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    Orc in the Playground
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    Jul 2006
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    Default Re: The Dimensional Conduit [3.5 Base Class, PEACH] “why limit yourself?"

    Magic User Dimensional Conduit

    Dimensional conduits have no fixed path involved in the unlocking of their secrets. As a result the following class represents a conduit who chooses to learn the art of spell craft at the expence of their martial skill. Apart from where detailed the two versions of the class function identically.

    Both classes can be multiclassed together at no experience penalty. Additionally the following aspects of both classes stack together:

    • The quantity and level of the doubles the conduit may bring into play.
    • The conduit’s special class features


    All other aspects of the two classes including base attack bonus, saves and spell progression act as they normaly would if multclassed together.

    The Dimensional Conduit (Spell Casting Version):

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    GAME RULE INFORMATION

    The Dimensional Conduit has the following game statistics.

    Abilities: Unlike a martial conduits these magic users have an ability which demands their focus, Charisma. Though the conduit will often rely upon the powers of their doubles they should not neglect their own abilities and thus should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

    Alignment: Any.

    Hit Die: d6

    Starting Age: As rogue.

    Starting Gold: As cleric.

    Class Skills:
    The Dimensional Conduit's class skills (and the key ability for each skill) are:
    Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (The planes) (Int), Knowledge (Arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).


    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Dimensional Conduit
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Doubles|Double Level

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Dimensional double|
    1
    |
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Dimensional guidance (+1), Planar lore|
    1
    |
    2

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Rift stride (10-feet), Warp shield (+4)|
    1
    |
    3

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Dimensional pocket, Riftweave weapon (+1)|
    2
    |
    3

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Void keeper (10%)|
    2
    |
    4

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Worlds collide|
    2
    |
    5

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Dimensional Grasp, Dimensional guidance (+2)|
    2
    |
    6

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)|
    3
    |
    6

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Beyonder, Rift stride (15-feet)|
    3
    |
    7

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Endless worlds (1 double)|
    3
    |
    8

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Void keeper (30%)|
    3
    |
    9

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Dimensional guidance (+3), Riftweave weapon (+3)|
    4
    |
    9

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Between worlds, Warp shield (+6)|
    4
    |
    10

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Void keeper (40%)|
    4
    |
    11

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Endless worlds (2 doubles), Rift stride (20-feet)|
    4
    |
    12

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Riftweave weapon (+4), One of many (+2)|
    5
    |
    12

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Dimensional guidance (+4), Void keeper (50%)|
    5
    |
    13

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    | Warp shield (+7)|
    5
    |
    14

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |One of many (+4)|
    5
    |
    15

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    | 5 World Step, Endless worlds (3 doubles), Riftweave weapon (+5)|
    6
    |
    15
    [/table]

    Class Features
    All of the following are class features of the Dimensional Conduit.


    Weapon and Armour Proficiencies: A dimensional conduit is proficient with all simple weapons and a single martial weapon of their choice. Conduit's are proficient with light armor and shields (except tower shields). A conduit can cast any of the spells upon the conduit spell list (see below) while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a conduit wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (as most do). A multiclass conduit still incurs the normal arcane spell failure chance for arcane spells received from other classes.


    Spells:
    A conduit casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the conduit spell list given below. They can cast any spell they know without preparing them ahead of time the way a cleric or wizard must. When a conduit gains access to a new level of spells, they automatically know all the spells for that level listed on the conduit’s spell list. Essentially, their spell list is the same as their spells known list.

    To cast a spell, a conduit must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a conduit’s spell is 10 + the spell’s level + the conduit’s Charisma modifier.

    Like other spellcasters, a conduit can cast only a certain number of spells of each spell level per day. However a conduit casts her spells by using the spell slots given in the Dimensional Double class feature entry “Doubles and Spells (and Psionics)”. Essentially both the conduit and any of her spell casting doubles share the same pool of spell slots.

    Upon reaching 5th level, and at every 5 levels thereafter (10th, 15th and 20th), a conduit can choose to learn a new spell, taken from the sorcerer/wizard spell list, in place of one that they already know. In effect, the conduit "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A conduit may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Unlike a cleric or a wizard, a conduit need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for that spell level.


    Conduit spell list:
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    0-Level Conduit Spells:
    Amanuensis*, Daze, Ghost Sound, Light, Message, Minor Disguise*, Prestidigitation, Touch of fatigue.

