl were stained red with the blood of a thousand sacrifices to honor their emperor-gods; the Red judges, so called because of their bloody dispensation of the emperor's will, would bring this to pass once more.
Alignment: Lawful Evil
Vows: Community, Deceit, Evangelism, Fear, Fury, Obedience, Sacrifice, War.

The Babel Madness
Nhiallists, madmen, butchers; these are the kindest words used to describe the utterly corrupt men and women who dare worship the Babel, the rotting, corruptive winds that still howl through the wastes at the core of the world. This religion is punishable by burning in even the most corrupt of nations; with good cause, for those that keep the Babel in their hearts want nothing more than to turn the world to ashes.
Alignment: Chaotic Evil
Vows: Deceit, Destruction, Fear, Freedom, Fury, Madness, Sacrifice, Serendipity.

The Druidic cultures.
Guardians of both the forests and the peoples who dwell therein, the Druids of both the Parthians of the Grey Isles and the Selee of the Northan reaches ensure that the ways of the people are in accordance with the world around them.
Alignment: Neutral
Vows: Community, Destruction, Knowledge, Freedom, Mercy, Nature, Protection, Purity.

The Revolutionary movement
Can you hear the people sing? In an age of bloodshed and slavery, cruelties and superstition, there are those in the coffee-houses of the Republics and the meeting-places at Freefire Isle who dream of a better way- and an end to tyrants. Following no god and obeying no laws but the dictates of their conscience, they strike out for the lowly and dispossessed everywhere.
Alignment: Chaotic good
Vows: Clarity, Courage, Deceit, Evangelism, Fury, Destruction, Mercy, Sacrifice, War.

Somebloke
2007-12-01, 11:40 AM
ARCANE SCHOLAR

Wherever power exists, there will be those with the knowledge to grasp it. Arcane scholars are the wizards and scientists of the low magic campaign, capable men and women proving to the world through their craft that knowledge is power. The arcane scholar’s powers are not the furious maelstrom of the prophecies; they are controlled, precise uses of power that are none the less deadly for it.
Adventures: An arcane scholar’s justification for adventuring almost certainly hinges around one thing- knowledge, either as an aim in itself, or as an urgent reason for action. Many scholars come from organizations and backgrounds with an agenda; they may be given missions by their superiors or forced into peril through association.
Characteristics: An arcane scholar is the master of alchemy and creation. His powers stem from his abilities to create artifacts- mechanical or alchemical devices designed to amplify a core of magical power. However, an arcane scholar’s main weapon is their knowledge. Arcane scholars possess a wide berth of knowledge, from ancient legends to political information to geographical know-how. Many also know a few genuinely magical talents, heavily supplemented with more mudane techniques.
Background: Most arcane scholars learnt their art through an organization, such as churches, universities or circles of wizardry. They would have been inducted into the ‘sciences’ of the day, as well as a generous dose of mysticism, religious and philosophical dogma, and historical background. Certainly they would have been taught the arts of making artifacts from the scraps and remnants of mighty creatures and ancient places of power. A few arcane scholars were taught by a single tutor as apprentices; a handful were self-taught from ancient manuscripts and stolen books. Whatever their background, the arcane scholar walks away with the ability and drive to continue their studies on their own.
Races: While there are centers of learning and education for all races, some have it decidedly easier than others. Most Arcane Scholars come from relatively settled lands, where learning is possible for a significant proportion of the population. Sometimes, however, war-ravaged regions may have the odd library or monostary devoted to preserving the mysterious arts, or the odd court sorcerer from lands afar. Likewise, many tribes have witch-doctors or shamans that would take at least a few levels in this class.
Role: The arcane scholar does not possess overwhelming firepower and so is not best suited for the role of ‘artillery’ in an adventuring party. He does, however, bring to bear magical and scientific abilities that allow him to overcome obstacles and situations that would baffle those without arcane knowledge. Arcane scholars are also useful for providing important pieces of information to aid parties. Finally, while a scholar’s offensive abilities are not on par with a Prophecy’s, they are certainly not to be ignored.

GAME RULE INFORMATIONArcane scholars have the following game rule information.
Abilities: Intelligence determines the power of an Arcane Scholar’s artifacts; furthermore, some of the more powerful artifacts can only be used or constructed by scholars of a high enough intelligence. Furthermore, many of an arcane scholar’s skills are based on intelligence. Dexterity is a useful skill to possess, as it helps to compensate for a scholar’s lack of powerful armor. Strength enables an arcane scholar to carry more potions, artifacts and other items of power.
Hit Dice: 1d6.

Class Skills: The arcane scholar’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language, Spellcraft (Int), Use Artifact (Int).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Levels: 6 + Int modifier.

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

1st|
+0|
+0|
+0|
+2|Obscure Lore, Artifact (least), Knowledge is Power

2nd|
+1|
+0|
+0|
+3|Knowledge is Power

3rd|
+2|
+1|
+1|
+3|Artifact (least)

4th|
+3|
+1|
+1|
+4|Knowledge is Power

5th|
+3|
+1|
+1|
+4|

6th|
+4|
+2|
+2|
+5|Artifact (lesser)

7th|
+5|
+2|
+2|
+5|Knowledge is Power

8th|
+6/+1|
+2|
+2|
+6|

9th|
+6/+1|
+3|
+3|
+6|Artifact (lesser)

10th|
+7/+2|
+3|
+3|
+7|Knowledge is Power

11th|
+8/+3|
+3|
+3|
+7|Artifacts (greater)

12th|
+9/+4|
+4|
+4|
+8|

13th|
+9/+4|
+4|
+4|
+8|Knowledge is Power

14th|
+10/+5|
+4|
+4|
+9|Artifact (Greater)

15th|
+11/+6/+1|
+5|
+5|
+9|

16th|
+12/+7/+2|
+5|
+5|
+10|Artifacts (genius)

17th|
+12/+7/+2|
+5|
+5|
+10|Knowledge is Power

18th|
+13/+8/+3|
+6|
+6|
+11|Class Ability

19th|
+14/+9/+4|
+6|
+6|
+11|Artifact (genius)

20th|
+15/+10/+5|
+6|
+6|
+12|Knowledge is Power[/table]

CLASS FEATURESThe following are all class features of the Arcane Scholar.
Weapon and Armor Proficiencies: Arcane Scholars are proficient in all simple weapons and light armor. Armor heavier than light armor tends to get in the way of the Arcane Scholar’s complex manipulations of their artifacts; Arcane Scholars who wear armor heavier than light invoke a spell failure chance as a bard.

Obscure Lore: The arcane scholar often picks up unusual and useful information in their studies and ongoing travels. They gain the Obscure Lore skill (as per the bardic ability of the same name: see PHB page 28-29).

Artifact: At 1st level, the arcane scholar has mastered the art of creating artifacts- items that mix alchemy, magic and science to create a magical effect. Artifacts are varied in appearance and can take a wide variety of forms- from religious relics housing the bones of Ancient God-Sorcerers, to Wizard’s staffs carved with Magi runes, to Rennaissance-era mechanical inventions that function using ‘sciences’ that even their inventors do not fully understand- although it is a poor scholar who will ever admit to this. Regardless of their appearance and the sources of power they draw upon, all artifacts function more or less the same.
There are four levels of powers for artifacts; at 1st level, the arcane scholar only knows how to create artifacts of least power. At 6th level, the arcane scholar learns how to create artifacts of lesser power; at 11th, greater and at 16th genius. These artifacts do not require money and XP on the part of the scholar, as they are part of ongoing work. Artifacts do not require maintenance or recharging (outside of repairing damage; part of the riches lost through the ‘Half week’ rule accounts for refueling, replacing worn out parts, etc.) Characters will automatically ‘finish’ the creation process of an artifact at certain levels; producing other artifacts requires money, time and xp dependant on the level of artifact power:

ARTIFACT PRODUCTION TIME AND COST
Artifact Power Time Gp Cost Xp Cost
Least 1 week 200gp 8xp
Lesser 1 month 1000gp 40xp
Greater 6 months 5000gp 200xp
Genius 1 year 25,000gp 1000xp

Activating an artifact is a spell-like action that provokes an attack of opportunity and is subject to the same requirements as a spell, including the ability to activate defensively.
The arcane scholar is familiar with any artifacts that he creates. Artifacts not constructed by the arcane scholar himself are more difficult to maintain or activate. In order to use an unknown artifact, an arcane scholar must succeed at Use Artifact checks (DC dependant on degree of power; check the skill description for details). If an arcane scholar is allowed to study an artifact for a particular length of time, he may make a Use Artifact check to completely understand the mechanisms involved and use the artifact freely without recourse to a Use Artifact check. The time required for study is listed below:

Least: 1 Day.
Lesser: 1 Week.
Greater: 1 Month.
Genius: 1 Year.

A fresh check may be made after another unit of time. Note that there are still some ancient artifacts of great power still lying unsolved in Lorentian Cathedrals and Magi libraries.
Regardless of appearance all artifacts are relatively bulky, either occupying a body slot or requiring the character to wield it in his hand as a medium-sized item. They tend to be relatively conspicuous, although attempts may be made to disguise them (See the Disguise Artifact feat). Artifacts weigh 5 pounds, have hardness 5 and hp dependant on their power (Least: 10hp, Lesser: 15hp, Greater: 20hp, Genius: 25hp). Artifacts may be repaired with a successful Use Artifact check (see skill description for further details).

Knowledge is Power: As well as a strong background in general knowledge, the arcane scholar is also privy to much more potent secrets. At 1st, 2nd, 4th, 7th, 10th, 13th, 17th and 20th level the arcane scholar may select an ability from the following list. These abilities represent the sum total of a lifetime of constant learning from sources both mundane and exotic. Some of these are arcane talents, allowing the arcane scholar to powers normally reserved for Prophecies.

Abjurer/Protective: The arcane scholar has learned ancient rites of abjuration, as well as various theories and mental tricks of protection. Once per day they may generate a protective ward (see the PHB pg 188) as a supernatural ability.
Arcanist: The arcane scholar has studied the usage and analysis of prophecy magic. He gains the sense prophecy class ability (see the Prophecy Class description) as well as the ability to use the following spells once per day each: Prestidigiation, Dancing lights and Mage hand. This is a supernatural ability.
Conjuration/Theologian: The arcane scholar is capable of invoking the blessings of supernatural creatures to subtly alter the balance of probabilities. Once per day he may reroll any one roll they have just made before the DM declares whether the roll was a success or failure. He must take the result of the reroll, even if it was worse than the original roll. This is a supernatural ability.
Divine Healer/Master Surgeon: Whenever the arcane scholar makes a successful heal or first aid check, the recipient gains bonus healed hit points equal to the scholar’s intelligence. Furthermore, the scholar gains 2 extra hit points to his total every time he gains the Knowledge is Power class ability.
Druid/Naturalist: The arcane scholar has gained a degree of mastery over animals. They may rebuke or control animals or exotics as an evil cleric rebukes or controls undead. They may use this talent a number of times per day equal to half their caster level. This is a supernatural ability.
Enchanter/Hypnotist: The arcane scholar uses subtle speech patterns, mind-deadening dusts and spells of trickery to deceive others. Once per day he may attempt to Suggest (as the spell) a course of action to another. The suggestion lasts for a number of hours per level or unless discharged. This is a supernatural ability.
Evoker/Pyrotechnician: The arcane scholar understands the mechanisms of his artifacts- and has focused on how to create bigger, better booms! Once per day he may apply the benefits of the Empower spell feat to any one artifact for one round. This is a supernatural ability.
Factorum: The arcane scholar is able to apply his knowledge to some odd situations. He may select three skills; once per day, he gains a bonus equal to his intelligence + half his class level to any one of those skills. He may use this skill even if untrained. This is an extraordinary ability.
Glyph Scribe: The arcane scholar has mastered the art of glyph magic, a mystery based on one’s ability to put the power of their soul into their writing. He gains a +2 bonus to decipher script and forgery checks, as well as a +1 to all caster level checks when using his artifacts. This is an extraordinary ability.
Ki User/Meditative: The arcane scholar has gained mastery over the mechanisms of his body, able to defeat the mundane threats to his well-being. He gains a bonus to saves against disease and poison equal to his intelligence. This is a supernatural ability.
Lich/Splicer: The arcane scholar undergone one of the dangerous and risky ceremonies used to create a Lich- an artificial Prophecy. He gains one of the following revelations as a supernatural ability: Luck of the Sorcerer, Sorcerer’s Vision, Gaze of Terror or Beguiling Influence. Unfortunately, the process is incredibly taxing on the body, reducing his constitution by 2 points permanently.
Illusionist/Trickster: The arcane scholar has mastered the art of misdirection, using a blend of optical tricks, subtle illusions and/or hallucinogenic dusts to alter an opponent’s perceptions. He gains the benefits of the entropic shield spell against a single opponent. He must focus on the opponent as a free action to gain this benefit. This is a supernatural ability.
Machinist: The arcane scholar has taught themselves the new science of mechanics that has emerged from Vash. They have a knack with mechanics, gaining the Disable Device skill as a class skill. Furthermore, they gain the Trapfinding ability (see the PHB pg. 50).
Necromancer/Poisoner: The arcane scholar learns the dreaded arts of necromancy, either learning dark invocations designed to destroy the soul or experimenting with vile toxins. Once per day he may make a death attack (as though you were a cleric with the Death Domain- see PHB pg 186) using his arcane scholar level instead of a cleric level. This is a supernatural ability.
Oracle/Grand Historian: The arcane scholar gains a better understanding of the various scraps of lore that he gathers. He gains a +5 competence bonus to all obscure knowledge checks, as well as any knowledge check dealing with past events, places or people.
Psion/Alienist: The arcane scholar has gained the ability to peer into the inner workings of the human mind. Once per day he may attempt to determine a person’s thoughts as though he possessed the Detect Thoughts spell. This ability requires concentration but otherwise lasts for the arcane scholar’s intelligence bonus in minutes. This is a supernatural ability.
Psychic Warrior/Inspired Duelist: The arcane scholar has learned how to enhance the art of war through mystic means. Spells of hatred, blessings of fury and alchemical drugs designed to speed reflexes are all utilized. Once per day as a free action the arcane scholar may add their intelligence bonus to their attack and damage rolls. This ability lasts for a number of rounds equal to half the scholar’s level, for a minimum of one round. This is a supernatural ability.
Transmuter/Talented Alchemist: The arcane scholar has mastered the art of alchemy, easily creating potions of amazing potency. He gains the Master alchemist feat as a bonus feat; furthermore, gold and xp costs for potions are reduced by 25%.
Soulblade/Metallurgist: The arcane scholar has been taught in the ancient art of metal magic, whereby ancient spells or alchemical substances are worked into weapons. They gain the Master Swordsmith feat for free, as well as a +2 bonus to craft (any arms or armor) checks.

NOTE ON ARTIFACT NAMES
The following list of artifact names are created for ease of use. Wherever possible, the names are based on relevant spells from the PHB, Complete Arcane and Complete Divine. However, they are almost certainly not the names that will appear in the game.
An artifact’s name is dependant largely on the whims of the creator and the justification used for its function. A Lorentian sage, for example, using the remains of mighty Saints to power his instruments of divine flaming retribution, would have a completely different view of his artifact than the Vashian machinist, even though technically his Divine Amulet of St. Hivalla Our Lady of Fury is the same Artifact of Energy Bolt (fire) as the Vashian’s Grand Mechanism of Artificial Combustion. Players are encouraged to give their artifacts whatever names they fancy- there’s no shame in calling something the Infinite Lightning Attractor when it’s essentially just an Artifact of Protection from Missiles. And for players who feel this is a little misleading, remember- all the other Arcane Scholars will be doing it.

LIST OF ARTIFACTS

Least

Alchemical Weapon: Artifact functions as melee weapon.
Artificial Grace: +6 to tumble, jump and climb checks
Darkvision: Darkvision as the spell for 60ft
Energy Bolt: Inflict energy damage to all opponents in a 5ft space.
Energy Resistance, lesser: Resistance 5 against one energy type, +5 per 5 levels.
Fist of Iron: As per Fist of Stone in Complete Arcane
Fog Cloud: As the Fog Cloud Spell
Forceful Protection: Magical armor provides DR 2, +1 per 5 levels.
Force Whip: As per the spell in complete arcane, with more damage inflicted.
Improved Sight: +6 to search and spot, plus low-light vision)
Invisible Servant: Minor telekinesis
Longstrider: +10 to your movement rate per 5 levels
Protection from Missiles: +8AC vs. missile attacks
Rainfall: Send mass of projectiles hurtling at opponents
See Sorcery: Allows you to Detect Magic and See Invisible at will.
Spider Climb: You may climb walls as the spider climb spell.
Soften Earth and Stone: As per the spell


Lesser

Acid Arrow: As the spell.
Air Walk: As the spell, but requires concentration.
Arcane Chaff: Forces prophecies to make concentration checks; dazes and frightens supernatural creatures.
Blindsight: Blindsight 30ft.
Control Water: As the spell.
Flare: Stuns, blinds and knocks out weaker creatures in 10ft area.
Invisibility: As the spell.
Knock: As the spell
Magnetism: As per the spell.
Perfect Balance: Walk on nonsolid surfaces
Physical Enchancement: +2 bonus to one physical ability
Stinking mist: Creates nauseating fog cloud.
Stone shape: As the spell.
Swimming: Swim speed of 20ft, underwater breathing.
Web: As the spell.
Wind control: Gust of wind or wall of wind at will.
Line of Energy: Line of energy 60 foot long and 5-foot wide.

