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  1. - Top - End - #1
    Titan in the Playground
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    Default [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Welcome, welcome, one and all, to this, the mechanical home of my personal campaign setting, Zaaman-Rul! In order to fully understand the place and purpose of all the presented material here, you'll need to read the prequel thread to this one, the Traveler's Guide to Zaaman-Rul. Warning, it's a *lot* of reading, and there's so much ancillary information in the thread comments that such is worth your time, assuming you've got a few days to burn on reading a 15+ page thread.

    Now, since this is a mechanical thread, a bit of discussion as to my balance point and design philosophy is in order. It has always been my theory that options and flexibility are what make mechanics fun in D&D and what it does best, and the classes, items, and feats that are going to be featured here reflect that belief. The intended balance point for this material is the Tier 3 range, and hopefully it'll show.

    A few other minor tidbits of note before we get into the material itself:
    Included Classes in Zaaman-Rul:
    Spoiler
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    Class Inclusion List:
    Spoiler
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    • Barbarian (PF version)
    • Fighter (PF version+a few tweaks of my own)
    • Monk (probably a fixed one)
    • Wizard (PF version with a few nerfs)
    • Sorcerer (PF version)
    • Cleric (PF version)
    • Bard (PF version)
    • Rogue (PF version)
    • Ranger (PF version)
    • Binder
    • Shadowcaster (w/ Mouseferatu's fixes firmly in place)
    • Beguiler
    • Duskblade
    • Knight
    • Hexblade
    • Psychic Warrior
    • Psion
    • Druid
    • Ninja
    • Favored Soul
    • Warlock
    • Warmage (will be buffed somewhat)
    • Scout
    • Rearranger (pending an update to kill those dead levels or at least reduce them somewhat)
    • Corruptor (ignore what Temotei called it, I call it the corruptor; Temotei's approval for inclusion)
    • Magitech Templar, Mark X (this class is in, but I'm not quite sure how yet, I do want to use it though;permission from Person_Man for inclusion)
    • The Shadow


    To Be Created:
    • The Savant (Illithid)
    • The Techmage (Pale Elven)
    • The Zealot (Human)
    • The Shaman (Khavhgotani)
    • The Warlord
    • The Juggernaut
    • The Balance over the Divide (Necromantic spellcaster)



    The NPC Classes:
    Spoiler
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    • Adept
    • Aristocrat
    • Warrior
    • Commoner
    • Expert
    • Apprentice.




    Skill List in Zaaman-Rul
    Spoiler
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    Skills in Z-R come in two flavors, Standard and Advanced. Standard skills can be taken cross class like normal. Advanced Skills cannot be taken cross class at all. To take an advanced skill, you need the skill on your class skill list or need to take a feat for the skill (each one has an additional bonus as well, so they're not dead feats or anything). Advanced Skills cost two skill points per rank if class skills, and 1 skill point per rank if the character has the feat for the skill.

    • Standard Skills:
    • Acrobatics (Balance, Tumble, and Escape Artist)
    • Athletics (Swim, Climb, and Jump)
    • Appraise
    • Bluff
    • Craft
    • Concentration
    • Diplomacy (includes Gather Information)
    • Disable Device (also serves as Open Lock)
    • Disguise
    • Heal
    • Handle Animal
    • Heal
    • Intimidate
    • Knowledge (comes in Arcana, Geography, History, Local [subdivided by nation and by major city, must be for a specific city or nation], Magitech, Nature, Religion, Technology, The Lattice)
    • Perception (Spot and Listen)
    • Perform
    • Profession
    • Ride
    • Search
    • Sense Motive
    • Spellcraft
    • Stealth (Hide and Move Silently)
    • Survival

      Advanced Skills:
    • Autohypnosis
    • Linguisitics (Decipher Script and Forgery)
    • Battle Meditation (Iaijutsu Focus)
    • Combat Training (see post #23)
    • Use Magic Device
    • Language (this skill follows special rules for acquisition, and can be taken "cross-class" unlike all other advanced skills, see here for details)
    • More may come.



    Medium Save Progression
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    I always felt that there's a Good, Medium, and Poor BAB, so why did D&D 3.5 choose to ignore a Medium Save progression? Luckily, d20 Moder gifts us with one, and here it is.
    1st +1
    2nd +2
    3rd +2
    4th +2
    5th +3
    6th +3
    7th +4
    8th +4
    9th +4
    10th +5
    11th +5
    12th +6
    13th +6
    14th +6
    15th +7
    16th +7
    17th +8
    18th +8
    19th +8
    20th +9

    Several classes will be using this progression, so get used to seeing it.


    Material from Other Sources Included In Zaaman-Rul
    Spoiler
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    Everything here is assumed to be in play at all times when this setting is used, and everything here has had permission given (especially my own stuff ).




    Now, let's get into it! I welcome mechanical additions from fans and would always love feedback on anything I post. I hope you're as excited for this as I am!
    Last edited by arguskos; 2011-03-09 at 07:34 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Jul 2008
    Location
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    Default Re: [3.5, Zaaman-Rul] Mechanics Guide to Zaaman-Rul

    The Shadow
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    By Hideyoshi on deviantArt

    The Wheel never stops turning. My time will come again
    -Julian, Shadow, to his captors shortly before his violent escape from a Xanteld prison.

    Allow me to tell you a tale, initiate, of the first of our kind. He was a prisoner of the Intolians during the Shadowstar Wars, and when Xanteld was taken, he broke free and slipped deeper into the catacombs of the prison to avoid the invaders. Deep in the undercity, he discovered an imprisoned creature, and there he made a pact for power with it, power enough to fend off any attacker and to escape from any bonds. It is this pact we honor to this day, initiate. Never forget this promise.
    -A master of the Brotherhood of Shadows to a new initiate, relating the origin of their abilities.

    As the story tells, the Shadow class arose from a semi-mythical pact made between a mysterious creature in the deep undercity prisons of the Intolian city of Xanteld and a mortal who stumbled across the creature's cell during the Shadowstar Wars, when the qualnargan named Impulse sacked the city. The mortal escaped the carnage, and taught others to tap into the power he gained by making the same deal he did: a lifetime of power in exchange for a second lifetime, reborn into the creature's service.

    The powers granted by the creature are subtle, including the ability to focus with inhuman intensity on a task at hand and the power to bring the will to bear in every day life. The Brotherhood of Shadows trains new shadows in a unique martial art called the Wheel that focuses on defense and turning the aggressor's movements back on them. Shadows are patient, using time and caution as weapons against the impetuous.

    Abilities: Wisdom is the most vital ability for shadows, as it fuels their key class abilities. Dexterity and Constitution are both very useful as well, but less vital than Wisdom is.

    Role: The shadow is a secondary combatant and a skill user. Shadows can't deal massive amounts of damage, but they can turn almost anything back on its user. They have some infiltration and social abilities as well, letting them supplement the rogue in stealth and the bard in charming.

    Background: Shadows must make a pact to gain the extraordinary focus required to perform their martial arts. No one is born a shadow, all shadows are trained. To become a shadow, one must seek out another shadow for the teachings. In rare cases, a shadow can learn the art from one of the few texts written on the subject.

    Organization: The Brotherhood of Shadows, founded by the first shadow, trains the vast majority of all new shadows and keeps tabs on them all, permitting the shadows to use one another as a network of information and support. At the center of the Brotherhood sits an enigmatic figure, rumored to be the First Shadow, though he surely must have died of old age.

    Alignment: Shadows are overwhelmingly lawful, and cannot be chaotic. The extreme focus required for the path of the shadow precludes such modes of thought.

    Races: Any race can be a shadow, and in fact, the shadows count members of all the races in their ranks. The majority though come from Intolar, the home of the First Shadow and of the creature that powers them all.

    Religion: Shadows are drawn to gods of knowledge, focus, inward thought, and darkness. The Dark Five, Arioch, and Arthindol are all common deities for shadows.

    Other Classes: Other classes treat shadows like rogues and monks, for shadows can stick to the darkness like a rogue, but in combat appear far more like the fluid and supple monk. Spellcasters tend to overlook shadows as non-threats and front-line warriors file shadows under secondary targets. Rogues, monks, bards, and rangers all respect shadows for various reasons (rogues respect brothers of the dark; monks see equal, if different, martial skill; bards like that shadows have many interesting tales to tell; rangers respect the shadow's dedication to internal perfection).

    Hit Die: d10. Shadows are reactive, but still need to be able to take some hits.

    Starting Gold: 5d4x10 gp.

    Class Features

    Class Skills: The Shadow's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all, Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Battle Meditation (Wis), and Use Magic Device (Cha).

    Skill Points at First Level: (4+Int Mod)x4
    Skill Points at Each Additional Level: 4+Int Mod
    The Shadow
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +1
    |The Wheel, Focus +1d6

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +2
    |Block +1/+0

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +2
    |Focus +2d6, Negate

    4th|
    +3
    |
    +1
    |
    +4
    |
    +2
    |Candle's Flicker

    5th|
    +3
    |
    +1
    |
    +4
    |
    +3
    |Focus +3d6, Block +1/+1

    6th|
    +4
    |
    +2
    |
    +5
    |
    +3
    |Deflection

    7th|
    +5
    |
    +2
    |
    +5
    |
    +4
    |Focus +4d6

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +4
    |Block +2/+1

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +4
    |Focus +5d6

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +5
    |Rapid Focus

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +5
    |Redirect, Focus +6d6, Block +2/+2

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +6
    |Multi-Negate

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +6
    |Focus +7d6

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +6
    |Block +3/+2

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +7
    |Focus +8d6

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +7
    |Reflect

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +8
    |Focus +9d6, Block +3/+3

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

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +8
    |Focus +10d6

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +9
    |The Wheel's End, Block +4/+3[/table]

    Weapon and Armor Proficiency: Shadows gain proficiency with the gauntlet, spiked gauntlet, dagger, quarterstaff, sling, kukri, scythe, claw bracer, ward cestus, chakram, hand razor, switchblade, armblade, double dagger, and the hook and dagger. Shadows are proficient with light armor, but no shields.

    Note: The claw bracer, ward cestus, and chakram are from Arms and Equipment Guide. The hand razor, switchblade, armblade, double dagger, and the hook and dagger are from here.

    The Wheel (Ex): The core foundation of the art of the shadow, The Wheel is a unique martial art style that emphasizes patience and conservation of motion. Without The Wheel, shadows would be nothing more than supernaturally empowered rogues. The Wheel is both the pact and the results of the pact that empower the shadows.

    At 1st level, a shadow gains both the Improved Unarmed Strike and Superior Unarmed Strike feats, and gains proficiency with his own unarmed strikes. Additionally, he may designate up to three kinds of weapons he is proficient with as weapons of The Wheel. These weapons may be used with all Shadow class features. The shadow also gains a morale bonus to damage rolls made with unarmed strikes and weapons of The Wheel equal to his shadow class level.

    Additionally, whenever anyone attacks the shadow in melee, he may, as a free action, make an attack back at his highest attack bonus. The shadow's attack resolves after the provoking attack. This action may only be taken once per round.

    Should the shadow become chaotic in alignment through his own actions (so, involuntary alignment shifts do not trigger this, such as putting on an unidentified helm of opposite alignment, though pulling the Balance card of a deck of many things would count, since the shadow does so voluntarily), he loses all benefits of this class feature, and of all other shadow class features, until he properly atones for his misdeeds and regains a lawful alignment.

    Focus (Su): The first of the techniques taught by The Wheel, the shadow learns to hone his senses and reaction time to such a degree that when striking in a reactive manner, they are actually more precise and damaging than a simply normal strike. To achieve Focus requires a standard action, and Focus lasts for one round. Any attack (melee or ranged) made while in Focus deals the listed bonus damage and gains a morale bonus to the attack equal to their Wisdom modifier. This damage is not considered precision damage, and so affects everything (undead and constructs too).

    Block (Su): The first true defensive technique learned by the shadow, block lets shadows use The Wheel to their advantage if they desire it. As a swift action, the shadow may declare a block against one opponent, causing two effects.

    First, if that opponent either attacks the shadow in melee or forces a saving throw from the shadow in the next round, the shadow gains the listed number as a morale bonus to AC and to saves for one round (+1/+0 means +1 AC/+0 saves, etc). If that opponent doesn't attack the shadow or force a saving throw, that block has no effect.

    Second, the opponent must make a Will save (DC 10+1/2 the shadow's class level+the shadow's Wisdom modifier). If they fail the save, they suffer a morale penalty to attacks, damage, saves, and armor class equal to -2/3 shadow class levels if they do not attack the shadow in their next action. If they do attack the shadow, they don't suffer the penalties. If they succeed on the save, nothing happens. This is not a mind-affecting effect.

    Block is not a physical motion, instead serving as a supernatural protection against the shadow's foes.

    Negate (Su): Considered by some to be the most symbolic of the shadow's abilities, Negate lets the shadow simply stop attacks. Once/encounter, as an immediate action, the shadow may designate any attack, spell, spell-like ability, or supernatural ability that includes him in its area of effect, and simply negate it, stopping its effect entirely. If a spell, SLA, or supernatural ability, the entire effect ends for all targets. If an attack, it deals no damage. Negate must be used in conjunction with the effect to be stopped. For example, Julian the Shadow is hit with a fireball and would rather not be on fire, so he uses Negate to cancel the spell. In a later encounter, Julian walks into an already extant web spell. He can't use Negate here, since the spell already existed. If an enemy had cast web on him, he could have Negated it, since it would be contiguous with the spell's casting.

    Candle's Flicker (Su): The art of the shadow is an ever-flowing one, constantly circling and moving, much like the movement of a shadow from a flame upon a wall. To this end, the power that fuels a shadow can be shaped and moved, much like that flame. At the beginning of an encounter, the shadow gains a bonus feat selected from the following list. He gains a number of bonus feats equal to 1/4th his class level rounded down, and they last for the duration of the encouter. When the encounter ends, the feats go away. These feats cannot be used as prerequisites. The feat list for this ability is the following:
    • Improved Trip
    • Improved Disarm
    • Improved Feint
    • Spring Attack
    • Improved Grapple
    • Stunning Fist
    • Lightning Reflexes/Iron Will/Great Fortitude (if selected, the shadow gains the benefits of all three of these as one feat)
    • Manyshot
    • Shot on the Run
    • Rapid Shot
    • Cloak Dance (this feat cannot be selected until level 8)
    • Deadly Precision (this applies to Focus damage)
    • Stand Still


    Deflection (Ex): Shadows are primarily melee warriors, and always have been. At some point, it was realized that this leaves the shadow vulnerable to ranged attacks. To counteract this weakness, the Brotherhood of Shadows convened and developed a new addition to The Wheel, the stance of deflection. Deflection requires a move action to enter, and lasts for a number of rounds equal to the shadow's class level. While in the stance the shadow gains two benefits. First, Block applies to ranged attacks as well as melee ones. Second, the shadow gains the benefits of the Deflect Arrows and Snatch Arrows feats, but may use these feats with spells and spell-like abilities, as well as normal projectiles, meaning the shadow can Snatch Arrows and throw back ray spells and other spells that produce projectiles.

    Rapid Focus (Ex): At 10th level, the shadow's senses sharpen further. He may now use Focus as a move action.

    Redirect (Su): Another technique taught by The Wheel, Redirect allows a shadow to alter the targets of attacks. As an immediate action, a shadow may change the target of a melee or ranged attack taking place within 60 ft to another target, also within 60 ft. This is most often used to redirect attacks from allies to himself, and then responded to using The Wheel or Deflection.

    Multi-Negate (Su): The shadow may now use Negate a number of times per encounter equal to his class level divided by four, rounded up.

    Reflect (Su): One of the greatest abilities at the shadow's disposal, Reflect lets a shadow return attacks to whence they came. Once/encounter, when the shadow uses Negate to stop an effect, he may instead stop the effect and subject the user of that effect to its full effects instead. This uses both a use of Reflect and of Negate. For example, Julian the Shadow decides he'd rather not be targeted with a finger of death, and instead that he doesn't like the guy who cast it, so he Reflects it back on the caster. The caster fails his save, and dies to his own spell. Another example, Julian is attacked by someone casting a horrid wilting spell. Julian uses Reflect to both cancel the spell's normal effects and to subject the caster to the spell alone (the spell does not center on the caster, the caster is just treated as having been in the area of the spell, and so makes all appropriate rolls and whatnot).

    The Wheel's End (Su): Common wisdom says that a wheel, like a circle, has no end. The shadows know better. At the pinnacle of their careers, the shadows are finally tasked to pay what they owe to that which granted them their power. The Wheel's End is the payment of that debt. The soul of the shadow is stripped away, called to serve its dark master. However, the shadow's body and mind endure.

    The shadow gains the Monstrous Humanoid type and the Shadow subtype. Additionally, the shadow gains a few new, incredible, powers. The shadow may use The Wheel up to once/round/four class levels, rounded up. The shadow may also use Reflect twice/encounter. The shadow may use Focus as a free action once per round as well.

    Finally, the shadow may call upon The Wheel's power once per day as an immediate action in an encounter. When the shadow uses The Wheel's End in this manner, he immediately ends the turn order (depriving everything after him of their actions for the turn) and makes one attack at his highest attack bonus and one block (gaining all relevant bonuses) against every enemy in the encounter, regardless of range from the shadow in the case of melee attacks. The turn order resumes at the top of the order (and if that's the shadow, he gets to immediately act again). However, invoking The Wheel's End in this fashion is draining, and the shadow gains one negative level for 24 hours thereafter. This negative level disappears without penalty after the 24 hour period is up.
    Last edited by arguskos; 2011-03-17 at 05:29 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: [3.5, Zaaman-Rul] Mechanics Guide to Zaaman-Rul

    The Juggernaut
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    By andyparkart on deviantArt.

    Walls of iron, stone, or magic, they're all as smoke before my might.
    -Hutet, Juggernaut

    There are those beings that have a mystical power to breach all barriers and bonds, to utilize their innate momentum to perform impossible acts. This rare breed of warrior walks the path of the Juggernaut. Juggernauts are warriors who eschew magic in favor of an inner strength that permits them to shatter all constraints, rend all obstacles, and treat everything as smoke on the wind before a scything blade.

    Juggernauts have been known to rip walls of force to shreds with their bare hands, to blast through stone walls many feet thick with a single sword strike, and to even rend the air itself around their foes. To be a juggernaut is to be wild and free, beyond even the most powerful of restraints.

    Abilities: The juggernaut are a supernatural warrior class. Juggernauts are capable of focusing their innate power into a single weapon strike and so causing incredible effects. Juggernauts can burst barriers, rend restraints, shatter spells, and pulverize people in a single, momentous, blow.

    Role: The juggernaut is a tank and a front-line melee fighter. They need to be up in front of combat, soaking hits and dealing the pain.

    Background: Juggernauts tend to be self-trained, learning how to focus their inner fury and power to achieve superhuman results. Some juggernauts teach students, but for the most part, anyone with the dedication and drive to learn the skills of the juggernaut can unlock their own potential.

    Organization: There is no organization of juggernauts, but there is a loose fraternity. Juggernauts recognize each other's talents, and great respect is afforded to one another in glorious combat.

    Alignment: Juggernauts may be of any alignment, but tend towards chaotic, as befits a class that centers around destruction.

    Races: Juggernauts most often come from the Khavghotani goblinoids, especially hobgoblins and ogres, though humans and dwarves both produce a reasonable number of juggernauts as well. A rare few pale elves take up the mantle of juggernaut, and an almost vanishingly small number of illithids do as well.

    Religion: Juggernauts tend to revere gods of strength or raw, untamed emotion, and so gravitate towards Xiombarg, Donblas, Hawkmoon, Vghotan, and Kor'tel'ress.

    Other Classes: Other warrior classes, such as barbarians, fighters, and rangers, respect the juggernaut's combat prowess and dedication to the fight. Spellcasters tend to think of juggernauts as muscle-bound brutes, even more so than barbarians or fighters, since juggernauts revel in pure destruction, and more stealthy and skill-based classes treat juggernauts like forces of nature, something to be avoided if at all possible.

    Hit Die: d12. Juggernauts are experts at absorbing damage.

    Starting Gold: 6d4 x 10 gp

    Class Features
    To come.
    Last edited by arguskos; 2011-01-19 at 04:46 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  4. - Top - End - #4
    Titan in the Playground
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Warlord
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    By bugball of deviantArt.

    "Do you know what awaits there, beyond that army? Immortality! Kill them and take it, it's yours!"
    -Horguth, Ogre Warlord

    Some warriors use their strength to seize the day. Others use magic to win through. The warlord has learned the value of a well-timed word. Warlords are frightening warriors, but they're also inspirational speakers. Warlords are half-fighter/half-drill sergeant. Many a battle has been turned by a single warlord giving an inspiring and rousing speech to his battered company, driving them to ever-greater feats of prowess, and so altering the outcome of a sure win for the other side.

    Warlords are those blessed with the gift of gab who choose to take up the sword. In another life, they could have been bards (or as many warlords say, "pansies"), but in this one, they kill people and convince others to do the same in a frighteningly effective fashion.

    Abilities: Charisma is the most critical ability for warlords, followed closely by Strength and Constitution. Warlords benefit from actually having a personality.

    Role: Warlords are front-liners, right there with their troops. Most warlords fight shoulder to shoulder with a man they just got done inspiring.

    Background: Warlords can be anyone brave enough to pick up a sword and say what needs to be said. Many warlords are spontaneous, just some average soldier who one day made his name with a speech to his unit or a brave action that inspired his army. It's tough to learn how to be inspire, and most of the time, warlords just do what they do.

    Organization: There is no organization of warlords, and there is no fraternity of them either. Warlords are just people who can speak well while swinging a sword.

    Alignment: Warlords can be of any alignment.

    Races: Warlords can be of any race, but are most often found among the Khavghotani. For some reason, orogs tend to take well to the path of the warlord.

    Religion: Warlords are warriors, and so love gods of battle. Donblas, Vghotan, the Dark Prince, Kor'tel'ress, and Xiombarg are all common gods for warlords to follow.

    Other Classes: Most other classes appreciate the warlord's special skills and the usefulness warlords bring to the table. Bards dislike warlords, viewing them as talentless hacks who should be singing if they had any skill at all.

    Adaptation: Warlord is basically a Marshal fix that works. If you like the current Marshal, don't use the warlord.

    Concept: Warlords are Marshals that work. They have auras, they can make inspiring attacks, and give inspiring talks, but functionally, at the end of the day, warlords hit people with sharp objects until the other guy falls over. They just do it while making other dudes do it better too.

    Hit Die: d10. Warlords are warriors (see: the war in the name), meaning they need to be able to take damage like the best of them.

    Starting Gold: xxx

    Class Features
    To come.
    Last edited by arguskos; 2011-02-23 at 11:50 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  5. - Top - End - #5
    Titan in the Playground
    Join Date
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Shaman
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    Source Unknown


    By Taaks on deviantArt

    Death... is just the beginning.
    -Suluthur, Goblin Shaman

    Introduction

    Abilities: xxx

    Role: xxx

    Background: xxx

    Organization: xxx

    Alignment: xxx

    Races: xxx

    Religion: xxx

    Other Classes: xxx

    Adaptation: xxx

    Hit Die: xxx

    Starting Gold: xxx

    Class Features
    To come.
    Last edited by arguskos; 2011-05-08 at 12:46 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  6. - Top - End - #6
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Savant
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    A savant dissecting a human head.
    By JaimeNieves of deviantArt


    The same savant, later practicing his mind sculpting.
    Artist unknown.