    1st-Level Conduit Spells:
    Appraising Touch*, Benign Transposition*, Cheat*, Comprehend Languages, Confusion (Lesser), Dimension Hop*, Disguise Self, Distract Assailant*, Endure Elements, Erase, Expeditious Retreat (Swift)*, Identify, Lightfoot*, Master’s Touch*, Obscure Object, Phantom Threat*, Reality Rift (Lesser)**, Serene Visage*, Silent Image, Snake’s Swiftness*, Summon Monster I, True Strike, Undetectable Alignment, Unseen Servant, Ventriloquism, Weapon Shift*.

    2nd-Level Conduit Spells:
    Baleful Transposition*, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendour, Fly (Swift)*, Fox’s Cunning, Invisibility (Swift)*, Minor Image, Mirror Image, Misdirection, Owl’s Wisdom, Scare, Snake’s Swiftness (Mass), Speak to Allies*, Summon Monster II, Tongues, Wraithstrike*.

    3rd-Level Conduit Spells:
    Anticipate Teleportation*, Avoid Planar Effects*, Blink, Dimension Step*, Dispel Magic, Displacement, Fly, Major Image, Nondetection, Reality Rift**, Summon Monster III, Unluck*.

    4th-Level Conduit Spells:
    Attune Form*, Detect Scrying, Dimension Door, Globe of Invulnerability (Lesser), Invisibility (Greater), Minor Creation, Perinarch*, Phantasmal Killer, Scramble Portal*, Scrying, Spell Enhancer*, Summon Monster IV.

    5th-Level Conduit Spells:
    Contact Other Plane, Dismissal, Fly (Mass)*, Mage’s Private Sanctum, Major Creation, Persistent Image, Planar Tolerance*, Reality Rift (Greater)**, Sending, Summon Monster V, True Seeing.

    6th-Level Conduit Spells:
    Dispel Magic (Greater), Forceful Hand, Globe of Invulnerability, Interplanar Telepathic Bond*, Make Manifest*, Permanent Image, Repulsion, Summon Monster VI, True Seeing.

    7th-Level Conduit Spells:
    Banishment, Dimensional Lock, Ethereal Jaunt, Planar Bubble*, Plane Shift, Project Image, Scrying (Greater), Summon Monster VII, Teleport (Greater), Teleport Object.

    *: spells found outside the SRD (See the spell compendium).
    **: new spells detailed below.

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    Reality Rift (Lesser)

    Conjuration (Creation)
    Level: Conduit 1.
    Components: V, S.
    Casting Time: 1 standard action.
    Range: Close (25 ft. + 5 ft./2 levels).
    Target: 5-ft. cubic space.
    Duration: 1 round/level.
    Saving Throw: None.
    Spell Resistance: No.

    Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

    Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

    The caster of this spell may only form a rift in a space which they have a line of sight to.

    Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

    A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.

    For every two caster levels beyond 1st, the rift deals an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.


    Reality Rift

    Conjuration (Creation)
    Level: Conduit 3.
    Components: V, S.
    Casting Time: 1 standard action.
    Range: Close (25 ft. + 5 ft./2 levels).
    Target: 10-ft. cubic space.
    Duration: 1 round/level.
    Saving Throw: None.
    Spell Resistance: No.

    Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

    Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage for every 2 caster levels the caster possesses. A creature may only sustain the damage inflicted by this spell once each round.

    The caster of this spell may only form a rift in a space which they have a line of sight to.

    Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

    A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.


    Reality Rift (Greater)

    Conjuration (Creation)
    Level: Conduit 5.
    Components: V, S.
    Casting Time: 1 standard action.
    Range: Close (25 ft. + 5 ft./2 levels).
    Target: 10-ft. radial space.
    Duration: 1 round/level.
    Saving Throw: None.
    Spell Resistance: No.

    Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

    Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustains 15d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

    The caster of this spell may only form a rift in a space which they have a line of sight to.

    Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

    A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.




    Feats

    General feats
    {table=head]Name|Prerequisites|Benefit

    Bridging the Void | Knowledge (The Planes) 8 ranks | Gain a double

    Dimensional Alertness | The ability to bring at least 1 dimensional double into play | +1 initiative and spot for each double you have

    Dimensional Soul | 1 or more level in the Conduit character class | Gain up to 4 effective conduit levels with regard to your dimensional doubles

    Fate of Many | The ability to bring at least 1 dimensional double into play, Knowledge (The Planes) 8 ranks | Increase the level of 1 double
    [/table]

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    Bridging the Void

    Prerequisite: Knowledge (The Planes) 8 ranks.