Greater

Polymorph: as spell, but causes fatigue
Flight: Fly at 60ft movement rate (average maneuverability)
Rusting Grasp: As per the spell.
Scry: As per the spell.
Ethereal shunt: Brief shunt into the ethereal plane; fatigues user.
Prying Eyes: Use arcane sensors.
Transmute mud and rock: As the spells turn stone to mud/mud to stone
Move Earth: As the spell
Poison Needles: As the spell in the complete arcane.
Proof against magic: +8 bonus against prophecy magic; +4 vs alchemical magic.
Transmutation of Creatures: Turn an opponent into a harmless creature.
Energy Weapon: As alchemical weapon, but inflicts energy damage.
Wave of Energy: Cone of energy 60ft: 1d6 damage/2 levels.


Genius

Transmutation of objects: As the spell, for a limited duration.
Gaseous form: As the spell.
Greater Invisibility: As the spell.
Antimagic field: As the spell.
Solid Air: Create structures as strong as steel out of thin air.
Repel Earth and Stone: As the spell.
Cloudkill: As the spell.

Somebloke
2007-12-01, 11:41 AM
PROPHECY

A prophecy is not a wizard, for they do not need a wizards’ understanding of the forces they bring to bear to be dangerous. A prophecy is not a sorcerer, who, for all of their power, remains human. A prophecy is not a cleric, although they are held to be the messengers of gods- some thought long dead. A prophecy is a walking statement of power, a declaration of divinity made flesh. They are the children of demons and angels alike, and they will come over the course of time to resemble their parents greatly.
Prophecies are the true spellcasters of the low-magic campaign. While arcane scholars are safely removed from their sources of power through the medium of alchemy, prophecies draw upon ancient forces directly. This is not so much a chosen profession as it is a slow alteration into something both more and less than human.

Adventures: More than any other classes, the prophecy is bound to the whims of their philosophy. Like the Inspired, the prophecy is driven to commit deeds for the glory of their bloodline. Unlike the Inspired, the prophecy does not have to believe in their gods, since their gods definitely believe in them. An inspired that draws upon their powers for too long will eventually find their free will ebbing away as the magic they wield forces them along a path they did not wish for.

Characteristics: Prophecies possess a very small but potent range of powers known as revelations. Unlike an arcane scholar, these do not require a separate magical power source to function; the prophecy is the power source that fuels these arcane effects. These revelations tend to be more powerful and versatile than an arcane scholar’s artifact. A prophecy also undergoes constant alterations as the magics that they wield constantly shape their bodies and souls; this grants them immunities and traits that speak of their unnatural origins. These come with a price, however; the prophecy will begin to resemble the source of their bloodline both physically and mentally.

Background: A prophecy’s background depends largely on their bloodline. Many bloodlines are considered cursed or dangerous, and can lead to distrust, persecution and, in the case of the Ranverite Church, outright violence. The Babel blasphemy is perhaps the best example of this (although where Babel sorcerers are concerned, this sort of treatment is deserved tenfold).Others are part of an ancient aristocracy and who are considered no less than living saints (although this can lead to entirely different pressures). Somewhere in the middle are the lost ones, the forgotten mages who stalk the earth, both delighted and terrified at the new world that is unfolding inside them.

Races: The prophetic bloodlines run throughout the races of mankind, spread thinly across the generations and often appearing without warning or explanation. None the less, geography and deliberate breeding has led to certain bloodlines being overrepresented in many peoples. The Shining Malakhim are almost exclusively Lillan in origin, and have formed the core of the nation’s aristocracy and priesthood for four millennia. The Sins likewise dwell with the Shiva, where they have nursed the ancient grievances of the Shadow King for just as long. The Qu’etzl are decended from the Mazteca sorcerer-kings of old, and most still dwell in Vash; likewise, the Silith, serpents and tricksters, once wormed their way through the Tecocoa, feeding on lies and illusion. The Babel are a scourge on the Khanate people, especially the Barbori, who respond to their savage nihalism with a blood-thirst of their own. The Coveni, old seers and wise-women, survived thousands of years struggling against the Sin-Lords; with the coming of the Ranverite alliance, they were finally broken and many have fled to the Khanate or the Red Barony. The Elflin are the warlock-priests of the Selee, communing with the ancient spirits of the forest kingdom. Lastly, the Draconis claim decent from the Pyre-Kings of Titan, now long destroyed in their ancient homeland. Now they are the Arcani, the living artillery of the mercenary Legion.

Role: First and foremost, the prophecy’s main function as a party member will be as artillery; they alone possess spells and powers that can inflict heavy damage on multiple targets. Likewise, their gaze attacks are useful for debilitating higher level opponents, softening them up for fighters to move in and finish the job. Otherwise, a prophecy’s abilities tend to decided by their bloodline; an Yeovans makes an excellent healer and demon-slayer, while an Elflin excels in woodland settings and a Sillith is a master at verbal interactions.

PROPHECY INFORMATION

Abilities: Charisma is the most important ability for the prophecy to possess, at it fuels their revelations. Constitution and dexterity are useful abilities as well, as the prophecy does not possess a strong defence score or armor proficiency.
Alignment: Any. Note that at higher levels, a prophecy’s behavior will begin to become affected by their powers.
Hit Dice: 1d6.
Class Skills: The prophecy’s class skills (and key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st level: 4+ Int Modifier) x4
Skill Points at Each Additional Level: 4+ Int Modifier

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

1st|
+0|
+0|
+0|
+2|Remembrance (Eye of the Soul), Least Revelations, Bloodline|
2

2nd|
+1|
+0|
+0|
+3||
3

3rd|
+2|
+1|
+1|
+3|Remembrance (Old memories)|
3

4th|
+3|
+1|
+1|
+4||
4

5th|
+3|
+1|
+1|
+4|Remembrance (Unnatural Flesh)|
4

6th|
+4|
+2|
+2|
+5|Lesser Revelations |
5

7th|
+5|
+2|
+2|
+5||
5

8th|
+6/+1|
+2|
+2|
+6||
6

9th|
+6/+1|
+3|
+3|
+6|Remembrance (Unnatural blood)|
6

10th|
+7/+2|
+3|
+3|
+7||
7

11th|
+8/+3|
+3|
+3|
+7|Greater Revelations |
8

12th|
+9/+4|
+4|
+4|
+8|Remembrance (Unnatural Soul)|
8

13th|
+9/+4|
+4|
+4|
+8||
9

14th|
+10/+5|
+4|
+4|
+9||
9

15th|
+11/+6/+1|
+5|
+5|
+9|Remembrance (Unnatural Body) |
10

16th|
+12/+7/+2|
+5|
+5|
+10|True Revelations |
11

17th|
+12/+7/+2|
+5|
+5|
+10|Remembrance (Ageless)|
11

18th|
+13/+8/+3|
+6|
+6|
+11||
12

19th|
+14/+9/+4|
+6|
+6|
+11||
12

20th|
+15/+10/+5|
+6|
+6|
+12|Remembrance (Prophecy Fulfilled) |
13[/table]

CLASS FEATURES

All of the following are class features of the prophecy.

WEAPONS AND ARMOUR PROFICIENCY
Prophecies are proficient with simple weapons and light armor.

CLASS ABILITIES: All of the following are class abilities of the prophecy.

Bloodline: All prophecies trace their bloodlines back to one of the eight god-elementals that walked Maganna when the world was new; their revelations are a direct link to their ancient heritage. At 1st level, a prophecy selects a bloodline. Bloodlines determine what bloodline revelation a prophecy draws upon, as well as the finer details of their Remembrance. There are eight bloodlines, listed as follows:

Coveni: Alternate Names: Blood of Hazrael, Eyes of Torment, Gorgons, Wisdom Elemental.
Seers and Oracles of the Ocri, the Coveni dwelled in the shadowlands for thousands of years, sharing their terrible knowledge of the future regardless of the effects on the outside world. Often driven mad by the terrible knowledge they perceive from the world around them, the Coveni are linked in some unknown way to the destruction of the Silith- how, not even they comprehend. Since the coming of the Ranverite restoration, the Coveni have fled across the length and breath of Maganna. Many now dwell in the Khanate amongst the Magi, and in the Grey Isles. As they grow more powerful, they begin to focus less and less on the world around them, choosing instead to accumulate knowledge for the sake or knowledge.

Malakhim: Alternate Names: Names: Blood of Lillith, Saintasi, Rose-Brides, Mercy Elementals.
Daughters of the White Queen and the light of humanity, the Malakhim are the Priest-Nobles of Lorient, who’s grace has built empires and time and time again rescued the world from the brink of damnation from the forces of shadow. Their bodies shed a bright halo of light that reflects the purity within; this radiance shines a light on the souls around them, healing the goodly and blinding the wicked. Almost all of the Malakhim are female, thought to be aspects of the first, Lorelei, the Rose-Bride. The bloodline is, however, failing; fewer and fewer Saintasi are born, and as they fade they take the image of eternal grace that has shone in the darkness for four millennium with them.

Sin: Alternate Names: The Blackguard, Devillin, Cambions, Blood of Cainnite, Hate Elementals
Children of the Shadow, Creatures of Hatred, Dark Knights of the Shiva; all are the whispered names of the Sin. The Sin are the followers and sons in spirit of Cainnite, the Judge of Men, who’s hatred of those who’s care he was entrusted led to the Repentance- the ageless, never-ending assault against the souls- and lives- of humanity. For all their fury, though, and for all their terrible pride and twisted honor, the Sin are exhausted. The Day of Reckoning nearly destroyed them along with the Shiva, the chosen race of darkness; to many, they are little more than legends and boogiemen. In Lorient, where the memories never fade, people watch the shadows with an eternal vigilance.

Silith: Alternate Names: Khuan-Ti, Fae-tzen, Doppelgangers, Blood of Mer-su-shael, Pride Elementals.
Charming and terrible in equal spendor, the Khuan-Ti- the immortal children of Mer-su-shael- nearly brought about the end of the world and tore the legendary first empire apart with their lies. And they have left their imprint on mankind, in the form of the Silith. The Silith are tricksters and phantoms, spinning their illusions and charming mortals with their subtle and not-so-subtle sorceries. They are also inhuman, capricious and cruel, loving and destroying at a whim. The Fae-Tzen are deeply despised for their part in unleashing the Babel on the world, and they have been ruthlessly hunted by all but the most abhorrent of peoples. Indeed, the bloodline is thought extinct for centuries- of course, given the Silith’s talent for disguise and deception, this is almost certainly wishful thinking.

Babel: Alternate Names: Blood of The Forgotten, Bearers of Madness, Ghul-Kings, Despair Elementals
A whirlwind; a fury; a terrible storm that maddens the soul, withers away stone and rots the flesh on the bone- it is this, and the promise of worse, that lies at the core of every Babel. Named after the ancient city and the terrible curse that destroyed it, the Babel are psychopaths, brutes and nihallists, with the power to turn their dreams into reality. Where a babel travels, madness and loss inevitably follow. The Babel resemble in truth both an unstoppable force of nature and a terrible sickness; and like both, they cannot be reasoned with- merely endured.

Draconis: Alternate Names: Blood of Imrael, Erefeet, Arcani, Lust Elementals
The draconis are the children of the dragons, the ancient fire elementals of far-off Titan. Their bodies blaze with a bright fire that reflects the flames of passion that smolder within. Those that fear them call them destroyers, arsonists and babel-kin; they do not understand that the dragon-flame’s desires spring from an all-engulfing urge to embrace life, with all of its terror and joys. The arcani burn brighter than most, fueled by an incessant desire for the now, and if they leave a trail of ash in their wake, then this is the price of a god’s life lived to the full.

Elflin: Alternate Names: Blood of Anzafriel, Were, Druids, Feral Elementals
Ancient children of the forests, the Trolls- nature spirits and druid-gods- bestow their blessings on a chosen few. Cloaked in shadows and mystery, the Elflin dwell in the sacred groves of the forest nation of Selee, where they rule the Firbolg in the Trolls’ name. As much part of the forest as the earth, trees and beasts, the Elflin are shape-shifters, able to wear the skins of the creatures that they bear close kinship to. Inscrutable and half-wild, they carry the terrors and awe of the forest like a cloak on their souls.

Queztl: Alternate Names: Blood of Manivrael, Void- Walkers, Lords of the Sun and Moon, Sorrow Elementals.
The Queztl are the lords of time and space, once worshipped as gods in ancient Vash. Now berefit of their empire, their sorcerous powers remain undiminished. The Queztl alone may touch the Void- the endless distances between here and worlds unknown, that dwells but a shadow’s depth from this existence. What dwells in the Void, they will not speak of- but the may enter it at will, and use the strange distortions and geographys within to travel unimaginable distances with the blink of an eye. There is a price to pay, however- the endless cold of the far realm shapes the minds of it’s inhabitants, turning the Queztl’s internal viewpoint as icy and as sterile as the void itself.

Remembrance: A prophecy’s powers do not come without a cost. A prophecy draws upon cosmic forces directly- forces that alter them, body and soul. This is the path of Remembrance, as the prophecy slowly evolves into something both more and less than mortal. There are eight stages of remembrance: each one provides a benefit (Portent) and a penalty (Stigmata).
Eye of the Soul: At 1st level, the prophecy may sense the presence of any prophetic magic. The prophecy does not need to concentrate to allow this ability to function. At 1st level they can only sense prophetic magic in a 20 foot radius. This extends by 10 feet for every five levels they possess, to a maximum of 60 feet at 20th level. Note that the prophecy cannot determine the strength, direction or type of prophetic magic; they merely note the presence of prophetic magic. A prophecy may attempt to make an intelligence check (while doing nothing but concentrating on the magical presence for one round) to determine the source of the magic; they add their class level to the attempt.

SENSE MAGIC CHECK
Result
10 Strength of prophecy (as per Detect magic)
15 Type of prophecy (bloodline source)
20 Location of prophecy (general direction)
25 Location of prophecy (within 5-foot square)

The prophecy may not attempt re-tries.
At 12th level, the prophecy gains the ability to sense the presence of alchemical magic within a radius of half her current Sense Prophecy radius.
The prophecy also gains some form of small physical sign or mental tick that reveals the nature of her bloodline. The trait is either usually small enough to hide or not unusual enough to instantly mark the bearer out as a prophecy (although it will almost certainly be considered striking or unusual, and a DC 20 knowledge (arcana) check will reveal its nature). The trait does not confer any bonus or disadvantage.
Old Memories: At 3rd level, the prophecy finds herself remembering events that never happened and recalling skills she should not possess. She may add her charisma bonus to any one of the following skills once per day: knowledge arcana, spellcraft and knowledge: history. She gains a Fetish connected to her bloodline; the fetish typically bars certain actions from the prophecy or demands that she commit to some action daily, weekly or monthly. The prophecy can resist the slow alteration of her personality (by ‘disobeying’ the fetish) but the resulting struggle results in her caster level dropping by the number of stages of Remembrance, probably robbing her the use of some of her prophecies.
Unnatural Flesh: At 5th level, the prophecy’s body begins to alter subtly under the slow influence of her revelations; she becomes immune to disease. However, she is vulnerable to a particular substance, such as Snakescale; weapons made or smeared with this substance inflict an extra 1d6 points of damage against her, and act as a weak poison (1d3 con, 1d3 con, DC15) if ingested.
Unnatural Blood: By 9th level the prophecy’s powers warp her body further, as her unnatural origins become apparent. She gains some clear physical feature that makes her supernatural origins apparent to all; hiding the trait either requires a careful disguise or volumous clothing (a successful disguise check is needed). A prophecy can suppress this otherworldly evidence for a while, forcefully cutting herself off from her powers; however, she cannot gain the benefits of any revelations when she does so. This transformation grants her some measure of protection; she is immune to poison.
Unnatural Soul: At 12th level, prophecy’s ancient memories stir, immersing her further into the world of the ancients. She begins to confuse past and future memories with her own, slowly starting to lose her connection to the world of flesh and blood even as her bloodline alters her personality further. While this mental shift has its advantages- the prophecy gains spell resistance equal to 10+ half her level- it also binds her further to her powers. She gains a second fetish; failure to follow it invites a penalty to her wisdom equal to her charisma bonus, as attempts to resist her new personality cause her mental agony.
Unnatural Body: At 15th level. the prophecy’s internal structure alters further, granting her light fortification. However, her sensitivity to certain materials is strengthened; she may not come within 10 feet of a person bearing the item in question who manages to win an opposed charisma check. They suffer 2d6 points of extra damage if struck by a weapon made or smeared with their bane substance, and suffer 1d6/1d6 con poison damage (DC20 to resist) if ingested.
Ageless: At 17th level, the prophecy’s physical form alters to the point where no-one can possibly mistake her for a mere mortal. Disguise without magical aid is difficult if not impossible, as the prophecy’s ability to function as a normal person in human society vanishes completely. She loses the need to eat or drink for a number of days equal to her charisma level at a time, as magical energy has replaced much of her material needs; likewise, she is immune to non-magical fatigue and no longer ages. The prophecy may suppress her appearance, but only for a number of hours equal to her charisma bonus per day.
Prophecy Fulfilled: At 20th level, the prophecy has completed her transformation from mortal to godling. She takes the supernatural type, gaining all of the traits of that creature type. Control of the character shifts to the DM, as the prophecy’s original form and personality are completely overwhelmed by the force of the bloodline.