    Yet the same savant, honing his combat skills.
    By majicxiii of deviantArt

    I know something about everything.
    -Ssthixilar, Savant

    There are some who believe that specialization is the method to power. They focus their efforts on one area of knowledge or skill, and hone to an extreme degree. They are the undisputed masters in their fields. Nowhere is this better understood or exemplified than in the illithids of Orlyndol, each of whom dedicates their life to the pursuit of a single narrow field of study. Well, each of whom, except the savants.

    Some illithids are created... wrong. Unlike their brethren, whose minds and wills can focus on a single thing to the exclusion of all else, these unique and rare illithids can't. They are biologically incapable of the degree of focus that normal illithids are, their minds being wired differently (and in the bio-engineered society of Orlyndol, wiring matters a great deal). These illithids become the savants, misunderstood and ill-treated geniuses whose unique ability to span vastly different fields of study is barely understood by their fellows, yet makes them both more and less than those who they are surrounded by.

    A savant is the master of nothing, yet a master at everything. He is an aberration, a divergent creation, spawned as a member of the society yet forever isolated from it by his talents. Savants walk a lonely road, but a colorful and full one.

    Abilities: Intelligence is the most, and some might say only, important ability of the savant. All of their special abilities are fueled by Intelligence. However, savants can and do benefit from every ability score.

    Role: Savants can be anything, and frequently are. Savants can fill any role with some level of skill, and given some time to prepare, can be quite skilled at it. Savants excel at adapting one field to serve in another's role. A famous example was a savant that was renown for using painting supplies in the heat of battle, blinding his foes and striking them down with paint cans and brushes.

    Background: Savants are, quite literally, born, not made. It's not actually possible to learn the ways of the savant, as the skills can only be learned by an illithid with a "defective" nervous system. In theory, one illithid could perform a surgery on another illithid and attempt to provoke the same cognitive break that a true savant suffers from, but doing so would be insanely dangerous and highly in-advisable. Every attempt at such as ended in the patient's death, but it can, in theory, be done.

    Organization: Savants have no organization. As illithids, they are of course welcome in Orlyndol's spire-cities, but they are forever outcasts in their own homes, feared and poorly understood by their fellow illithids. Savants avoid one another as often as they seek each other out to trade stories and information. Most travel Zaaman-Rul, looking for ever new and greater information to process and add to their already impressive collection of skills.

    Alignment: Savants may be of any alignment. The cognitive breakdown that a savant "suffers" from does not preclude any given alignment, as each illithid's mind reacts differently. Some become strongly logical, acting much like a calculating machine, while others turn strongly chaotic, simply trying new things in no sensible pattern, brute-forcing solutions to problems with their expanded bag of tricks.

    Races: Only illithids can be savants. No other race has the physiology or psychology required to absorb, process, and sort the vast amounts of data that a savant requires to perform their feats.

    Religion: Savants are, as a general rule, areligious. They don't tend to care much for gods, believing gods are nothing more than really brilliantly smart individuals. However, some savants take a more measured stance. Savants that do give prayer lean heavily towards gods of knowledge, such as Arioch and Arthindol.

    Other Classes: Other classes tend to be confused and mildly unnerved by savants. The ability of a savant to duplicate anything on a moments notice is alarming to many, and even though a focused specialist will always outstrip a savant at anything the savant might choose to do, that the savant can even compete is unnerving. Savants are useful though, and pragmatic classes tend to respect their useful nature.

    Adaptation: The fluff around the savant is pretty exclusive to illithids, and so will need to be changed. However, the mechanics can easily be used for a super skill monkey class. Be warned though, the savant is a fairly exclusive role.

    Concept: The Savant is basically Chameleon, the base class, plus some stuff. It is meant to be a super skill monkey who can fill any role. It's like the Factotum, but differently designed and with more potential power but less speed. Savants benefit greatly from having a bit of warning.

    Hit Die: d6 (but see the Martial Path). Savants aren't tough.

    Starting Gold: As rogue.

    Class Features
    To come.
    Last edited by arguskos; 2011-03-18 at 12:26 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  7. - Top - End - #7
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Techmage
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    By cwalton73 on deviantArt.

    It's broken? I can fix that. Just gimme me a cup o' joe.
    -Professor Daruth Xavix, before his disappearance

    Introduction

    Abilities: xxx

    Role: xxx

    Background: xxx

    Organization: xxx

    Alignment: xxx

    Races: xxx

    Religion: xxx

    Other Classes: xxx

    Adaptation: xxx

    Hit Die: xxx

    Starting Gold: xxx

    Class Features
    To come.
    Last edited by arguskos; 2011-05-08 at 12:49 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Zealot
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    By Tanathiel of deviantArt.

    No rest. No compromise. No matter what.
    -The first line of every Order's Code, called the Zealot's Oath.

    Lore removed for space. Find it here.

    Hit Die: d12. Zealots are expected to be front-liner warriors.

    Starting Gold: 6d4x10 gp

    Class Features

    Class Skills: The Zealot's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (local, Intolar) (Int), Knowledge (history) (Int), Perception (Wis), Ride (Str), Sense Motive (Wis), Battle Meditation (Cha), and Combat Training (Con).

    Skill Points at First Level: (4+Int Mod)x4
    Skill Points at Each Additional Level: 4+Int Mod
    The Zealot
    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+0|+1|Zealous Order, The Zealot's Code, 1st Order Ability, Corporal

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

    3rd|+3|+3|+1|+2|Sergeant

    4th|+4|+4|+1|+2|2nd Order Ability

    5th|+5|+4|+1|+3|Spell Resistance

    6th|+6/+1|+5|+2|+3|Divine Connection

    7th|+7/+2|+5|+2|+3|Lieutenant

    8th|+8/+3|+6|+2|+4|3rd Order Ability

    9th|+9/+4|+6|+3|+4|Spell Reflection

    10th|+10/+5|+7|+3|+5|Divine Channel

    11th|+11/+6/+1|+7|+3|+5|Captain

    12th|+12/+7/+2|+8|+4|+6|4th Order Ability

    13th|+13/+8/+3|+8|+4|+6|Spell Immunity

    14th|+14/+9/+4|+9|+4|+6|Divine Conduit

    15th|+15/+10/+5|+9|+5|+7|Major

    16th|+16/+11/+6/+1|+10|+5|+7|5th Order Ability

    17th|+17/+12/+7/+2|+10|+5|+8|Spell Absorption

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

    19th|+19/+14/+9/+4|+11|+6|+8|Colonel

    20th|+20/+15/+10/+5|+12|+6|+9|Final Order Ability, Apotheosis
    [/table]

    Weapon and Armor Proficiency: Zealots are proficient with all simple and martial weapons. Zealots are proficient with and required to use their god's favored weapon, if possible (see The Zealot's Code for details). Zealots gain armor proficiency as per their god's Code.

    Zealous Order: The core of the Zealot, the idea of the Zealous Order dates back to the discovery of the first zealots, in the reign of Emperor Intolar 12. When the first zealots were revealed, the Emperor decreed that from that moment forth, they would live and work in the name of Humanity and would serve as the direct will of the churches and the gods. From that moment onward, the 10 Zealous Orders existed.

    At level 1, a Zealot picks what Order he is a member of (and thus the god he serves). The Order a Zealot is a part of determines their Order Abilities and grants a few minor benefits. Further, and more importantly, it determines their critical ability score.
    Spoiler
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    • The Order of the Eldest (Cha): Ean's Order, this is the smallest of the Zealous Orders. They serve the empire as organizers and generals, directing the actions of armies and groups. The Father's zealots wear blue and white clothes and armor, and wield his favored weapon, the quarterstaff. They gain the Improved Initiative feat.
    • The Justice Order (Cha): The Zealous Order of Donblas, this order is found on the front lines more often than not, leading soldiers in the name of Humanity and the Emperor of Man. The Justice Order wears brilliantly polished silver armor and uses a battleaxe and heavy steel shield in battle. They gain the Improved Shield Bash feat.
    • The Order of the Grave (Wis): A dour Order, Pyaray's zealots are a sullen and focused lot, even by zealot standards. They wield his favored greatsword, and wear bluish-green vestments and armor. The Order of the Grave often is found after battles, clearing the field of the dead, and as great captains in the Imperial Navy. They gain the Spirit Sense feat (Heroes of Horror, pg 124)
    • Death's Order (Str): Also called the Reapers, Xiombarg's zealots are a bloodcrazed lot used as shock troopers in warfare. The Reapers are, to a one, utterly insane. They wield scissor swords with a bit of help from Xiombarg (who manifests four ghostly arms for each zealot, so that they may bring destruction in Xiombarg's name), and wear spiked and barbed armors. They gain the Power Attack feat.
    • The Order of Life (Con): Slortar's Order is the most convention defying of the Zealous Orders, dedicating themselves to the preservation of the spirit of humanity and the prevention of disease and illness amongst the populace of the lands. The Zealots of Slortar affect white dress and carry the tool of their patron, a wand of cure light wounds (or similar healing wand/scepter/staff). They gain the Wandstrike feat.
    • The Order of the Mind (Int): The Brotherhood of the Scarlet Prince, as this Order is also known, follows the teachings of Jhaelen. They roam the landscape, bringing joy and happiness to their human brothers and sisters, but serve also as a society of secret police, using their lord's connection to the mental powers to ferret out traitorous thoughts and deeds. Jhaelen's zealots wield rapiers and don his scarlet dress.
    • The Secret Order (Int): Brethren in spirit if not in form to the Order of the Mind, Arioch's Zealous Order is concerned with knowledge, and the preservation and generation thereof. Where the Order of the Mind serve to keep the populace in line and the Order of Life keeps the populace healthy in body and mind, the Secret Order keeps information in line. The zealots of Arioch wear shadowy black robes and armor, and wield the double dagger in his name. They gain the Obtain Familiar (C.Arcane) and Combat Familiar (PHB2) feats.
    • The Order of Skill (Dex): Followers of the god of perfection, the Order of Skill are the drill sergeants and trainers of Intolar, each working their students hard for perfection in Hawkmoon's name. The zealots of this order are famous for their drive and perfection attention to detail. Hawkmoon's zealots use his favored blade, the longsword, and wear simple, yet functional, armor and weaponry in shades of brown. They gain the Arcane Strike (C.Warrior) feat.
    • The Order of the Land (Wis): The smallest of the orders, Scyllua's zealots are nature fanatics, scouring the land and ensuring it both produces well for humanity and is properly cared for by humanity. Those who seek to defile it are themselves defiled by this Zealous Order. The zealots of the Land wear brown and green, and wield the scythe. They gain the Earth Sense, Earth Adept, and Earth Master feats (all from Races of Stone).
    • The Walking Order (Dex): The final Order, almost as small as Scyllua's order, the Zealous Order of Elwher is dedicated to travel. The zealots of this order wander the roads of Intolar, bringing the word to any who have need of it, and wielding their blades against any who would threaten Intolar. The Walking Order serves as a loosely knit group of police in many ways. The zealots of Elwher wear simple traveler's clothes, and choose a single weapon as their favored one (see the Zealot's Code for the Walking Order for details). They gain the Run feat.



    The Zealot's Code: Each Zealous Order has a lengthy and strict code of conduct for the zealots in its care. Each Order's code is unique and detailed, and would take a book to fully detail here. In general, each code demands that the Zealot act in accordance with the following idea: "what would my god do, were he in my shoes right now?" As long as Zealots generally follow the answer to that question, they will remain within their code. However, the codes also detail the armor and weapon usage for each zealot, and so a limited code for each Order follows.
    Spoiler
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    • The Order of the Eldest: Ean commands that his zealots be ever watchful, and never raise a hand against one another nor any other zealot, even when that zealot be proved to have wandered astray, instead commanding the use of non-lethal damage for capture and then a fair and legal trial for that zealot. The Order of the Eldest, befitting their role as law-bringers, are instructed to capture if possible, only killing when necessary. Their code directs them to always assume leadership unless a higher-ranked, legally represented, member of the Order or the Intolian Military is present, in which case total obedience is tasked. They are permitted to use any ranged weaponry they desire, but may only wield quarterstaves in melee combat unless they physically cannot or none are available, in which case they may wield anything they wish. The code of the Eldest restricts zealots to use of only light and medium armors, and are proficient in such. Ean's zealots may multi-class freely into any class that offers full BAB or divine spellcasting, and their zealot level stacks to determine their caster level if they take levels in a divine spellcasting class.
    • The Justice Order: Donblas is harsh and unyielding, and tasks his zealots to be the same. They are tasked with announcing their target's crimes and giving them one chance to surrender. Afterwards, should the target refuse to surrender, the zealot can never accept surrenders nor ever use non-lethal damage against that foe, no matter the circumstances. Frequently tasked with the capture and judgment of Intolians who have betrayed their country, The Justice Order is the only Order permitted to kill Intolian citizens without fear of legal reprisal, though evidence must be presented as to that citizen's guilt if the zealot is challenged. The Justice Order may not wield any weaponry beyond one-handed axes and shields (of any kind, though greataxes and other two-handed axes are forbidden), but they may wear any armor they wish, and are proficient in the use of all armors. Donblas' zealots may multi-class freely into any class that offers full BAB.
    • The Order of the Grave: The Order of Pyaray, the Gravekeepers (as they are known) are a dour, quiet lot. Their code tasks them with the management and keeping of the dead, and they are required to perform the ritual of safe-keeping (a simple, easily performed, 1 minute prayer; the zealot must be able to see the subject of the ritual and it must take place within 1 hour after their death, if possible) for any human or group of humans that falls on the battlefield, loyal citizen or not, even if the Gravekeeper was forced to kill them personally. The Order of the Grave is also tasked with the safe-keeping of sailors and their crafts, and must ensure that all sea vessels they travel upon are sea-worthy (a 1 hour procedure, it can take place during a trip, but MUST be performed if possible). If a position of power is available upon a ship, Pyaray demands they claim it. They may use any ranged weapon they wish (though Pyaray prefers they use siege weaponry if at sea), but may only wield a greatsword when in melee, and must close to melee if it is at all possible. They are permitted any armor, but when at sea may only use light armors, as anything heavier restricts movement upon the open waves. Gravekeepers may multi-class into any class that offers divine spellcasting, and their zealot level stacks to determine their caster level.
    • Death's Order: The Reapers are a crazed lot, and their code reflects this. Xiombarg's code dictates that no mercy can be shown to foes, and that if two options to kill a foe exist, one of which is quick and the other is not, the latter must be taken. If a Reaper drops a foe but that foe yet lives, Xiombarg demands they be coup-de-graced immediately. The code of Death's Order also dictates that they cannot retreat as long as victory can be grasped, but in a truly hopeless situation, a temporary retreat is permissible. The zealots of the Order are banned from making use of the Combat Expertise feat, which Xiombarg deems cowardly, though it may be taken for the purpose of pre-requisites. Reapers may only use scissor swords (the ghostly limbs for which function even in anti-magic fields) and may wear any armor they wish. Reapers may multi-class into class that offers any full BAB.
    • The Order of Life: The code of Slortar is odd when held next to the others, for it alone demands mercy and forgiveness of the zealot's enemies. The Code of Life demands that clerics of Slortar always attack non-lethally and always accept surrenders if they are offered. They must always provide healing and assistance to the sick and injured if they are able, and can never turn away the wounded if they are able to render assistance of any sort. Slortar's zealots may prioritize aid if multiple individuals require assistance. The Order of Life is also tasked with the destruction of undead controlled by non-Pyarayan's. The zealots of Slortar may wield any weapons they wish, but must carry a wand of cure light wounds or a similar wand, scepter, or staff of a cure spell on their person at all times (vigor and heal do not count, it *must* be a cure spell). They may wear any armor they wish. Zealots of the Order of Life may multi-class into any class that offers divine spellcasting but do not offer full BAB (so, the Paladin, if you even use it alongside the Zealot, which I do not recommend). Their zealot level stacks to determine their caster level.
    • The Order of the Mind: The police of the zealots and the guardians of the thoughts of the Intolian people, the Order of the Mind has a strict mentalist code. Their code decrees that they cannot purposefully injure another human's mind for any reason, not even to extract information. They must always respect the sanctity of a human's thoughts. They can never attempt to read the thoughts or interact through mental magic, with a superior (of any Order) without direct orders from their superiors in the Order of the Mind. Jhaelen's zealots are permitted to arrest any human in the country, from the greatest general to the lowliest peasant, if they have sufficient cause, which can only be demanded by their superiors in the Order of the Mind. However, should they knowingly and wrongfully arrest a citizen, they are affected as if they had breached their code (see Code Violations). They must wield rapiers at all times in battle, and cannot wear armor, as their mental powers are restricted by such. They can multi-class freely with any class that offers psionics, and their zealot level stacks to determine their manifester level.
    • The Secret Order: Purveyors of dark magic and guardians of all knowledge once thought to be lost, the Secretseekers (zealots of the Shadow) have a dedicated code. They are tasked with the need to acquire information on anything and everything, along with the purchase of new magic if and when they can. This is the core of their code, but it shapes all that the Secret Order does, with members buying magic they can't even use instead of gear they can, for Arioch demands such dedication to their cause. In general, if a zealot of the Secret Order has a purchasing decision between scrolls and something else, they must buy at least a single scroll of a spell they have never observed personally, and gift it to a priest of the Voice in the Darkness at the first possible opportunity. If they have the ability to use scrolls and other magical writings, they must purchase two copies of the scroll, one for their use and one for the faith. If only one exists, it must be given to the faith unless the situation is life or death, in which case it can be used without penalty. Zealots of Arioch may use daggers in all forms, but must use double daggers in melee, and cannot wear armor of any kind. They can multi-class freely with any class that offers arcane spellcasting or mystery progression, and their zealot level stacks to determine their caster level.
    • The Order of Skill: The zealots of Hawkmoon must abide by his dictates in regards to the teaching of the unlearned. The zealots of Hawkmoon are required to spend at least one hour every day practicing with their weaponry and/or spells (this is above and beyond combat and must be for the purpose of practice). Additionally, if the opportunity presents itself, they must volunteer as teachers and educators in whatever they are skilled in, be it weapon training, combat tactics, spellcasting, or a combination. Finally, zealots of the Order of Skill must both offer and accept duels to and from worthy opponents (a worthy opponent is understood to be an enemy of CR>=the zealot's class level). These duels are generally to the death, but not always. Should someone interfere with a duel, the zealot is not at fault, but he cannot ask someone to interfere on his behalf. Zealots of Hawkmoon may use any weaponry they wish, so long as it is magically created, but may only use a single non-magically crafted ranged weapon of their choice and longswords for melee. They may wear any armor they wish. They can multi-class freely with any class that offers full BAB and/or arcane spellcasting, and their zealot level stacks to determine their caster level should they choose a spellcasting class.
    • The Order of the Land: The code of the zealots of Scyllua demands their commitment to the land. The zealots of Scyllua are land-walkers through and through, and must stop to assist any Intolian citizen that asks their aid in a matter of nature vs. humanity. This diversion can take up to one hour before the zealot is permitted to move on, but it is encouraged by the code that the zealot stay and complete the task (but it is not a violation to leave after the hour is complete). If a zealot of the Order of the Land is forced to destroy part of the natural world, they must perform the ritual of the cycle at their first possible convenience (a 5 minute ritual that involves the planting of new seeds, the burying of a dead creature, and much prayer, in order to atone for the taking of plants and animals before their time). Should a zealot of this Order be caught purposefully defiling the land without extreme cause, they are forever removed from the faith and the order as per a fourth violation (see Code Violations). The Earthwardens (as the zealots of this order are called) wield the scythe in melee and any ranged weapon they wish, and may wear any armor they wish. Earthwardens may multi-class into any class that offers divine spellcasting, and their zealot level stacks to determine their caster level.
    • The Walking Order: The most enigmatic of the Orders, the Walking Order's code is similarly enigmatic and obscured. The zealots of this Order are simply tasked with traveling constantly. They are permitted to cease travel for no more than one day if on their own, and no more than one week if on a quest (meaning lengthy infiltrations are... difficult for these zealots). They are permitted a single weapon of their choice that they must wield at all times (once made, this choice cannot be changed), and may wear any armor they wish. They may select any single class to freely multi-class with.



    Code Violations: As with paladins, code violations must be handled delicately. The codes above are vague enough to prevent immediate "lol****you" behavior, but they exist for a reason. The punishments follow. Remember, only willful violations count (mind-control does not count, nor does an equipment violation due to circumstance count). A first-time violation of a zealot's code is grounds for an in-character reprimand and a friendly out of character reminder. A second violation is grounds for a temporary (one hour/zealot level) suspension of all zealot abilities and a slightly stronger out of character warning. A third violation is grounds for permanent removal of all zealot abilities pending an atonement. A fourth violation (by necessity, post atonement) is grounds for permanent removal with no chance of recovery. A single absolutely massive violation (for instance, a zealot of Pyaray fails to perform even a single ritual of safe-keeping for an ARMY of dead Intolians, or a zealot of Slortar slaughters an entire town single-handedly, big stuff like that) is grounds for immediate removal of all powers with no chance of recovery. Note that multi-classing into a non-code approved base class automatically breaks their code and causes the loss of all zealot powers as per a third violation (so, an atonement is permitted and permits the taking of that specific class from then on, though the zealot may never again advance as a zealot).