    Benefit: You gain the ability to draw forth a dimensional double. This ability functions identically to the Conduit’s dimensional double class feature except it only provides the character with a single double whose level is always equal to half the creature’s character level (rounded down).

    Special: You may take this feat multiple times, each of which grants you 1 access to 1 additional double.

    If the creature should take class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

    This feat may not be selected by a creature who is themselves a double.


    Dimensional Alertness

    Prerequisite: The ability to bring at least 1 dimensional double into play.

    Benefit: You receive a +1 initiative and +1 spot bonus for each double you are able to draw into play.


    Dimensional Soul

    Prerequisite: 1 or more level in the conduit character class.

    Benefit: You may advance the quantity and level of your Dimensional Double class feature as if you were a conduit of up to 4 levels greater than your existing conduit level. Your effective conduit level for calculating this adjustment may not exceed your total character level. However, if your total character later level should increase you may apply any unused effective conduit levels this feat allows.

    For example, a 5th-level Conduit / 3rd-level Fighter who selects this feat would increase their effective conduit level from 5th to 8th level when calculating the total number and level of their doubles (since they have a total of 8 character levels). If they should later gain an additional fighter level, they would gain the remainder of the bonus, and their effective conduit level would thus increase to 9th level.

    This feat does not grant you any further class features (or advancement within them) provided by the Conduit class.

    Special: You may select this feat multiple times, each time increasing your maximum effective conduit level by an additional 4 levels (following the above rules).


    Fate of Many

    Prerequisite: Knowledge (The Planes) 8 ranks, The ability to bring at least 1 dimensional double into play.

    Benefit: You may select a single dimensional double you are able to bring into play. You may advance the chosen doubles character level by 1 provided that doing so will not cause the double to exceed your own character level.

    Special: You may select this feat multiple times, applying it to the same or different doubles as you see fit.


    Feats for Doubles:

    The following feats are for use by a conduits doubles and require them to expend their own allowance of feats (rather than the conduits) in order to generate the listed effects. These feats can be distinguished by the [Double] tag which prevents them from being selected by any creature who is not a Conduits double.

    These feats are worded from the doubles perspective as they are intrinsic to them, not the conduit.

    Feats for Doubles
    {table=head]Name|Prerequisites|Benefit

    Body of Intermediate Knowledge | Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks | Proficiency with medium armour and you may cast spells within it

    Body of Laborious Knowledge | Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks | Proficiency with heavy armour and you may cast spells within it

    Body of Light Knowledge | Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks | Proficiency with light armour and you may cast spells within it

    Gift from Beyond | The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks | Enter play with a spell effect

    Rift Smith | Your conduit must have the Riftweave Weapon class feature. | Riftweave weapon enchantment bonus increases by 1

    Riftweave Duellist | Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat | Create two one handed riftweave weapons instead of one.
    [/table]

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    Body of Intermediate Knowledge [Double]

    Prerequisite: Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks.

    Benefit: You gain proficiency with medium armour and may cast arcane spells whilst wearing such armours.


    Body of laborious Knowledge [Double]

    Prerequisite: Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks.

    Benefit: You gain proficiency with heavy armour and may cast arcane spells whilst wearing such armours.


    Body of Light Knowledge [Double]

    Prerequisite: Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks.

    Benefit: You gain proficiency with light armour and may cast arcane spells whilst wearing such armours.


    Gift from Beyond [Double]

    Prerequisite: The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks.

    Benefit: When called upon by your conduit you may enter play with one of the following spells active upon you. These spells are gifted to you by powers unseen during your dimensional transit and thus do not expend either your own or your conduits spell casting resources.

    • Bear’s Endurance
    • Blur
    • Bull’s Strength
    • Cat’s Grace
    • Eagle’s Splendour
    • Fox’s Cunning
    • Mage Armour
    • Owl’s Wisdom
    • Resist energy
    • Shield


    Rift Smith [Double]

    Prerequisite: Your conduit must have the Riftweave Weapon class feature.