Revelations: A prophecy’s main source of powers are her revelations, powers brought forth from her ancient bloodlines. Prophecies range from the very subtle and largely static to the flashy and brutal. In All revelations take one standard action to active unless otherwise specified. Revelations are spell-like abilities that cause attacks of opportunity (although the prophecy does not make any of the hand gestures or complex verbal statements associated with spells) and may be activated defensively.
A prophecy may learn revelations from the Sorcerer’s revelations list as well as her bloodline revelations list only. There are eight bloodlines; each grants a distinctly different group of revelations. At 1st level, a prophecy may only learn Least revelations; she may learn lesser revelations at 6th, greater at 11th and True at 16th. Upon reaching 6th level, and every 3 levels after this, the prophecy may choose to change one of her revelations. The revelation cannot be from the prophecy’s highest revelation list.

REVELATIONS LIST

Bloodline Prophecies: Sorcerer

Least
Beguiling Influence: +6 to Diplomacy, Bluff and Intimidate
Entropic Warding: Deflect Incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Gaze of Ill-Will: Sicken opponent with gaze attack.
Gaze of Terror: Terrify opponent with gaze attack.
Luck of the sorcerer: Gain Charisma bonus to one save
Miasmic Aura: Create an aura of dread that demoralizes attackers and fatigues all who enter.
Prophecy’s step: Gain a bonus +10 to your movement rate and walk (briefly) up walls.
Protective Aura: Gain a bonus to your Defence.
Sorcerer’s Art: Perform minor magic effects at will.
Sorcerer’s Vision: Gain darkvision, low light vision and see invisible as per the spell.
Unnatural Healing: Heal yourself within an hour.
Weapon of Prophecy: Gain bonus to whatever weapon you have in hand.

Lesser:
Aura of Forbiddence: Deny enemies the chance to strike
Denial of Fate: Dispell sorcerous effect or damage supernatural subtype.
Gaze of Ill-Will, Mass: Sicken multiple opponents
Gaze of Terror, mass: Terrify multiple opponents
Ill-fated Gaze: Curse one opponent with gaze attack as Bestow Curse.
Prophecy’s Will: Minor telekinesis, plus force attack
Resilient flesh: Gain DR.
Searing Gaze: Blind one opponent with gaze attack.
Sense the Heartbeat: Sense the location of any creature with a heartbeat
Sorcerer’s Wings: As levitation, but forward and backward movement.
Walk Unseen: Invisibility (self only) as spell.


Greater:
Aura of Agony: Opponents take damage in aura.
Beyond the Grave: Return to life 24 hours after death…probably.
Gaze of Holding: Paralyze an opponent with a gaze attack.
Gaze of Pain: Nauseate target with gaze attack.
Ill-fated gaze, mass: Curse multiple opponents
Prophecy’s Call: As sending, but the chance of taking damage.
Prophecy’s Will, Greater: Telekinesis as spell.
Searing gaze, mass: Blind multiple opponents

True
Fortress of Forbiddence: Telekinetic Sphere for as long as you can concentrate.
Gaze of Death: Drain opponent’s level or kill with gaze attack.
Gaze of Holding, Mass: Paralyze multiple opponents.
Gaze of Pain, Mass: Nauseate multiple opponents
Knowledge of Ancients: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Regeneration: Fast healing.
Shed Body: Take ethereal form for short periods of time.


Bloodline Prophecies: Coveni

Least:
Split-second act: Concentrate for a round and gain a bonus on your next attack.
Aura Sense: Learn important information about people through touch
Lesser:
Sense location: Track an object or person by instinct.
Destiny Dissonance: stun multiple opponents
Greater:
Voice of future past: See into the future.
Remove the veil: True seeing
True:
Momentary fate: Rewind time to one round ago (in reality, events were played our entirely in prophecy’s head).

Bloodline Prophecies: Malakhim

Least:
Glory of the White Queen: Halo of light, may discharge as an attack. Mercy of the White Queen I: Heal at the cost of your own life.
Lesser:
Glory of the White Queen II: Bright radiance that grants you concealment and blinds opponents
Mercy of the White Queen II: Take ability damage into yourself with a change of negating it.
Greater:
Glory of the White Queen III: Brilliant light terrifies opponents, aids allies.
Mercy of the White Queen IV: Grant allies fast healing
True:
White Queen’s Sacrifice: Restore a person to life.

Bloodline Prophecies: Sin

Least:
Darkness of the Black King I: Fill the surrounding area with shadows only you can see through
Repentance I: Your hate wounds one creature
Lesser:
Darkness of the Black King II: Shadows slow opponents
Repentance II: Your hate wounds multiple creatures
Greater:
Armor of the Dark King: You cloak yourself in protective shadows.
Repentance III: You wound everything in a 60ft cone.
True:
Darkness of the Black King III: You shadow walk, healing as you do so.

Bloodline Prophecies: Silith

Least
Serpent skin I: Vanish briefly
Serpent skin II: Inflict charisma damage and assume the shape of a creature touched
Lesser
Serpent tongue I: Charm at will
Serpent eyes I: Fill the surrounding area with illusions
Greater
Serpent eyes II: Terrible illusions are real enough to kill
Serpent tongue II: Fill the mind of others with suggestions
True
Serpent tongue III: Make others your willing slaves

Bloodline Prophecies: Babel

Least
The Fury: Rage as a barbarian
The Despair: Fill enemies with a terrible despair
Lesser
The Rot: Cause structures to rot away
The Fear: Fill enemies with fear
Greater
The Fury: Windstorm coupled with confusing howl
The Pain: Wracking pain in radius
True
Babel Unleashed: Windstorm rots the body and soul.


Bloodline Prophecies: Draconis


Least:
Dragon’s Eyes: Your gaze causes creatures and objects to burst into flame
Dragon’s Will: Animate flame.
Lesser:
Dragon’s Comfort: You gain bonuses when wrapped in flames.
Dragon’s Touch: Your arm is wreathed in flames
Greater:
Dragon’s Fury: Everything within a 20-foot radius bursts into flame
Dragon’s Form: Turn into a serpent of flame
True:
The Breath of the Titans: Create a cloud of white-hot ash.

Bloodline Prophecies: Elflin

Least:
Animalism I: Gain the scent ability and bonuses to your survival skill.
Call of the Wild: You gain kinship with animals
Lesser:
Animalism II: Polymorph into animal form.
Legion of Nature I: Summon a swarm to attack your enemies
Greater:
Elfin Whispers: Sense the natural world around you.
Legion of Nature II: Conjure a terrible swarm to engulf your opponents.
True:
Legion of Nature III: Turn into a mass of birds or bats

Bloodline Prophecies: Q’ueztl

Least:
Dissipation: Disintegrate opponents
The Sanctuary I: Vanish into the void momentarily
Lesser:
The Sanctuary II: Enter the void at will
Cross the Threshold I: Dimension door at will.
Greater:
Cross the Threshold II: Teleport, with a chance of suffering damage.
Exile I: Teleport a creature or object into the void for a few moments.
True:
Exile II: Teleport a creature or object into the void for eternity, unless you will otherwise.

Somebloke
2007-12-01, 11:42 AM
LIST OF ARTIFACTS

Below is a list of artifact and revelations powers. Both mechanisms are based on Invocations from The Complete Arcane.

LIST OF ARTIFACTS


Acid Arrow
Greater: 2nd
The artifact duplicates the effects of the spell acid arrow, hurling a mass of acid at opponents.

Alchemical Weapon
Least: 2nd
Your artifact may be used as a weapon, inflicting piercing, bludgeoning or slashing damage (selected when creating the artifact). Whatever the weapon’s appearance, it possess the following characteristics: medium sized, 1d6 points of damage + your intelligence bonus + half your caster level. It provides a +1 bonus to attack rolls.

Antimagic field
Genius: 6th
You generate a null magic field, in which no alchemical or prophetic magic can enter. This artifact copies the Antimagic field spell, except that it’s duration is for 24 hours. It may be dispelled at will.

Arcane Chaff
Lesser: 3rd
You create a field of psychic static 20ft in all directions that is painful for any prophecies and supernatural entities. Any prophecy, lich or creature with the supernatural subtype who attempts to invoke a revelation while in the artifact’s zone of effect must succeed in a concentration check (DC equal to 10+ your arcane scholar level) or else be unable to invoke any new revelations for one round. Also, any supernatural creature with the ability to use prophecy magic finds the chaff deeply unsettling; they act as though fatigued (-2 to all skills, attack rolls, cannot run or charge) until they leave the zone. This artifact remains active for 24 hours.

Air Walk
Lesser: 3rd
This artifact requires concentration to maintain. While active, it hardens the air directly beneath you, allowing you to walk on air as per the Air Walk spell (see page 196 in the PHB).

Artificial Grace
Least: 2nd
This artifact confers amazing agility. You gain a +6 bonus on Jump, Tumble and Balance checks while the artifact is in effect. The artifact activates for 24 hours.

Blindsight
Lesser: 3rd
You gain blindsense out to distance of 30ft when this artifact is activated. The effect remains for 24 hours.

Cloudkill
Genius: 5th
Your artifact conjures up a mass of poisonous, swirling clouds of such terrible lethality that opponents of lesser vitality are killed instantly upon contact. This artifact duplicates the effect of the spell Cloudkill. The cloud conjured by this spell can be dispersed by a moderate wind or any fire larger than a torch. The cloud disperses on it’s own in one minute. You cannot conjure more than one cloudkill cloud at a time.

Control Water:
Lesser: 4th
Your artifact allows you to control water as the spell (PHB page 214). Water controlled in this remains in it’s altered state for 10 minutes. This artifact may also be used in a far more subtle manner, granting a +6 bonus to swim and profession (sailor) checks, and a +10 to swim and ship movement.

Darkvision:
Least: 2nd
Your artifact allows you to see in perfect darkness, gaining darkvision 60ft as the spell (see the PHB pg 216). This artifact’s effects remain for 24 hours.

Energy Resistance
Least: 1st
You are shielded from one energy type. You gain resistance 5 to one type of energy (decided when crafting the artifact and not changed) when the artifact is activated. The artifact remains active for 24 hours. For every five levels you possess the resistance bonus increases by 5.

Energy Bolt
Least: 2nd
The artifact produces a blast of energy that engulfs one 5 foot space (and anyone in it) within 60ft. The blast does 1d6 points of damage +1d6 for every two class levels over 1st. The energy type is selected at the time of the artifact’s creation and cannot be changed. The opponent may attempt a reflex saving throw to take half damage.

Energy Weapon
Greater: 3rd
As Alchemical weapon, except that the weapon is composed partly of energy, allowing you to bypass armor; treat the weapon as a ghost touch weapon.

Fog Cloud
Least: 2nd
A misty cloud of fog spreads in a 20ft radius around you when the artifact is activated, as the spell Fog Cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on it’s own in one minute.

Fist of Iron:
Least: 1st
You artificially strengthen one of your hands, as the Fist of Stone spell in the complete arcane. This effect remains in place for 24 hours.

Flare:
Lesser: 2nd
Your artifact can create an intense pulse of light and sound, momentarily stunning your opponents. The artifact duplicates the effect of the Sound Burst spell, except that the damage sustained is 1d8+ half your caster level , and is nonlethal.

Flight:
Greater: 3rd
Your artifact allows you to glide through the air, as though you were under the effects of the Fly spell. Your maneuverability is average.

Forceful Protection
Least: 1st
Your artifact protects you somehow, either absorbing the impact of blows or generating a defensive field of force around you. You gain DR2, as if you were wearing light armor; for every five levels you possess, this DR increases by one. The protective means of the artifact may be overcome by any effect that bypasses armor, including finesse attacks and penetration.

Force Whip:
Least: 2nd
When activated, the artifact produces an effect similar to the Force Whip spell in the Complete Arcane (pg 108), except that the whip inflicts 1d6 + half your caster level of nonlethal damage and remains in existance for 24 hours.

Gaseous form
Genius: 5th
This artifact allows you to take on an insubstantial form as with the gaseous form spell, except that the effect last so long as you maintain concentration.

Improved Sight:
Least: 2nd
This artifact confers superior eyesight. You gain a +6 bonus to spot and search checks, and gain low-light vision while the artifact is in effect. The artifact activates for 24 hours.

Invisible Servant:
Least: 1st
You gain the ability to manipulate objects from afar by hardening and manipulating air, if you have used the unseen servant spell (PHB, pg. 297); if the ‘servant’ is destroyed, you may summon another in the next round. Control of hardened air is not easy, though; you must maintain concentration on the artifact every round or else the effect will dissipate.

Invisibility:
Lesser: 2nd
Your artifact gives you the ability to fade from view. You can use Invisibility as the spell (self only) but the duration is 24 hours.

Knock:
Lesser: 2nd
You may use this artifact to force doors, locks and other barriers to unlock and open, as with the Knock spell (although the range is touch). You may also cause a door to lock itself, although others are not prevented from using keys or force to open it again.

Line of Energy:
Lesser: 3rd
Your artifact functions as per energy bolt, except that the energy is discharged as a line 60 feet long and 5 feet wide.

Longstrider:
Least: 1st
You gain faster movement, enabling you to move swiftly across terrain. You gain a +10 bonus to your movement rate while this artifact is in effect. For every five class levels you possess, the bonus increases by 10.

Magnetism:
Lesser: 3rd
You gain the ability to manipulate metallic objects, as the Magnetism spell in the Complete Arcane.

Move Earth: As the spell
Greater: 6th
The artifact, when activated, duplicates the effect of the Move Earth spell, except that the effects created by the spell revert back to their normal form within one minute.

Physical Enchancement:
Lesser: 2nd
While this artifact is active, you gain a +2 enhancement to any one ability score. The ability score must be decided at the time of the creation of the artifact. You may not gain the benefits of two Physical Enhancement artifacts, regardless of whether the bonuses are for two separate ability scores. This artifact remains active for 24 hours.

Poison Needles
Genius: 4th
Your artifact hurls a mass of poison-laden needles that strike a single target. If you hit with a normal ranged attack, the target takes 1d4 points of damage per two class levels and experiences an effect of your choice from the following (selected upon item creation):

• The target takes 1d6 points of constitution damage immediately and another 1d6 points of constitution damage 1 minute later. Each instance of damage can be negated with a successful fortitude save.
• The target is paralysed for one minute. A successful fortitude save negates this effect.
• The target takes 1d6 points of dexterity damage immediately and another 1d6 points of dexterity damage 1 minute later. Each instance of damage can be negated with a successful fortitude save.

Polymorph:
Greater: 4th
The artifact allows you to take the form of any non-supernatural creature (such as a Parthan or animal) of large size or smaller (self only). Otherwise, it functions as a polymorph spell, except where noted; every time this artifact is used, your body undergoes intense strain- you must succeed in a DC14 fortitude save or become fatigued and suffer 1 point of constitution damage. You may retain one form for one hour per caster level (you suffer damage after you return to your normal form). You cannot use any artifacts or magic of any kind while in your alternate form.

Proof against magic:
Greater: 5th
Your artifact shields you against magical effects. You gain a +8 bonus to all saving throws against prophecy magic and a +4 bonus to all saving throws against alchemical magic. This artifact’s active duration is 24 hours.

Protection from Missiles:
Least: 2nd
Your artifact shields you ranged weapons, deflecting them away harmlessly. You gain a +8 bonus to your defense against ranged weapons only while the artifact is active. The artifact remains active for 24 hours.

Prying Eyes:
Greater: 5th
Your artifact creates a number of animate sensors as per the spell Prying Eyes. You may only possess six ‘eyes’ at any given moment, although broken eyes may be repaired during downtime. You must maintain concentration to use the eyes.

Rainfall:
Least: 2nd
Your artifact sends a mass of steel projectiles, such as needles or shurikens, to assault your enemies. The rainfall lands in a 10ftx10ft area within 60ft, dealing 1d6 + ½ your caster level in piercing damage to anyone within unless they make a successful reflex save (success means half damage).

Resistance:
Least: 1st
This artifact confers a deflection bonus to your intelligence bonus (if any) on Fortitude, Will or Reflex saves (decided when you craft the artifact) for a period of 24 hours. You cannot use two Resistance artifacts simultaneously. This bonus cannot ever exceed your class level.

Retributive Invisibility
Genius: 6th
This artifact allows you to use greater invisibility as the spell (self only). If your retributive invisibility is dispelled, a shockwave is released from your body in a 20-foot radius burst. This shock wave deals 4d6 points of damage to all creatures in the area and stuns them for one round (a fortitude save halves the damage and negates the stunning effect).

Rusting Grasp:
Greater: 4th
This artifact functions as a rusting grasp spell (PHB, 273), causing metal to become instantly rusted and pitted.

Scry:
Greater: 4th
This artifact duplicates the effect of the spell Scrying (PHB, pg. 274).