    1st Order Ability (Su): Zealots gain a total of six abilities from their order over the course of their career as zealots. The 1st Order Ability is a kind of unique attack granted by the god. These attacks only function when made with the deity's favored weapon, if they function on attacks (not all do).
    Spoiler
    Show

    • The Order of the Eldest: Ean's attack is the Lawbreaker Smite. Zealots of this Order may, once/encounter/two zealot levels, declare a lawbreaker smite attempt against a lawbreaker (here defined as any creature that meets one or more of the following: the zealot has personally observed the creature break a known law; the creature has harmed a human on purpose (accident doesn't count); the creature is a non-human; or the creature has attacked a zealot or priest of the Nine-Faced Lords). This is an attack action that gains a bonus to attack and damage rolls equal to the zealot's Charisma modifier. If the attack misses, the smite attempt is not wasted, but if the creature is not actually a lawbreaker and the smite hits, the attempt is wasted.
    • The Justice Order: Donblas' attack is the ability to create a Mark of Law. A zealot may only have a single mark of law active at any time, and when a mark of law is active, the zealot that placed it gains a bonus on attack and damage rolls equal to the zealot's Charisma modifier against the marked creature. The zealot may not change the mark's target until either 24 hours have passed or the marked creature is slain. It is a standard-action to create a mark of law, and has a range of 60 ft.
    • The Order of the Grave: The Octopus's attack is the Blood Tide. Whenever a zealot of Pyaray strikes an opponent, they may cause a bleeding wound. This wound deals 1 damage every round until healed (requires at least 1 point of magical healing or a DC 20 Heal check). A single target can suffer from a number of bleeding wounds equal to the zealot's class level. Bleeding wounds from Blood Tide last indefinitely.
    • Death's Order: The Reapers gain the power to harness their fury, much akin to a barbarian of Khavghotan. They can, as a free action once/encounter/two zealot levels, fly into a rage, called the Red Haze. This rage lasts for a number of rounds equal to their zealot level. During the Red Haze, the zealot gains a +4 bonus to Strength and Constitution and a +2 bonus to Will saves, but suffers a -2 penalty to Armor Class. Additionally, the zealot cannot take any action involving concentration (this includes most checks based on Intelligence, Wisdom, or Charisma, though Intimidate is an obvious exception). When the Red Haze ends (when the duration expires, or when the zealot wills themselves to calmness, a free action), the zealot is fatigued for a number of rounds equal to those spent in the Haze.
    • The Order of Life: Slortar abhors violence, but sometimes, it is necessary. To his zealots, he entrusts the ability of Spirit Draining. As a standard action, the zealot may target two creatures within 60 ft with a white ray of light, and designate one as an enemy and the other as a friend (the zealot cannot designate themselves as either). The zealot makes a ranged touch attack against the enemy, dealing 1d4 sacred damage/two zealot levels. The friend is then healed for an amount equal to the damage dealt.
    • The Order of the Mind: The Scarlet Prince's zealots have a need to move throughout Intolar with little attention, and so use the power of Jhaelen to escape notice. As a standard action, the zealot may push a target within 60 ft into a state of euphoria with a mere thought. The target must make a Will save (DC 10+1/2 zealot level+zealot's Int modifier) or be dazed for 1 round/3 zealot levels. Attacking the target automatically breaks the daze, and any physical action involving them in any way grants them another save to break the effect. When the effect ends, the target is still dazzled (-1 to attacks, Search checks, and Perception checks) for 1 round, as the lingering sensation of pure joy is powerful.
    • The Secret Order: The zealots of the Shadow gain a limited measure of his magical prowess. The zealot knows, but cannot cast, 1 sorcerer/wizard spell per zealot level (the spell's levels cannot exceed his zealot level/two when selected, and cannot be reselected once taken). These spells are used for the zealot's various special abilities. Additionally, once/encounter/two zealot levels, when the zealot strikes a flat-footed creature, he may affect them with one spell known, as though cast by a spellcaster of level equal to his zealot level. If a save is given by the spell, the DC is 10+1/2 zealot level+the zealot's Int modifier.
    • The Order of Skill: The zealots of Hawkmoon are granted his skill with magical weaponry, and his ability to summon it. As a swift action, once/encounter/two zealot levels, the zealot may summon a magical weapon of any type that he is proficient with. This weapon functions exactly like a normal weapon of its type, with the following exceptions. It is made from magical force, and deals force damage, not its normal damage type. It has a +1 enhancement bonus, and gains another +1 enhancement bonus at 5th, 10th, 15th, and 20th level. Finally, the zealot may add his Intelligence modifier to damage rolls made with the weapon. The weapon lasts for 1 round+1 round per zealot level. If the zealot summons a new magical weapon while he already has one, the new one overrides the old one, which is destroyed.
    • The Order of the Land: As servants of the god of the harvest and of renewal, Scyllua's zealots learn to blend renewal of the land with war, since even the most humble servants must sometimes take up arms in defense of the earth itself, and they learn the secret to the ability called Autumn's Razor. Once/encounter/two zealot levels, when the zealot makes a successful melee attack, they can choose to convert the attack into a 10-ft cone centered on the target. The original target takes damage as normal, and everyone else in the cone gets a save (Reflex DC 10+1/2 zealot level+Wis modifier) for half. This ability can be used at will for the purpose of crop harvesting, and when used in this fashion only affects plant matter.
    • The Walking Order: Elwher grants his zealots the ability to move enemies as they see fit, an action that amuses Elwher to no end. As a move action, once/encounter/two zealot levels, the zealot may target one creature within 60 ft. The target must make a Fortitude save (DC 10+1/2 zealot level+zealot's Dex modifier) or be moved 5 ft/two zealot levels in a single direction of the zealot's choice. This movement can push a target off a cliff or into an obviously hazardous area, but doing so gives the target a second save to stop moving at the edge of the area (same save as above). This movement does provoke attacks of opportunity.



    Corporal: All zealots hold a military rank with the Intolian Army (or Navy, as is the case for the Gravekeepers). At their induction into their Order, they are granted the rank of corporal. This rank has no mechanical benefit, though they gain a +2 circumstance bonus on all social checks with lower ranked army personnel in Intolar. Zealots of Pyaray are instead given the rank of Seamen, and their bonus only applies to naval personnel.

    Mettle (Ex): At 2nd level, the zealot gains mettle. If he makes a successful Fortitude or Will saving throw against an attack that normally have a lesser effect on a successful save, he instead completely negates the attack. The zealot must be awake to benefit from mettle, though he does not need to be consciously aware of the attack.

    Sergeant: At 3rd level, zealots are awarded a new rank that better fits their growing importance to the nation and the Intolian people. In addition to their social check bonus increasing to +3, zealots of this rank gain the ability to requisition supplies as needed. While in Intolar, they may make a special Requisition check (1d20+zealot level, may gain bonuses or penalties). The DC for the check and what they may requisition is based on the table below. The base DC is 10 and has a maximum value of 100 gp by default.
    {table=head] Item | Modifier to the DC
    Mundane | +0 per item
    Masterwork* | +2 per item
    GP Value | +1 per +500 gp of the item(s)
    Alchemical | +1 per item
    Minor Magical | +5 per item
    Medium Magical | +10 per item
    Major Magical | +15 per item
    Relic** | +20 per item or N/A
    Obvious Need | -2 to -4
    Writ for Requisition*** | -5
    [/table]
    *: Magical weapons and armor do not need to include this modifier to the check.
    **: Relics are unique magical items that are special for the faiths of the Nine-Faced Lords. They are rarely parted with, and zealots of differing faiths cannot requisition them at all.
    ***: If a zealot has a writ from a superior giving permission for the item(s), they gain this modifier.

    For example, a longsword has a DC of 10 to requisition. However, a masterwork longsword is DC 13 (+2 for mwk, +1 for the cost) and a +1 longsword is DC 19 (+5 for minor magical, +4 for the cost).

    Zealots may only requisition supplies once per tenday, regardless of the check's result, and must be at an Intolian military station. The supplies take 1d6 days to reach the zealot's location from the main depository at Chontian, unless the zealot is in Chontian, in which case it takes 1d6 hours instead.

    Zealots of Pyaray instead gain the rank of Petty Officer, and must be at a naval base to make their check.

    2nd Order Ability (Su): The zealot gains their second ability. These abilities are all defensive in nature, and serve to keep the zealot alive and well in their role as the beacon of humanity.
    Spoiler
    Show

    • The Order of the Eldest: Ean grants the ability of Blunt the Edge to his zealots. A zealot of Ean gains an aura with a 5-ft radius/zealot level that converts all hit point damage dealt by weaponry to nonlethal damage. Spell damage is not converted.
    • The Justice Order: Donblas grants his zealots the Bastion of the Unforgiving ability. The zealot is immune to fatigue. If they were to become exhausted, they only take penalties as if they were fatigued. In addition, the zealot gains a +4 deflection bonus to Armor Class as long as they remain within 30ft of the person who they marked with their Mark of Law ability.
    • The Order of the Grave: Pyaray grants his zealots the unyielding tide of the ocean. As a swift action each round, the zealot may reinforce their internal structures and temporarily stitch wounds and repair damage, gaining an amount of temporary hit points equal to their zealot level. They can have a maximum amount of temporary hit points equal to their full normal hit points. While completely immersed in sea water, they heal HP rather than gain temporary HP.
    • Death's Order: The acidic blood of Xiombarg now courses through the zealot's veins. When the zealot is damaged by a melee attack, the attacker suffers acid damage equal to the zealot's Strength modifier.
    • The Order of Life: Slortar's love of peace radiates from his zealots, and can be used like a shield. The zealot gains an aura with a radius of 10-ft that duplicates the calm emotions spell (Will DC 10+1/2 zealot level+zealot's Con modifier negates). The zealot can suppress or resume this ability as a free action, even if it is dispelled.
    • The Order of the Mind: Jhaelen grants his zealots the ability to fade into the background so as to better serve his will. For a number of rounds per day, the zealot may turn himself invisible, as the spell, as a swift action. The duration need not be continuous, but it must be taken in one-round increments. Ending the effect is a free action.
    • The Secret Order: Zealots are not a stealthy bunch, as a general rule. Trained for battle, they are not incredibly adept at sneaking around. However, Arioch demands his faithful keep to the shadows and move silently in the darkness. To this end, he grants his zealots the power to serve him as he demands. The zealot benefits from a constant nondetection ability of caster level equal to his zealot level. In addition, the zealot gains a bonus to Stealth checks equal to his Intelligence modifier.
    • The Order of Skill: Hawkmoon, master of magically created weaponry, understands the benefit of defense as well as attack, and so he grants his zealots the power to conjure armor to defend themselves with. As an immediate action, once/encounter/two zealot levels, the zealot may conjure plates of magical force in response to an attack. The zealot gains a deflection bonus to their Armor Class equal to their zealot level against that attack.
    • The Order of the Land: Scyllua grants her zealots the power of the earth and girds their bones and bodies against harm. Once/encounter, the zealot can root themselves in place, gaining DR x/-, where the "x" is equal to their Wisdom modifier. Additionally, their melee reach increases by 5 ft. These benefits last until the zealot moves more than 5 ft from the point at which this ability was used.
    • The Walking Order: Elwher doesn't just give his zealots the ability to shuffle around their foes, but lets them move themselves as well. As an immediate action once/encounter, the zealot may teleport up to 20 ft in any direction. This movement does not provoke attacks of opportunity.



    Spell Resistance (Su): The zealot gains spell resistance equal to 12+his zealot level.

    Divine Connection (Sp): In order to better serve their divine master, the zealot gains the ability to, once per day/two zealot levels, cast augury with a caster level equal to their zealot level.

    Gravekeepers instead gain speak with dead.

    Lieutenant: At 7th level, the zealot's service to god and country has earned them another promotion in the ranks. As a lieutenant (or ensign, as Gravekeepers are called), the zealot gains a +4 bonus to requisition checks, and their checks take only 1d4 hours to be processed. Additionally, once per month, the zealot may make their requisition check from anywhere, provided they can get the message through (typically, through magical means). This check takes 24 hours to be processed and to arrange the delivery of the goods (also, typically via magical means, though airdrops are also employed on occasion).

    3rd Order Ability (Su): At this point, the zealot has become powerful enough to warrant truly unique abilities from their lord.
    Spoiler
    Show

    • The Order of the Eldest: Ean is more than just the head of the Intolian pantheon, he is also is the god of time and fate, and he grants his zealots his power over these domains. This power lets the zealot cause a single action to have a different outcome. As an immediate action once/encounter, the zealot can force a reroll of one action (be it a damage roll, an attack roll, a skill/ability check, or a saving throw) and can grant one of the individuals rolling a bonus or penalty to the roll equal to his zealot level. For example, Bob attacks Jim and kills him in one swipe, but Chris wants Jim to survive, so he rewinds the attack and gives Bob a penalty to the attack roll and suddenly, Jim isn't hit.
    • The Justice Order: xx
    • The Order of the Grave: xx
    • Death's Order: Xiombarg's hideous visage begins to truly reach into this world, making itself manifest in his servants flesh. For a period of 2 rounds/zealot level/day, the zealot may sprout four additional arms from his shoulders, each brandishing a longsword. When the zealot attacks, so do his extra four arms, each as secondary attacks (ie. at -5 each, with 1x Str mod to damage). He gains one attack from each extra arm each round. Growing the arms is a swift action, as is dismissing them. These arms cannot be used for anything but attacking, and cannot be disarmed nor their weapons be sundered.
    • The Order of Life: xx
    • The Order of the Mind: xx
    • The Secret Order: The zealots arcane power grows ever stronger. The zealot may, once/day/two zealot levels, cast a spell he knows. This takes a full-round action (unless the spell has a longer casting time than a full-round action, in which case casting it takes that time plus a full-round action). Additionally, the zealot gains a permanent detect magic and read magic effect, letting him ferret out hidden knowledge and power easier.
    • The Order of Skill: Hawkmoon dictates his zealots teach others, thus he permits them to share their talents freely. As a swift action, the zealot may take a penalty to their attack rolls for one round and grant an ally within 30 ft that amount as a competence bonus to their attack rolls for one round. This penalty may be of an amount up to the zealot's class level. If the zealot has a caster level, they may do the same thing with their caster level to similarly boost an ally's caster level.
    • The Order of the Land: xx
    • The Walking Order: The zealots of the Traveler gain his ability to wander as he does. The zealot gains both a climb speed and a swim speed, each equal to his standard land speed. Additionally, the zealot may use air walk and freedom of movement, each for 1 minute/zealot level/day (activating/deactivating these powers is a swift action). Finally, the zealot gains the Spring Attack and Shot on the Run feats, regardless of if he meets the prerequisites.



    Spell Reflection (Su):

    Divine Channel (Su):

    Captain:
    Last edited by arguskos; 2011-03-23 at 12:41 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  9. - Top - End - #9
    Titan in the Playground
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    Broken Damaged Worthless

    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Monk
    Spoiler
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    By JasonEngle of deviantArt

    Movement is key. Anything can be defeated with the proper motion.
    -Water-Upon-Rock, Monk of the Unending Road

    Considered stodgy, doddering old keepers of knowledge now useless by many until recently, the Monks of the Unending Road were originally a monastic order dedicated to the preservation of all martial arts for future generations. However, as the years passed, and knowledge of the order waned, the guardians grew dispossessed with their ancient charge. They eventually decided that the best thing to do was to synergize all the styles they were charged with guardianship of. Over the centuries, they trained relentlessly to produce a unified style, and when the Shadowstar Wars loomed, the Monks of the Unending Road stood ready. Today, the monastery trains all those that come to it seeking to learn.

    These are the Monks of the Unending Road, and this is their power.

    Abilities: Dexterity is the most critical ability score for monks, followed closely by Strength. Constitution is useful, but non-critical, as good monks shouldn't be getting hit much anyways.

    Role: Monks are martialists, but are poor at standing on the front-lines. Monks are better as mobile strikers, dealing damage and getting away to come back again later for more.

    Background: Monks are universally trained by the Monastery of the Unending Road or by someone who was trained there. The arts of the monk do not spontaneously self-generate.

    Organization: Monks are not actually beholden to the Monastery, though it always welcomes brothers back into the fold. The Monastery, being independent of any nation, has little political clout and offers few services, beyond room and board for monks. There is an unspoken brotherhood between monks in the world though, and many of them come to each other's aid.

    Alignment: Monks can be of any alignment, though they tend strongly towards law, as befits their origins in an ordered monastery.

    Races: The Monastery of the Unending Road admits any supplicant and is massive, occupying most of the interior of a mountain. Any race can be found within its walls.

    Religion: Monks tend to worship gods of law and order, or at least of martialism. Hawkmoon, Donblas, Xiombarg, Vghotan, and the Dark Prince are all common gods for monks to follow.

    Other Classes: Monks, as skilled martialists and very nimble individuals, are regarded much like rogues and scouts by other classes. Monks are somewhat not combat-capable though, and garner a bit more respect than rogues and scouts tend to receive.

    Adaptation: This replaces the standard 3.5 Monk, which is a pathetically bad class. You don't want to replace it, don't use this.

    Concept: Functionally, the Monk is the Shadow's inverse. Where the shadow is reactive, the monk is proactive. Where the shadow is defensive, the monk is offensive. Where the shadow doesn't move much, the monk doesn't stop moving. Monks are highly mobile melee strikers who make large use of Acrobatics and Athletics to perform feats of daring while attacking people.

    Hit Die: d8. Monks don't like being hit, but can take a slug or two before collapsing.

    Starting Gold: 3d4x10 gp

    Class Features

    Class Skills: The Monk's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Heal (Wis), Knowledge (history, local, religion) (Int), Perception (Wis), Search (Int), Sense Motive (Wis), Stealth (Dex), Autohypnosis (Wis), and Battle Meditation (Cha).

    Skill Points at First Level: (4+Int Mod)x4
    Skill Points at Each Additional Level: 4+Int Mod
    {table="head"]Level|BAB|Fort|Ref|Will|Special |
    Speed Bonus
    |
    AC Bonus

    1st|+1|+0|+2|+1|Flowing Strike|
    10'
    |
    +1

    2nd|+2|+0|+3|+1|Agile Combatant, Bonus Feat|
    10'
    |
    +1

    3rd|+3|+1|+3|+2|Athletic Superiority|
    10'
    |
    +2

    4th|+4|+1|+4|+2|Acrobatic Superiority|
    20'
    |
    +2

    5th|+5|+1|+4|+3|Perpetual Motion|
    20'
    |
    +3

    6th|+6/+1|+2|+5|+3|Pounce, Bonus Feat|
    20'
    |
    +3

    7th|+7/+2|+2|+5|+3|Vanishing Step|
    30'
    |
    +4

    8th|+8/+3|+2|+6|+4|Athletic Superiority|
    30'
    |
    +4

    9th|+9/+4|+3|+6|+4|Acrobatic Superiority|
    30'
    |
    +5

    10th|+10/+5|+3|+7|+5|It's Not The Destination, Bonus Feat|
    40'
    |
    +5

    11th|+11/+6/+1|+3|+7|+5|Contrail|
    40'
    |
    +6

    12th|+12/+7/+2|+4|+8|+6|Barrel Roll|
    40'
    |
    +6

    13th|+13/+8/+3|+4|+8|+6|Athletic Superiority|
    50'
    |
    +7

    14th|+14/+9/+4|+4|+9|+6|Bonus Feat, Acrobatic Superiority|
    50'
    |
    +7

    15th|+15/+10/+5|+5|+9|+7|Inexorable Progress|
    50'
    |
    +8

    16th|+16/+11/+6/+1|+5|+10|+7|Meteoric Strike|
    60'
    |
    +8

    17th|+17/+12/+7/+2|+5|+10|+8|-|
    60'
    |
    +9

    18th|+18/+13/+8/+3|+6|+11|+8|Bonus Feat, Athletic Superiority|
    60'
    |
    +9

    19th|+19/+14/+9/+4|+6|+11|+8|Acrobatic Superiority|
    70'
    |
    +10

    20th|+20/+15/+10/+5|+6|+12|+9|The Unending Road|
    70'
    |
    +10

    [/table]

    Weapon and Armor Proficiency: Monks are proficient with unarmed strikes, gauntlets (all varieties), daggers, punching daggers, sickles, quarterstaves, darts, slings, kukris, kamas, sais, nunchaku, sianghams, whips, bolas, nets, shuriken, hand razors*, tunnel blades*, switchblades*, armblades*, double daggers*, double ulus*, war talons*, and hook and daggers*. They are proficient with no armor.

    Note: The weapons marked with an * are from here.

    Speed Bonus (Ex): Monks of the Unending Road, as befits their style, learn to accelerate their movements at all times, the better to hunt down and destroy their foes. They gain the listed bonus to their movement speed as an enhancement bonus.

    AC Bonus (Ex): The arts of the monk include basic dodge training, as good monks should avoid being hit at all times. The monk gains the listed amount as a dodge bonus to their AC.

    Flowing Strike (Ex): The most basic of the techniques of the Unending Road, the technique of the flowing strike is what gives monks their reputation as agile, leaping combatants. Monks add their class level as a circumstance bonus to melee attack and damage rolls made after moving at least 10 ft in a round.

    Agile Combatant (Ex): Monks are supple and know how to use the environment to their advantage. They may ignore movement penalties from terrain.

    Bonus Feat: At 2nd level and every 4 levels thereafter, monks gain a bonus feat. This feat must be taken from the Fighter bonus feat list (ie. any feat with the [Fighter] tag), and the monk must qualify for the feat.

    Athletic Superiority (Ex): Monks are tough and fast, but more than that, they are excellent movers. At 3rd level, and every 5 levels thereafter, monks may select one ability from the list below, and add it to the list of abilities that the Athletics skill can be used for.
    • Athletics Focus: The monk selects a sub-category of Athletics (jumping, climbing, or swimming). The monk gains a +4 to all Athletics checks related to that sub-category. Additionally, the monk gains a 1/day reroll of a failed Athletics check related to that sub-category. This ability can be selected more than once, but must be applied to a different sub-category each time.
    • Double Jump: When making an Athletics check to jump, the monk may opt to make a second Athletics check at the end of their first one's movement. If they do, they take a -10 to that check, but jump further, as per the second check's result. The second check is part of the same movement and action as the first check.
    • Battle Leap: The monk can, at the end of an Athletics check made to jump, make a single melee attack. If the monk successfully jumps at least 10 ft, this attack counts as a charge. If the monk successfully jumps at least 20 ft, the attack is not only a charge, but deals double damage.
    • Wall Jump: As a full-round action, the monk may attempt to make a chain of Athletics checks to scale a walled area very rapidly. This can only be done if at least two walls exist to jump between. The monk makes an Athletics check for climbing to begin the attempt. Once the monk is at least 10 ft off the ground, he may make an Athletics check to jump to a nearby wall, then rapidly jump off of it back to the original wall, and continue in this fashion (making an Athletics check each time) until he is out of walls to use in this fashion. If the monk fails a jumping check, he can make a final Athletics check to cling to the wall (ending the attempt; this check is as per the check to climb the surface normally, but at an additional -10 for the momentum of jumping back and forth rapidly). If he fails the recovery, he falls the full distance and his action is wasted.
    • Water Warrior: When making an Athletics check to swim, the monk may opt to take a penalty of -10 in order to keep their hands free. While doing so, they can move at no more than one-quarter of their speed, but they may fight unhindered. While in water in this fashion, the monk does not gain their Dexterity to their Armor Class, but is not considered flat-footed.
    • Long Breath: The monk can hold their breath for up to four times their Constitution modifier, even while fighting (such as with Water Warrior, above).


    Acrobatic Superiority (Ex): Monks are tough and fast, but more than that, they are excellent movers. At 4th level, and every 5 levels thereafter, monks may select one ability from the list below, and add it to the list of abilities that the Acrobatics skill can be used for.
    • Acrobatics Focus: The monk selects a sub-category of Acrobatics (tumbling, balancing, or escaping). The monk gains a +4 to all Acrobatics checks related to that sub-category. Additionally, the monk gains a 1/day reroll of a failed Acrobatics check related to that sub-category. This ability can be selected more than once, but must be applied to a different sub-category each time.
    • Ghost Flanker: When in melee with an opponent who the monk is not flanking, the monk may, as a standard action, make an Acrobatics check of DC 25. If they make the check, they can make a single melee attack, and be treated as flanking, even though no other creature is involved, for that attack. If they fail the check, they still gain an attack, but they don't gain the benefit, and are treated as flat-footed for that opponent's next turn.
    • Superior Ghost Flanker (requires Ghost Flanker): As Ghost Flanker, but is a full-round action and grants a full attack.
    • Tumbling Defense: Once/encounter, the monk may attempt an Acrobatics check as an immediate action when attacked. The check is rolled, and the result functions as the monk's AC against that attack, for better or worse.
    • The Magician: When entrapped by magical bonds of any kind, the monk may attempt an Acrobatics check to escape them in place of the appropriate saving throw for that effect. The DC for this Acrobatics check is twice the save DC of the spell.
    • Bladerunner: When the monk is in melee with a creature two or more size categories larger than he is, he may attempt an Acrobatics check as a full-round action to climb the creature by running up an arm or blade, and make an attack against them from in their space. This check has a DC of their Armor Class, and this use of Acrobatics provokes an attack of opportunity. If the check succeeds, the monk enters the creature's space and can make a single melee attack that deals double damage. The monk then exits their space into any adjacent square, ending the action.