    Benefit: When called upon by your conduit any riftweave weapons you call upon appears with its enchantment bonus increased by +1.

    Even a riftweave weapon may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in a weapon surpassing this limit the weapon instead substitutes this +1 bonus for a +1d6 bonus to damage from one of the following forms of energy: Acid, Cold, Electricity or Fire.

    If you were brought into play by your conduits Endless Worlds class feature any riftweave armour you are wearing also has its enchantment bonus increased by +1.

    Riftweave armours may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in your armour surpassing this limit the armour instead substitutes this +1 bonus for a Acid resistance 10, Cold resistance 10, Electricity resistance 10 or Fire resistance 10.


    Riftweave Duellist [Double]

    Prerequisite: Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat.

    Benefit: When called upon by your conduit you may opt to summon two riftweave weapons rather than one. Each weapon emerges within one of your hands, ready for use.




    Hievarlan (New Race)

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    "In my dimension I was a prince, with power over millions. The rulers of other peoples would come, bow before the splendour of our dynasty and there swear to both live and die at our command." - Kivay Vigil



    The Hievarlan are exiles from a dimension ravaged by an unknown catastrophe. They began emerging into the campaigns dimension little over a 4 years ago and have here found a world utter different to their own.

    The world within the Hievarlans dimension was inhabited by races with a much reduced level of technological or social evolution and thus, as a result the Hievarlan Empire emerged. Their vastly superior technology and organised civilisation allowing them to quickly bring all the worlds races under their direct control subjugate them to serve as their empire as unseen slaves.

    Hievarlans now find themselves within a world where they must rub shoulders, or even seek aid from, those whom once served them. Most find the adjustment difficult and have been forced to reflect upon the misdeeds of their people. Some travel and adventure as a means of righting these wrongs, yet fear they may never overcome such guilt.


    Personality:
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    Almost all Hievarlan enjoyed a life of extreme privilege within their now lost home dimension. They are all too aware that the races they must now rub shoulders with, or even seek aid from, are the dimensional equivalents of those they enslaved a millennia ago. This knowledge leads them to often feel awkward and apprehensive around other races or even around others of they own kind.

    Most Hievarlan were raised to believe that the lesser races hungered for the purpose and guidance which their world spanning dominion imposed. They were taught that, if left to their own nature, such races would dissolve into anarchy and strife – allowing their more primitive natures to enact themselves. As a result of such an upbringing a Hievarlan will at times mistrust the motives of the free peoples they encounter, some even fearing their retribution if they should ever learn the full truth.

    Many Hievarlan are humbled by their new place within the world and most see the ruination of their own world as punishment for their misdeeds. Some seek to pay penance for the crimes of their people and may even see the hardships they endure as some form of dimensional justice being served.

    Not all Hievarlan are so willing to shed their old ways however and many still view the subservience of other races as a birth right. These individuals may at times work with other peoples but the experience normally leaves a bad taste in their mouths, especially if they are forced to treat them as equals. Such Hievarlan enjoyed the most privileged of upbringings and can, as a result be intensely racist.

    Hievarlan who wish to sever themselves from their old ways will often shed their racial name and instead refer to themselves as Rifters, Void Kind, Extradimensionals or even Riftlings (A common and sometimes derogatory term which other races have label them with).

    Though still struggling to find the correct ways to assert themselves upon the world most Hievarlan delight in self expression. They adore debating fine art, science and philosophy. Hievarlan society centred upon a concept of emotional openness and they therefore enjoy conversing with others on a personal level. This desire to be close with others, yet uncertainty if such familiarity is acceptable amongst other races can make them appear nervous or even shy. Such introvert behaviour is however is contrary to their desire and in time, once they have discovered their place within the world, they will emerge from their shells and surprise others with their assertive and emotionally charged behaviour.


    Physical Description:
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    A typical Hievarlan is tall, slender, athletically built and moves with a graceful precision. They have an otherworldly beauty and effortlessly refined appearance which can be quite captivating.

    They almost universally stand at exactly 6 feet in height and their weight also varies very little from one individual to the next, with males weighing approximately 120 to 150 pounds and females between 100 to 130 pounds.

    They have four eyes, each with 2 sets of eyelids and an unusual dual pupil arrangement, giving them a slightly broader field of view than a human. Though one might expect this arrangement to grant them a keener sense of vision than other races the benefits are in act quite few, beyond a greater range of facial expression. They do however have the ability to see in conditions of low light, an ability which served them well when their forefathers set about subduing those races that dwelt in areas of poor illumination.