See Sorcery
Least: 1st
You may detect magic as the spell at will. Furthermore, you can see invisible creatures and objects as hazy, indistinct shapes (enough for them to gain cover, but not complete cover).

Soften Earth and Stone:
Least: 2nd
This artifact duplicates the spell effect of soften earth and stone, as per the spell (PHB pp. 280-281).

Solid Air:
Genius: 6th
You create a mass of solid air within 60 feet that is as hard as stone. The solid air appears as a cloudlike, opaque mass with hazy edges. You may conjure a total of one 5x5ft cube/level of solid air/level at any given time, arranged in whatever form you choose (the structure must be self-supporting). The solid air is nearly weightless but otherwise has the characteristics of stone. Solid air structures evaporate in one minute unless maintained.

It is possible to trap creates inside a structure made of solid air; they may attempt a reflex save to escape the prison before it forms.

Spider Climb
Least: 2nd
You can grant yourself the ability to spider climb as the spell with a duration of 24 hours.

Stinking mist:
Lesser: 3rd
You create a poisonous mist of chocking fumes up 30 ft away from you with a 20ft radius. The mist functions as a Fog Cloud (see above) but any creature who enters the mist must save or be nauseated for one minute.

Stone Shape
Lesser: 3rd
You can sculpt stone as per the stone shape spell (PHB page 284); however, the stone structures you create flow back into their original shape in one minute.

Swimming:
Lesser: 3rd
While this artifact is active, you gain a swim speed of 20ft and can breath underwater, as though you were under the effects of a water breathing spell. This artifact remains active for 24 hours.

Transmutation of creatures:
Greater: 5th
You transform an opponent into a harmless small animal, as per the Baleful Polymorph spell, except that the duration is 1 minute.

Transmutation of objects:
Genius: 8th
Using this artifact allows you to duplicate the effects of a Polymorph any object spell; however, it cannot affect living creatures of any kind. Furthermore, all transmutations have a duration modifier of -5, limiting the duration (no effect can be permanent).

Transmute mud and rock:
Greater: 5th
This artifact grants you the power to transmute mud to stone and back again, allowing you to cast Transmute Mud to Stone and Transmute Stone to Mud at will. Mud or stone that has been transmuted returns to it’s original form in one minute unless changed back.

Web:
Lesser: 2nd
You can fill an area 10x10ft wide with a mass of web-like strands, as though you had cast the Web spell. The webbing dissipates after one minute.

Wind control:
Lesser: 3rd
You gain the power to manipulate winds, allowing you to produce a number of powerful effects. You can either conjure up a powerful blast of air to halt your foes in their tracks (as gust of wind) or whip around you in a protective wall (as wind wall). You can only generate a single wind-based effect at one given time.

Wave of Energy:
Greater: 4th
As energy bolt, but your energy discharge takes the form of a 60 foot cone. All enemies may attempt a reflex save to take half damage.

The full list of revelations and artifacts is too long to put together; I will have to split it up.

Somebloke
2007-12-01, 11:44 AM
IT’S THE SWORDSMAN, NOT THE SWORD: SKILLS, FEATS AND OTHER ASPECTS OF THE LOW-MAGIC CAMPAIGN
In a high-magic setting quite a lot of what the players can and cannot do is decided by magic. Certainly by high levels the party has begun to rely on mass castings of fly, invisibility and knock to infiltrate the fortress; they will rely on magical bracers and enchanted armor to give them an acceptable armor class; they will rely on magical healing to prepare themselves for the next fight.

None of these typically options in a low magic setting. Wands of Cure Light Wounds are nowehere to be found- armor is mundane and likely to stay that way. Most of the characters will simply not have the option of scuttling up walls like spiders or walzing through rock faces. Instead, they must look to other options- themselves.

The following is a broad outline of a number of homebrew rules designed to replace magical options for a low-magic campaign. They include new skills and feats, new uses for old skills as well as some suggested WOTC material.

CLASS AND CHARACTER ABILITIES:

FEATS

All players gain feats at every even level (1, 3, 5, etc.) rather than every odd level. The weapon Finesse feat is a combat option available to all at 1st level.

HEALING

Hit points are a mix of luck, toughness and morale fortitude. Hit point loss can be represented as minor injuries, strain and exhaustion from parrying repeated blows as well as a general sense of luck running out. Characters may use the Heal skill (see listed below) to restore lost hit points after an encounter; furthermore, once per day every character may as a free action re-focus, regaining their level plus their charisma bonus in hit points.

THE DEFENCE BONUS AND ARMOR

Defence Bonus

All character classes gain a Defence Bonus to their armor class. This reflects an increased skill in dodging, parrying and otherwise evading physical assaults on their wellbeing. This is intended to free the players from the tyranny of armor (this is a swashbuckling setting after all) and deny magical items the chance to dominate gameplay.

DEFENCE BONUS BY LEVEL
{table=head]Level|Class A|Class B|Class C

1st|
+2|
+3|
+4

2nd|
+2|
+3|
+5

3rd|
+2|
+4|
+5

4th|
+3|
+4|
+6

5th|
+3|
+4|
+6

6th|
+3|
+5|
+7

7th|
+3|
+5|
+7

8th|
+4|
+6|
+8

9th|
+4|
+6|
+8

10th|
+4|
+6|
+9

11th|
+4|
+7|
+9

12th|
+5|
+7|
+10

13th|
+5|
+8|
+10

14th|
+5|
+8|
+11

15th|
+5|
+8|
+11

16th|
+6|
+9|
+12

17th|
+6|
+9|
+12

18th|
+6|
+10|
+13

19th|
+6|
+10|
+13

20th|
+7|
+10|
+14[/table]


Multiclassing: Deduct 2 from the bonus when you take a 1st level in any class other than your first.

A) Arcane scholar, rogue, inspired, prophecy, ranger
B) Brute, Duelist, Noble
C) Fighter

Armor: Armor adds a small bonus to your armor class- note that this stacks with defence progression. Specific armor types are not expanded upon; rather, three broad armor types are covered: light, medium and heavy, and shields.

Armor Armor/ Shield Maximum Arcane Speed Weight Cost
Bonus Dex Bon Failure

Light +1 +6 10% 30ft 15lb 50gp
Medium +3 +3 30% 20ft 30lb 150gp
Heavy +5 +1 50% 20ft 45lb 300gp
Shield +1 - +10% - 5lb 5gp

As before, the shield bonus stacks with any armor bonus. Bucklers function as before- providing a bonus against a single opponent but allowing unimpeded use of the finesse feat. Note that firearms ignore armor when attacking.

Because of the strain the above places on touch attacks, I have decided that all touch attacks halve the guard bonus of the defender.

SKILLS

HEAL (WIS)
The following skill can be added to heal:
Tend to wounds: This use of the heal skill allows characters to tend to another’s wounds, restoring some of their lost vigor. Using Heal in this fashion takes one minute, during which light injuries are bandaged, pep talk is handed out and pain-dulling herbs are administered. This usage of the skill may only be used once an encounter- termed here as ‘period of time during which the players are in immediate danger of damage’. Any remaining damage not healed in this fashion will remain until healed by magical means or long-term healing- it cannot be healed by the next Tend to wounds check a short while later (so don’t think about inflicting 1hp wounds to allow another heal check).

The amount of hit points restored depends on the result of the check:

DC 10: Subject regains half their level + their con bonus in hit points.
DC 15: Subject regains their character level + their Con bonus in hit points.
DC 20: Subject regains 1 ½ their character level + their Con bonus in hit points.
DC 25: Subject regains double their character level + their Con bonus in hit points .
DC 30: Subject regains 2 ½ their character level + their con bonus in hit points.

The subject always regains at least 1 hit point on a roll higher than 10.

You can use this skill to treat your own wounds, but you take a -2 penalty to your heal check while doing so.

CRAFT (ALCHEMY)

The following skill can be added to Craft (alchemy):
Create potion: The character may attempt to create any 0th level potion in the PHB, barring those of the Conjuration (healing) subschool, if they pass a DC20 check. The gold, time and XP costs remain.

Special Note: Characters who possess the Master Alchemist feat (see below) may create potions of even higher potency. The craft (alchemy) checks required to create potions of 1st level or higher are below:

Any potion duplicating a 1st level spell: DC 25
Any potion duplicating a 2nd level spell: DC 30
Any potion duplicating a 3rd level spell: DC 35
Any potion duplicating a 4th level spell: DC 40

KNOWLEDGE (ARCANA)

Given the rarity and relative power of magical items in a low-magic setting, information about most magical items fall under the scope of Knowledge (arcana).

CRAFT (ARMS AND ARMOR)

This skill is expanded to allow for the creation of weapons with masterwork and masterpiece traits. The player should make a Craft (appropriate weapon) check and consult the following table:

Skill Check Result: Enhancement

20 One masterwork trait
25 Two masterwork traits
30 One masterwork trait and one masterpiece trait
35 Two masterpiece traits
40 Two masterpiece traits and one masterwork trait

Masterwork traits:

• The weapon is finely balanced; it provides a +1 enhancement bonus to all attack rolls.
• The weapon is designed with a heavy blade, head or point; it provides a +1 bonus to all damage rolls.
• The weapon is razor sharp, uses cunning barbs or strangely shaped heads to deal terrible wounds; it provides a +2 enhancement bonus to confirm critical hits.
• The weapon is weighted for quick maneuvering, allowing for cunning of difficult maneuvers to be peformed; it grants the character a +2 enhancement bonus to disarm, trip or sunder checks.
• The weapon uses crossguards or is weighted for quick defense. It provides a +1 enhancement bonus when the wielder fights defensively or uses the full defense action.

Masterpiece traits:

• The weapon is finely balanced; it provides a +2 enhancement bonus to all attack rolls.
• The weapon is designed with a heavy blade, head or point; it provides a +2 bonus to all damage rolls.
• The weapon is razor sharp, uses cunning barbs or strangely shaped heads to deal terrible wounds; it doubles the threat range of the weapon.
• The weapon is weighted for quick maneuvering, allowing for cunning of difficult maneuvers to be peformed; it grants the character a +4 enhancement bonus to disarm, trip or sunder checks.
• The weapon uses crossguards or is weighted for quick defense. It provides a +2 enhancement bonus when the wielder fights defensively or uses the full defense action.
• The weapon is alchemically treated, making it’s touch painful for unnatural beings. It ignores the DR of creatures of the supernatural subtype.

The player must possess the Master Swordsmith feat in order to create weapons of a DC higher than 20.

Note: It should be obvious to all that even the most powerful weapons produced via use of this skill do not provide the same degree of power as, say, a simple +2 sword (which is in itself a minor article of treasure). This is intentional. This rule is intended to create some degree of crunch to back up campaign ideals and grant more use out of the craft skill; it is not intended to replace Magic Item Creation feats in allowing the player to churn out magical items.

USE ARTIFACT

Use this skill to repair damaged artifacts, determine the function of uncovered artifacts and identify the effects of an artifact.

Check: The check depends on the use of the skill:

Check DC and Use
15: Repair a damaged artifact. In order to repair an artifact you must be aware of it’s function. This skill takes one day to restore an artifact back to full hit points.
20: Repair a sundered artifact. This skill takes one week to work, and otherwise works as described above.
20+ caster level: Identify an artifact. This skill takes a variable amount of time to function; see the arcane scholar feat for further details.
15+ spell level: Identify an artifact effect: this allows you to identify the effects an activated artifact while it is occurring. Observing an artifact in this way grants you a +2 bonus to all attempts to identify the artifact.

THE COMPLETE SCOUDREL: SKILL TRICKS

The Complete Scoundrel introduced a new group of powers called Skill Tricks- it is strongly suggested that these be integrated into the campaign to allow more player options, as well as capitalizing on the relatively high skill points provided by the main classes.

FEATS:

The following are a list of new feats designed for use in the campaign.

MASTER ALCHEMIST
You are able to create wonderous potions and tonics, almost magical in their effect and power.
Prerequisite: Craft (alchemy) 4 ranks.
Benefit: You may create potions of 1st level or higher, as described in the Craft (alchemy) skill above. You also gain a +2 bonus to all Craft (alchemy) checks.

MASTER SWORDSMITH
You can create weapons of sublime ability.
Prerequisite: Craft (any weapon) 4 ranks.
Benefit: You may create weapons of multiple masterwork or masterpiece quality, as described above. You also gain a +2 bonus to all Craft (any weapon) check.

WEAPON TRICK
You are a flashy fighter, incorporating deft maneuvers into your fighting style.
Prerequisite: Base attack bonus +2 or higher.
Benefit: You gain a single use of a maneuver from the Tome of Battle, once per day. Your initiator level is equal to half your base attack bonus. You may only select maneuvers from the Warblade class list. Note that you must meet all of the prerequisites for this maneuver (such as other maneuvers known).

You may select this feat more than once. You may never possess a more maneuvers than half your character level. This feat may be taken as a bonus fighter feat.

THE COMPLETE SCOUNDREL: LUCK FEATS

These are another useful feat group that players are welcome to use, fitting in well with the themes of the campaign.

REGIONAL FEATS
A wide variety of regional feats exist in the campaign description for players to use. As with all regional feats, only one feat may be taken at first level only.

Somebloke
2007-12-01, 11:45 AM
I've placed this elsewhere on the forums- I've mostly put it here again to integrate it into the entire framework.

BLESSINGS


LOGIC
Maganna is a low magic world; the characters are not going to be standard D&D characters, who might well carry a King’s ransom of treasure in the form of magic and masterwork items on their person. The Steel and Roses campaign takes many of it’s cues from the poor, out of luck adventurer; whether it is the three musketeers pawning off the rewards to Queens to pay their food bills, the crew from Cowboy Beebop always on the path to find that elusive big bounty or Conan beginning an adventure fleeing for his life from a failed gamble, swashbuckling archetypes always seem to have to get by with a sword, a couple of copper pennies and a very hopeful attitude.

This may be accurate and very noble in a sort of humble way, but it removed the main benefit of treasure- the sense of reward one obtains. This is clearly something that has to be addressed in a way that still maintains campaign canon. The result was to provide benefits akin to feats that still allowed players some degree of choice and selection. The results are blessings.

WHAT
Blessings are benefits drawn from a pool of sources; bitter experience, personal traits, low-level magic, super- or hyper-natural influences, material rewards or minor vows. They can best be thought of as story-related feats; character benefits that alter or disappear over time. The mechanics for reward combine elements of both character advancement and treasure.

WHY

Blessings represent a number of forces that pervade a low-magic setting; the subtle influence of the gods, narrative effect and character traits given some degree of power; they represent the truly heroic feel of the campaign. They encourage role-playing, daring and focus on successful story completion. They allow a reward system to exist in situations and campaigns where material rewards are, by definition, low on the ground. They allow the characters to (to some degree) optimize and flavor their characters in a fashion similar to treasure, and in a fashion far more effective than feats allow.

HOW

Blessings are obtained in the following manner:

• Story awards: The simplest manner of obtaining blessings are from completing campaign missions, in a fashion similar to story awards; these will include central as well as secondary awards. The blessings awarded in this fashion will form the background of party blessings that will allow even those players with a cautious frame of mind and little talent at acting choices and options. The most common blessings obtained in this manner will be Bounties or Inspirations.

• Feats of Daring: Blessings are also gained from actions of amazing valor or daring; moments when the character takes risks to achieve heroic results. This encourages a style of game play that best reflects the innovative and daring mood of swashbuckling. The most common blessings obtained in this manner will be Tricks or Inspirations.

• Role-playing- Players who role-play well or facilitate the role-playing of others well will gain blessings. Moments of great role-playing, as well as material sacrifices in the name of character development, are excellent catalysts for the development of useful traits that define so many blessings. The most common blessings obtained in this manner are Inspirations and Weirds.

WHEN

Blessings are gained at the same time players receive experience points- when they have had time to rest and reflect. Material benefits, such as Bounties, are usually awarded during this time- if this is impossible due to story restraints then they will be given at the earliest possible moment after.

Blessings are only as permanent as you wish them to be, and they can be ‘switched out’ with new blessings as memories dim, fervor dies, the Gods look elsewhere or a trick is melded into a general rise in talent. A player may not possess, however, a total number of blessings exceeding the below chart:

CHARACTER LEVEL MAXIMUM OF BLESSINGS
1-2 1
3-5 2
6-8 3
9-11 4
12-15 5
16-18 6
19+ 7


TYPES OF BLESSINGS

The following are a list of suitable blessings. The DM should not, however, feel limited to the below ideas- Blessings are best matched to the actions of the character rather than a set rule. As a general rule, the blessing should provide a bonus equivalent to a feat under a particular set of circumstances.

BOUNTIES

Bounties are material rewards bequeathed to the players for services rendered. They take the form of money, positions of influence, favors or items of power. They differ from the spoils of the battlefield in both their provision (they tend to be gifts, rewards or the like) and permanency (they are far less likely to be broken, spent out of game play or lost overboard in a storm). They are almost always awarded as story awards (either as a party or personal). Due to the nature of Bounties and the strain they can place on storylines, a player is entitled to possess only one at any given time.