    Perpetual Motion (Ex): Monks are masters of movement and of the use of movement in battle. As a full-round action, a monk can move up to his speed and make a single melee attack at the end of the movement (gaining flowing strike regardless of the distance moved; this is a special exemption for that ability). Then, after the first attack, the monk may move up to his speed again, and make a second melee attack. This attack gains twice the benefit from flowing strike (ie. it gains a bonus on attack and damage rolls equal to twice the monks level). None of the movement of Perpetual Motion provokes attacks of opportunity, and the attacks must be taken against different targets.

    Pounce (Ex): At 6th level, the monk gains the pounce special ability, permitting him to full attack at the end of a charge.

    Vanishing Step (Sp): At 7th level, the monk gains the ability to teleport short distances in what is one of their only truly supernatural effects. The monk can cast dimension door as a standard action once/day/two monk levels with a caster level equal to their monk level.

    It's Not the Destination (Ex): There is a famous monk saying that goes "it's not the destination that matters, it's the journey." The concept is to provoke disciples into realizing that they view the world incorrectly, that it is not the current location that matters, but the one just across the room, or across the city, or across the world, and that they must seize upon the chance to go there. The order of the Unending Road has done just that. Whenever an opponent fails to take a move action or to move more than 5 ft in a round, the monk gains an extra melee attack against them on the monk's next turn. This attack is at the monk's highest base attack bonus. This ability applies to all enemies the monk is engaged with (making it deadly when combined with Perpetual Motion).

    Contrail (Ex): Monks move so fast that sometimes they cause issues with the speed of their movement. The clever monk learns to use this incidental issue to their advantage. As a standard action, the monk may move up to his speed and draw a cloud of dust and dirt behind him. The squares he moves through are filled with this cloud for 1 round per monk level. This forms an impromptu wall, which is composed of 5-ft squares of dust clouds, and gives anything on one side of the cloud 20% concealment against anything on the other side of the cloud. Additionally, anything passing through a cloud of dust in this fashion suffers a -2 penalty to attacks, and Search and Perception checks for a round, as the dust clogs their eyes for a moment. The monk is immune to his own contrails. Multiple contrails do not stack.

    Barrel Roll (Ex): Monks are melee combatants first and foremost. To counteract enemies who manage to maintain their distance and use ranged attacks, the monks of the Unending Road developed a technique to deflect projectiles mid-flight. The monk gains a circumstance bonus to their AC against ranged attacks each round equal to +1 per 10 ft moved.

    Inexorable Progress (Ex): The most famous of all monk techniques thanks to the famed Master Chan, who used Inexorable Progress to great effectiveness against the qualnargan Impulse at the Battle of Theactgkatic in the Shadowstar Wars. The technique of Inexorable Progress is considered the most powerful offensive technique of the style of the Unending Road. As a full-round action, a monk may make a melee attack against a foe. If this attack hits, the monk may, at their option, push the foe backwards five feet, step up with the foe, and attack again. This chain of attack, push, step up, attack, push, step up, continues until the monk either misses, or has made a number of attacks equal to half of their monk level (rounded down). There is no save against Inexorable Progress, and the movement is in any direction the monk wishes. This movement does not provoke attacks of opportunity for the monk's movement, but does for the target's. Should this ability push an enemy off of a cliff or into a liquid, saves may apply, at the DM's discretion.

    Meteoric Strike (Su): There are few things as powerful and humbling as a meteor crashing to the ground, and the monk has learned to emulate the fire and fury of a meteor. As the monk moves, he gains a bonus to his damage rolls in that round equal to 1d6 fire per 10 ft moved in that round, to a maximum of 1d6 fire damage per monk level. For example, Water-Upon-Rock charges an enemy, moving a total of 100 ft to get to that enemy. He gains 10d6 fire damage to all of his attacks (which thanks to Pounce, is a good number of attacks).

    The Unending Road (Su): The monk has reached the end of the Unending Road, and no more techniques are known. From here, the monk is on his own. Upon reaching this point, two things happen.

    First, the monk unlocks the final secret of movement. All movement the monk makes is a teleportation effect. The monk no longer provokes attacks of opportunity for movement and can ignore all terrain. The monk still needs line of sight (you can't go where you can't see, after all), but the actual movement itself is unrestricted (so, the monk can ignore things such as walls of force but not a wall of stone without breaking a hole in it first). This ability does not function in a dead magic area or an anti-magic field.

    Second, the monk learns a unique attack, special to that monk. The player is encouraged to present ideas for this attack to their DM for assistance and approval. Examples include:
    -The ability to teleport from enemy to enemy, attacking each in turn.
    -The ability to break through walls and other solid objects that block movement paths while attacking and use the debris in the attack.
    -And other similarly extravagant yet awesome attack forms.

    DM NOTE:
    Spoiler
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    The Unending Road is an old-style AD&D type ability. It is purposefully left open-ended, both to encourage player creativity and to preserve the spirit of the class as a free-spirited and untamable force. As the DM of your game, you have the final say over this ability, but it is recommended you show leniency. After all, the Monk is not a primary spellcaster, but must compete with them on even footing at this level.

    If the DM is uncomfortable with allowing a character to suggest their special ability for The Unending Road, it is suggested that the DM simply give the player the ability to make a full attack in place of a single attack action. However, the intent of the capstone of the Monk is to foster the spirit of the class and to promote player involvement in character creation, and it is STRONGLY recommended that the DM and player work together to create a unique and thematic final ability.
    Last edited by arguskos; 2011-03-28 at 12:24 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  10. - Top - End - #10
    Titan in the Playground
    Join Date
    Jul 2008
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    Broken Damaged Worthless

    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Apprentice
    Spoiler
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    Source unknown.

    So, like this then?
    -Silva dol Koroth, apprentice to Koroth, Mage of the Empire

    Since there has been arcane magic, there have been apprentices. The arcane arts are traditionally taught in a master-apprentice relationship, leading to a lot of apprentices running around. Some don't manage to cut the mustard though, and fall by the wayside as their masters move on to more successful apprentices. These "lesser" practitioners of the arcane arts are the Apprentices.

    The Apprentice is a class designed exclusively for NPC characters, and it is recommended that players be discouraged from taking it.

    Abilities: The Apprentice is an Intelligence-based character, and so should focus on Int. They also benefit from a good Dexterity and Constitution score.

    Role: Apprentices fill a unique niche in society as minor magical workers, able to perform minor tasks almost instantly. The kind of task an individual apprentice can perform depends greatly on their talents, and so apprentices can be found all over society's ladder. In battle, apprentices are second-string ranged combatants and use their magic to support the front-line fighters, if applicable.

    Background: Apprentices are trained, either by a true wizard or sorcerer or by an organization such as an arcane college. Either way, apprentices have training in their arts, which they continue individually as they grow in power.

    Organization: There is no global organization for apprentices, though many fall in with arcane societies and colleges across the world. Apprentices can be found in Khavghotani tribes working for shamans, in the Intolian Arcane Institute, and in the spire-cities of Orlyndol.

    Alignment: Apprentices can be of any alignment, and are widely spread.

    Races: Apprentices hail from every race, though Intolar seems to produce an oddly high number of apprentices, leading to a lot of human apprentices.

    Religion: Apprentices worship gods of magic, knowledge, and often crafting (many have skills that lend themselves to the craft). Arioch, the Techlord, 1/5, and Arthindol are all common deities that apprentices pay respect to.

    Other Classes: Apprentices are regarded coolly by most true arcanists, who view them as failures and wastes of potential. Other characters treat them just like normal arcane casters, often not entirely understanding the differences.

    Adaptation: Apprentices are a plug-and-play class, able to serve as the Adept's arcane mirror. They take a different take than the Magewright of Eberron though, not actually relying on a spell list (see below for details). They can fit anywhere if you need a unique twist on the NPC arcanist, and serve especially well as seers or wise men. If you play in a game-world that does not support infinite cantrips, then change their first level ability to have a hard cap on the number of times each cantrip can be cast (3+Int mod/day is my recommendation).

    Hit Die: d6. Apprentices are not as focused magically as wizards or sorcerers, and so benefit from a bit more physical training.

    Starting Gold: 2d4x10 gp.

    Class Features

    Class Skills: The Apprentice's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Knowledge (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).

    Skill Points at First Level: (2+Int Mod)x4
    Skill Points at Each Additional Level: 2+Int Mod

    The Apprentice
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Cantrips, Arcane Talent

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

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Arcane Talent

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Arcane Talent

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Arcane Talent

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Arcane Talent

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Arcane Talent

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Arcane Talent

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Arcane Overflow[/table]

    Weapon and Armor Proficiencies: Apprentices are proficient with all simple weapons and light armor and shields.

    Cantrips (Sp): Apprentices gain a number of cantrips (0th level spells selected from the Sor/Wiz list) at 1st level equal to their 3+Intelligence modifier. Like a true spellcaster, these cantrips may be cast at will.

    Arcane Talent (Sp): The apprentices does not cast spells like a true arcanist. Instead, they use spell-like abilities. When an apprentice gains this ability they immediately select two spell-like abilities from the Sor/Wiz list. These spell-like abilities must be of a level no greater than the apprentice's class level divided by four, rounded up (ie. at levels 1-4 they can select only 1st level spells, at levels 5-8 they can select 2nd level spells, etc). These spell-like abilities can only be used a number of times per day equal to 6-spell level (so, a 1st level can be used 5/day while a 5th level would be usable 1/day).

    In addition, the apprentice learns another cantrip of their choice (which follows the rules of the Cantrip ability, above).

    Arcane Overflow (Su): At 20th level, the Apprentice reaches the pinnacle of their ability. All of their spell-like abilities double in uses per day. Additionally, they learn all remaining cantrips on the Sor/Wiz list.
    Last edited by arguskos; 2011-03-17 at 05:29 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  11. - Top - End - #11
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Speaker for the Ancient Winters
    Courtesy of unosarta.
    Spoiler
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    [1]

    The Speakers for the Ancient Winters are a group of druids, shamans, clerics and wizards that seek the power of the frozen wastes. They draw power from the frost, from the cold, and wonder at the snow and ice. Most, if not all, live in Northwind, so as to be closest to the frost. They are all a part of the Frozen Council, the group that regulates and controls the weather of the northern reaches.

    They devote themselves to the Ancient Winters, seeking the strength of ice, and believing that only those who are strong enough to survive the winters should survive. To test new members, they force them into the wild, and tell them they must survive for a month without the use of magic or powers. If they are able to survive in such a climate, they are allowed to join the ranks.

    The Council is charged with the preservation of the mountains and peaks, the frozen tundras and icebergs. They attack those that would attempt to desecrate those areas.

    BECOMING A SPEAKER FOR THE ANCIENT WINTERS
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Skills: Survival 9 ranks, Knowledge (Nature) 9 ranks
    Spellcasting: Able to cast spells with the [Cold] descriptor of at least 3rd level.
    Special: Must have entered into the ranks of the Frozen Council.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Power of the Ancient Winters|+1 level spellcasting class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Endure|+1 level spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Permafrost|+1 level spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Howl of the Blizzard|+1 level spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Bite of Winter|+1 level spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Constant Winter|+1 level spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Hypothermia|+1 level spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Freeze the Sky|+1 level spellcasting class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Frozen Diamond|+1 level spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Freeze the Heart|+1 level spellcasting class[/table]

    Weapon Proficiencies: The Speaker for the Ancient Winters does not gain proficiency with any weapons or armor.

    Spellcasting At every level, the Speaker for the Ancient Winters increases the spells per day (and spells known, if applicable), of a casting class he had before entering this prestige class.

    If the speaker had more than one casting class before entering this prestige class, he must choose which one to increase.

    Power of the Ancient Winters: The Speaker for the Ancient Winters adds all spells with the cold descriptor to his spell list. He becomes unable to cast any spell of the fire descriptor, even through wands or other means of non-personal casting, and removes all spells with the fire descriptor from his spell list. Additionally, the Speaker is immune to the effects of weather inside the confines of the border of Northwind.

    Endure (Su): Starting at second level, the Speaker for the Ancient Winters generates an Aura that affects all of his allies, giving them Cold resistance equal to the caster level of the Speaker for the Ancient Winters.

    Permafrost (Su): Starting at third level, whenever the Speaker for the Ancient Winters casts a spell with the [Cold] descriptor, the ground around him freezes over, draining the heat from all those surrounding him. He deals Cold damage to all enemies within 30 feet equal to his Speaker for the Ancient Winters’ levels, every round, for a number of rounds equal to the level of the spell cast. Multiple applications of this effect do not stack.

    Howl of the Blizzard (Su): Starting at fourth level, once per encounter, the speaker for the ancient winters may shout, dealing 1d6 damage per Speaker for the Ancient Winters’ level they posses, to every enemy within 30 feet. Half of this damage is cold damage, and half is sonic. Anyone affected by this ability must make a Will save, or be slowed (as the spell) for 3 rounds.

    Bite of Winter (Su): Starting at fifth level, whenever the Speaker for the Ancient Winters deals Cold damage to an enemy, their movement speeds are reduced by 5 feet. This effect stacks with itself, and lasts for 3 rounds. The Speaker may only reduce the movement speed of an opponent once per round, although he may do so for however many opponents he deals Cold damage to.

    Constant Winter (Su): Starting at sixth level, the Speaker for the Ancient Winters exudes an Aura of Coldness to thirty feet, turning all temperatures in the area to 0 degrees Celcius, freezing even water. A fire spell in the vicinity supresses the Aura for a number of rounds equal to the level of the spell cast. Any enemy in the area’s Cold resistance is reduced by 10, while in the area of this Aura. He may suppress this Aura as a swift action.

    Hypothermia (Ex): Starting at seventh level, the Speaker for the Ancient Winters becomes immune to all frost damage, and may expend a spell with the cold descriptor in order to cast a Dispel Magic of equivalent spell level. If the Speaker does not prepare spells, he may expend any spell slot, but casts a Dispel Magic of one spell level lower than the slot expended.

    Freeze the Sky (Su): Starting at eighth level, the Speaker for the Ancient Winters may create a vast expanse of such cold that the blood in all surrounding veins freezes in place. All enemies within 30 feet take 1d6 cold damage per Speaker for the Ancient Winters level the user possesses, and must make a Fortitude save (DC 10 + Speaker for the Ancient Winters’ levels + Intelligence or Wisdom modifier, whichever is higher) or become unable to fly until the end of the encounter, dropping to the ground immediately, taking the falling damage. This ability may only be used once per day.

    Frozen Diamond (Su): Starting at ninth level, the Speaker for the Ancient Winters may sacrifice a spell slot, losing it as if it had been cast. He creates a diamond of pure frost, which has a hardness of 100, and 50 hit points. The Speaker for the Ancient Winters may suppress the hardness of the diamond as a free action, and reduce its hit points to 10. When shattered, it deals 2d6 damage per spell level of the spell sacrificed,to all enemies in a 30 foot spread. Diamonds last up to 4 hours, and are reduced to water as soon as the Speaker for the Ancient Winters prepares spells again. There may only ever be one diamond from one Speaker in existence at any time. If the Speaker tries to create another when he already has one, the diamond with the lowest spell levels disappears.

    Freeze the Heart (Su): Starting at tenth level, if, at any time, an opponent affected by the Speaker for the Ancient Winters' Constant Winter ability, does not move for two rounds in a row, and takes Cold damage from the Speaker of the Ancient Winters in both of those rounds, that opponent must make a Fortitude save (DC 10 + Speaker for the Ancient Winters’ levels + Intelligence or Wisdom modifier, whichever is higher) or die. If they make the save, the process must start again. The opponent takes a -2 penalty to the Fortitude save for every time they make the save in a row.


    True Druid
    Courtesy of DMofDarkness.

    Spoiler
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    "She remembers every word spoken, from the hero's oath to the baby's cry."
    Picture and quote from the Eternal Witness M:tG card.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Spellcasting: Must be able to cast second level divine spells.
    Alignment: True Neutral
    Skills: Knowledge (Nature) 9 ranks, Survival 9 ranks
    Special: Must have the Animal Companion class feature.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Animal Companion, Warden of Nature (Summon Warrior)|-

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Blessings of Nature, Warden of Nature (Conscript Service)|+1 level existing divine spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Nature's Abundance, Unbind the Formula|+1 level existing divine spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aura of Life|+1 level existing divine spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Power the Grid, Warden of Nature (Awaken Warrior)|+1 level existing divine spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Back to Nature, Rapid Growth|+1 level existing divine spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Redirect Arcana|+1 level existing divine spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Warden of Nature (Awaken Avatar)|+1 level existing divine spellcasting class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Wild Sanctuary|+1 level existing divine spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Eternal Shepard|-[/table]

    Weapon Proficiencies: A True Druid gains no proficiency with any weapons or armor.

    Animal Companion: A True Druid's class levels stack with the levels of any other classes that provide an animal companion for the purposes of determining the abilities of the animal companion.

    Blessings of Nature: The True Druid is known for their ability to spread magic amongst many people. Initiate druids believe that this practice is to allow the denizens of nature to defend themselves if endangered by those who would hunt nature. While this is partially true, there is another reason, known only to those who are masters of the Druidic Practice. The true reason that the druids exist is to help sustain the web of magical energy that allows life to live in Zaaman-Rul. However, it is incredibly difficult to integrate magic, as it is practiced by normal spellcasters of this time, into the ancient web of magic. To help young adepts adjust their magic to the Serpentes' web, the elders have created a practice of having them spread their magic among many others. This first crucial step is difficult to accomplish, but is one of the signature powers of druids as a whole. However, the power is limited. A True Druid may only share their magic with up to 1 person or animal per class level at a time. The True Druid may choose not to prepare any number of spell slots while preparing her spells during this ritual. For each spell sacrificed in this way, the True Druid may grant one of the creatures in the group meditation the ability to use a single druid spell as a spell-like ability of a level no greater than 1/2 the True Druid's class level. A creature cannot be bestowed with this ritual a number of spell-like abilities whose total spell level is greater than their hit dice. Spell-like abilities granted to a creature are cast at a caster level equal to the HD of the creature who uses the spell-like ability. If the spell-like ability is not used within 24 hours, it is lost.

    Warden of Nature: The True Druid is a guardian of Nature, and as such, by rite of ancient pacts made by the original Druids, they are allowed to requisition the service of animals to aid them in their quests. Through the pacts, they may summon animals from all over Zaaman-Rul to aid them. They may spontaneously convert any spell slot into a Summon Nature's Ally of an equal or lower level. In addition, the casting time for the spell is reduced to one standard action.

    At second level, the True Druid gains the ability to turn nearby animals into militia, if need be. They may use Charm Animal at will as a spell-like ability.

    At 6th level, the True Druid gains the ability to weave the energy around them through living creatures, awakening their latent abilities, and turning them into better servants of nature. The True Druid the ability to use Awaken as a spell-like ability three times per day.

    At 8th level, the True Druid gains the ability to weave energy through the earth so well that they can call forth a living manifestation of life on Zaaman-Rul. They may summon this Avatar of Nature as a full round action. When they do, a number of creatures equal to their class level may, as an immediate action, bond with the Avatar. The Avatar of Nature has the stats of a Tendriculous with HD equal to the True Druid's HD + 2 per each creature bonded with the Avatar. In addition, the Avatar's strength is increased by 2 for each bonded creature, and each bonded creature gets a +2 bonus to strength for as long as the Avatar is in existence. The Avatar appears at the beginning of your next turn in any space within 10ft of you per class level, and acts on your initiative as you designate. Directing it's movement is a free action.

    The Avatar of Nature is immune to damage. If it would normally be dealt damage, instead divide that damage evenly amongst the druid and the bonded creatures and negate all damage dealt to the Avatar. Damage converted to nonlethal damage by means of the Avatar's Regeneration ability is dealt to the bonded creatures as nonlethal damage. When a bonded creature is knocked unconscious or killed, it is no longer treated as a bonded creature. As such, they lose the bonus to strength they got, and the Avatar's HD and Strength are decreased by 2 each. The Avatar is immune to all death effects, ability damage, ability drain, and negative levels. If the Druid who summoned the Avatar is knocked unconscious or killed, the Avatar disappears as if it was dismissed. The druid may dismiss the Avatar as a free action. The Avatar can only be summoned for a number of minutes each day equal to the druid's class level, in one-minute increments. For example, summoning the Avatar for 5 rounds counts as a full minute, and summoning it for 12 rounds counts as 2 minutes.

    Nature's Abundance (Sp): At third level, the True Druid begins a common practice amongst druids: radiating waves of ambient energy into the air, generating energy to help sustain the Serpentes' grid. Even if the True Druid does not know the read purpose of the practice, she can still benefit from the results. Plants in the area are fortified with healing magic similar to the kind used in the Grid, albeit to a much lesser degree. In a natural setting, this manifests in the form to cast goodberry, as the spell, once once every minute as a swift action, with a duration of 1 minute/class level.

    Unbind the Formula (Su): At third level, the True Druid begins learning basic exercises to convert magic from it's normal form into a form of energy to enhance the performance of an existing power structure. The most basic form of this is converting spells into sheer physical prowess. A number of times per day equal to 1/2 their class level, as a standard action, the True Druid may attempt to ignite some of the magic within a creature within 100ft. The True Druid makes an opposed caster level check with the recipient. If the True Druid wins the check, one random spell slot or spell-like ability of any level of the True Druid's choosing is expended as if cast. However, the creature whose spell is expended this way gets a +2 bonus/spell level to any of their stats, assigned as they choose. No stat may get more than a +6 bonus. For example, if a True Druid ignited a wizard's 7th level spell slot, the wizard might choose to gain a +6 bonus to intelligence, a +4 bonus to Constitution, and a +4 bonus to Dexterity. The bonus lasts a number of minutes equal to the target's caster level.

    Aura of Life (Su): At 4th level, the True Druid's exercises with radiating magic have enhanced, granting those around them the ability to heal their wounds directly. Each ally within 30ft of the True Druid gains fast healing 1 as long as they are under 1/2 their max HP. Every 3 levels thereafter, the fast healing granted by this ability increases by one.

    Power the Grid (Su): The True Druid is a protector of life on the planet. They constantly feed ambient natural energy into the Serpentes' grid of magical energy in Zaaman-Rul, but at 5th level, they learn to save both life in their immediate vicinity, and power the Serpentes' web at the same time. They are able to convert magic in the form of a spell being cast directly into energy to power the web. A number of times per day equal to 1+their charisma modifier, a True Druid may attempt to counter a spell cast as an immediate action (Expending a spell slot as normal). The druid makes an opposed caster level check, and if they succeed, the spell is countered as the Druid successfully disperses the energy from the spell into the Serpentes' spell web where it can aid life, rather than rampantly destroy it.

    Back to Nature (Su): The True Druid, at 6th level, is able to siphon ambient magical effects into the spell web. They may, three time per day as a standard action, create a ripple of energy that relocates spell effects directly into the spell web. This manifests as causing each creature and object within 10ft/class level to be targeted by a Greater Dispel Magic effect (Caster level = your own caster level).

    Rapid Growth (Su): The True Druid's practice of radiating magic energy to the outside world has once again reached a milestone. The energy radiated can now effect more than just accumulations of nutrients and living beings; it seeps into roots and causes plants to grow at unbelievable rates. As long as the True Druid is standing on shrubs or grass, a number of feet around him equal to 5* 1/2 his class level is treated as difficult terrain, as the energy around him causes plants to grow and animate slightly, wrapping around the feet of anyone in the area except for the druid. In addition, if the druid rests in one place for 8 hours or more, the area is affected as if by the enrichment effect of a Plant Growth spell.