    They have broad domed heads, banded by thin plates which provide a small amount of additional protection to the top of their skull. These plates range in colour from blue to brown to purple and evolve a soft gradient from one colour to the next upon reaching sexual maturity. Some Hievarlan emblazon their skull plates with ornate imagery during times of celebration, festival or mourning.

    Hievarlan have blue skin which ranges from dull grey tones to vibrant florescence. The underside of their chins and forward portion of their necks are highly sensitive to touch and range in colour from dull brown to a deep lustful red. These portions of a Hievarlan’s body are deemed erogenous and thus to touch or allow the touching of such regions is deemed to be highly provocative.

    Image of a female Hievarlan:
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    Image of a male Hievarlan:
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    Relations:
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    Hievarlan’s come from a dimension where they were the singular dominant force in the entire world, having subjugated all lesser races beneath their rule. Since their exodus however, many have been forced to adjust to a world where they are few in number and lack any true social or political power. Most emerged as refugees and only survive today due to the kindness of races whom served them as slaves within their own dimension.

    This vast shift in perspective has utterly smashed the social delusion many Hievarlan enjoyed, that they alone were capable of true civilised behaviour and social order. Whilst some Hievarlan still view themselves as superior beings, most have been profoundly humbled by their fall from grace and feel deeply ashamed for the actions of their people.

    Hievarlan are by nature extremely expressive with one another but find it difficult to assert this nature upon members of other races they encounter. Most have therefore chosen to keep a low profile and only after many years of adjustment find themselves able to display these qualities with others.

    Hievarlan are extremely few in number and emerged from their dimensional rifts scattered across all regions of the world. Many perished in transit or shortly thereafter after. As a result the idea of assembling any form of new Hievarlan society or political movement is seen as pure fantasy by most. In reality few Hievarlan will ever even come into contact with another of their species and any attempt to increase their number would take several generations at least.

    Most races view the Hievarlan as harmless drifters and refugees, but some may find their apparent sudden emergence highly suspicious. As a result the often derogatory term “Riftling” has entered the vocabulary of many.

    Those who learn the truth of their people are often horrified and as such many Hievarlan find themselves ostracised from society and mistrusted. Others may even seek to enact vengeance upon them for the many crimes of their people. Fortunately few have such knowledge, but most Hievarlan live with the fear that they may one day be discovered. Others simply can’t bare the guilt and will throw themselves at the mercy of any they encounter (such individuals often have short life spans).


    Old Hievarlan society:
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    The Hievarlan society of old revolved around the separation of other races into two distinct social groupings, the Varikar and Ikar and. Varikar loosely translates as “Those whom Bestow” whilst Ikar simply means “Gift”. Essentially both groups served the Hievarlan as slaves, though the Varikar enjoyed tasks and positions of greater privilege.

    Hievarlan would commonly use the promise of ascending into the ranks of the Varikar as a method of encouraging obedience amongst Ikar. Those races whom performed well and offered the greatest contributions to society could find their status elevated, an event which was forcibly celebrated across the entire empire. Conversely any Varikar who became lazy or who no longer offered great benefit to society could find themselves demoted, an event which saw their population systematically scattered amongst members of the Ikar, who were often all too eager to celebrate the fall from grace of those who once enjoyed a status beyond their own.

    This method of social organisation, racial competition and the application of divide and rule tactics enabled the Hievarlan to fool many Varikar and Ikar into not only maintain a level of obedience but also into increasing their overall productivity.

    Hievarlan roughly translates as “Sheppards of the World”, a self proclaimed position which they came to wholeheartedly believe. Most saw it as their moral duty to guide the lives of the world’s uncivilised races by channelling their talents in productive service to the empire. It could be argued that many such races did indeed find profit from or even come to enjoy their inclusion within the empire, however many others did not.

    Few Hievarlan engaged with those of lesser races and most were encouraged (or even forced) from doing so by the Hievarlan rulers. This ruling class would closely monitor and acted against those who Hievarlan who displayed an excessive level of compassion or interest for Varikar and Ikar. Many members of such races were often used to even route out such Hievarlan in return for personal elevation or reward.