WINDFALL:

This is simply money- the purest, most simple form of reward. The player gains a total equal to 50gp x half their level every level. This money is not bound by the ‘half away’ rule established in the campaign (the rule that states that half of the player’s savings are lost every week of campaign time) and will tend to express itself in some material benefit even if the player washes up naked on a deserted Island. Windfalls rarely amount to very much in the way of cash, but they can be very handy in a tight spot.

FAVOR

You gain a degree of influence with a particular patron. Note that a ‘patron’ does not have to be a more powerful individual; they could be oppressed peasants that hide you from the authorities, a local surgeon that is happy to attend to you after you saved his daughter, and so forth. Once per week, you may attempt to gain a favor from them as per the Favored in House feat from Eberron setting (pp) (see also the favors class ability for the Noble class). This blessing assumes that you have access to your patron to function; if you re-locate to a new region, this blessing cannot be used.

SIGNATURE ITEM

You come into possession of an item of masterwork quality (or greater, at higher levels) that tends to be far more difficult to lose. It almost certainly has an emotional as well as material function; perhaps it is your father’s honor knife, the holy book you received from the High Priest himself, or a locket given to you by your now-kidnapped love. Whatever the item, it grants you a masterwork (or, in certain circumstances, an insight) bonus; furthermore, it cannot be easily lost. If the character is imprisoned, it will almost certainly be in the next room or in the possession of the brutally incompetent jailer. Even if the item is dropped into a volcano or swallowed by a whale, the character will shortly stumble across or even forge a replacement (“I see you have constructed another light saber…”).

TRICKS

Tricks are neat or impressive signature actions that characters develop over the course of adventuring. They are a means of showing off a character’s particular fighting style, supernatural talents or ability to wriggle out of dangerous situations. They allow for cinematic actions or impressive feats in the midst of combat. Tricks are most often earned for heroic deeds as well as acts of daring.

MANEUVER

The player gains a maneuver from the Book of Nine Swords, usable once per encounter. This represents some clever trick, secret technique or of-used method of swordplay in the character’s martial skill base. While the exact type of maneuver should depend on the character’s style and decided by the DM, two general rules should apply- a) when selecting maneuver level, treat the sublime class level as half of the class level, and b) unless it has a particularly supernatural justification, obviously magical effects are banned.

TALENTS

The character gains a single Skill Trick from the Complete Scoundrel, usable once per encounter (or else once per minute if this is not an option). The character must possess the relevant skill ranks in order to meet the requirements.

PROPHECY

The character gains the use of one single spell, used as a supernatural ability, once per day. Unless the effects of this spell are extremely subtle (i.e. aid or Bull’s Strength) this trick will not be offered to any character class other than the Prophecy or Arcane Scholar (unless, of course, circumstances permit otherwise…)

INSPIRATIONS

Inspirations are the most common Blessings a character can receive. They are spiritual bulwarks and hard-learned lessons that provide the characters with simple bonuses to certain skills and talents in certain situations. A player may possess a certain number of Inspirations. Note that the feats ‘Vengeful Soul’ and “The Job In Front of You’ are essentially inspirations (although they do not add to your Blessing total).

FOCUS

Once per day, the character may gain a bonus action point to be used for a single type of skill check, such as Heal or Move Silently. This action point can be used if it was part of the player’s regular stock; furthermore, all action points (including the bonus action point) add d8 rather than d6 to the character’s d20 result. A player may not possess more than one Focus for a single skill.

FURY

Similar to the Focus, the Fury grants the player a daily action point to your attack roll to use in a particular situation or circumstance. Typical examples include when the player is fighting a particular person or organization (nemesis); when the player is within a certain distance of a particular individual or place; or when they character is directly fighting for a particular idea, value or goal (such as protecting the weak). All action points used to aid combat rolls when in this particular situations use a d8 rather than d6. Like a focus, a player may not possess more than one type of Fury at any given time.

WARD

You gain a bonus action point, usable once per day, to a saving throw. The Action point is specific to a particular type of threat (prophecy magic, disease, exhaustion, etc). You cannot possess more than one type of ward at any given time. All action points used to augment saving throws for this check use d8 rather than d6.

WEIRDS

Weirds are perhaps the rarest of Blessings. They are almost entirely plot-centric, and relate to supernatural or luck-related influences. More than any other blessing, Weirds hint at a low-level, unseen but strangely felt sense of power.

TIE THAT BINDS

The player possesses a spiritual bond with an NPC or (more rarely) another character. The exact nature of this bond is variable; the other person may by a terrible nemesis or a beloved charge. Whatever the situation, the player may, once per day as a standard action, attempt to determine the following information concerning the subject. The player makes a d20 roll and adds their character level. They may then select a single piece of information from the chart below that has a Binding score less or equal to their result.

BINDING SCORE INFORMATION

0 or less The player gains an insight bonus equal to half their level to any one attack roll against the subject, or any one skill check directly concerning or in opposition to the subject. If this bonus is not used within one minute it is lost.

10 or higher The player is aware of the subject state of health (healthy, bloodied, dying, dead, diseased, etc). The player is also aware if the subject is in immediate danger (DM’s discretion as to what this constitutes).

14 or higher The player is aware of the subject’s emotional state, as well as a general idea as to what they are thinking (typically no more than a ten-word description). The player gains a +5 bonus to all interaction checks when dealing with the subject, as well as a +3 bonus to their armor class when the subject attacks them.

18 or higher The player is aware of the subject’s general location; this may include ‘in the port of Varalia’, ‘a few miles North of here, moving away’, ‘in the Imperial Super-Star Destroyer we’re passing now’ or even ‘right behind you’. It should at the very least be helpful at allowing the character to plot the next movements of the subject, or quickly set a course to meet them.

22 or higher The player is aware of the subject’s general plans, as well as their current situation (such as, planning to flee by boat but hampered by storms wracking the coast). The player also has a sense as to whether the subject is in danger (immediate or not).

26 or higher You may impart of brief image to the subject, as though if you cast a Sending spell. The message takes the form of a hallucination, dream or sudden sense of inspiration on the part of the subject. You also gain a vague sense of the subject’s general location (as above).

Note that in most cases the information is provided via leaps of logic, intuitive senses, odd hallucinations, or other strange yet explainable phenomena. Only rarely does the spiritual bond between the two break out into vulgar, clear-cut magic.

LUCK OF HEROES

One of the most helpful Weirds, this blessing may only be used once per level. The character gains a significant (but not ridiculously so) stroke of luck that can be used to help complete some task or circumnavigate minor problems completely. Note that the players will not get out of problems Scott-free; if the character is locked in a prison, this is enough for a slave girl to unlock their chains and perhaps sneak them a dagger, but not for a Magi to open every door in the dungeon and put the entire garrison to sleep.

DARK BLESSINGS

Important note: Players are not the only characters to obtain blessings. Inevitably, the dark deeds committed by many villains attract the attention of powerful forces beyond space and time; their insanities and cruelties drive them to acts of terror beyond the ability of mere henchmen. DMs may allow certain noticeable NPCs to possess Blessings; these may include the above, as well as other powers that the characters would not expect.

puppyavenger
2007-12-01, 12:02 PM
very good flavor

Kai-Palin
2007-12-01, 12:17 PM
Looks interesting, just one minor quibble to help avoid confusion. It would be best to leave the word "Artifact" out of any description of the Arcane Scholar, unless they actually use artifacts in the traditional 3.5 sense. Otherwise, it might get confusing.

puppyavenger
2007-12-01, 12:19 PM
Looks interesting, just one minor quibble to help avoid confusion. It would be best to leave the word "Artifact" out of any description of the Arcane Scholar, unless they actually use artifacts in the traditional 3.5 sense. Otherwise, it might get confusing.

howabout devices?

Somebloke
2007-12-01, 12:56 PM
Looks interesting, just one minor quibble to help avoid confusion. It would be best to leave the word "Artifact" out of any description of the Arcane Scholar, unless they actually use artifacts in the traditional 3.5 sense. Otherwise, it might get confusing.I was planning to use 'relics' to describe any sort of magic item- these would function by granting the player abilities and traits similar to a pact. Keep in mind that any relic would be, by definition, an 'artifact' in the DnD sense (since magical relics are very, very rare).

So long as I keep to this nomenclature in my campaign, there shouldn't be any confusion.

Somebloke
2007-12-01, 03:27 PM
Added classes; will add the list of revelations and artifacts tomorrow. Cheers!

Lord Tataraus
2007-12-01, 03:54 PM
Wow! This is really good and actually very close to a setting I've been thinking of, I might just have to use these classes, they fit perfectly! (mechanically that is)

The Inspired look pretty well balanced, I really like the Vow idea. The only comments I have are just to help clarify:
Remove what is striked out and add what is bolded

Vow of Destruction: You believe in destroying the old to make way for the new. Once per encounter you may make a melee touch attack against a single item. You inflict your wisdom modifier plus your level in damage; DR hardness is ignored.

Vow of Evangelism: You are a preacher and guide for your community. Once per encounter you may add a bonus equal to half your class level (minimum one) to your charisma. This bonus lasts for a number of rounds equal to your wisdom score.

I'll look more closely at the others later.

puppyavenger
2007-12-01, 05:42 PM
can we expect more revalations? also you seem to have forgotten to describe the sorceror bloodline.

Somebloke
2007-12-01, 05:48 PM
The sorcerer bloodline is the general-use bloodline- any prophecy can take revelations from this bloodline. It's the 'I'm the scion of an outsider' revelations set, while the bloodline revelations are the 'I'm the scion of outside type x' revelations set. The sorcerer revelations tend to be less powerful than the bloodline revelations, although the bloodline revelations often have restrictions on their use- often 1/5 round surges or hp damage.

Magnificence
2007-12-01, 06:06 PM
Hmm, very good!
I'm only using core at the moment...but I'll keep tabs on this thread.:cool:

Somebloke
2007-12-02, 05:07 AM
Going to have to put my revelations list here; it's too big to put with the Artifact list.


LIST OF REVELATIONS
Animalism I
Least: 1st
Bloodline: Elflin
You take gain the extra sensory perceptions of the wild, allowing you to survive and hunt effortlessly in the harshest environment. You gain the scent ability and a +6 bonus to your survival skill. This revelation lasts for 24 hours.

Animalism II
Lesser: 4th
Bloodline: Elflin
Your kinship with the beasts of nature enables you to assume their form for a brief period of time. This revelations mimics the polymorph spell, except that you may only assume the form of a single type from the below list: badger, camel, dire rat, dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper) or wolf. Changing shape does not heal hit point damage. For every three caster levels above 6th you possess you may assume a new form. At 12th level you may add the following to your list of new forms: Ape, Bear, black, Bison, Boar, Cheetah, Crocodile, Dire Badger, Dire Bat, Dire Weasel, Leopard, Lizard, monitor, Shark, Large, Snake (Constrictor or large viper) or wolverine.

Armor of the Dark King
Greater: 6th
Bloodline: Sin
You undergo a startling transformation, as shadows wrap themselves around you like armor. This revelation functions as per Tenser’s Transformation, except that it lasts for a number of rounds equal to your level, and you do not gain proficiency in martial weapons (you do, however, gain two claws that inflict 1d8 points of damage as a natural attack). You may not use revelations when in this form.

Aura of Agony
Greater: 4th
Bloodline: Sorcerer
You generate an aura of pain, causing anyone who comes within 5 feet intense agony; they suffer 1d8 + half your caster level in damage merely by remaining in the area at the end of your turn (fortitude save for half damage). This revelation lasts for 24 hours.

Aura of Forbiddance
Lesser: 3rd
Bloodline: Sorcerer
You create an aura of terror around you that causes opponents to hesitate before striking at you. Anyone who strikes you with a melee weapon must make a successful will save or else be unable to land a blow; even if an opponent succeeds in overcoming their fear, they take a -2 penalty to all attacks.

Aura Sight:
Least: 2nd
Bloodline: Coveni
Your superior insight allows you to peer into the depths of a person’s soul. You may use this revelation to obtain information concerning an individual within line of sight as a free action. You make a d20 roll and add your class level and charisma modifier; you learn a single useful piece of information concerning that person, as shown below;

DC10: An obvious trait or event in their past which is known to practically everyone.
DC15: A more subtle trait, broad overview of their plans or less-well known event in their past.
DC20: A suppressed or hidden trait, more immediate overview of their plans or a hidden event from their past.
DC25: A trait so subtle or hidden that they themselves may not be aware of it, their place in the broader scheme of things or an event from their past so obscure that they themselves do not grasp the significance.

You cannot use this ability more than once per person (re-tries are not allowed).

Babel Unleashed
True: 8th
Bloodline: Babel
You bring the Babel, in all of its terrible horror, into the world- at least momentarily. Any creature or unattended object within 20 feet suffers 1d6 points of damage per caster level and suffer 2d4 points of wisdom damage, as a terrible psychic winds flays the minds and bodies of those within. Successful fortitude and wisdom saves negate the hit point and wisdom damage respectively. You may only use this revelation once every five rounds.

Beguiling Influence
Least: 2nd
Bloodline: Sorcerer
You can use this revelation to influence those around you and read their intentions through subtle intuition. You gain a +6 bonus to diplomacy, intimidate and sense motive checks for a period of 24 hours.

Beyond the Grave
Greater: 6th
Bloodline: Sorcerer
You can invoke this revelation as an immediate action when your character expires. Your body fades away, ceasing to exist. 3d20 hours after this, you re-appear in the exact location in which you died, naked, exhausted and with 1 hit point, but alive. You may invoke this revelation only once per week.

Call the Wild
Least: 1st
Bloodline: Elflin
You possess an unnatural kinship with all creatures, including an uncanny talent for communication. You possess animal empathy as a druid of your class level. Furthermore, you may talk to animals, as though you possessed the Animal Friendship spell.

Cross the Threshold I: Dimension Door at will
Lesser: 2nd
Bloodline: Q’uetzl
You have mastered the art of moving across vast distances in the blink of an eye by entering and exiting the void in an instant. This ability functions as the spell dimension door and may be used at will.

Cross the Threshold II
Greater: 6th
Bloodline: Q’uetzl
You have learned the art of using the void to break the tyranny of mundane space and time- but it is an imperfect process. You may use teleport as the spell; however, if you miss your target, you remain where you are but suffer 1d12 points of damage for every degree of failure.

Darkness of the Black King I
Least: 2nd
Bloodline: Sin
You engulf a 20-foot area around you in magical darkness; everyone within possesses concealment. Only your eyes, able to penetrate magical darkness, are able to see clearly. This revelation lasts for up to 24 hours.

Darkness of the Black King II
Lesser: 3rd
Bloodline: Sin
You fill an area 20 foot wide in a terrible darkness, where sounds and light are muted and movements feel sluggish and slow; strange voices in the Shivanith tongue whisper of the purity of vengeance and the futility of mercy. Creatures inside the strange darkness gain concealment (except from you) and are Slowed. This effect lasts until they leave the area of darkness. This revelation lasts for 24 hours if you so desire.

Darkness of the Black King III
True: 6th
Bloodline: Sin
Your control over shadows is complete. You may shadow-walk as the spell. Every hour you spend shadow-walking with this ability, you regain a number of hit points as if you had rested an entire day.

Denial of Fate
Lesser: 3rd
Bloodline: Sorcerer
You assault the power of another prophecy, hoping to crush their abilities with sheer mental will. This revelation allows you to dispel as the spell; alternately, you can use it to attack creatures with the supernatural subtype, inflicting 1d8 points of damage per 2 levels you possess, unless they succeed on a fortitude save.

Destiny Dissonance
Lesser: 4th
Bloodline: Coveni.
You fill the minds of your opponents with terrible and confusing visions of the future, startling them. You project a mental cone 60ft long; anyone within the area of effect must succeed on a will save or be stunned for a number of rounds equal to your charisma bonus. You may only use this revelation once every five rounds.

Dissipation
Least: 1st
Bloodline: Q’ueztl
You must make a successful touch attack against your opponent to successfully use this revelation. You inflict 1d6 points of damage as you teleport microscopic amounts of your opponent’s body or one object away (reflex save for half) into the empty void. At higher levels, this revelation literally disintegrates opponents. This revelation can only be used once every five rounds.

Dragon’s Comfort
Lesser: 2nd
Bloodline: Draconis
You are immune to any form of fire damage and smoke; indeed, you draw strength from flames. Whenever you are physically connected to any source of fire of small size or larger (not including self-generated sources), you gain a +4 deflection bonus to your armor class and saving throws.

Dragon’s Eyes
Least: 1st
Bloodline: Draconis
You set fire to everything you look at. You inflict 1d6 points/level of fire damage to one object or person; furthermore, they catch fire and begin to burn (a successful reflex save reduces the damage to half and negates the burn effect). Half of the damage inflicted is magical in nature, and thus not affected by resistance to fire. You may only use this ability once every five rounds.

Dragon’s Form
Greater: 7th
Bloodline: Draconis
Your body vanishes in a conflagration, becoming a mass of flame that twists and flows in a serpentine form. This form functions as a large fire elemental, except that it flies at a speed of 30 feet per round (maneuverability good). You cannot use revelations in this form, nor speak or manipulate objects without burning them.

Dragon’s Fury
Greater: 4th
Bloodline: Draconis
Everything within a 30foot radius of a point designated by you within 60 feet bursts into flame. This Revelation inflicts 1d6 points of fire damage to everything within this radius; half this damage is supernatural in origin and is not subject to energy resistance. Creatures may attempt a reflex saving throw to only suffer half damage; those that fail must make a second saving throw or else catch aflame.