    Redirect Arcana: At 7th level, the True Druid has developed a connection into the spell web itself, and, if they were not previously aware of it, they are taught about it by the druid elders. With this personal bond to the spellweb, they have developed the ability to mimic some of the energy that they pour into it. When they use their Power the Grid class ability, they may choose to, as an extension, expend a spell slot of a level equal to the spell being countered. If they do, they may replicate the effect of the spell that they countered with the ability.

    Wild Sanctuary (Su): At 8th level, the True Druid can create a small node within the Serpentes' spell weave large enough to allow small pockets of life to live in them. This area functions as an Antimagic zone, which extends 100ft outside of the node; the area around the sanctuary was designed as a power sink, causing all nearby magic to be sucked into the Serpentes' weave. Inside of the node, which appears to be a 25ft diameter sphere, there is an extradimensional space which houses life. This extradimensional space is a sphere with a 1,000ft diameter housed within the Serpentes' spell. The inside of this area is Strongly Neutral aligned. In addition, all non-druidic magic counts as impeded magic, and all druidic spells cast within the area are empowered. The created node, aside from protecting natural life, is filled with natural magic, much of which is used to sustain the web. While within the area, creatures gain fast healing 3, and the grass grows at a spectacular rate, allowing a nearly unlimited supply of food. In addition, while with the area, all living creatures benefit from a Sanctuary effect, except that no will save is allowed to ignore the effect. This effect ends as soon as a creature leaves the node. The True Druid may make a node once every month in a special hour-long ritual that requires rare herbs and incense worth 3,000gp. Nodes, however, cause a bit of strain on the Serpentes' web. A True Druid may only have one node active at one time. Once this node is created, the True Druid cannot make any more unless the active node is somehow destroyed.

    Eternal Shepard (Ex): At 10th level, the True Druid has achieved perfect harmony with nature. At thus point, a True Druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, as normal. However, the Druid no longer has a maximum age category, and, whenever they die, they are reincarnated, as the spell, within 1 week of death. In addition, they may use Suggestion at will as a spell-like ability, but it only effects plant creatures, animals, and magical beasts.


    Devoted of the Hurd
    Courtesy of unosarta.
    Spoiler
    Show

    Credit to unsmoking-Cigarette.

    ”Scream! Tear out the stars, and fill your mouth with blood! For the Hurd is dining on flesh tonight!”
    Jakrithos, Devoted of the Hurd.

    BECOMING A DEVOTED OF THE HURD
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Skills: Intimidate 8 ranks
    Feats: Power Attack
    Special: Must be indoctrinated into the Hurd.
    Religion: Must worship Vghotan.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Cull the Weak +1d6

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Terrifying Strike

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Power of Vghotan

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Cull the Weak +2d6

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Execute

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Terrifying Roar

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Cull the Weak +3d6

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Taste Flesh

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Destroy the Weak

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Cull the Weak +4d6, Strength of Vghotan[/table]

    Weapon Proficiencies: The Devoted of the Hurd gains no proficiency with armor, and proficiency with all simple and martial weapons.

    Cull the Weak (Ex): Whenever the Devoted of the Hurd makes a successful attack against an opponent who has less than one half of their total hit points, who is shaken/frightened, or when he has lower than 75% of his total health, he deals an extra +1d6 damage. This damage increases by 1d6 at fourth level, and every three levels thereafter (seventh, tenth). This damage doubles against opponents who have 25% or less of their total health, when the Devoted of the Hurd has 50% or less of his total health, or when the opponent is panicked.

    Terrifying Strike (Ex): Starting at second level, whenever the Devoted of the Hurd deals at least ten percent of an opponents total hit points in damage to them in a single attack, that opponent must make a Will save (DC 10 + Devoted of the Hurd levels + Strength modifier) or become shaken. If an opponent who is already affected by this ability fails their Will save because of a second application, they become frightened, and if they become so affected by a third application, they become panicked.

    Power of Vghotan (Ex): Starting at third level, the Devoted of the Hurd may, once per encounter, gain a bonus to a single attack roll, saving roll, or skill check, equal to their maximum hit points minus their current hit points, divided by the number of hit dice they possess, as an immediate action.

    Execute (Ex): Starting at fifth level, the Devoted of the Hurd may, as a swift action, treat a single opponent as if they were at 25% of their total hit points for the next attack they make against them.

    Terrifying Roar (Ex): Starting at sixth level, once per encounter, the Devoted of the Hurd may force all opponents within 30 feet to make a Will save (DC 10 + Devoted of the Hurd levels + Strength modifier) or become panicked, as a standard action.

    Taste Flesh (Ex): Starting at eighth level, once per encounter, the Devoted to the Hurd may make a bite attack against an opponent as a standard action, with a bonus to the attack equal to their Devoted of the Hurd levels, dealing 2d4 damage plus their strength modifier. If that attack deals damage, then the Devoted of the Hurd gains a +4 bonus to Strength and Dexterity for a number of rounds equal to his constitution modifier. The Devoted of the Hurd may use this ability in a full attack, at a -5 penalty to the attack.

    Destroy the Weak (Ex): Starting at ninth level, the Devoted of the Hurd may once per day, as a full round action, force an opponent that is panicked, or at 50% or less of their hit points to make a Fortitude save (DC 10 + Devoted of the Hurd levels + Strength modifier) or die. The opponent gets a penalty to the saving throw equal to 100% minues the percent of health they currently have divided by 10, rounded down to the nearest whole integer, with a maximum penalty of -5 (E.G. A Devoted of the Hurd destroys an Orog with 30% of their total health at the time; the Orog takes a -5 to the saving throw).

    Strength of Vghotan (Ex): Starting at tenth level, the Devoted of the Hurd may, as a swift action, once per day, ignore any damage that would send him below 0 hit points for the next two rounds. After those rounds have passed, all of the damage is immediately dealt to him, and regardless of any the damage dealt, he must make a Fortitude save (DC 10 + Devoted of the Hurd levels + Strength modifier) or die. During those rounds, the Devoted gains an extra Standard, Move and Swift action.
    Last edited by arguskos; 2011-03-17 at 05:29 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    <Reserved Post: Prestige Classes 2>

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  13. - Top - End - #13
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Alternate Class Features
    Spoiler
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    xxx


    Substitution Levels
    Spoiler
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    Substitution Levels of Khavghotan
    Spoiler
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    Ogre Warlock
    Courtesy of DMofDarkness
    Spoiler
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    {table=head]Level|BAB|Fort|Ref|Will|Special|Invocations known
    1st|+0|+2|+0|+2|Mage Blast 1d6, Least Invocations, Change Shape|0
    3rd|+2|+3|+1|+2|Mage Blast 2d6, Resist Lesser Magic|1
    8th|+6/+1|+6|+2|+6|Resist Death|4[/table]
    Hit Die: d8
    Requirements: Mage-Blooded
    Class Skills: As Warlock
    Skill Points at Each Level: 2 + Int modifier.
    Saves: The base fortitude save of the Ogre Warlock is the same as it's will save.
    Class Features:
    Mage Blast: As Eldritch blast, except that it deals cold or electricity damage (Character's choice. Once the energy type is chosen, it cannot later be changed), and deals one additional point of damage per die of damage dealt. For example, when a warlock's Eldritch Blast would deal 7d6 points of untyped damage, the Ogre Warlock deals 7d6+7 points of cold or electricity damage. It increases in damage at the same rate the Warlock's eldritch blast does.
    Change Shape (Su): At 1st level, the Ogre Warlock gains the ability to change it's form, as the legendary Ogre Mages of myth could. They may alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of their facial features, skin color and texture, and size, within the limits described for the spell. An Ogre Warlock can use this ability at will, and the alteration lasts until they changes shape again. An Ogre Warlock reverts to it's natural form when killed. A true seeing spell reveals it's natural form. When using this ability to create a disguise, the Ogre Warlock receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
    Invocations: Unlike other warlocks, the Ogre Warlock does not get an Invocation at level 1. They do gain an Invocation at second level, and then as normal for the Warlock, minus 1 invocation.
    Resist Lesser Magic: Ogre Warlocks are scornful beings, and look down on "Lesser" Mages, who rely on their few spells each day rather than the unlimited magical energy an Ogre Warlock possesses. At third level, they begin to manifest this as a thin layer of disruptive magic across their bodies. They gain Spell Resistance equal to their warlock level +9. At every fourth level thereafter, this spell resistance gains an additional +1 bonus. This ability replaces the standard warlock's damage reduction.
    Resist Death: At 8th level, the Ogre Warlock gains the ability to manifest the last power of the Ogre Mage: The power to resist death itself. At 8th level, once per day, they may gain regeneration 1/fire and acid for one minute. At 13th level, they gain maintain this regeneration for 2 minutes. At 18th level, they may maintain this regeneration for 5 minutes. This ability replaces the standard warlock's fiendish resilience ability.


    Substitution Levels of Intolar
    Spoiler
    Show

    Blessed of the Gods
    Courtesy of DMofDarkness
    Spoiler
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    {table=head]Level|BAB|Fort|Ref|Will|Special|Invocations known
    1st|+0|+2|+0|+2|Divine Blast 1d6, Least Invocations, Commanding Aura|0
    3rd|+2|+3|+1|+2|Divine Blast 2d6, Lay on Hands|1
    8th|+6/+1|+6|+2|+6|Bolster the Ranks|4[/table]
    Hit Die: d8
    Requirements: God-child
    Class Skills: As Warlock
    Weapon and Armor Proficiencies: The Blessed of the Gods gains proficiency with all medium and light armor.
    Skill Points at Each Level: 2 + Int modifier.
    Class Features:
    Divine Blast: As Eldritch blast, except that it has no arcane spell failure chance.
    Commanding Aura (Su): As an extension of Intolar and the Nine-faced lords, you inherit some of their divine authority over lesser men. At will, you may use Command, as the spell, but you may not effect a single person with this ability more than once per day.
    Invocations: Unlike other warlocks, the Blessed of the Gods do not get an Invocation at level 1. They do gain an Invocation at second level, and then as normal for the Warlock, minus 1 invocation.
    Lay on Hands: The most important thing on a battlefield is the life of the soldiers on it. At third level, you gain the ability to use Lay on Hands as a Paladin of your Warlock level -3. This ability replaces the standard warlock's damage reduction.
    Bolster the Ranks: In order to win the battle, one's troops must be inspired to succeed, and to go beyond what they could normally do in battle. Once per day at 8th level as a standard action, a Blessed of the Gods may inspire all those around him to fight beyond their limits in the Glory of the gods. A number of allies equal to or less than the Blessed of the Gods' Charisma modifier gain 1d10 temporary hit points and a +1 bonus on all attack and melee damage rolls, as well as a +1 bonus on all saving throws. These bonuses last for 1 minute. At 13th level, and every 5 levels thereafter, increase the bonus by an additional 1d10 temporary hit points and a +1 bonus on all attack and melee damage rolls, as well as an additional +1 bonus on all saving throws.


    Last edited by arguskos; 2011-03-17 at 05:30 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Races
    Spoiler
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    Human:
    -+2 to any one stat, -2 to any one stat. Humans are versatile.
    -Medium size.
    -Humans gain one bonus feat at 1st level.
    -Humans gain the Skill Focus feat at 1st level for any skill they wish. This skill is forever considered a class skill. From birth all humans are trained by the Empire to perform some task, and so they are naturally good at that task.
    -Humans gain a +1 racial bonus on attacks against creatures with the goblinoid subtype. Due to the ancient blood feuds between Intolar and Khavghotan, humans are skilled at fighting goblinoids.
    -LA +0

    Surface "Pale" Elves
    -+2 Dex, +2 Int, -2 Wis, -2 Con. The pale elves are brilliant and nimble, due to their work with technological devices, but they lack caution and are not very durable.
    -Medium size.
    -Pale elves gain Skill Focus (any one Craft skill) at first level. Surface elves value the act of creation.
    -Pale elves gain Exotic Weapon Proficiency (steamblade) or (steamrifle). Elven society places a great deal of heft on being trained with their signature weapons.
    -Pale elves start the game with either a steamblade or a steamrifle (same as they chose the feat for).
    -LA: +0

    Pale Elf Note:
    Spoiler
    Show
    Pale elves gain a free weapon at level one. There are culture reasons for this. The weapon details are complex, but they're 2d6, 19-20/x2 weapons with the ability to burn actions to increase damage and/or attack. I don't feel this is OP currently, but since the weapon isn't up yet, I can't judge it atm. I'll post the weaponry sooner than later, so people can crunch it out and see if it's broken or not.


    True Elves:
    -+2 Con, +2 Wis, -2 Int, -2 Cha. The true elves are tough and sharp, due to living in their harsh underground environments, but they lack higher education and many of the social graces of the surface races.
    -Medium size.
    -True elves gain Darkvision 60 ft.
    -True elves gain a +2 racial bonus to Stealthy checks. Long centuries living underground in the dark and still environment of their birth have taught true elves to move quietly, lest foes arrive.
    -True elves gain a +1 racial bonus to their caster level when casting spells that involve vegetation or animals. The true elves are excellent at promoting growth of food crops and animals.
    -True elves are automatically proficient with the claw bracer and the chakram. These weapons are useful in the tight quarters of their underground environments.
    -LA: +0

    True Elf Note:
    Spoiler
    Show
    I use Pathfinder skills, thus the Stealthy thing.


    Dwarves:
    -+2 Str, +2 Con, -2 Int, -2 Cha. Dwarves are strong and tough, perfectly suited to the caves they inhabit, but due to their hive mind link, they are insular and crass.
    -Medium size. Though called “dwarves”, they are not dwarfs. The name stems from a human insult, not stature, though they tend towards the short end of the spectrum.
    -Hive Mind: Dwarves possess the ability to create and share in a hive-mind. While in a dwarven hivecity, all dwarves gain a number of benefits. They automatically sense the location and surface thoughts of all dwarves within 100 feet. They may communicate telepathically with dwarves within 50 feet of themselves. Lastly, the dwarves gain a +4 bonus to Int-based skill checks. While outside of a hivecity, a dwarf can build a weaker hivemind between itself and up to 10 others individuals so long as none of them have traveled further than a mile away from any others for at least one consecutive week. In such a hivemind, all members can sense the location and surface thoughts of each other within 50 feet, can communicate telepathically within 25 feet, and gain a +2 bonus on Int-based skill checks. These bonuses remain until at least one member of the hivemind dies or travels at least one mile away from another member.
    -Dwarves gain a +2 racial bonus on Strength checks. Dwarves are stocky and can bring quite a lot of strength to bear.
    -Tunnel Fighting: You take no penalty to AC or attack rolls while squeezing into or through a tight place. When fighting in a 5-foot square that is next to at least two walls (ceilings do not count) dwarves gain a +1 bonus to attacks and AC. They are trained to fight in cramped quarters.
    -Weapon Familiarity: Dwarves treat all weapons with “dwarven” in the name as martial weapons.
    -Dwarves have Darkvision 60 ft.
    -LA: +0

    Orogs:
    -+2 Str, +2 Cha, -2 Dex, -2 Int. Orogs are strong and very charismatic, but they are not very flexible nor bright.
    -Medium size.
    -Orogs gain +2 on all Charisma-based skill checks. Orogs are excellent talkers, despite their appearance.
    -Orogs are naturally ferocious, and as such do not lose consciousness when they are reduced to below zero hp. Instead, they remain active with no penalties until reduced to enough hp to be killed. If a spell or effect would render an orog disabled, they simply ignore it.
    -Orogs automatically fail saving throws against qualnargan spells, spell-like abilities, powers, mysteries, vestige powers, and everything similar. As orogs were slaves for thousands of years, they still retain their vulnerabilities.
    -Orogs are automatically proficient with the net and the bastard sword, having been drilled for years to learn them, they teach the skills to their children.
    -LA +0

    Trepek:
    -+2 Dex, +2 Con, -2 Wis, -4 Cha; Trepek are agile and tough, thanks to their unusual construction. However, they are shut-ins with no knowledge of the outside world, and the way they perceive things turns off other creatures.
    -Trepek have the Construct [living] type. They are made from semi-organic metallic components.
    -Trepek have a move speed of 30 ft, along with a Climb speed of 10 ft.
    -A trepek gains Multi-Weapon Fighting as a bonus feat. They may fight with up to three limbs at once in normal circumstances, more if they are somehow prevented from collapsing.
    -Trepek gain a +2 racial bonus on Craft (any two) checks. They were created to be builders and workers, and their skill shows.
    -Trepek have a racial +8 bonus on Climb checks, and can take 10 even when rushed or threatened.
    -Trepek also gain a +4 racial bonus on Search checks and +2 racial bonus on Spot checks. They have impressive visual acuity, as any true craftsman should.
    -Adaptability: Trepek always have the right tool for the job, whether that job is laying bricks, washing dishes, or slaying goblins. A trepek may create, as per minor creation, a tool or non-magical simple weapon of their choice. This object lasts exactly as long as the task it is needed for lasts. For example, if a trepek is presented with a pile of dishes, and told to clean them, it may create a sponge and a bucket full of warm soapy water with which to clean said dishes. Once the dishes are clean, the bucket, water, and sponge all vanish. This ability may be used at will, and can not be used to create poisons, alchemical items, or magical objects. Any object created this way may only be used by the trepek that created it.
    -Groupthink: Trepek, being the ultimate tool users, may use one another as a tool. As a full-round action, a trepek may link with up to five other trepek for the purpose of completing a large-scale non-combat task, such as constructing a building, or digging a mine shaft. For each trepek in the link, each trepek participating in the task gains a +2 bonus to the check. For example, 5 trepek link together to dig a trench. They each gain a +8 to their Craft checks to dig the trench (+2 for each other trepek).
    -Equipment Restrictions: Due to the unusual construction of their bodies, trepek have severe restrictions on what items they may use. They may only wear rings and belts. They may wear a single belt, strapped across their torso, and they may wear up to 5 rings on their tendrils (one each). They may use any item they can hold in one or two tendrils, such as weapons, shields, wands, staves, and rods. They may not use potions, wear armor, use most wondrous items, and so on.
    -LA +0.

    Illithids:
    -+4 Int, -2 Con, -2 Dex. Illithids are utterly brilliant, but frail and clumsy.
    -Medium size.
    -Illithids have telepathy out to 100 ft. They also gain the benefit of the Mindsight feat, but only for other illithids, and they may telepathically speak with any illithid found in this fashion, regardless if they can see one another or not.
    -Illithids have four natural tentacle attacks. Each deals 1d4+1/2 Str modifier bludgeoning damage.
    -Illithids can daze an opponent with a successful grapple check with their tentacles. On a successful grapple check, the opponent must make a Will save (DC=10+1/2 illithid's hit dice+Int mod) or be dazed for 1 round. The illithid can only use this power once every 1d4 rounds.
    -Illithids gain 2 power points at 1st level. They gain no powers known however, so they must take levels in a psionic class to gain powers.
    -LA +0

    Goblins:
    -+6 Dex, -2 Str, -2 Con, -2 Cha, -2 Int. Goblins are absurdly agile, but lack in almost every other area.
    -Small size.
    -Goblins are Humanoids with the (Goblinoid) subtype.
    -Goblins have a base land speed of 40 ft and a Climb speed of 10 ft. Goblins have learned to move fast and scale rocks and walls with speed to evade their larger cousins.
    -Goblins gain a +1 racial bonus on attacks against humans. Due to the ancient blood feuds between Intolar and Khavghotan, goblins are skilled at fighting humans.
    -Goblins gain the supernatural ability to cast a true strike spell when attacking a flat-footed opponent once per day as an immediate action. Goblins are the epitome of dirty fighting.
    -Goblins have Darkvision 60ft.
    -LA +0

    Hobgoblin:
    -+2 Str, +2 Int, -4 Wis. Hobgoblins are strong and smart, but are not very clever.
    -Medium size.
    -Hobgoblins are Humanoids with the (Goblinoid) subtype.
    -Hobgoblins are automatically proficient with the halberd and the spear. These weapons are used heavily in the fortress cities of their birth, and hobgoblins use them ceaselessly from adolescence onwards.
    -Demoralizing Yell (Ex): Hobgoblins may shout once/encounter in their native tongue. This yell causes all non-goblinoids who hear it to become shaken for 1 round/hit die of the hobgoblin that used it, with a Fort save (DC 10+1/2 HD of the user+the user's Cha mod) to negate. A creature can only be affected by Demoralizing Yell once per day, make or fail the save.
    -Paranoia: The crushing paranoia and brutal environment of the hobgoblin cities has bred a lack of social skills into hobgoblin stock. Hobgoblins suffer a -4 racial bonus to Diplomacy and Bluff checks
    -LA +0

    Ogre:
    -+2 Str, +2 Con, +2 Wis, -4 Dex, -4 Cha. Ogres are strong, tough, and wise, but very clumsy and very abrasive and harsh.
    -Medium size.
    -Ogres have a base land speed of 20 ft.
    -Ogres are Monstrous Humanoids with the (Goblinoid) subtype.
    -Powerful Build: The physical stature of an ogre lets him function in many ways as if he were one size category larger. Whenever an ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ogre is treated as one size larger if doing so is advantageous to him. An ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    -Extended Magics (Su): Whenever an ogre is targeted by a spell that increases their Str, Dex, Con, or AC by any amount, the duration of the spell doubles. If the spell effects multiple creatures, this increased duration only applies to the ogres. Ogres are mauling brutes on the battlefield; they are normally forced to participate in long battles as shock troopers. As such, if beneficial magic failed, ogres would lose most of their protection and resilience against enemy attacks. Ogres, over long periods of time, have adapted their bodies to absorb and retain magic longer than other creatures. However, as their bodies are keen to absorb and retain magic, they suffer a -2 penalty to all saving throws against spells and spell-like effects as their bodies subconsciously attempt to absorb even harmful effects.
    -LA +0

    Kobold:
    -+2 Dex, +2 Int, -2 Str, -2 Con, -4 Cha. Kobolds are lithe and brilliant, but frail, physically weak, and socially stunted.
    -Small size.
    -Kobolds are Monstrous Humanoids with the (Goblinoid) subtype.
    -Spell Affinity: Kobolds are masters of both death and fire magic, and as such gain a +1 racial caster level bonus on all necromancy and fire spells. As a result of this specialty, they suffer a -1 racial caster level bonus on illusion and cold spells.
    -Kobolds gain the ability to cast create darkflame once per day. (See the Spells of Khavghotan section for details).
    -Kobolds gain a +4 racial bonus to Stealthy and Survival checks. Living in cramped underground warrens has forced them to learn to adapt to anything.
    -Xenophobia: Kobolds suffer from severe xenophobia, and so gain a -10 racial bonus to Bluff, Diplomacy, and Intimidate checks. However, because of their maddening culture, they gain a +2 racial bonus to Sense Motive checks.
    -Kobolds have Darkvision 60 ft.
    -LA +0

    Note:
    Spoiler
    Show
    The reason for the penalty to illusion spells specifically is due to the old opposing schools idea from AD&D 2nd, where Illusion was the opposing school of Necromancy.

    Last edited by arguskos; 2012-01-28 at 06:12 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  15. - Top - End - #15
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Regional Feats

    Regions
    Introduced in the Forgotten Realms Campaign Setting was the concept of the Region and Regional Feats. In Zaaman-Rul, I've adapted that concept and fiddled with it somewhat. Each character (NPCs included) gains a bonus feat at first level that must be used on a regional feat, each of which does a few things. First, it indicates the area your character is from, so sometimes a major city or region of a nation. Second, it indicates what languages you have by default. Third, it gives you certain bonus gear. Fourth, it indicates what your favored class, if any, is. Finally, each regional feat has a unique and flavorful bonus attached to it. Some regional feats are racially specific, others are not. Some regional feats have prerequisites, most don't though. Save for a rare few (Outcast, Adventurer), all regional feats must be taken at level 1 and cannot be taken thereafter.