    Those Hievarlan who discovered the truth would at times assist small numbers of Varikar and Ikar in forming resistance movements, but few ever gained any real traction. On occasion a Hievarlan successfully assisted a small number of Varikar and Ikar in escaping the empire, normally by travelling to remote regions of the globe where they could live in relative freedom.

    Hievarlan’s are deeply emotional beings, who enjoy intense conversation and acts of personal expression. Those with a particular love for the arts may have taken an Elf or Xeph as dance, sculpture or art tutors and relationships would at times blossom as a result. Such practices were later frowned upon the Hievarlan ruling class, who would periodically release scientific studies warning others of the “traitorously manipulative nature of elves” or the “possessive mind controlling powers of the xeph”.

    The core threat to the Hievarlan empire was deemed to be its own people who were restricted from visiting Varikar and especially Ikar living districts in case they should grow to sympathise with their plight. Most Hievarlan only encountered such peoples as silently submissive slaves or vocal advocates of the empires splendour.

    In order to unite the empire as a whole the Hievarlan ruling elite concocted the myth of the Kalivash, an entirely fictitious rival empire whom were supposedly seeking to destroy Hievarlan society and all those races whom served it. Horror stories of their atrocities would regularly circulate throughout the empire and at times secret elements of the Hievarlan military would even assault their own people in order to perpetuate the myth.


    Alignment:
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    The majority of Hievarlan’s enjoyed a care free and whimsical life of self indulgence, where all their amusement were satisfied by a simple request. Their delight in art, music and conversation has lead them to view the world as a vast canvas upon which they may present themselves and, as a result, most have become strongly chaotic in nature. However, the ruling classes who oversaw the organisation and structure of the empire often separated themselves from such fanciful behaviour and became true supporters of ridged structure and social order. This great disconnect between the ruling classes and the majority of Hievarlan represents the empires greatest sucsess – in fooling its own people.

    Most Hievarlans would like to perceive themselves as kind and sensual beings, but the recent exposure (and their apparent ignorance) of their empires true nature has led many to question their own morality. Most exist in a state of denial or depression, struggeling to find purpose or meaning in their lives as a result. Those whom supported the empires purpose or who are unable to except the truth may be driven to somehow rebuild the empire or reassert their position of racial dominance and can be utterly vile as a result.


    Religion:
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    Both religions and the pursuit of a connection to the divine world was outlawed by the Hievarlan ruling class, as such pursuits risked uncovering the true nature of the empire. These religious practices were demonised as primitive behaviours which only the most savage Ikar could find pleasure in.

    Having emerged from their world many Hievarlan have tentatively begun to search the divine pantheon for answers and as a result almost all faiths are being explored. Most Hievarlan are uncertain how to even go about seeking such answers and will often question those they encounter about their faiths and may even participate in a broad range of prayers before finding one god whom best matches their beliefs.


    Language:
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    Hievarlan have their own language which, within their world was as widely used as the common tongue, indeed all other races were expected to understand it. This was made all the more socially divisive however due to the innate complexity of their language, which less linguistic peoples often struggled to use correctly.


    Names:
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    Hievarlan enjoy diversity and have, even if they are unaware, absorbed many aspects of other cultures into their own. As a result the range of names and naming systems which Hievarlan employ are truly vast and rarely restrictive. It’s quite common for a Hievarlan to have names which would draw question from other races, such as a combination of an Elven fore name and Dwarfen house name.


    Adventurers:
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    Hievarlans find themselves within a world where they must confront the evils of their peoples past, which many have been truly horrified to learn. Most seek answers or some form of catharsis which may help ease their burdened souls and thus commonly enter a life of adventure. Some travel and adventure as a means of righting the wrongs of their people and view their sacrifice as a worthy penance which they must rightfully endure.


    Hievarlan Racial Traits:
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    * Medium size

    * -2 Wisdom: A Hievarlan is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves.

    * Humanoid (Extraplanar) type.

    * 30' movement.

    * Deeply Expressive: A Hievarlan view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

    * Dimensional Double: Once a Hievarlan attains its second hit dice it learns of its dimensional double still trapped within the world they were cast out from. This feature functions identically to the Conduit’s dimensional double ability except it only provides the Hievarlan with a single doubles whos level is always equal to half the Hievarlan character level. If the Hievarlan takes class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

    Importantly a Hievarlans doubles do not have access to this class feature and thus do not have doubles of their own.