Dragon’s touch:
Lesser: 4th
Bloodline: Draconis
Your arm is engulfed in supernatural flame up to the shoulder. The flames do not hurt you, but can be used against your enemies; your touch inflicts 1d8 points of damage per 2 class levels you possess (no save). You may choose to fight with a weapon in hand; in this case you must make a normal melee attack to inflict damage, but add your weapon damage to the result. You may also use this ability to set alight objects by touch; attended objects get a saving throw to avoid damage.

Dragon’s Will
Least: 1st
Bloodline: Draconis
This animates a source of flame of small size or smaller (or a small part of a larger fire) and directs it according to your will. The fire can be moved around at a rate of 20ft per level for as long as you concentrate- it does not require a fuel source other than air (but will go out if exposed to water or smothered with a blanket and a ranged touch attack). Any square the fire finishes its turn on will burn (a successful reflex save for attended objects- and clothing- cancels this effect).

Elflin Whispers
Greater: 5th
Bloodline: Elflin
You possess a deep instinctual bond with the natural world. You may, at will enter a trance that allows you to merge your soul with the land around you, enabling you to sense events occurring in the area around you. This revelation duplicates the effect of the Commune with Nature spell. You must concentrate for ten minutes for this revelation to be used.

Entropic Warding
Least: 2nd
Bloodline: Sorcerer
You shield part of your soul, removing some of your presence from the world. You are difficult to hit with arrows, rays and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent (you can still be sensed by scent, just not tracked). This revelation lasts 24 hours.

Exile I
Greater:
Bloodline: Q’ueztl
Your touch drags a creature or object into the void for a few moments. Any creature of large size or object of 10 cubic feet or smaller within 60 feet vanishes for a number of rounds equal to half your level unless they make a fortitude saving throw (unattended objects do not gain a saving throw). If an object or person re-appears in a space that is now occupied, both the exiled creature/object and the newcomer take 6d6 points of damage; the exiled creature or object is flung into the nearest adjoining square. Qu’ell sorcerers have used this revelation to conjure away supporting pillars and stairwells, leading to terrible destruction. You must make a successful touch attack for this revelation to work, and you may only use it once every five rounds.

Exile II
True: 8th
Bloodline: Q’ueztl
Your touch sends one of your foes into the void, where they hang frozen in a moment of time for all of eternity- unless you decide to release them. This revelation mimics the effect of the Imprisonment spell, except that the subject can be released at any time; doing so causes them to re-appear next to you in whatever state they disappeared in. You may keep a total number of prisoners equal to half your level.

Fortress of Forbiddence
True: 4th
Bloodline: Sorcerer
You conjure an impenetrable force sphere of protection, as Otiluke’s Resilient Sphere. The sphere is immovable, and will remain in existence for ten minutes before it vanishes and cannot be renewed for one round, although it can be dismissed prior to this. You must concentrate to maintain the fortress.

Gaze of Death
True: 4th
Bloodline: Sorcerer
Your gaze drains your enemy of his precious life-force. Your opponent must make a fortitude save or die (if they possess less levels than you) or take two negative levels (if they possess a number of levels equal or greater than your own). The negative levels remain in effect for one hour. If a creature ever possesses more negative levels than character levels, it dies.

Gaze of Holding
Greater: 2nd
Bloodline: Sorcerer
Your gaze carries an unspoken mental command; one target with 60 feet feels his muscles freeze. Your opponent must make a will save or else be paralysed for one minute (if his level is less than your own) or one round (if his level is equal or greater than your own).

Gaze of Holding, Mass
True: 5th
Bloodline: Sorcerer
As per Gaze of Holding, except that you affect up to five creatures within 60 feet. No creature may be more than 30 feet from one another.

Gaze of Ill-Will
Least: 1st
Bloodline: Sorcerer
You make eye contact with an opponent within 60ft and stun them with your unnatural gaze. Your opponent must make a fortitude save; if they fail they are either stunned (if their level is less than your own) or dazed (if their level equals or exceeds yours) for one round.

Gaze of Ill-Will, Mass
Lesser: 3rd
Bloodline: Sorcerer.
This revelation functions exactly as per Gaze of Terror, except that it affects up to five creatures within 60 feet. No two creatures can be more than thirty feet from one another.

Gaze of Pain:
Greater: 4th
Bloodline: Sorcerer
Your gaze fills your opponent with a terrible illness. Your opponent must make a fortitude or else be nauseated for one minute (if their level is lower than yours) or one round (if their level exceeds or equals yours).

Gaze of Pain, Mass
True: 6th
Bloodline: Sorcerer
As per Gaze of Pain, except that you affect up to five creatures within 60 feet. No creature may be more than 30 feet from one another.

Gaze of Terror:
Least: 1st
Bloodline: Sorcerer
You make eye contact with an opponent within 60ft and allow them to see the terrible fury of your soul for a brief instant. The opponent must make a will save; if they fail they are either frightened (if their level is less than your own) or shaken (if their level is equal to or exceeds yours). This effect lasts for one minute.

Gaze of Terror, Mass
Lesser: 3rd
Bloodline: Sorcerer
This revelation functions exactly as per Gaze of Terror, except that it affects up to five creatures within 60 feet. No two creatures can be more than thirty feet from one another.

Glory of the White Queen
Least
Bloodline: Malakhim
You glow with gentle halo of light, filling the darkness around you. This revelation functions as if you had cast the spell Light. Alternatively, you can express the light as a harsh rebuking flash; this inflicts 1d6 points/level of nonlethal damage to a single creature within 20 feet and dazzles them for three rounds unless they succeed on a reflex save (a successful save reduces the damage to half and cancels the dazzle effect). Using your halo this way is draining, though; you may not conjure either a gentle or harsh light again for five rounds.

Glory of the White Queen II
Lesser: 3rd
Bloodline: Malakhim
You glow with a powerful white halo. This acts as a daylight spell; furthermore, your halo blinds those attempting to strike you, granting you concealment. You may expend your halo in a surge of bright white light that inflicts 1d8 points/2 levels of nonlethal damage and blinds any opponent within 10 feet for one round (a reflex save halves the damage and cancels the blind effect). Supernatural creatures or those with Remembrance of dark bloodlines, such as Sin, suffer normal damage. If you use your halo in this fashion you cannot conjure it again for five rounds.

Glory of the White Queen III
Greater: 4th
Bloodline: Malakhim
A mass of bright ribbon- like wings of light erupt from your back, as your entire body is lost in a warm, bright glow. You gain flight 60ft (good maneuverability); furthermore, the soft glow that fills your body and radiates in a 30-foot radius grants a +4 deflection bonus to AC and saving throws. Your touch is too much to bear, like the rebuke of a goddess; you inflict 1d10 points of subdual damage on a successful touch attack. You may not use any other revelations while in this form.

Ill-fated Gaze
Lesser: 3rd
Bloodline: Sorcerer
You make eye contact with your opponent and communicate a terrible curse unto them, bringing the full malice of your bloodline against them. They suffer a -4 penalty to all attack rolls, saving throws and skill checks as per the Bestow Curse spell. This effect lasts for minute.

Ill-fated Gaze, Mass
Greater: 5th
As per Ill fated gaze, except that you may affect up to five creatures within 60 feet. No two creatures can be more than thirty feet from one another.

Knowledge of Ancients
True: 9th
Bloodline: Sorcerer
You can use Foresight as the spell with this revelation. If you are within 100 feet of and have line of sight with the target of this ability, you can communicate telepathically with the target.

Legion of Nature I
Lesser: 2nd
Bloodline: Elflin
You call upon the creatures of the forest to aid you. You select a 20-foot space within 60feet; every square is filled with a swarm of spiders, rats or birds (treat as bats). At the same time, the ground seems to shift beneath the feet of opponents; they must make a reflex save every round or only move at half speed while in the radius of the effect, as roots and thorns snag their passage, and even footing suddenly seems to be uneven. You must concentrate to maintain this effect; however, if a swarm is killed, it is not replaced.

Legion of Nature II
Greater: 6th
Bloodline: Elflin
You conjure a veritable plague of animals, as per the Insect Plague spell. You add your charisma modifier to the fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic for the purposes or overcoming damage reduction.

Legion of Nature III
True: 8th
Bloodline: Elflin
One with the powers of nature, you learn to abandon your body. When you use this ability, you become a swarm of diminutive creatures (such as sparrows, bats or large insects of some kind) that fill two 10-foot squares or eight contiguous 5-foot squares, as you desire. The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits:

- Abilities: Your Strength Score drops to 1, but your dexterity score increases by 6.
- Armor Class: You lose any armor or natural armor bonuses to Armor Class. You gain a +4 size bonus to armor class, and a deflection bonus to your Armor Class equal to your charisma modifier.
- Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a diminutive creature could pass through.
- Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled or bull rushed, and you cannot grapple an opponent. You are immune to any spell effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage from spell effects that affect an area. Unlike other swarms of diminutive creatures, you are not vulnerable to wind effects. If rendered to 0 hit points, or rendered unconscious through nonlethal damage, you instantly reform in a square of your choice covered by your swarm.
- Swarm attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon for the purposes of damage reduction.
- Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a fortitude save or be nauseated for one round. Invoking a revelation or activating an artifact requires a concentration check (DC 20+ spell level).
- Possessions: All your worn and carried equipment and items become nonfunctional, absorbed into your new form.
- You may only take move actions (so you cannot use revelations) while in swarm form.

Luck of prophecy
Least: 2nd
Bloodline: Sorcerer
Your prophetic bloodlines provide you with a curious luck in dangerous situations. You gain a luck bonus equal to your charisma bonus (if any) on fortitude saves, reflex saves or will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different saves at the same time. This bonus can never exceed your class level.

Mercy of the White Queen
Least: 1st
Bloodline: Malakhim
You are capable of bestowing Lorelei’s Mercy, the glorious gift of relieving others of their pain at the expense of your own life-blood. As a standard action you may touch another subject to channel the grace of Lorelei restoring flesh and spirit while you weep bloody tears. You may heal wounds as though you were a paladin laying on hands; for every two hit points you sacrifice, you restore your charisma bonus + your caster level in hit points. You cannot sacrifice more hit points than your caster level (at first level you may elect to heal half the sum of your caster level + your charisma for 1hp damage).

Mercy of the White Queen II
Lesser: 4th
Bloodline: Malakhim
You absorb the poisons and despairs of the world, purging them in your blessed flesh. As a full-round action you may transfer any ability damage from any willing subject to yourself. You may absorb up to half your level in ability damage at any one time. Once absorbed you may make a new saving throw against the DC of the spell, effect or poison that caused the damage, adding your charisma modifier. If you succeed you do not take any ability damage from the transfer.

Mercy of the White Queen III
Greater: 7th
Bloodline: Malakhim
All allies within a 30-foot radius gain fast healing 5. This effect lasts for a number of rounds equal to your level. You may invoke this revelation as many times a day as you desire, but you yourself lose 2 hit points for every round spent in this state.

Miasmic Aura
Least: 1st
Bloodline: Sorcerer
You generate an aura of forbiddance 10ft in radius that exhausts your opponents and masks your form behind a shifting veil of distortion. The fog grants you and those within concealment, and any creature (other than you) who enters the field must make a fortitude save or be fatigued. The effect remains as long as the creature remains in the field and one round after they leave. This revelation lasts 24 hours.

Momentary fate
True: 9th
Bloodline: Coveni
You see the future in all of its wonder and terror in front of you, enabling you to prevent it- but you have only a few seconds before fruition. This ability successfully allows you to ‘undo’ one round of action- essentially, this six second time period has not yet happened (outside of your character’s memories). You may use this revelation only once every five rounds.

Prophecy’s Call
Greater: 5th
Bloodline: Sorcerer
You can use this revelation to send messages as the Sending spell. However, a creature unwilling to communicate with you may attempt a Will save to turn the sending back on you, dealing 1d10 points of damage to you.

Prophecy’s step
Least: 2nd
Bloodline: Sorcerer
You gain unnatural speed, as well as the ability to run along walls and other sheer surfaces. You gain 10 feet of movement and may, as a full action, move along vertical surfaces as part of your full-move action. Moving from one ‘plane’ to another costs a 5ft of movement. You must end your movement on a horizontal surface, or you will fall. This revelation lasts 24 hours.

Prophecy’s Will
Lesser: 4th
Bloodline: Sorcerer
You may manipulate objects with the power of your will. This ability functions as the spell Telekinesis, although you cannot perform a combat maneuver or violent thrust. You must maintain concentration for this revelation to take effect.

Prophecy’s Wings:
Lesser: 2nd
Bloodline: Sorcerer
You propel your body through the air with psychic force. You may levitate in any direction (up, down, and forward) with a movement rate of 30 and a maneuverability of perfect. You must maintain concentration to sustain this effect.

Prophecy’s Will, Greater
Greater: 5th
Bloodline: Sorcerer
This revelation grants you all of the abilities of the spell Telekinesis. You must concentrate for this revelation to have an effect. You may not use either the violent thrust or combat maneuver abilities twice in a row (although you may alternate between the two).

Protective Aura
Least: 1st
Bloodline: Sorcerer
This revelation shields you from harm in a protective aura that turns away weapons harmlessly. You gain a bonus to your defence equal to your charisma bonus. This bonus cannot exceed half your caster level (minimum 1).

Regeneration
True: 7th
Bloodline: Sorcerer
You gain fast healing 3. This revelation remains in effect for 24 hours.

Remove the veil
Greater: 7th
Bloodline: Coveni
You perceive all things as they really are, as the True Seeing spell. This revelation remains in effect for 24 hours.

Repentance I
Least: 1st
Bloodline: Sin
Your gaze channels the essence of the repentance- The Black King’s promise of destruction- into your opponent’s body. Of course, no mortal frame can hope to contain the purity of this hate; wounds burst across- and inside- their body. The repentance is a horrifying revelation, one feared far beyond its destructive capability. The revelation inflicts 1d6/level+ your charisma bonus in damage on a successful ranged touch attack (fortitude save for half damage). You may only use this ability once per five rounds.

Repentance II
Lesser: 2nd
Bloodline: Sin
As per the Repentance I, except that you share your repentance with up to five creatures within 30 feet of each other. This revelation may only be used once per 5 rounds.

Repentance III
Greater: 5th
Bloodline: Sin
As Repentance I, except that this revelation affects every creature within a 60-foot cone of your character
as your rage is unleashed. You may only use this revelation once every five rounds.

Resilient flesh
Lesser: 3rd
Bloodline: Sorcerer
You gain DR 2/magic, as your body becomes resistant to damage. This increases for every four levels of prophecy you possess beyond 6th. This revelation lasts for 24 hours.

Searing Gaze
Lesser: 2nd
Bloodline: Sorcerer
Your gaze is so terrible to behold that your opponent is struck blind; they are blinded for one minute (if their level is less than your own) or one round (if their level is equal to or exceeds your own).

Searing Gaze, Mass
Greater: 5th
Bloodline: Sorcerer
As per Searing Gaze, except that you may affect up to five creatures within 60 feet. No two creatures can be more than 30 feet from one another.

Sense location: Track an object or person by instinct.
Lesser: 2nd
Bloodline: Coveni
You may unerringly track down the location of any item or person that you concentrate on; this ability functions as if you possessed both the locate object and locate monster spells. You may determine the presence of a person or object you know of within 100ft; a person you have met or seen within one mile; or a person or object you have touched anywhere (but not across planar borders).

Sense the Heartbeat
Lesser: 3rd
Bloodline: Sorcerer
You are able to sense the presence of any living creature with a heartbeat (usually animals, exotics, and humanoids) within 30 feet. This revelation lasts for 24 hours.

Serpent’s eyes I
Lesser: 4th
Bloodline: Silith
You weave glamors and cobweb-thin worlds, filling the world with your shapes and illusions. You create illusions similar to the Major Illusion spell in a 60-foot radius around you. You must maintain concentration to maintain the illusions.

Serpent Eyes II
Greater: 5th
Bloodline: Silith
You fill the mind of one creature within 60 feet with the utter certainty that they have just been killed- drowned in a lake of blood, crushed by a mountain, or torn apart by fabulous beasts. They must make a Will saving throw; if they fail this, they are unconscious and must make a second throw (fortitude this time). Failure means they die as their body succumbs to your terrible illusion. You may use this revelation once every five rounds.

Serpent skin I
Least: 2nd
Bloodline: Silith
You may use this revelation as a swift action. You become invisible (as the spell) until the end of your next turn. You may use this ability once every five rounds.

Serpent skin II
Least: 2nd
Bloodline: Silith
Your touch inflicts 1d6 points of charisma damage to an opponent; furthermore, you may assume their form as though you had cast disguise self. A successful wisdom saving throw negates both the charisma damage and the disguise self effect. You may maintain the new form indefinitely; however, you may only ‘remember’ the form for 24 hours.

Serpent tongue I
Lesser: 1st
Bloodline: Silith
Your every word is laced with potent sorcery, charming even the most aggressive of enemies. This revelation duplicates the effect of the charm spell. Its effects last for one minute.