    Regional Feats of Intolar
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    Intolar City [Regional]
    You are from the capital of Intolar, the birthplace of humanity and the seat of the Emperor himself.
    Prerequisites: Human, can only be taken at 1st level.
    Benefits: You begin the game speaking Intolian and your favored class is Cleric. You begin the game with a P-4 "Scythe" Pistol in addition to your starting gear. Finally, you gain a +4 racial bonus on Knowledge (religion) checks in relation to the Nine Faced Lords and the Emperor of Intolar.

    Chontian [Regional]
    You come from a strong military background in the fortress city of Chontian.
    Prerequisites: Human, can only be taken at 1st level.
    Benefits: You begin the game speaking Intolian and Common and your favored class is Zealot. You begin the game with an Imperial Impeller Rifle in addition to your starting gear and you automatically gain Exotic Weapon Proficiency (Impeller Rifle). Finally, you gain an additional +1 racial bonus to attacks against creatures with the goblinoid subtype, as you are trained above and beyond the call of normal humans.

    Xanteld Arcanist [Regional]
    Either through birth or "recruitment" you have your origins in Xanteld's Arcane Institute.
    Prerequisites: Human, can only be taken at 1st level, must be an arcane spellcaster.
    Benefits: You begin the game speaking Intolian, Common, and Arcanic, and your favored class is either Wizard or Sorcerer (your choice when this feat is taken, it cannot be changed afterwards). You begin the game with a magering containing any cantrip of your choice in addition to your starting gear. Finally, you gain a +2 racial bonus to Spellcraft checks, due to your rigorous training.

    Xanteld Prisoner [Regional]
    You were unlucky enough to have been born to a prisoner of Xanteld, and you were raised in the prison system.
    Prerequisites: Human, can only be taken at 1st level.
    Benefits: You begin the game speaking Intolian and your favored class is Rogue. You begin the game with an armblade in addition to your starting gear and you automatically gain Exotic Weapon Proficiency (Armblade). Finally, you gain a +2 racial bonus to either Open Lock checks or to Stealth checks (your choice when this feat is taken, it cannot be changed afterwards).

    Freeman [Regional]
    You are an Intolian freeman, born and raised in the country of the nation.
    Prerequisites: Human, can only be taken at 1st level.
    Benefits: You speak Intolian and you may select your own favored class. You begin the game with one simple weapon and suit of light armor of your choice. Finally, you also gain a small plot of land in the countryside that belongs entirely to you. The land is arable farmland, if poor, and is no larger than 1/2 acre. You gain none of the tools or goods required to farm, and must provide those personally.

    Xauldred [Regional]
    You hail from Xauldred, a small, rainy, militant town dedicated to the Octopus on a cliff above the sea.
    Prerequisites: Human, can only be taken at 1st level.
    Benefits: You begin the game knowing Intolian, and your favored class is the Battle Necromancer. You also have a Xauldred Tattoo on your right shoulder in addition to your starting gear. Finally, you get a +1 bonus on will saving throws and the ability to rebuke undead (as the cleric ability) once each day (effective cleric level = your character level). This stacks with uses of rebuke undead gained from class features.
    Special: This feat was provided by DMofDarkness.

    God-child [Regional]
    You were raised in a Monastery, brought up amongst your god, and he has blessed you with his power.
    Prerequisite:
    Human, may only be selected at 1st level
    Benefit: You start the game knowing Intolian and Common. You own a morning-star, a holy symbol of your god, and a suit of banded mail. Your favored class is either Warlock or Favored Soul. In addition, you may cast Cure Minor Wounds 3/day as spell-like abilities.
    Special: This feat was provided by DMofDarkness.


    Regional Feats of Xortal
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    Explorer [Regional]
    You are an explorer of Xortal at heart, and you live your life in the jungle, looking for relics and resources to bring back. Life being as it is there, you have come to assume that everyone and everything is trying to kill you. Which is why you have lived as long as you have.
    Prerequisites: Can only be taken at 1st level.
    Benefits: You begin the game speaking Common, a nearly universal language, and the language for trade. You gain a +2 racial bonus on reflex saving throws, indicating how often you have had to jump away from man-eating plants. You also have a +2 racial bonus on spot and listen checks, as you have learned to be aware of your surroundings. People who don't tend not to live long. However, your time away from civilized society tends to have it's drawbacks... you take a -2 penalty on all charisma-based checks except Use Magic Device and Intimidate. In addition, you have at least one scar from your experiences on the continent. Whenever you overexert yourself (i.e., roll a critical failure), you take 1d4 points of nonlethal damage as the old wound begins to ache again, and you suffer a -2 penalty on all attack rolls and skill checks you make for the next minute. Finally, you gain an additional 1d6-1 x 100gp at first level, representing the wealth you earned on your travels.
    Special: This feat was provided by DMofDarkness.

    Logger [Regional]
    You are one of the Empire's loggers, battling the wilderness on a daily basis in order to obtain your living. Although the pay is good, the trees really know how to fight back...
    Prerequisites: Human, can only be taken at first level
    Benefits: You begin play speaking Intolian and Common, and your favored class is barbarian. You begin play with a greataxe in addition to your normal starting equipment. In addition, you gain a +2 bonus on all profession (lumberjack) checks. Finally, you may, 1/day as a free action, perform a feat of monumental strength, getting a +6 racial bonus to all strength checks made for one round. This bonus does not apply to weapon damage or attack rolls.
    Special: This feat was provided by DMofDarkness.

    Townfounder [Regional]
    You are a trepek who was set ahead of the others to begin making settlements for future use throughout the jungle. Although these settlements are more like temporary shelters than settlements for most creatures, many trepek explorers find these outposts as useful reprieves, as they are often full of much-needed equipment for repairs.
    Prerequisites: Trepek, can only be taken at first level.
    Benefits: You begin play knowing Trepek. Your favored class is artificer. You get a +2 racial bonus on hide checks, as you often have to avoid the wildlife. In addition, 1/month in an hour-long ritual, you may form a trepek settlement. A trepek settlement is a 10ft by 10ft structure, made of 5 rectangular sides with a roof made of 5 triangles in a pentagonal pattern. Inside of these, trepeks regain 1hp/class level each hour, and the duration of their Adaptability power is permanent as long as the created items remain inside of the structure. If they leave the structure, they dissipate in 1d4 rounds unless brought back in later. All objects created by the Adaptability power are, additionally, treated as masterwork inside of the trepek settlement. Finally, these structures may be used as an alchemical lab by trepeks (and only trepeks). Settlements are permanent unless dispelled or destroyed. They have hardness 15 and 60 HP.
    Special: This feat was provided by DMofDarkness.


    Regional Feats of Khavghotan
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    Mage-Blooded [Regional]
    You are a denizen of the witch-tooth mountains, the ancestral home of the fabled ogre mages, and a trickle of their power runs through your veins...
    Prerequisites:
    Ogre, can only be taken at first level.
    Benefits: You speak Ogre and your favorite class is Warlock. You begin the game able to use each of the following spells as spell-like abilities each once each day: Ray of Frost, Prestidigitation, and Protection from Good/Evil/Law/Chaos (Chosen at the time of gaining this ability. If you change alignments, you main also change the alignment you get protection from). Caster level = your character level. You also gain a greatsword and a chain shirt.
    Special: This feat was provided by DMofDarkness.

    Mage Servant [Regional]
    You were born into one of the fated bloodlines born into the service of the Ogre Warlocks, and you carry their blessings.
    Prerequisites:
    Ogre, may only be taken at first level
    Benefit: You begin the game speaking Common and Ogre, and you have a greatsword and a suit of banded mail. Your favored class is Ranger. In addition, you gain the blessings of the Ogre Warlocks: You may be the target of Invocations and Spells that have a target of personal, even if you do not cast them. You may only be affected by such spell or invocation at a time.
    Special: This feat was provided by DMofDarkness.

    Ogre Freeman [Regional]
    You are a warrior of the Ogre tribes, born into their clans and trained by them.
    Prerequisites:
    Ogre, may only be taken at first level
    Benefit: You begin the game speaking Common and Ogre, and you own a warhammer and a suit of half-plate armor. Your favored class is Barbarian. In addition, once per day, you may cast either Bull's Strength or Bear's Endurance, but the duration is reduced to 1 round/level. Caster level = your character level.
    Special: This feat was provided by DMofDarkness.

    City Crawler [Regional]
    You were raised as an orphan on the streets of a major city, like Theactgkatic or Thijis.
    Prerequisites: Khavghotani, may only be taken at first level
    Benefits: You begin the game speaking Common and Common Khavghotani, and you have a dagger and a suit of leather armor. Your favored class is Rogue. In addition, you are adept at moving in crowded city streets. You ignore movement penalties from urban environments.
    Last edited by arguskos; 2012-05-08 at 02:35 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  16. - Top - End - #16
    Titan in the Playground
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Feats

    Feats of Khavhgotan
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    Magic Flare [Racial]
    You have learned to alter the magic retained by your body, causing it to create explosive bursts of power for a short period of time.
    Prerequisite: Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may choose to cause one spell with a duration that effects you to "Flare" as a swift action. A flaring magical effect has twice the effect as normal, but the duration of the effect is halved (For example, if you flared a Bear's Endurance spell, it would grant a +8 bonus to constitution, but one last for 1 minute/2 caster levels). In addition, while the effect is flaring, you lose the benefit of your Extended Magics racial power. All durations extended by it are brought back to their unmodified duration, and spells cast on you no longer gain the extended duration. After the flaring spell's duration has ceased, your Extended Magics begins affecting you again, but the durations of spells already affecting you do not increase. You cannot use this ability if you lose the benefits of your Extended Magics racial power.
    Special: This feat was provided by DMofDarkness.

    Spell-Ward Armor [Racial]
    You have learned to sculpt the effects of magic around your to bend to your will, sculpting them into magical armor to ward you against danger.
    Prerequisite:
    Magic flare, Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may end the effects of a harmless spell affecting you to gain a magical ward for the rest of the duration of the spell as a swift action. This ward grants you a deflection bonus to AC equal to the level of the spell, and damage reduction X/-, where X equal to half the deflection bonus.
    Special: This feat was provided by DMofDarkness.

    Spell-Might Fists [Racial]
    You have learned to sculpt magic energy affecting you around your fists, dealing incredible eldritch damage to all you strike.
    Prerequisite:
    Magic flare, Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may end the effects and duration of a harmless spell affecting you to wrap your fists with eldritch energy as a swift action. For the rest of the round, each attack you make deals an extra 1d4 points of damage per level of the spell, and you gain an insight bonus to your attack rolls equal to half this amount. However, after this, you lose the benefit of your Extended Magics racial power for 1 round/4 levels of the spell discharged (minimum 1). All durations extended by it are brought back to their unmodified duration, and spells cast on you no longer gain the extended duration. After this time, your Extended Magics begins affecting you again, but the durations of spells already affecting you do not increase. You cannot use this ability if you lose the benefits of your Extended Magics racial power.
    Special: This feat was provided by DMofDarkness.

    Warlock Spell-shifter [Racial]
    You have learned a large number of spells from the font of your magic, and you gain the power to change your knowledge every day.
    Prerequisites:
    Mage-blooded, Must be an Ogre, Mage Blast 1d6
    Benefit: You gain the power to change a normal invocation slot into that of a Shift-invocation. Each day at dawn, you may change the invocation held within the Shift-invocation. By doing so, you lose access to the invocation that the slot was holding, but you may gain access to any other invocation of a same or lower level.
    Special: If you have no invocations known, you may gain the ability to use one least invocation 3/day, and you may shift the invocation used as described above. In addition, when you do gain invocations, you may substitute the invocation slot you get for an shift invocation by losing the ability to use the least invocation 3/day. Finally, if you gained this feat at level 1, each time you gain access to a higher-level invocation, you may change that invocation into a shift-invocation. If you do, you may no longer shift the invocation previously granted by this feat.
    You may gain this feat multiple times. Each time you do, you gain an additional shift-invocation.
    Special: This feat was provided by DMofDarkness.


    Feats of Intolar
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    Channeler of Divine Might
    Your God is a warrior, one who will defend his nation to the death. As you follow his lead onto the battlefield, you gain the ability to channel his power beyond what less faithful souls can manage.
    Prerequisite:
    God-Child, Divine Blast +5d6, Double Blast, Must worship Hawkmoon and/or Donblas
    Benefit: When you spend a full-round action to make a Double Blast or a Triple Blast, you may add one additional attack with Eldritch Blast in that round. However, each attack in that round suffers an additional -1 penalty on the attack roll. When you use this ability, you may not use your Eldritch Blast or any invocations you know for one round.
    Special: This feat was provided by DMofDarkness.


    Feats of Northwind
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    Fires of the Eternal Forge
    You unlock the fire of your Spark, the thing that grants you life.
    Requirements: Trepek, Craft (Metalworking) 4 ranks
    Benefits: You may, once per encounter, shoot a blast of fire, taken from your Spark, as a ranged touch attack, dealing 1d6 fire damage per three Hit Dice you have (minimum 1d6), as a standard action. Enemies that take damage from this effect gain a spark of your essence, and naturally shy away from attacking you. They take a -1 penalty per three hit dice that you possess (minimum -1) to any attack, damage, or any save that they force you to make (E.G. a creature hit by your spark makes a melee attack against you, while you have 5 hit dice; he suffers a -2 penalty to the attack, a -2 penalty to the damage, and any effect that he creates that forces you to make a saving throw takes a -2 penalty.) The penalty to damage may not reduce the damage below 1 point of damage. This effect lasts 3 rounds.
    Special: This feat was provided by unosarta.

    Forged of Light
    In the Eternal Forge where you were made, the fires were powered by Positive energy. You have unlocked that energy within yourself, and use it too full effect.
    Requirements: Trepek, Fires of the Eternal Forge, Craft (Metalworking) 6 ranks
    Benefits: You may, once per encounter, shoot a blast of pure healing, as a ranged touch attack, healing for 1d6 damage per three hit die that you possess (minimum 1d6 healing), as a standard action. Allies healed by this effect gain a spark of your essence, and are bolstered in combat. They gain a +1 bonus per three hit die that you possess (minimum +1) to any attack, or damage roll, or any save DC that they impose upon an enemy. This effect lasts for 3 rounds.
    Special: This feat was provided by unosarta.

    Last edited by arguskos; 2011-01-21 at 11:54 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  17. - Top - End - #17
    Titan in the Playground
    Join Date
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Items

    Items of Intolar
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    The Imperial Armory
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    Ok, this is the weaponry and armor of the Imperial Army. This is all heavily influenced visually by the Terran weapons and armor from Starcraft 2, and I'll be including image links for everything so you can see what it looks like.

    Imperial Combat Armor: The basis of the Intolian armors, Imperial Combat Armor (ICA) is what all front-line Intolian soldiers are equipped with. Each suit of ICA is highly resilient, designed to protect the soldier inside against all threats, and has a high level of redundancy built in as a protective measure in the event of armor damage. A suit of ICA contains a rebreather and is airtight, so the soldier cannot be suffocated, and is watertight for underwater operations should that become necessary. Each suit of ICA also comes equipped with an Imperial Combat Shield built into the shoulder plating of the armor (on the shoulder the solider does not favor, so a right-handed suit would have the shield on the left, and vice-versa). The combat shield can be used by a proficient user to block incoming attacks and extends the soldier’s life span significantly. However, due to the fact that it is built into the armor, it poses issues when wielding a two-handed melee weapon, and imposes a -4 penalty on attacks with such weapons (two-handed ranged weapons do not suffer this issue, since they need less range of movement than two-handed melee weapons do). Finally, a suit of ICA is equipped with servos that increase the wearer’s muscle strength, granting a +2 Str bonus for the purpose of lifting or moving objects or for the purpose of breaking objects.

    Imperial Combat Armor is heavy armor that grants a +6 armor bonus to AC, a +3 shield bonus to AC, has a max Dex of +0, has an arcane spell failure chance of 90%, has a max movement speed of 20 ft, and weighs 80 lbs (the armor actually weighs 350 lbs, but supports most of its own weight). The rebreather requires a swift action to activate and can function for up to 1 minute before requiring a recharge of 5 minutes.

    Imperial Combat Armor cannot be purchased legally, but go for upwards of 3,000 shines a suit on the black market. ICA is designed for humans only, but any humanoid could in theory wear the armor with some minor modifications. Non-humanoids cannot wear ICA, though it could theoretically be produced to fit them, though the cost would be astronomical (easily 10x base cost, and that’s a conservative estimate).

    Imperial Impeller Rifle: The default Intolian firearm (often issued alongside ICA to soldiers), the Imperial Impeller Rifle’s workings are a state secret. The weapon fires 2 inch long shards of sharpened steel through an unclear method, but it’s hard and fast enough to punch through plate armor, and even ICA plating. The Impeller Rifle is an exotic two-handed ranged weapon that does 2d8 piercing damage with a critical range of 19-20/x3 and a range increment of 110 ft. The Impeller has an ammo clip of 25 shots, and is fully automatic; the user gains all of their iterative attacks and does not need to reload until the clip is empty. Changing the clip is a full-round action that does not provoke attacks of opportunity. In addition, the Impeller Rifle has an in-built retractable bayonet that acts as a short sword in all ways (but is two-handed, due to being attached to the Impeller Rifle).

    Imperial Impeller Rifles cannot be purchased legally, but go for over 500 shines a rifle and 25 shines a clip on the black market. Impeller Rifles weigh 12 lbs, and each clip weighs 1 lb.

    Imperial Combat Armor: Heavy Assault Variant: Created to fill the need Intolar had for heavy shock troops, the Heavy Assault Variant (HAV) armor grants increased protection and strength to the operator inside. HAV armor is airtight and watertight, much like ICA suits, but also grants a few other benefits. HAV does not include the combat shield, instead opting for heavier armor plating and increased strength enhancements for the user. In a radical departure from ICA suits, HAV suits do not have hands, instead mounting weaponry directly onto the chassis of the armor. Two known types of HAV weaponry are known to exist, with others rumored to exist: the Punisher attachment, and the Perdition attachment. Intolian HAV troops with the Punisher attachment are painted black and those with the Perdition attachment are painted reddish-orange, as to differentiate each type for allied troops. Finally, HAV armor comes with shock absorbers built into the suit that prevent damage from long falls, aiding their use as shock troopers.

    Heavy Assault Variant armor is heavy armor that grants a +10 armor bonus to AC, has a max Dex of +0, has an arcane spell failure chance of 100%, has a max movement speed of 20 ft, and weighs 100 lbs (the armor actually weighs 500 lbs, but supports most of its own weight). The wearer gains Powerful Build while wearing the armor. HAV armor comes with either Punisher grenade launchers or Perdition flamethrowers, both of which are detailed below, and once outfitted, cannot be changed without at least a week in a workshop). Finally, HAV armor reduces falling damage by 50 ft, to aid its wearers in their role as shock troopers.

    Heavy Assault Variant armor cannot be purchased legally, but go for upwards of 10,000 shines a suit (either weapon loadout) on the black market. HAV armor is designed for humans only, but any humanoid could in theory wear the armor with some minor modifications. Non-humanoids cannot wear HAV, though it could theoretically be produced to fit them, though the cost would be astronomical (easily 10x base cost, and that’s a conservative estimate).

    Imperial Concussive Explosive Launchers: Informally nicknamed the Punisher launcher by Intolian soldiers, the Imperial Concussive Explosive Launchers are fitted to the HAV armor along with a unit that can rapidly manufacture and load dozens of the explosives it fires, preventing the need to manually load the launcher. Typically, one launcher is fitted into each arm of the HAV armor, with the main unit mounted to the back. Dual firing of the launcher is possible, but difficult due to recoil.

    A Punisher Launcher is a one-handed exotic ranged weapon deals 2d10 piercing damage with a critical range of x2 and a max range of 50 ft. A target of the same size or smaller than the wielder that is struck by a Punisher round has its move speed halved for one round (minimum 10 ft). The Punisher unit manufactures up to 100 rounds before needing to be replaced.

    A non-HAV wearing character may carry a Punisher unit, but they are restricted to one launcher, not two. In this case, it takes two hands to carry and operate.

    Concussive Explosive Launchers cannot be purchased legally, but go for over 1,000 shines for a single launcher with main unit. Replacing the manufacturing unit costs 500 shines, minimum, and since all such units are salvaged, has only d% shots remaining before requiring replacement.

    Imperial Perdition-class Flamethrower: Designed for the HAV armor, the Perdition flamethrower is a fearsome and lethal weapon in the Intolian armory. The Perdition flamethrower is often used to clear buildings and to level towns, much more a siege weapon than anything else. Typically, one propeller is mounted to each arm of the HAV suit in question, allowing dual-wielding of the weapon.

    A Perdition-class Flamethrower is a light one-handed exotic ranged weapon that deals 2d8 fire damage to any two squares that are adjacent to one another and the wielder, with a Reflex save (DC 10+1/2 wielder’s HD+wielder’s Dex mod) for half. A Perdition flamethrower can fire up to 100 times before needing refueling (this cuts to 50 times if the HAV suit has two flamethrowers).

    A non-HAV wearing character may carry a Perdition flamethrower and fuel pack, but they can only carry one. In this case, it takes two hands to carry and operate.

    Perdition Flamethrowers cannot be purchased legally, but go for over 1,000 shines for a single launcher with main unit. Replacing the fuel pack costs 500 shines, minimum, and since all such units are salvaged, has only d% uses remaining before requiring replacement.

    Imperial Combat Medic Armor: Since there has been war, there have been healers, individuals who serve on the lines of battle to heal wounded soldiers. In the Intolian Empire, those brave souls wear Imperial Combat Medic Armor, or CMA suits. CMA is always painted a brilliant stain- and wear-resistant white so that soldiers can see CMA users from a distance. CMA comes with a standard issue M98 combat shield (painted with the same resilient white paint), but unlike Imperial Combat Armor, CMA combat shields are free standing, and must be carried in one hand. Further, CMA suits have a pair of large magitek syringes attached to the forearm of the right arm of the suit. These serve as “batteries” for magical energy and project curative spells a short distance across the battlefield, permitting CMA users to heal at range.

    Combat Medic Armor is medium armor that grants a +4 armor bonus to AC, has a max Dex of +2, has an arcane spell failure chance of 40%, a max movement speed of 30 ft, and weighs 30 lbs (actually nearer to 200 lbs, but it supports most of its own weight). CMA automatically affects any spell that heals hit point damage as per the Reach Spell metamagic feat and as per the Augment Healing feat (these effects stack with the actual feats). CMA also serves as a battery of sorts for healing spells, holding up to 5 spell levels of healing spells at a time, which can be used as a full-round action to use any number of spell levels at once. Once expended, the battery must be refilled with spells (ie. the armor does not charge up over time, it’s like a ring of spell storing for healing spells only).

    Imperial Combat Medic Armor cannot be purchased legally, but a suit goes for over 10,000 shines on the black market.

    Imperial Specter Stealthsuit: A highly classified piece of equipment, the Specter Stealthsuit is the Specter's version of Imperial Combat Armor. Stealthsuits channel the wearer's psionic ability to enhance stealth ability, generate defensive fields, and even aid in aiming weaponry. Stealthsuits are a sleek matte black or crimson color, depending on the rank of the wearer, and are unique to the Specter that uses them.