    * Finding Ones Place in the World: Upon attaining their 6th hit dice a Hievarlan’s natural persona and need for self expression begins to surface. As a result they receive a +2 racial bonus to their Charisma.

    * From a Place Beyond: A Hievarlan finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan receives a +4 bonus to all Knowledge (The Planes) skill checks.

    * Low-light Vision: A Hievarlan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

    * Rift Walker: A Hievarlan connection with the inter-dimensional weave allows them to slip through small rifts in the structure of reality as a method of rapid transport. Once per encounter a Hievarlan may, as a swift action, teleport up to 10 feet to a space they have line of sight to.

    * Technologically advanced: The Hievarlan were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

    * Unatural Beauty: A Hievarlan moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

    * Weapon Familiarity: Hievarlan treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

    * Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

    * Favored Classes: Conduit.

    * Level Adjustment: +1.


    Hievarlan Exile Racial Traits:

    A Hievarlan Exile represents a Hievarlan who has been entirely severed from their home and thus do not have access to some racial abilities which other Hievarlan enjoy. They are however slightly better adapted to the world they find themselves within and have found their feet more quickly when dealing with other races. None the less they still struggle to come to terms with the dramatic change they have experienced and carry the past with them, as all Hievarlan do, at all times.

    If a player wishes to avoid the level adjustment which regular Hievarlan experience this is one way of doing so.

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    * Medium size

    * -2 Wisdom, +2 Charisma: A Hievarlan Exile is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves. Unlike other Hievarlan their lack of a continued bond with their home dimension has forced them to engage with the world more proactively resulting in a quicker emergence of their natural charisma, grace and charm.

    * Humanoid (Extraplanar) type.

    * 30' movement.

    * Deeply Expressive: A Hievarlan Exiles view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan Exile receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

    * From a Place Beyond: A Hievarlan Exile finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan Exile receives a +4 bonus to all Knowledge (The Planes) skill checks.

    * Low-light Vision: A Hievarlan Exile can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

    * Technologically advanced: The Hievarlan Exile were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan Exile now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

    * Unatural Beauty: A Hievarlan Exile moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan Exile themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan Exile in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan Exile and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

    * Weapon Familiarity: Hievarlan Exiles treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

    * Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

    * Favored Classes: Conduit.



    Voiderlan (New Weapon)

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    Rules:
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    Voiderlan (Exotic Weapon)
    {table=head]Two-Handed Melee Weapon/Ranged Weapon|Cost|Dmg (S)|Dmg (M)| Critical| Range Increment| Weight| Type

    Voiderlan|
    500gp
    |
    d6
    |
    d8
    |
    19-20/x2
    |
    60 ft.
    |
    6lb
    |
    (see text)

    Crystal Orb (10)|
    5gp
    |
    -
    |
    -
    |
    -
    |
    -
    |
    1lb
    |
    -
    [/table]


    Details:
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    The voiderlan is a long bladed staff with a thin cavity running through its middle. A sophisticated trigger mechanism built within a guarded hand grip. Once activated the voiderlan launches a single sharp crystal shard from the weapons end at high velocity.

    These crystal shards are broken from a single larger crystal orb which is loaded into the weapon, as a full round action which provokes attacks of opportunity. This action requires the wielder to use two hands.

    Once a shard has been fired, the mechanism immediately readies another and ejects a fine crystal residue from a slot at the weapons side. A single crystal orb provides the weapon with a total of 10 shards after which point its remains are immediately ejected.

    A crystal orb which has yet to be entirely depleted may only be extracted from the weapon as swift action, however doing so immediately break the crystal into a fine powder which is hence forth unusable. This action requires the wielder to use two hands.

    The voiderlan may be wielded in a way which allows its owner to transition seamlessly between melee and ranged combat. Whilst used as a melee weapon is can be used to either slash or thrust at ones foes, however at range its shards merely strike as Piercing weapons.

    Normally, operating a voiderlan requires two hands. However, it is possible to can shoot, a voiderlan with one hand at a -4 penalty on attack rolls. You can shoot a voiderlan with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. You must always wield a voiderlan with two hands in melee combat.

    Hievarlans (See above) treat the Voiderlan as a martial weapon instead of an exotic weapon.
    Last edited by kanachi; 2012-09-17 at 04:54 AM.
    OMFGWTF!!