Serpent tongue II
Greater: 5th
Bloodline: Silith
You have the power to confuse the minds of your enemies. You may cast suggestion, except that after the duration of the revelation (one hour per caster level) your target must make a second saving throw with a -5 penalty or else believe that they thought up the suggestion themselves.

Serpent’s Tongue III
True: 5th
Bloodline: Silith
Your powers of mesmerization and illusion combine to allow you total dominance over a creature’s personality and soul. You may envelop creatures utterly within a world of your imagination, allowing you to control their thoughts and actions completely; this functions as a dominate person spell that lasts for a number of days equal to half your caster level. You may only keep a number of dream-walkers at your beck and call equal to your charisma bonus at any given time.

Shed Body
True: 8th
Bloodline: Sorcerer.
You may take insubstantial form at will. Your revelations cannot affect the outside world in this form. You appear as a mass of light and movement, vaguely resembling your bloodline, five feet in radius; you have a movement rate of 10 (perfect). You may remain in this insubstantial form for one minute per caster level; this ability may only be used three times per day.

Sorcerer’s Art
Least: 1st
Bloodline: Sorcerer
You learn a handful of minor magical arts, designed to impress mortals and make life easier for you. You may invoke any of the following spells at will; prestidigation, light, dancing lights, mage hand, and ghost sound.

Sorcerer’s Vision
Least: 2nd
Bloodline: Sorcerer
Your eyes see beyond the normal spectrum of light. You gain low-light vision, darkvision 60ft and can see invisible as the spell. This revelation lasts 24 hours.

Split-second act
Least: 1st
Bloodline: Coveni
You can surrender your reflexes and intellect to your supernatural intuition, gaining perfect-if momentary- knowledge of where to strike your opponent. You add your charisma bonus to your attack roll and inflict an extra 1d6 points of damage, +1d6 for every two levels above first. This revelation can only be used once every five rounds.

The breath of the Titans
True: 8th
Bloodline: Draconis
You disappear in a mass of burning flame, as the terrible power of your soul extends to alight the very air around you. This revelation duplicates the effect of the Incendiary cloud spell, except that it is centered upon you (you are immune) and has a radius of 20ft. You must concentrate to maintain this revelation.

The Despair:
Least: 2nd
Bloodline: Babel
You unleash a psychic lash in a 30 ft cone that communicates the nhialistic desires of your heart. Anyone within the area of effect must make a will save or else suffer a -3 penalty to all attack rolls, saving throws, ability checks and skill checks for one minute. You may only use this revelation once every five rounds.

The Fear
Lesser: 4th
Bloodline: Babel
You fill the minds of your enemies with a terrible glimpse of the world you will help bring about. Your enemies are filled with a terrible horror, effectively duplicating the effects of the fear spell. Enemies are affected for one minute. This revelation may only be used once every five rounds.

The Fury
Greater: 5th
Bloodline: Babel
You bring a taste of the coming storm. When you invoke this revelation, you invoke terrible howling winds that drive strong men to their knees and fill the ears of your opponents with their ceaseless moans. The wind functions as the spell Sleet Storm, hampering movement and limiting vision; meanwhile the terrible howling winds madden your opponents, barring them from activating vows, artifacts or revelations unless they succeed on a Concentration check (DC equal to your will save). Both of these effects take place in a 20-foot radius, centered on you. A reflex and will save respectively will enable those caught in the Fury to resist the effects. This revelation lasts for 24 hours if you so desire.

The Hate
Least: 2nd
Bloodline: Babel
You fly into a terrible rage, filling your heart with a terrible fury. You rage as a Barbarian for a number of rounds equal to your charisma modifier rather than your constitution modifier. This ability may only be used once per day. Like the class effect, you are fatigued after use.

The Pain
Greater: 5th
Bloodline: Babel
You reflect the ceaseless agony that dwells at the core of the Madness outward, filling enemies with terrible pain. Opponents that fail their fortitude saves are nauseated for one round and sickened for one minute. You may only use this revelation once every five rounds.

The Rot
Lesser: 3rd
Bloodline: Babel
You inflict terrible damage on objects (and opponents). This revelation taps into the horrid corruption that the madness spreads, causing materials to degrade and rot. You inflict 1d6 points/level of damage against one creature and object within 60ft. Hardness is no protection, as stone crumbles to dust and metal rusts away in seconds. Creatures and attended objects may make a reflex saving throw to avoid the full force of the effect; this reduces the damage to half. This revelation may only be used once every five rounds.

The Sanctuary I
Least: 1st
Bloodline: Q’ueztl
You establish a weak link with the void- enough to very, very briefly cross over when you feel threatened. You may, as an immediate action, vanish from the world-for one round. You re-appear in your location exactly one round after you disappeared. If this space is now occupied, you are shunted towards the nearest open space, taking 2 points of damage for every five feet you have to cross. You may only use this revelation once every five rounds.

The Sanctuary II
Lesser: 2nd
Bloodline: Q’ueztl
You conjure a pocket universe that you can retreat to in times of need. The extradimensional space functions as a Rope Trick spell, except that you do not require a rope to enter or exit the space. Unfortunately the pocket world you create is only partly real and cut off from time in many respects; creatures other than yourself cannot heal (apart from first aid checks) or rest while in the sanctuary.

Unnatural Healing
Least: 2nd
Bloodline: Sorcerer
You are capable of turning your power inwards, mending your damaged flesh. By resting for one hour, you regain your level + your charisma bonus in hit points.

Walk Unseen
Lesser: 2nd
Bloodline: Sorcerer
You gain the ability to fade from view. This functions as invisibility (self only) except that the duration is 24 hours.

Weapon of Prophecy
Least: 3rd
Bloodline: Sorcerer
You channel the fury of your powers into a weapon you are holding. The weapon gains a +1 enhancement bonus to attack and damage. Four every four levels of prophecy you possess, the enhancement increases by 1. The revelation vanishes if you willingly hand the weapon to another or it leaves your immediate presence for more than one round. This revelation lasts for 24 hours.

White Queen’s Sacrifice
True: 7th
Bloodline: Malakhim
You show that the White Queen’s Mercy extends even into the shadowy abyss of death, resserecting one creature as per the spell Resurrection. The creature must have only recently died (two hours per caster level). This ability is horribly taxing, causing 1d10 points of constitution damage unless the caster successfully saves against a DC20 fortitude save.

Voice of future past
Greater: 5th
Bloodline: Coveni
You gain insight into the future and the past. This ability functions as per Obscure Lore, except that you add your charisma modifier to the roll, and you may make predictions concerning future as well as past events.



You had best believe it took a looooong time to get that all written out. Anyone wanting to point out any glaring gamebreakers or poorly thought-out ideas is more than welcome to alert me.

puppyavenger
2007-12-02, 09:31 AM
minor nitpick, in the class list it says breath of the titans is a draconis revalation but in the spell description it says its an arcani one.

Somebloke
2007-12-02, 11:12 AM
Thanks- sorted.

Lord Tataraus
2007-12-02, 10:23 PM
I must say these classes are really awesome and they fit so well in a setting I've been thinking of and I am planning on posting, I hope you don't mind :smallbiggrin: (I'm changing some of the fluff though)

Somebloke
2007-12-05, 11:52 AM
I must say these classes are really awesome and they fit so well in a setting I've been thinking of and I am planning on posting, I hope you don't mind :smallbiggrin: (I'm changing some of the fluff though)

No problem- please let me know how it runs.

Lord Tataraus
2007-12-05, 12:35 PM
No problem- please let me know how it runs.

Thanks! I would give suggestions on your classes, but they're perfect! The only problem I saw so far is a formating error under the Sin Revelations list where Lesser is not in bold. If you need any suggestion or inspiration you can steal what you like from Thraan, City of Fear and I'll gladly provide any other suggestions as they come.

Prophaniti
2007-12-05, 01:46 PM
This is very good. Wonderful flavor and detail on everything. I have no idea what it takes to get published these days, but if you have this level of detail for the rest of your setting... I'd say it's more than a lot of published supplements out there.

I love the way you keep the feel of magic obscure and arcane (as actual definition of the word, rather than as a generic label). I've always disliked the way a lot of settings like FR and D&D core have magic so structured and defined, it's like magic becomes analogous to the Laws of Physics and I've always felt this should not be so. Magic should be mysterious and never fully understood and I feel you do an excellent job of capturing this flavor while keeping a mechanically viable system for a game.

Great work!:smallsmile:

puppyavenger
2007-12-05, 02:44 PM
I've always disliked the way a lot of settings like FR and D&D core have magic so structured and defined, it's like magic becomes analogous to the Laws of Physics and I've always felt this should not be so. Magic should be mysterious and never fully understood and I feel you do an excellent job of capturing this flavor while keeping a mechanically viable system for a game.

:

peice of advice, don't buy Ebboron.

Somebloke
2007-12-05, 02:54 PM
peice of advice, don't buy Ebboron. I like that Ebberron manages to properly embrace the other way- make the world reflect the situation brought about by the existance of dependable, safe magic. As opposed to forgotten realms, that never really felt real.

I've run an Ebberron campaign, however briefly- had quite a bit of fun with it. Gave it a Noir feeling with a strong dash of Metal Gear Solid (right down to the quirky miniboss squad).

I have noticed that there does seem to be a small but significant group of players who want low-magic settings out there. You would have thought that Wizards would have capitalised on this with a Complete Low Magic and saved me a lot of trouble.

Somebloke
2007-12-07, 10:12 AM
Put up supplementary rules.

Lord Tataraus
2007-12-07, 10:38 AM
I will tell you that allowing armor to stack with defense bonus is too much. Based on the avatar project (which is a low magic setting) it was too much and other low-magic games have shown that as well.

Somebloke
2007-12-07, 11:35 AM
I will tell you that allowing armor to stack with defense bonus is too much. Based on the avatar project (which is a low magic setting) it was too much and other low-magic games have shown that as well.

Thanks. I might look at DR alternatives. The Conan example seemed helpful.

Cheers,

Chris.

Lord Tataraus
2007-12-07, 12:28 PM
Thanks. I might look at DR alternatives. The Conan example seemed helpful.

Cheers,

Chris.

I would like to encourage the use of the Armor as DR variant in UA. It gives a feature to armor to encourage its use and cuts down on the dependence of healing. I would also promote my Mundane Item Enhancement system (http://www.giantitp.com/forums/showthread.php?t=64755). It has been thoroughly play-tested (though on a 1/2 WBL scale) and serves as a good replacement for magical enhancements using a similar mechanic.

puppyavenger
2007-12-07, 05:38 PM
May I assume that the Brute, Noble and Duelest(if its a base class) are also homebrewed?
Also any chance of detaileso n the actual world? please?:smallbiggrin:

Somebloke
2007-12-08, 04:12 AM
May I assume that the Brute, Noble and Duelest(if its a base class) are also homebrewed?
Also any chance of detaileso n the actual world? please?:smallbiggrin:

Brute= barbarian, with some skill changes. Meant to encompass not only wilderness warriors but also those brawlers and instinctive types who fight with passion rather than skill- think Porthos from The Three Musketeers.

Duelist= Swashbuckler, with the Finesse feat switched out for the Knight's challenge ability (lots of duels in this campaign). Also, dodge bonus replaced with greater defence bonus overall.

Noble= Homebrew, relies heavily on the Conan archetype. Might be a little overpowered, but then again most designs tend to be underpowered- it all comes down to how much help some of the class abilities will be. I might post it later.

The Fighter gains a +1 to all skill and ability checks tied to str, dex and con every five levels or so (starting at 3rd)...this ensures that he still has something to contribute skill-wise. He also happens to be the only person with heavy armor proficiency, and gets a Def bonus above any other class in the game. In other words, the fighter will be dangerous again.

The ranger also goes through some changes- loses animal companion, spells and combat style track- gains movement bonus, terrain focus (from Darksun 3e) and bonus fighter feats.

I'll put up the details of the homeworld (it's not really edited) as well as the Regional Feats later. It's quite long...

Somebloke
2007-12-08, 04:20 AM
I would like to encourage the use of the Armor as DR variant in UA. It gives a feature to armor to encourage its use and cuts down on the dependence of healing. I would also promote my Mundane Item Enhancement system (http://www.giantitp.com/forums/showthread.php?t=64755). It has been thoroughly play-tested (though on a 1/2 WBL scale) and serves as a good replacement for magical enhancements using a similar mechanic.

I'll look into it. I'm trying to create a world were armor is helfpul but not essential.

As for the MIES, it is very interesting- but I am loath to grant the players a +5 bonus to anything from an item. One of my themes is "The Swordsman, not the Sword"- that's why I've stuck with a +2 bonus or smaller overall. Of course there are feats that increase this, but this makes it a character ability rather than a weapon ability. Even the Prophecy ability that might eventually grant a +5 bonus is a class ability- it has nothing to do with the weapon.

Somebloke
2007-12-08, 06:15 AM
PEOPLES AND NATIONS OF THE MAGANNAN CONTINENT AND BEYOND
Notes and themes:

One of the overall themes in keeping with the Steel and Roses campaign is: what is not magic can still be wonderous and exotic. I have tried very hard to adapt this theme to the campaign world. One of the thrills of playing in the original campaign world is the idea of being a tourist in a land of fables, and I badly wanted to keep this sensation. So I have had several major ideas:

1) Abandon Demi-Europe. The original campaign as it was envisaged five years ago was more or less a carbon copy of European nations- Lorient=France, Ranvier=Germany, and so on. I made a definite choice to abandon this concept and create a mix of cultures and races more suited to the Star Wars and Final Fantasy setting than Tolkien.
2) Special care has been taken to ensure that the human races of Maganna have nearly less in common with their fellows than most demihumans; indeed, I almost went with a ‘human races treated as demihuman races’ like the Conan sourcebook has done. In the end, I decided to go along with the concept of regional feats instead.
3) Create a new form of magic- Quasi-Magic. This was more or less already in existence (see the Inspired). Quasi magic are essentially feats that grant abilities that are considered magic but probably aren’t. An inspired might claim divine protection from his gods- even though he (probably) does not have a supernatural ability to his name. Quasi-Magic feats can likewise be thought of as superstitions that work- possibly because the person (and others around him) believes strongly enough that they will.
4) Be as impressive and/or weird, wherever possible, without being ridiculous. Entire real-world societies have come up with some pretty impressive/strange/funny/horrific traditions/achievements/technologies over the years- and I am not constrained by reality.

Without further ado:

THE THREE GREAT EMPIRES OF BLOOD AND IRON
The first three nations are so large and so all-encompassing that they are split into separate regions. These are the three Empires of Maganna, built on iron and sweat and belief rather than the arcane powers of old. The Three struggle for dominance on a rapidly shrinking landmass, throwing out feelers to establish colonies and trading posts in lands once thought of as legend.

THE SUNLIGHT EMPIRE OF VASH
Vash is a nation of power- specifically, the power of money and influence, the two vast engines that fuel the Vashian trade machine. Ruled by an Emperor only one step removed from the Mazteca God-kings of old, and caught in the rising tide of scientific thought, it is the greatest of the three in both power and arrogance. Its armies shake the earth, its banks are the overlords of kings, and its factories and slave-plantations could feed the continent- if the nobles and merchants that run the nation could be persuaded to undercut their profits (they can’t). Life here is a struggle no less than elsewhere, for all of Vash’s wealth, as the entire nation, from the meanest beggar to the grandest Dorano jostle for position on the golden ladder, slippery with blood, that is the Vashian path to greatness.

RACES OF VASH

TACOCOA

The Tacocoa are the rank and file of the Vashian nation. They are the successors of the East, formed from the mass of city-states and kingdoms that proliferated during the Second Empire. When the Mazteca invaded, they allowed the nations to maintain their essential cultures- while flooding them with enough trade negotiations and civil works to stun them into grateful submission. The end result is a curious mixture of independent views with a strong homogenous core. A typical Va****e is a constant blur of activity, always on the move to the next hustle, the next invention or the next fashion wave. They are eager to grasp new opportunities and pick new fights; they are delighted with new technologies and philosophies, often seeing them as an end to themselves. Above all, they bring a bright confidence to bear that promises that there is no challenge, no matter how daunting, they cannot overcome.
Favored Class: Rogue

Regional Feat: Musketeer

The Vashian people’s love of technology is expressed in their love of firearms. You have trained with a variety of firearms, and have a natural talent for any gunpowder weapon.
Prerequisite: Tacocoa
Benefit: You gain a +1 bonus to damage when using a martial or exotic gunpowder weapon during the round when you do not move more than five feet. Lastly, when you gain any of the following feats for any martial gunpowder weapon, you gain the benefit for all martial and exotic gunpowder weapons: weapon focus, weapon specialization, greater weapon focus, greater weapon specialization, improved critical.

Regional Feat: Natural Philosopher

You share your people’s love of natural philosophy.
Prerequisite: Tacocoa
Benefit: You treat one of the following skills as a class skill, and gain a +2 racial bonus: Alchemy, Knowledge: geography, Knowledge: sciences, Knowledge: history, Disable Device.

Regional Feat: Hustler

You are always on the lookout for the next opportunity, and always on the move, finding opportune moments in even the most desperate circumstances.
Prerequisite: Tacocoa
Benefit: You may spend an action point to gain a bonus move action during a round. This is an extraordinary ability.