    A Specter Stealthsuit is light armor that grants a +4 armor bonus to AC, a +4 deflection bonus to AC, has no max Dex, has an arcane spell failure chance of 20%, a max movement speed of 50 ft, and weighs 15 lbs. Stealthsuits grant a +8 to Stealthy checks. A Stealthsuit functions as an 11-point cognizance crystal, and can be used as a swift action to gain a bonus to attack rolls equal to +1/3 power points expended. Specter Stealthsuits only function for humans, and only for humans with a power point reserve.

    Imperial Specter Stealthsuits cannot be purchased legally, but a suit goes for over 100,000 shines on the black market.

    Imperial Rapid Access Armor: The Rapid Access Armor is called the Death Sentence by its pilots, and the name is apt. RAA is a light suit of toughened leather with a flaming contraption strapped to the back and a mask (complete with rebreather) over the face. RAA uses its engine-like contraption to actually fly, permitting the speedy ingress and egress of the user from difficult to reach locations (such as fortress walls, high cliffs, etc). However, RAA is highly unstable, and is prone to exploding, taking the pilot with it.

    Rapid Access Armor is light armor that grants a +3 armor bonus to AC, has a max Dex of +6, has an arcane spell failure chance of 40%, a max movement speed of 100 ft, and weighs 25 lbs. Rapid Access Armor has an in-built booster engine, which permits use of two spell-like abilities in exchange for fuel. The suit can as a swift action, activate either a swift expeditious retreat effect for one charge of fuel, or a swift fly effect for three charges of fuel. The fuel pack holds up to ten charges before needing to be refueled. However, RAA is dangerous to use. Whenever the wearer suffers hit point damage from fire (magical or not), roll d%. If the die comes up equal to or less than the number of charges of fuel remaining (ie. if there are seven charges left and the die comes up with a 7 or less) the fuel tank explodes, destroying the armor and dealing everything in a 10-ft radius 2d6 fire damage/charge of fuel left (Reflex DC 20+charges left for half).

    Rapid Access Armor cannot be purchased legally, but a suit goes for over 10,000 shines on the black market. A single charge of fuel costs 50 shines on the black market, and can also be made in an alchemical laboratory for 25 shines with a DC 25 Craft (alchemy) check and 1 hour of time.

    Imperial Specter Sniper: A highly specialized and powerful weapon, the Specter Sniper is the signature weapon of the Specter Corps. To be trained in the use of the Specter Sniper is a sign that you are a Specter. Specter Snipers have a high penetration ability, incredible accuracy, and the ability to use multiple varieties of rounds. However, the cost that comes with power and accuracy is a lack of speed.

    Imperial Specter Snipers are a two-handed exotic ranged weapon that deals 2d12 piercing damage with a critical range of 19-20/x4 and a range increment of 250 ft. Specter Snipers are always masterwork, and give an additional +2 equipment bonus to attack rolls, as the weapon is so perfectly balanced that it auto-corrects the user's aim. However, Specter Snipers cannot fire with any rapidity due to ammo limitations, and take a full round action to reload. The Specter Sniper can fire a number of ammunition types, but the stats above are for a standard metallic slug about two inches long. Finally, proficiency in Specter Snipers can only be acquired by taking at least one level in the Intolar Specter prestige class or being trained in the weapon for 2 months by a Specter in good standing.

    Imperial Specter Snipers cannot be purchased legally by non-Specters (but read on, there's a special case), but a single rifle goes for over 5,000 shines. Standard slugs for the weapon cost 5 gp a piece. It is possible for non-Specter Intolian citizens to purchase Specter Sniper training and the weapon itself, but it is rare and very expensive, costing in the vicinity of 10,000 shines for the Specter's time, not counting the purchase of the weapon, ammunition, or paying for food and lodging at the Specter training ground in Xanteld where the training takes place. All told, for a private Intolian citizen to purchase both the training and the weaponry, after all expenses are tallied, it comes to around 20,000 shines. For this reason, private ownership of Specter Snipers is rare, but not unheard of. A Specter Sniper in the hands of a non-Intolian is treated as a war crime by the Empire, and a Specter is immediately dispatched to recover the weapon and kill the bearer, making Specter Snipers vanishingly difficult to acquire as a non-human.

    Variant Ammunition for the Specter Sniper:
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    Costs given are for rounds legally acquired by Intolian Citizens or Specters from the Empire directly. Black market prices for Specter Sniper variant ammunition are three times the prices listed here, at minimum.

    Incendiary Round: A thin-walled metal canister, this round holds a potent incendiary paste inside of it. When it strikes the target, the wall bursts and coats the target in the paste, which ignites on contact with air, causing extremely painful burns. An incendiary round deals 2d6 fire damage on initial contact, then deals another 1d6 fire damage the following round, finally dying out on the second round after initial contact. An incendiary round has a range increment of 150 ft and costs 50 shines.

    Cryogenic Round: A tapered cylindrical projectile, this round holds a concentrated alchemical liquid inside of it at sub-zero temperatures. When the round impacts the target, this liquid sprays over them and causes their skin and extremities to snap-freeze, causing extreme pain and slowing reaction time by quite a bit. A cryogenic round deals 2d6 cold damage and inflicts a -2 penalty to the target's Dexterity. The penalty lasts for only three rounds, as the liquid loses potency rapidly. A cryogenic round has a range increment of 150 ft and costs 50 shines.

    Thunderclap Round: Named for the loud noise they generate upon activation, the thunderclap round holds a powerful magitek apparatus that generates and stores a strong electrical charge. Upon striking the target, it discharges this energy into the shell of the round, made from a very rare and hard to produce iron/hizagkuur alloy. This electrical charge is extremely painful to the target, and even can induce temporary paralysis. A thunderclap round deals 1d10 electricity damage, but it also prompts a Fortitude save (DC 10+attack bonus of the shooter). If the save is failed, the target is paralyzed for a round. If the save is passed, the target is merely dazzled for a round. Thunderclap rounds have a range increment of 150 ft and cost 300 shines. However, thunderclap rounds can be reused, as the generator inside the round recharges over time. It takes one day for the round to recharge, and the apparatus has enough energy to be used five times total before finally dying permanently.

    Shatter Round: Shatter rounds are fairly average looking slugs that upon impact burst apart into a cloud of wire-thin metallic shards that rend living tissue into a fine red mist. Shatter rounds deal 3d8 slashing damage to everything within 5 ft of the original target. Shatter rounds have a range increment of 50 ft and cost 50 shines.

    These are only a sampling of the possible speciality rounds that a Specter might employ.


    Imperial Bolt Rifle: The bolt rifle is the standard civilian longarm available from the Imperial Armory. The bolt rifle is more appropriately understood to be a carbine, not a true rifle, but such distinctions mean little to a civilian who needs to shoot something. Bolt rifles can be found all across Intolar, and quite frequently abroad, and are among the few weapons the Imperial Armory produces that can be legally purchased by civilians.

    The Bolt Rifle is a two-handed martial ranged weapon that deals 2d8 piercing damage with a critical range of 19-20/x3 and a range increment of 150 ft. Bolt rifles are a move action to reload (thus the "bolt" part of the name, as the chamber must be emptied manually). A bolt rifle's magazine holds up to five shots at a time and takes a full-round action to reload the magazine. Rapid Reload does apply to bolt rifles, but only to the bolt action, not the refilling of the magazine. A bolt rifle costs 150 shines to citizens, but only 50 to enlisted military or ex-military citizens. A single round costs 1 flat (so a full magazine costs 5 flats).

    Additionally, many custom modifications of bolt rifles exist and are easy to purchase. The most common of these is the Intolian Army mod kit, which changes the internal magazine for an external clip, speeding up the reload time significantly. Another common modification is to add a rangefinder to the rifle instead of iron sights, to help with distance aiming. The final very common modification of bolt rifles is a more detailed rifling of the barrel, to increase the range on the weapon. There are dozens more modifications possible for bolt rifles, and no two are exactly alike.

    Bolt Rifle Modifications:
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    General Notes: Installing a mod is generally pretty easy. It assumes the character has access to a workshop and about a day of time. The Craft (firearms) check to each mod is listed. Each mod takes a day to install. In poor conditions, the DC is increased at the DM's discretion.

    Also, concerning currency, a precious is 1 up (1 pp in standard D&D), a solid is 1 sp (5 gp in standard D&D), a shine is 1 bp (1 gp in standard D&D) and a flat is 1 ip (1 sp in standard D&D). I don't think I mention flips below, but those are 1 tp each (1 cp in standard D&D).

    The Intolian Army Mod Kit: This is the only officially sanctioned modification kit offered by the Imperial Armory. For a relative pittance, any citizen or soldier can purchase this kit, which replaces the internal magazine of the Bolt Rifle with an external clip, expediting reload times and increasing the magazine size. The Intolian Army Mod Kit increases the magazine size to ten rounds, and replacing the clip is a move action, instead of a full-round action. However, clips must be purchased full price from the Armory, which costs a premium.

    The mod kit itself costs 200 shines. Each clip costs 1 shine and 5 flats, or 15 flats. The installation DC is 20.

    Rangefinder: A commonly seen mod found on hunters rifles, the rangefinder is just a simple two-lens telescope variant that is welded, bolted, or tied firmly to the top of the firearm. Rangefinders have almost no ability to be fine tuned, and mostly just let you see things farther away. This is valuable for hunting, and to a limited degree for combat. Use of a rangefinder increases the effective range increment of a bolt rifle to 200 ft.

    The rangefinder kit costs 150 shines. The installation DC is 15.

    Welded Bayonet: A fairly uncommon attachment for the bolt rifle, this bayonet is hard-welded to the bottom of the barrel, and permits the bolt rifle to be used as a melee weapon.

    A bayonet deals 1d8 piecing damage and has a critical range of 19-20/x2. It is a two-handed weapon.

    A bayonet costs 50 shines. The installation DC is 15.

    Rifled Barrel: This modification adds fine rifling to the interior wall of the barrel of the bolt rifle. The newly altered barrel increases the speed and accuracy of the projectile as it leaves the barrel, granting both superior aiming ability and penetrating power. However, the procedure is difficult and time-consuming, and the ammunition is a different shape than normal, meaning it must be purchased special, and at a premium.

    A rifled barrel grants a +2 competence bonus to attacks made with the bolt rifle. Additionally, rifling the barrel makes the weapon count as masterwork, if it wasn't already. These benefits only apply with rifled rounds. With non-rifled rounds, the user instead suffers a -1 penalty to attacks.

    The rifling kit (which includes the required tools, which are one-use only and very specialized) costs 100 precious, and rifled rounds cost a shine each. The installation DC is 30, and it takes one week. If the check is failed by 10 or more, the rifling fails, the bolt rifle is unusable until a DC 20 check is made to repair it, and the kit and tools are wasted. For this reason, most bolt rifle enthusiasts trust a professional to rifle their bolts.

    Hexagonal Barrel: This very rare modification cannot be applied to a rifled barrel, only able to be applied to standard smooth-bore bolts. A hexagonal barrel is similar to a rifled barrel, but is more expensive, more effective, and requires very strange rounds.

    A hexagonal barrel increases accuracy and penetrating power ten fold, granting a +4 competence bonus to attacks and damage, but only when using a hexagonal round. When using another kind of round, the user suffers a -4 penalty to attacks, since the round is ill-equipped to fit into the barrel.

    The hexagonal barrel kit (which includes the required tools, which are one-use only and very specialized) costs 200 precious, and hexagonal rounds cost five shines each. The installation DC is 30, and it takes one week. If the check is failed by 10 or more, the installation fails, the bolt rifle is unusable until a DC 20 check is made to repair it, and the kit and tools are wasted. For this reason, most bolt rifle enthusiasts trust a professional to install this kit.

    Wand Chamber: Another fairly uncommon alteration for bolt rifles, this one replaces the magazine and part of the barrel with an attachment for a single wand (muzzle-loaded). When the bolt rifle is fired, the wand is activated, two charges are consumed, and the effect of the wand takes place. The major benefit of the wand chamber is that no actual ability to use the wand is required.

    A wand chamber costs 500 precious. The installation DC is 30, and must be performed by a spellcaster capable of casting at least 3rd level spells. The wand chamber can only hold wands of up to 2nd level. For each day a wand sits in the chamber, and each time a wand is placed into the chamber, one charge is drained. When fired, two charges are drained from the wand. However, no UMD check is required, though a wand chambered bolt rifle does not function in the hands of a non-proficient wielder in any way. A wand chambered bolt rifle cannot be used normally.

    Flame Launcher: A potentially suicidal and very illegal modification for bolt rifles, the flame launcher is similar to the wand chamber modification, in that it replaces the magazine with an external tank of liquid fire that is pumped into and through the barrel when the rifle is fired. This liquid fire ignites on contact with air, so when fired. The weapon is functionally a Perdition-class flamethrower, but in a light portable form that can be made at home (since true Perditions are illegal to even possess).

    The flame launcher mod kit costs 400 shines on the black market, and a tank of fuel costs another 25 shines. Each tank is good for ten shots. The installation DC is 20. The flame launcher deals 2d8 fire damage in a 10-ft cone from the wielder, with a a Reflex save (DC 10+1/2 the wielder's HD+the wielder's Dex mod) for half. However, each time the flame launcher is fired, there is a chance that the tank's remaining fuel ignites, causing a catastrophic blowback. This chance is equal to 1% per shot remaining (so, after the first shot, 9%, after the second, 8%, etc). If a blowback occurs, the tank detonates, dealing 2d8 fire damage per shot remaining to everything in a 10-ft radius of the wearer, Reflex saves (DC 20+number of charges remaining).

    These are but a sampling of the available options for bolt rifle modifications. The weapon is light, easy to use, very portable, quite durable, and easy to alter, so most users modify their bolts are needed.


    Imperial P-4 Sidearm: The P-4 is a light and simple to use sidearm in common usage by both civilians and the military. The P-4 was designed to be cheap to mass produce and easy to operate, so that every citizen of Intolar would always have a weapon on hand if need be.

    The Imperial P-4 Sidearm is a light one-handed martial weapon that deals 2d4 piercing damage with a critical range of 19-20/x2 and a range increment of 60 ft. The P-4 has a revolving clip of five shots and can be used for iterative attacks without concern. Once the clip is depleted though, it takes a full-round to reload the weapon. The P-4 costs 50 shines for a citizen of Intolar and 100 shines for anyone else. A clip worth of rounds (5 rounds) costs 1 flat.

    Imperial Mobile Grenade: Among the more curious bits of magitek in the Intolian armory is the mobile grenade, which is precisely what it sounds like. The mobile grenade is an explosive device approximately a foot across that, when activated, deploys legs and scurries across the battlefield a designated distance, then detonates. The benefit of a mobile grenade is three-fold:
    -First, the mobile grenade is precise, and can be given orders to climb specific objects at certain distances and even to burrow into the ground and function as a landmine (using its visual acuity to determine when to explode instead of pressure).
    -Second, the mobile grenade is highly mobile, able to clamber over crates, rubble, open tundra, dense jungle, and mountainous crags. The mobile grenade is even capable of functioning underwater for short durations (upwards of a minute will short circuit and destroy the device).
    -Third, the payload in a mobile grenade is tightly packed but very powerful, able to reduce a free-standing 2-ft thick stone and masonry wall 10-ft long to rubble in moments.

    The Imperial Mobile Grenade is a minor construct, using the Tiny Animated Object stats. It has the 60 ft move speed and an additional 40 ft climb speed. It can function underwater for up to one minute before being disabled. It can bury itself up to 5 inches into soil or clay as a full-round action. The mobile grenade can be active for up to 1 minute before its fuel reserves expire and it enters passive mode. In passive mode, the first time a creature passes within visual range of the device (approximately 10 ft), it detonates, as per below. Giving the mobile grenade directions takes a full-round, and the directions can be no more complex than 20 words.

    The mobile grenade's explosion deals 5d10 damage to everything in a 10 ft radius (Reflex DC 20 for half). This damage is half fire damage and half force damage.

    A mobile grenade weighs 5 lbs. It cannot be purchased legally, but sells for upwards of 1,000 shines on the black market.


    Xauldred Tattoo Provided by DMofDarkness here.
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    The Xauldred Tattoo is a very rare mark granted only to inhabitants of the town and some powerful clerics of the Octopus who support the town. It bears the image of a skull being held in place by 4 tentacles, while four additional ones fan out around it. It symbolizes that death's grasp cannot be broken, and those who try will themselves be trapped. Aside from looking cool, it also has several small powers. The bearer of the tattoo is healed by negative energy, and harmed by positive energy. In addition, once per day, the bearer of the tattoo may spend one or more rebuke undead attempts as a swift action to add the effects of a metamagic feat that they possess to a divine necromancy spell that they are casting, with no change in the spell's casting time or effective level. They must spend a number of rebuke undead attempts equal to the normal level adjustment of the metamagic feat. If the metamagic feat selected was heighten spell, the spell's effective level is raised by the number of rebuke undead attempts spent (maximum 9th). Finally, the bearer of the tattoo may eschew the material component of the Animate Dead spell by expending one rebuke undead attempt and taking 1d6 damage/HD that the target of the spell has. The inhabitants of Xauldred do not often give out these tattoos; they only give them to the faithful of Pyaray who have helped support the town; a necromancer-priest may be able to obtain one of the tattoos after donating 500 shines to the city, while other faithful may need to donate up to 500 precious to the town.



    Items of Khavhgotan
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    Darkfire: A creation of the kobolds, darkfire is a curious gray powder that's shot through with veins of red and black. In its natural form (the ground root of a specific underground mushroom), darkfire is inert and harmless. When subjected to the conjurative power of the create darkfire spell, it transforms radically. Darkfire is quite flammable, but unlike other substances, it burns far longer than it would indicate by volume. One pound of darkfire will burn for 12 hours before exhausting itself, and items crafted with darkfire burn for twice as long as normal (such as darkfire alchemist's fire, darkfire arrows, or darkfire torches). Additionally, darkfire burns both smokeless and invisibly to normal sight. Darkvision is needed to see a darkfire-fueled fire.

    A darkfire-fueled fire deals normal fire damage. Any item that is enhanced with darkfire has its duration doubled. If darkfire is used as an additional material component for a [fire] spell that deals damage, it adds +1 fire damage to each die rolled.

    One pinch of darkfire (enough to fuel a bonfire for one minute, enhance one arrow or one vial of alchemist's fire, or to power one spell level) costs 25 gp, if you can get it from the kobolds, who guard the secret of its creation with their lives.

    Gembomb: The land of Vghotan's children is rich in three things: blood, metal, and gemstones. Of these three, the goblinoids have perfected each into its purest, most dangerous form. While their warriors idealized bloodsport and their smiths were forging ever more dangerous and lethal metal weapons and tools, their shamans turned to the third substance, gems. Khavghotan was always rich in gems, so wealthy with them that they are used as coins there. The goblins throw away amethysts and sapphires that other races value, just because there's always another one not five feet below the grass and snow. The shamans of Vghotan realized, long ago, that the crystalline structures of gemstones were perfect for storing magical energy, and so the first of the gembombs came to be. These small nondescript magical items are a simple gemstone (of any kind, usually something fairly worthless such as amethysts, aquamarines, garnets, quartzes, and other similarly minor types of stones) imbued with a single spell that when crushed, releases the spell.

    This makes gembombs valuable magical trinkets, since they function much like grenades, but ones that it takes absolutely no skill to use, not even a primer to activate. Just break the thing and it goes off. Most gembombs are enchanted to be extra-fragile, so a good throw will shatter them with ease.

    Gembombs use the potion pricing scheme and can hold up to 4th level spells. When activated, the gembomb's spell affects either the user (if crushed in the hand or under a foot or somesuch) or the target (if thrown). Gembombs require the Imbue Gem item creation feat to be made, and require a standard action to use.

    Imbued Potion: Once gembombs had been perfected, the shamans of the goblinoids turned to potion making, long a practiced art in Khavghotan, and gave it their undivided attention. They discovered that, by carefully mixing an unfinished gembomb into a completed potion, they could produce a liquid that had the strengths of both. They called their creation an imbued potion.

    Imbued potions are potions that have been mixed with incomplete gembombs to gain both spells in a single object. Imbued potions require a gembomb to be created as normal, and then at the end of the creation process, to be ground into a fine powder and mixed into a already completed potion. The resulting imbued potion, when drunk, has the effects of both component spells. This makes imbued potions both powerful self-defense objects and clever traps (make an imbued potion of cure medium wounds and bestow curse and laugh at the drinker).

    To create an imbued potion requires the Brew Potion and Imbue Gem item creation feats, a gembomb, and a potion, and has a total cost of the component objects times 1.5, as the rituals to create an imbued potion have their own costs.

    Sticksteel: The most famous creation of the Khavghotani, sticksteel is a simple brick. More specifically, a metalline brick approximately 12 inches long, four inches wide, and three inches thick, that weighs in at about 1/2 a pound.* At an uneducated glance, the sticksteel looks crenellated*, but the odd raised portions across the top of the brick make more sense when sticksteel bricks are used for their primary function.

    Sticksteel bricks snap together to form solid walls with ease. They only build up and down, though a clever builder can employ them horizontally with enough effort. Sticksteel, and its abnormally high resistance to damage of any kind (it takes heat of over 3600K to melt sticksteel; and breaking sticksteel is extraordinarily difficult, with a tensile strength of over 1,500; compare to glass at 33, stainless steel at 890, and diamond at 2,800, for some references), is very valuable for fortifications and as a building material. Sticksteel is a natural alloy of several other metals, and has yet to be reproduced in a non-natural environment.

    In game-terms, sticksteel has hardness and hit points/inch of thickness equivalent to adamantine. This means that a single brick of sticksteel has 120 hit points and a hardness of 20. Sticksteel is not useful for weaponry or armor however, due to a curious property of the alloy, where it loses both its tensile strength and heat resistance if it is in a single volume smaller than the brick described above. If any part of a sticksteel object is less than three inches thick, the object breaks. The reasons for this odd property are unknown, but the end result is that sticksteel is used exclusively as the bricks that make it so famous.

    Connecting two sticksteel bricks together is a full round action. Combining multiples takes an accordingly long time. One brick of sticksteel costs 5 gp and weighs 1/2 lb.

    *Asides:
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    First *: So, that number might look random. It's not. That puts sticksteel in the density range of Tungsten, the metal it most closely approximates. I actually went and tried to figure it all out mathematically, to see what pure metal sticksteel most closely approximates weight-wise, and iridium is what I came up with (I had to assign a mass, obviously, since one can't work on pure volume to determine density). All the other numbers above are from tungsten directly. Basically, sticksteel is an alloy that reproduces certain aspects of tungsten.

    Second *: They look like the thick 4x1 Lego bricks, just metal. Basically, these, but metal and not earrings.

    Last edited by arguskos; 2012-02-11 at 09:51 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  18. - Top - End - #18
    Titan in the Playground
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    Broken Damaged Worthless

    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Items

    Items of Alykandor
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    Compressed Steam [Alchemical]: This soft brown substance has the appearance and texture of crumby soap, but is actually a powerful alchemical mixture designed to produce absurd amounts of steam. One ounce of compressed steam vaporizes into 10 cubic feet of steam when burned. This steam has the additional property of being very very easy to compress and store in small containers under high heat and pressure, and this is often used to power the elven steam weaponry and armors. One ounce of compressed steam costs 5 gp in Alykandor, 15 gp elsewhere (if it can be had at all; can be acquired at Alykandorian embassies by elven citizens), and is sufficient for 10 rounds of steam for weapons or armors. One ounce of compressed steam is the size of a bullion cube, and about the same weight.