MAZTECA

The heart and soul of the empire, the Mazteca lie at the heart of the imperial system. Proud, subtle, and sublime in their ability to bluff and disseminate, the Mazteca have twisted the bloody culture of the Quetzl into a workable, if brutal, economic and political system. The Mazteca culture holds the trickster and the egoist both in high regard, with loyalty and concern for one’s family (and patron) viewed as important. The end result is a twisted, complex web of intrigue that spans an entire race while promoting a powerful impetus for success that is the power behind the Mazteca’s success. The Mazteca themselves are unassuming in appearance; copper-skinned, short and lithe with flat features and brown and black hair, although the average Mazteca is more than capable of projecting a powerful presence when need be.
Favored Class: Noble.

Regional Feat: Blood is Life

Your people once practiced ancient sacrificial rites that were meant to give the wielder the blessings of the gods. Although the ancient pyramids have been toppled and the bloody rites stopped, some of the old beliefs still hold power.
Prerequisite: Mazteca, cannot take Vow of Mercy.
Benefit: Once per day per four levels, you may perform a coup de grace on a helpless or dying opponent. If you kill them, you gain the benefits of the Death Knell spell for a number of minutes equal to half your character level. This is an extraordinary ability.

Regional Feat: Serpentine Cunning

Your people are famous for being able to plot in their sleep.
Prerequisite: Mazteca
Benefit: You gain a +1 bonus to diplomacy, sense motive, disguise and bluff checks, as well as a +2 DC bonus to any spell, spell-like, supernatural or class ability based on deception.

Regional Feat: Cruelest Cut

You have a natural instinct for taking advantage of an opponent’s momentary confusion.
Prerequsite: Mazteca
Benefit: When you successfully strike an opponent that is denied their dexterity bonus, you may use an action point to augment the damage roll. You must decide to use the extra dice roll prior to rolling for damage. The cruelest cut does not work against creatures immune to critical strikes, such as constructs or undead. This is an extraordinary ability.

VALENCIAN

The border region of Valence is a land of sweeping deserts and arid plains, filled with towering Mesas and crumbling valley-mazes. It is home to a race of swarthy men and women, olive-skinned, hot-blooded and with a sense of honor that precludes all other considerations. Valencians have lived in isolation for centuries after the fall of Babel, existing in a tangle of extended family clans, connected by a web of blood-feuds and marriages. The Vashian empire did not completely subsume this region; instead, it has chosen to rule lightly, co-opting the ruling Dons into the beaurocratic system and keeping garrisons only on the border with Khanate and the Babel Wastes.
There are three things that A Valencian loves; feuds, family and honor. Women are shy and kept veiled from sight, rarely possessing knowledge of the outside world; men are stern and aggressive, ever-ready to avenge a slight against their family with the Honor-knives that they keep always at their side.
Favored Class: Duelist

Regional Feat: Valencian Knife-Fighter

You have mastered the art of Valencian knife-dueling, the standard method for young men in your country for settling disputes of courage and honor.
Prerequisites: Valencian
Benefit: When using a dagger in a finesse attack, you may add your dexterity rather than your strength bonus to damage. Furthermore, you may use an action point to increase your damage rolls.

Regional Feat: Dance of the Knives

Your people love to dance. Countless years of joyous dancing has left you with a natural rhythm and nimble movement.
Prerequisites: Valencian
Benefit: You gain a +1 bonus to the following skills: jump, climb, tumble, balance, perform (dance) and escape artist.

Regional Feat: Vengeful Soul

You are ever-ready to avenge slights against your honor and the honor of your allies.
Prerequisites: Valencian
Benefit: You may possess a Vendetta, a blood-feud with another. The focus on the Vendetta may be a person, society or like group of people (but not a nation or race) who you have either met directly or has directly hurt or seriously impeded (or attempted to impede) you in some manner. To obtain a vendetta, you must spend ten minutes contemplating the many wrongs the individual/group has inflicted upon you, and focus your soul on revenge. You gain a +1 bonus to attack and damage against the individual(s), as well as an extra action point to be spent once per day (only on your focus). You may only possess one vendetta at a time, although you may drop a vendetta whenever you wish. Once you have dropped a vendetta, you may not begin it anew until you have sustained contact with your former enemies again. This is an extraordinary ability.


THE HUNDRED NATIONS OF THE RANVERITE ALLIANCE

The One Hundred nations of Ranvier (or Ranverites as they are often known) are peoples of dozens of different cultures, bloodlines and lands brought together to form a nation with a single purpose- to see the duty of Laverithan Ranvier, the Prophecy of Blades, a reality for all peoples of the world. The Ranverite crusade is not, however, merely an external conflict; it is an internal war against the ancient superstitions and brutal cruelties that were bred into the Ocgri for millennia by the evil Kali. And, to a large extent, it has worked- one hundred years after the restoration a new culture, combining the harsh self-reliance and martial nature of the Ocgri with the celestial mercy and intolerance towards evil of the Lorentian religion, has emerged. The Ranverite alliance has become a force to be reckoned with, establishing itself as a powerful military and economic force. The empire of faith and steel may be harsh, but it is always fair.

HU’MAPO

Hu’mapo simply means “One Hundred” in the language of the Ogcri; the Hu’mapo are the members of the dozens of tribes and states that now march to the Banner of the Ranverite Alliance. Hu’mapo are the beneficiaries of one of the fastest social transformations in Maganna’s history, from a tribal society to an organized, centralized beaurocratic theocracy within a handful of generations. They are therefore a mixed lot, from urbane, educated nobles raised in grand giant cathedral-cities to jungle-dwelling savages who learn of the Ranverite creed in mud-brick Kraals. All share a fierceness of will- that does not necessarily translate into an urge for violence- a strong sense of honor, and an unshakable belief that Ranvier’s rise to greatness is the Will of Lorelei. Hu’mapo consider themselves Ranverites first but they are still tribal peoples in manner and action. Thus, many will sport regional dialects, tribal tattoos, fetishes and scars that mark their heritage. Away from the urban centers and reach of the Node, these seemingly minor differences and allegiances grow in importance, despite the Church’s best efforts.
Favored Class: Inspired.

Regional Feat: Ranvier Protects

Ranvier stands as the Lord protector of the Hu’mapo people- and you especially. No harm can come to you while you keep faith.
Prerequisite: Hu’mapo, must follow the Ranverite religion.
Benefit: Once per day, you may use a skill check in Knowledge (religion) in place of a saving throw. This is an extraordinary ability.

Regional Feat: Spear-Lord of the West

The Hu’mapo have always preferred the spear to the sword, and have turned the act of spearfighting into a glorious art. Although your people do not hesitate to adopt new technologies such as the musket, for close-quarters combat you still prefer the old ways.
Prerequsite: Hu’mapo
Benefit: When fighting with the shortspear, warspear or polearm, and while moving more than five feet, you gain a +1 bonus to your attack rolls and armor class. When fighting with these weapons, you may add your action points to damage rolls. Lastly, whenever you gain any of the following feats for any of the above listed weapons, you gain the benefit for all: weapon focus, weapon specialization, greater weapon focus, greater weapon specialization, improved critical.

Regional Feat: Farseer

Your people were once hosts to the Gorgons, the Seers and soothsayers of prophecy. They have left now, driven afar by the Church- but you still recall some of the ancient signs and divinations to guide your path.
Prerequisite: Hu’mapo
Benefit: Once per day you may attempt to divine the future through signs and portents. This ability functions exactly as the Augury spell, although you use your character rather than your class level as a modifier. This is an extraordinary ability.

MA’TUZU

The Matuzu were feared as disciplined, fearless warriors long before the restoration- even, they claim, long before the rise of the Blackguards. Bred for war, trained from near birth and taught no other profession other than that of a warrior, the Ma’Tuzu formed the vanguard of the Kali armies for four millennia. They were respected as well as feared; the sickening influence of the Repentance could not crush the Ma’Tuzu sense of honor that even today causes their greatest enemies to pause in admiration at their conduct. It was both inevitable and essential that they join Mogdama’s restoration as early as possible; in the end, it took very little effort on his part to convince the five tribes of the Ma’tuzu to ally themselves to his cause. Since then, the prestige of the Ma’tuzu armies has only risen, to the point where they have become the unofficial knightly caste of the Ranverite alliance. Whatever their fortunes, the Ma’Tuzu will continue to adhere to their rigid code, forever remaining the perfect soldiers.
Favored Class: Fighter.

Regional Feat: Tribe of War

You were bred, raised, and trained for war. Whatever else you are, you are a soldier first.
Prerequisite: Ma’tuzu.
Benefit: You gain three martial weapon proficiencies.

Regional Feat: Indestructible

You have been trained to overcome all hardships through a long, drawn out process of institutionalized hardship and abuse. The result: you are immune to all but the most intense agony.
Prerequisite: Ma’tuzu
Benefit: You may spend two action points to gain DR equal to your constitution for one round. This is an extraordinary ability.

Regional Feat: No retreat, No Surrender

You have been taught never to run; never to surrender, no matter the circumstances. The worst heresy is cowardice.
Prerequisite: Ma’tuzu
Benefit: You gain a +4 bonus to all saves vs. fear.

ASUMA

The Asuma have always lived by their words. Tall, slender, almost childlike in appearance, they were a wandering people in the Shadowlands, where they dwelt amongst the tribes as diplomats, traders, entertainers and messengers; if the Ocgri could be said to have a common bond other than what the Kali had imposed upon them, it would be found with the Asuma. The Asuma possessed a complex oral and written tradition, complemented by their natural talents; one Lorentian observer once compared the voices of the Asuma to that of a celestial choir.

The voices of the Asuma lent themselves early on to the Ranverite renewal; Mogodma offering them the promise of paradise in the next world and influence in the present one. During the Day of Reckoning they were indispensable in organizing the disparate allies and spying on the movements of the enemy. They consider themselves the mortal voices of Ranvier’s empire, and tend to be overrepresented in the Alliance’s diplomatic core, priestly beaurocracy and missionary flock- anywhere their voices can be heard.
Favored Class: Noble.

Regional Feat: Voice of Angels

Your have the gentle, melodic voice of your people; an elegant gift, to be used subtly and carefully in pursuit of your (no doubt) noble goals.
Prerequisite: Asuma
Benefit: You gain a +2 bonus to diplomacy and perform checks, and a +1 bonus to the DC of any class ability that relies on speech.

Regional Feat: Divine Right

For centuries your people have relied on their reputations to avoid conflicts; you have cultivated an air of such majesty that enemies hesitate to strike you.
Prerequisite: Asuma
Benefit: Once per day, you may gain the benefit of a sanctuary spell. Your caster level equals half your character level. This is an extraordinary ability that has no effect on supernaturals or creatures with less than 3 points of intelligence.

Regional Feat: Herald of Victory

You glories are merely a reflection of the greater glories of the faithful; your heroic acts inspire others toward their own feats of wonder.
Prerequisite: Asuma
Benefit: Whenever you spend an action point to increase your attack roll, you may elect to share this benefit with one ally within five feet. This is an extraordinary ability.

THE KHANATE REPUBLICS

Land of philosophy, magic and liberty; of terrible cruelties and freedoms unheard of, the Republics are a Kingdom without a King or subjects. The Khanate consists of a dozen proud city-states that dot the desert between the shining seas and the Babel wastes. These are jointly governed by Publicus- rule by consensus of the people- an ancient form of government taken from the ashes of the alien continent of Titan.

If science rules Vash and belief rules Ranvier, then philosophy rules the republics; the Khanate’s place in the center of the known world, it’s liberal ideals concerning belief and its peoples’ love of logic (and argument) mean that it is a baffling mass of arcano-scientific theory, asthetic philosophy and political logic. It is also a world of harsh realities, where corrupt senators line their pockets at the expense of the poor masses; where slavery is often institutionalized and the ever-present Ghul smash against the walls of wasteland fortresses like human waves.

RACES OF THE KHANATE REPUBLICS

CRESCENT URBANITE

The Crescent Dwellers live in the “Heartland” of the Khanate republics- the fertile, secure area around the edges of the Parsi Peninsula. They are urbane, cunning, and politically savvy. They also tend to be more educated than their Core-dwelling breatheren, and more prone to outrageous and bizarre views- although anyone actually assuming that this makes them gullible or fanciful is in for a big shock.

Almost all crescent dwellers live on or near the coastline; this, coupled with their location (essentially the center of the known world) and their trading status, gives them a tendency towards foreign- especially Titan- goods, views and styles.
Favored Class: Duelist

Regional Feat: Magi Student

You have studied under the mysterious and arcane order of the Magi, who have given you a strong grounding in the arts of history, science, natural philosophy…and arcanism.
Prerequisite: Crescent Urbanite
Benefit: You gain one of the following as a class skill, and gain a +2 bonus; Craft (alchemy), Knowledge (Arcana), Knowledge (History), Knowledge (Astronomy).

Regional Feat: Of two Minds

Your mind has been sharpened by a thousand arguments and can easily wrap itself around strange and unusual situations; this, combined with your love of liberty, makes attempts to control you very difficult indeed.
Prerequisite: Crescent Urbanite
Benefit: You gain the slippery mind ability (see the PHB page ).

Regional Feat: Gold is the Lifeblood

Your people are a mercantile race, who manage to wring trade opportunities out of the most bizarre situations.
Prerequisite: Crescent Urbanite.
Benefit: You gain a +2 bonus to craft and profession checks. Furthermore, you gain one profession as a class skill.

CORE SETTLER

The interior of the Parsi Peninsula is a very different place to the Crescent. The Core is largely wasted, broken desert, interrupted by the occasional river or oasis and trailing off into the Babel Waste. The people that dwell in the Core tend to be more conservative; a little hasher in their views and a lot tougher than the crescent. Hardy, self-reliant and stalwart, they have a reputation as excellent horsemen and capable survivors. While fewer in numbers than the Crescent, they hold themselves to be stronger; while they are less articulate in their ideals, they see themselves as living out their philosophies rather than debating them. They are the knot of tough, scarred mass of discipline and sanity that dwell on the borderlands of madness.
Favored Class: Ranger

Regional Feat: Horselord

Your people are natural-born horsemen, able to perform amazing feats of daring in the saddle.
Prerequisite: Core Settler
Benefit: You gain a +1 to your attack rolls and armor class when mounted; furthermore, when you attack with the lance, Fencing Blade or horsebow you may add your action points to your damage rolls. Finally, you gain a +1 bonus to ride and handle animal checks.

Regional Feat: Weather the Storm

Droughts, floods, dust storms, barren soil; your people have weathered them all. You can endure all but the most terrible conditions without complaint.
Prerequisite: Core Settler
Benefit: You gain a +4 bonus to fortitude and constitution saves to resist extremes in heat, cold, lack of water, lack of food, and fatigue from forced marches. You also gain a +2 bonus against disease and poison.

Regional Feat: Bastion of Sanity

Your people know of the horrors that dwell in the core of the world; know, and are ready.
Prerequisite: Core Settler
Benefit: You treat ghuls, and Supernatural creatures of the Babel subtype, as favored enemies (see the PHB pg).

LEGION

The Legion were once not a people, but an army; the Republican Guard, the defenders of the Titan Republic. When the fall of Titan took place, the Legion fled across the waters to Parsi. There, they lived as mercenaries and smiths, marrying amongst themselves and traveling the length and breadth of the continent. Different from the natives of Maganna with their blonde hair, blue eyes and light complexions, they became the nomads and wanderers of the West, cynical and grim. When the Khans arrived, the legion opposed them, first openly, and then secretly, waiting for an opportunity to avenge their old civilization and rescue their new home. With the rise of the rebellion and the creation of the New Republic, the majority of the Legion swore loyalty to the Khanate. Despite their alien manners, uncouth ways and grim view on life, they are much respected for their strong sense of honor and loyalty to Nova Publicus.
Favored Class: Fighter.

Regional Feat: Blade-Mother

You are a master of the art of Metal-magic: the process of imprinting your soul into a weapon. When you wield your ‘child’ in battle, both man and blade work as one.
Prerequisite: Legion.
Benefit: When you use a weapon of masterwork quality or greater that you have personally forged, you gain a +1 insight bonus to attack and damage rolls. This is an extraordinary ability.

Regional Feat:Whatever Works

What the Legion lack in fancy styles, they make up with innovation and initiative; no army on the continent can adapt to the unknown as readily as the Legion.
Prerequisite: Legion.
Benefit: You may spend two action points to gain a bonus feat from the fighter bonus feat list for one round, as a free action. This is an extraordinary ability.

Regional Feat: The Job In Front of You

The Legion sneer at the philosophical musings and divine preachings of other peoples; they hold nothing sacred…bar a contract. It is an irreparable sin to break with an uncompleted contract, regardless of the situation- no excuses. Do the job that’s in front of you.
Prerequisite: Legion.
Benfit: You may enter a contract at any time. Doing so grants you the benefits of a bonus action point to be used once per day (the action point must be spent in a fashion that directly impacts on your fulfilling your contract). Deliberately breaking with a contract (as opposed to merely failing to fulfill it) casts the taint of oathbreaking on your soul, and you cannot regain the benefits of this feat until you successfully fulfill three new contracts. This is an extraordinary ability.


I'll put up info on the colonies and the older nations later.