    Firestone [Alchemical]: A small blackish stone, about the size of a modern penny, firestones are the heat source of most elven steam technology. A firestone is an alchemical mixture rolled up into a ball that when struck against a cube of compressed steam rapidly heats and flares into a bright and short-lived flame. This flame lasts for 1 round, and is precisely hot enough to vaporize up to 5 ounces of compressed steam at once. The entire process takes a full-round to occur. A firestone costs 1 gp in Alykandor and 10 gp elsewhere (if it can be had at all; can be acquired at Alykandorian embassies by elven citizens). A firestone has negligible weight, and is only usable once.

    Steamblade: The signature weapon of elven nobles and warriors, the elven steamblades are large two-handed exotic weapons with an attached steam reservoir that can hold up to 10 rounds of steam under high heat and pressure. They can release this steam in several ways. A user may, as a swift action, release 3 rounds worth of steam to deal an extra 1d4 fire damage on their next attack. They may also, as a swift action, release 5 rounds of steam to blind the target of their next attack for 1 round (Fort DC 12 negates). Finally, as a swift action, they may release 9 rounds of steam to increase the critical range of the weapon by 1 for their next attack.

    Steamblades, like all steam gear, require one round of steam each round to be used to power the weapon. Without motive power from the steam reservoir, steamblades deal 1d8 slashing damage and have a 19-20/x2 critical range. With motive power from steam, they instead deal 2d6 slashing damage, as the blade vibrates. They take a full-round to refill the reservoir with an ounce of compressed steam and a firestone.

    All steamblades are custom-created masterwork magitech weapons. To commission the creation of a steamblade takes 800 gp, a trip to the masters of Alykandor, and a week of time and tweaking to the owner's specific build.

    Steamrifle: The favored ranged weapon of the elven armies and of nobles from the Triplicate Isles, the steamrifle is a two-handed exotic firearm with an attached steam reservoir that can hold up to 10 rounds of steam under high heat and pressure. They can release this steam in three ways. A user may, as a swift action, release 3 rounds worth of steam to deal an extra 1d8 damage on their next attack. They may also, as a swift action, release 5 rounds of steam to add a +3 competence bonus to their next attack roll. Finally, as a swift action, they may release 9 rounds of steam to increase the critical range of the weapon by 1 for their next attack.

    Steamrifles, like all steam gear, require one round of steam each round to be used to power the weapon. Without power from the steam reservoir, steamrifles merely deal 1d8 piercing damage and have a 19-20/x2 critical range. With power, they deal 2d8 piercing damage instead, as the steam propels the round harder. A steamrifle holds 4 shots and takes a move action to reload the cartridge. They take a full-round to refill the reservoir with an ounce of compressed steam and a firestone.

    All steamrifles are custom-created masterwork magitech weapons. To commission the creation of a steamrifle takes 800 gp, a trip to the masters of Alykandor, and a week of time and tweaking to the owner's specific build. A cartridge of shots for a steamrifle costs 5 gp and holds 4 shots.


    Items of Orlyndol
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    Chainblade: The most common illithid melee weapon, chainblades are an ancient invention. Originally conceived as an assassin's weapon, they've since gained quite a bit of popularity with the general population, and now can be found almost anywhere thanks to their utility. A chainblade has two forms. In its solid form, a chainblade uses identical stats as a short sword, and is considered a short sword for all intents and purposes. In its better known chain form, a chainblade is an exotic reach light one-handed melee weapon that deals 1d10 slashing and piercing damage with a critical range of 19-20/x2. Chainblades can attack both at reach and adjacent without penalties. Chainblades in chain form are approximately 6 ft long, and can be used as impromptu rope or for any task that a length of chain might be used for. Often times adventurers will keep a chainblade at hand just because in chain form they can be serve a variety of uses. Switching from solid to chain form is a free action, but switch from chain to solid form is a full round action, as it must be manually placed back together.

    Chainblades can be purchased both in Orlyndol and abroad. They cost 100 shines. A chainblade weighs three pounds.

    Orlyndolian Arc Projector: This large two-handed magical device is the standard armament in the Orlyndolian military. Based on a highly secretive magitech property, the Arc Projector somehow subtly alters the elemental structure of nearby matter in order to draw trace amounts of elemental lightning into its capacitors, magically enhances that energy, sheathes it in an envelope of electrically charged air particles, and launches it at the target. The result is a short-ranged, but brutally powerful, electrical discharge and explosion. The Orlyndolian Arc Projector is an martial two-handed ranged weapon that deals 3d10 electric damage to the initial target with a critical range of x3 and a range of 50 ft. Upon impacting a target (or flying 50 ft, whichever comes first) the round explodes in a 10-ft radius, dealing all creatures (except the initial target, if that's how the round detonates) 2d10 electric damage (Reflex DC 10+1/2 the wielder's hit dice+the wielder's Dexterity modifier for half). Unfortunately, this level of destructive power comes at a high price. The Arc Projector cannot fire rapidly, and can only be fired once every 12 seconds (every other round), as it has to recharge between shots.

    The Orlyndolian Arc Projector cannot be legally purchased, but can be had on the black market for upwards of 5000 shines, if that. Availability of the weapon is often quite low, as the illithids do not look kindly on their devices in the hands of others. Arc Projectors weigh 12 pounds.

    Orlyndolian Ice Generator: Among several weapons that were derived from the Arc Projector, the Ice Generator uses the same basic principles as that weapon does, but instead of grabbing elemental lightning, the ice generator grabs elemental water and snap-freezes it, encasing it in a shell of magically charged air before it actually freezes into ice, and launches it at the target. Upon impact, the air shell breaks and the supercooled liquid coats the target, freezing on them. This does surprisingly little harm, but is an effective hindrance to almost anything it touches. The Orlyndolian Ice Generator is an martial two-handed ranged weapon that deals 1d8 cold damage, has a critical range of x2, and a range of 40 ft. Any target struck by a round from the Ice Generator suffers a -2 circumstance penalty to attacks, damage, saves, skill checks, and ability checks for 1 minute. Cumulative hits do not stack penalties. Additionally, the Ice Generator may be "supercharged" by taking more time to gather fuel for the shot. For each round the weapon is charged, the penalty is increased by 2, up to a total of a -6 penalty after three rounds of charging. Much like the Arc Projector, the Ice Generator cannot be fired rapidly, and requires at minimum a one round cooldown between shots.

    The Orlyndolian Ice Generator cannot be legally purchased, but can be had on the black market for upwards of 5000 shines, if that. Availability of the weapon is often quite low, as the illithids do not look kindly on their devices in the hands of others. Ice Generators weigh 12 pounds.

    Orlyndolian Spatial Rift Generator: Colloquially called the "Blackstorm" after the effect of the weapon, the Spatial Rift Generator is a terrifying weapon that sees little use. Developed during the Shadowstar Wars as a method of denying the enemy numerical advantage during large-scale engagements, the weapon uses the same basic principle as the Arc Projector. Where the Arc Projector absorbs elemental lightning, however, the Blackstorm draws in a minuscule quantity of elemental vacuum and amplifies it in the weapon's main chamber. Upon firing, the vacuum rapidly expands into a 5-ft wide sphere of destruction that ravages anything in its path, eventually slowing to a stop and imploding, causing an extraordinary explosion. The Orlyndolian Spatial Rift Generator is a two-handed exotic weapon that deals 10d6 negative energy damage in a 60 ft line. At the end of the line, the projectile implodes, causing a 40 ft radius area to suffer another 10d6 negative energy damage. Anyone in the line gets no save. Anyone in the the implosion area is permitted a Reflex save (DC 10+1/2 the wielder's hit dice+the wielder's Dexterity modifier) for half damage. Like it's cousin weapons, the Spatial Rift Generator cannot be fired quickly. It requires a 1 minute cooldown between shots.

    The Orlyndolian Spatial Rift Generator cannot be legally purchased, but can be had on the black market for upwards of 15000 shines, if that. Availability of the weapon is insanely low, as the Blackstorm is both a state secret and devastatingly powerful. Spatial Rift Generators weigh 15 pounds.

    Orlyndolian Suppression Sidearm: The main Orlyndolian weapon that can be found outside of the illithid nation, the Suppression Sidearm is more frequently called the Firestorm. The weapon is similar to the Arc Projector, but instead culls elemental fire from the nearby elements, amplifies it, and shoots it with some force. The Suppression Sidearm is an martial one-handed ranged weapon that deals 1d10 fire damage with a critical range of x3 and a range increment of 30 ft. Unlike the other Orlyndolian elemental weapons, the Firestorm can shoot with some celerity, thanks to fire being one of the most easily manipulated elements. The Firestorm generates shots fast enough to be fired up to twice a round.

    Additionally, unlike the other elemental weapons, the Firestorm can be legally purchased. A non-citizen of Orlyndol can purchase a Suppression Sidearm for 1000 shines (in Orlyndolian terminology, 1000 full splits). A citizen can purchase a Suppression Sidearm for half that price. Suppression Sidearms weigh 4 pounds.


    Items of Northwind
    Spoiler
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    Trepek Components (linked to save character space in this post)
    Last edited by arguskos; 2012-02-26 at 05:36 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Artifacts

    Artifacts of Intolar
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    Minor Artifact: The Seal of Solomon
    This ancient and worn brass amulet is a disc about three inches across and inscribed with a circular pattern of words in ancient Intolian, barely legible to begin with from the age. The chain is a simple copper wire, magically strengthened to never break. The chain is sized for a human warrior and can be worn comfortably in all circumstances, seemingly fitting itself perfectly to the situation at hand.

    The history of The Seal is a long and complex one. In the mists of prehistory, when the land that would be called Intolar one day was in the process of unification, eventually the final great conflict came. On one side was the first emperor, Intolar I, who gave his name to the line of succession and the empire itself, and on the other side was the most powerful of the warlords of the day, a warrior named Solomon. Solomon was that rarest of warriors, an enlightened warlord, savage in war and kind in peace. He was said to possess fantastic endurance, enormous strength, infinite wisdom, and unending patience. The conflict between the fledgling empire and the lands of Solomon was as inevitable as the tides. Solomon offered to coexist peacefully, but Intolar I refused, stating that he wished to unify the land under a single banner for the betterment of man. The warlord responded with a provocative "if you can", and the war began.

    Their war raged for a dozen years, and Intolar I, already in his middle years, grew old. Finally, he offered to end the war in a decisive moment, a duel between himself and Solomon, to the death. The winner of the duel would be the winner of the war. Solomon agreed, and the two men, now old and past their prime, met face to face on the field of battle. Invigorated by their meeting, they fought with the strength and fire of young men, and though the warlord fought long and hard, Intolar I proved the stronger. Solomon fell and his domains were absorbed into the empire, but his spirit, ever unquenchable, endured in the symbol of his reign, the brass amulet he wore around his neck. Since that day so very long ago, The Seal has bounced around Zaaman-Rul, avoiding the throne that killed its rightful holder, and seeking the downfall of the Intolian Empire.

    Powers of The Seal of Solomon: The amulet of the ancient warlord is infused with his indomitability and his wisdom, and grants such powers to the user. The wearer of the amulet gains a +6 enhancement bonus to their Strength and Wisdom scores, and gains DR 10/-. The act of wearing The Seal also grants an undispellable mind blank effect.

    The Seal despises Intolian citizens, and refuses to function for them, instead laying a terrible wasting curse upon any that dare to wear it. Any Intolian citizen who wears Solomon's amulet is inflicted with a magical curse that drains 1 point of Constitution a day until they either die or receive a break enchantment followed by a heal and a remove curse. All of these must be cast in a single round, or they have no effect.

    Should The Seal resurface and its whereabouts become known, Intolar will seek it at any cost. The emperors consider the amulet to be an Imperial Treasure and their rightful property, despite the amulet's hatred for them, and seek it obtain it. Merely having come into contact with The Seal can be hazardous should Imperial agents find out.
    Last edited by arguskos; 2011-01-18 at 05:23 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Spell Lists

    Bard:
    Spoiler
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    0th:
    1st:
    2nd:
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    Beguiler:
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    Cleric:
    Spoiler
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    0th:
    1st: create darkfire
    2nd:
    3rd: reverse polarity
    4th:
    5th:
    6th:
    7th:
    8th:
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    Cleric Domains:
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    xxx


    Corruptor:
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    0th:
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    Duskblade:
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    Necromaster:
    Spoiler
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    0th:
    1st: create darkfire
    2nd:
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    Ranger:
    Spoiler
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    1st: create darkfire
    2nd:
    3rd:
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    Rearranger:
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    0th:
    1st: create darkfire
    2nd:
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    Savant:
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    Divine:
    0th:
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    Arcane:
    0th:
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    Shaman:
    Spoiler
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    0th:
    1st: create darkfire
    2nd:
    3rd:
    4th:


    Sorcerer/Wizard:
    Spoiler
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    0th:
    1st: create darkfire
    2nd:
    3rd:
    4th: reverse polarity
    5th:
    6th:
    7th:
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    Spells, A-D

    A:
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    xxx


    B:
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    xxx


    C:
    Spoiler
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    Create Darkfire
    Conjuration [Fire, Darkness]
    Level: Clr 1, Kobold 1, Ncr 1, Rgr 1, Rrg 1, Shm 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 full round
    Range: Personal
    Effect: 1 dose of darkfire
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    The kobold finishes his monotonous chant, and suddenly a burst of light flares out from between his hands, and a pile of small grayish dust appears in a gnarled palm. He grins, a large, toothy thing.

    The kobold secret of darkfire has its core in this spell. Without it, all the arcane preparations for the creation of the power mean nothing. Once cast, the material component of the spell flares to life as true darkfire, and can be used in whatever way is desired.

    Create darkfire can only be cast by kobolds and only can be learned/memorized by kobolds.

    Material Component: one pinch of inactive darkfire powder worth 2 gp


    D:
    Spoiler
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    xxx
    Last edited by arguskos; 2011-01-21 at 11:59 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    <Reserved Post: Spells 2>

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Spells O-Z

    O:
    Spoiler
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    x


    P:
    Spoiler
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    x


    Q:
    Spoiler
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    x


    R:
    Spoiler
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    Reverse Polarity
    Evocation
    Level: Clr 3, Sor/Wiz 4
    Components: V, S
    Casting Time: Immediate Action
    Range: Long (400 ft. + 40 ft./level)
    Targets: A spell, effect, or ability which deals negative or positive energy damage; see text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You reverse the polarity on a spell, effect or ability within range that deals negative energy or positive energy damage. This changes the damage from negative to positive, or positive to negative. It does not otherwise affect the spell in any way.

    This effect must be used as the spell, effect, or ability is activated, used or cast, and not while it is in effect.


    S:
    Spoiler
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    x


    T:
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    x


    U:
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    x


    V:
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    x


    W:
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    x


    X:
    Spoiler
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    x


    Y:
    Spoiler
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    x


    Z:
    Spoiler
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    x
    Last edited by arguskos; 2011-01-21 at 11:58 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    New Skill!

    Combat Training (Con, Trained Only)
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    This skill represents a character's active training in the arts of combat. Use Combat Training to show off your skills, to defeat your foes, and to endure terrible blows.

    Check: Combat Training has a number of uses, and unlike many skills, grants a small passive bonus to certain checks. For every 5 ranks in Combat Training a character possesses, they gain a +1 competence bonus to Initiative checks and to any check involved in a combat maneuver (trip, disarm, bull rush, overrun, etc).

    Roll With It: Once per encounter, when struck by a melee attack, make a Combat Training check with a DC equal to the attack roll. If you meet or exceed the attack roll, you roll with the blow somewhat, moving back 5 ft (this movement doesn't provoke) and reducing the damage taken by an amount equal to your ranks in Combat Training. If you fail the check, you take damage from the attack as normal.

    Showmanship: You can use Combat Training in battle to show off your abilities. Once per encounter, you can make a Combat Training check in place of each of the following checks for combat maneuvers: the attack roll for a disarm; the grapple check; and the attack roll for a sunder.

    Challenge Overcome: You can use your Combat Training to finish enemies in battle. Once per encounter as part of a melee attack, you can strike your foes down. You make a Combat Training check instead of an attack roll, and if your check equals or exceeds their current hit point total, they suffer damage equal to their current hit point total+1, dropping to -1 hp.

    Action: Roll With It is an immediate action. Showmanship is part of another action. Challenge Overcome is part of a melee attack.

    Try Again: No. Combat Training effects are in combat, and there is no chance to retry.

    Special: Combat Training is an Advanced Skill and requires 2 skill points to take.


    New Type!

    Eldritch Type!
    The Eldritch Type
    Used exclusively for creatures beyond the knowledge of men and past the grasp of reality and sanity, the eldritch creature type is used for creatures such as Far Realms natives. It is recommended that use of the Eldritch type be heavily regulated, as the type is extraordinarily powerful. It is further recommended that the Eldritch type increase the CR of any creature using it by 1.

    Features:
    An eldritch has the following features.
    • 12-sided hit dice.
    • Base attack bonus equal to hit dice.
    • Good Fortitude, Reflex, and Will saves.
    • Skill points equal to 6+Int modifier per Hit Die, with quadruple skill points for the first Hit Die.


    Traits:
    • An eldritch possesses the following traits (unless otherwise noted in a creature’s entry).
    • Darkvision out to 60 ft.
    • Telepathy out to 60 ft.
    • Eldritch gain Mindsight as a bonus feat.
    • Proficient with all simple and martial weapons, along with any weapons mentioned in its entry.
    • Proficient with all forms of armor and all shields.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Eldritch do not age, breath, and do not need to eat, drink, or sleep.
    • Eldritch gain the Selective Reality extraordinary ability (see below).
    • Eldritch gain the Divination Immunity extraordinary ability (see below).


    Selective Reality (Ex): A creature with this ability is neither alive nor undead and has no alignment. The creature is treated as alive or undead and as whatever alignment it wishes, as suits it at the time. Additionally, the creature can be raised as normal. Selective Reality permits the creature to be healed by both positive and negative energy, to ignore any effect that excludes undead or living creatures specifically, and as whatever alignment as suits it at the moment. For example, a creature with Selective Reality can be treated as Chaotic when subjected to a Word of Chaos and as living when hit with a Control Undead, then as Good in regards to a Holy Aura, etc.

    Divination Immunity (Ex): A creature with this ability is selectively immune to divination effects, at their option. This ability is a free action to raise or lower that can be taken on other creatures turn.
    Last edited by arguskos; 2012-02-19 at 08:29 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Zealot Overflow Lore:
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    There are those who dedicate their lives to their god and do works in their name. These are clerics. Then, there are those who dedicate every waking second, every breath, every stray thought to their god. These are the zealots. Zealots are a phenomenon that only Intolar seems to produce, for even the most fervent non-human worshipers seem to be unable to channel the powers of the zealot, to induce that furious burning passion, the all-consuming faith, that being a zealot requires.

    Zealots are to clerics what clerics are to the layman. Zealots serve as the last line of defense against anything that would dare to threaten the faith and the faithful, and as the first and greatest weapon of the church in the war against non-believers. To be a zealot is to dedicate oneself to a being and a purpose greater than yourself wholly and without reservation. The individual ceases to be primary and the god becomes all there is in life. Zealots life and die at their god's command, and stand outside the hierarchy of the churches they are members of. Zealots have extreme jurisdiction, and the word of a zealot can mean life or death for the common folk.

    Above all, zealots have the sacred task of defending Intolar against any who would dare raise a hand to it, and zealots are frequently found leading righteous crusades against any who would harm a human.

    Abilities: Each Zealous Order has a specific ability score that it bases its special abilities off of, making it the Zealot's most critical score. However, as primary martialists, Strength and Constitution are also very important.

    Role: Zealots are defined by their Zealous Order, with each Order serving a different role on the battlefield. In general however, zealots are meant to fight on the front lines of battle. Cowardice or reticence do not befit zealots, and any zealot showing such behavior faces stark consequences.

    Background: Zealots are men and women of faith. The vast majority are trained in their gifts by their respective Orders, though rare cases of zealots being given their powers have been recorded. In general though, zealots are made, not born.

    Organization: Zealots have a strong support foundation to fall back upon. Each Intolian faith has a Zealous Order that serves as the base for the zealots of that faith. These Zealous Orders have extreme power and vast legal jurisdiction and zealots wield this authority in the name of their Order. However, Zealous Orders are not the end-all, be-all of the law in Intolar, and a zealot may be countermanded by a higher ranking member of their Order or a high-ranking member of the church they are members of. Additionally, zealots all have a standing military rank, and are expected to weigh their military orders with those of their Zealous Order at all times.

    Alignment: Zealots must match their god in alignment at all times. Should they ever not match their gods alignment, they lose access to all zealot powers until such time as they atone properly (see the Zealot's Code section below for greater detail).

    Races: Only humans may be zealots. It is unclear as to why, but scholars suspect it is related to the laws that the divine hold themselves and each other to, and that the powers of the zealot are the express purview of the Nine-Faced Lords.

    Religion: Zealots, as befits their human origins, worship only the Nine-Faced Lords. Worship of other gods, even any Nine-Faced Lord that the zealot is not a member of the Zealous Order of, is strictly forbidden. No zealot may give voice to the name of any god for worship or praise that they are not zealots for.

    Other Classes: Basically everyone else treats zealots like crazed and dangerous psychotics. Zealots are so dedicated that they functionally are blind to anyone else's problems. Zealots tend to think only of their task at hand, and often ignore everything else in favor of the mission they are set upon. When a zealot actually relaxes somewhat (no zealot is ever truly relaxed), they are found by other classes to be capable, if single-minded. Zealots treat others as all the same: undevoted, unfocused, and aimless. However, in rare cases, zealots will extend their respect and admiration to truly dedicated individuals.

    Adaptation: Zealots are not appropriate for elsewhere really. They're an incredibly specific and focused divine warrior. If you really like the mechanics though, they make a fine Paladin replacement.

    Concept: The Zealot is ten classes in one. The Zealot has a core framework, but around it is the Zealous Order mechanic. Each Order (there's ten, one for each Intolian god) grants a number of supernatural powers that are in line with the god's ideals. However, each Order is also battle-hardened, and so the Order's granted abilities are not fluffy useless crap, but relevant combat functional abilities.
    Last edited by arguskos; 2011-03-21 at 03:03 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Woo! Mechanics thread up! Finally! First post!

    *Waits for classes to get up...*
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Woo! Mechanics thread up! Finally! First post!

    *Waits for classes to get up...*
    They're not going to be for awhile, that I promise you. I've got other stuff to do, like get everything copied over, add more new smaller stuff, and finish the other thread's content.

    Damn you and your pressure.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    The Shadow has some new content. No mechanical yet, but everything else is up, including an image, so you can get a feel for what the Shadow is like.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    So, some Ogre feats...
    Mage-Blooded [Regional]
    You are a denizen of the witch-tooth mountains, the ancestral home of the fabled ogre mages, and a trickle of their power runs through your veins...
    Prerequisites:
    Ogre, can only be taken at first level.
    Benefits: You speak Ogre and your favorite class is Warlock. You begin the game able to use each of the following spells as spell-like abilities each once each day: Ray of Frost, Prestidigitation, and Protection from Good/Evil/Law/Chaos (Chosen at the time of gaining this ability. If you change alignments, you main also change the alignment you get protection from). Caster level = your character level. You also gain a greatsword and a chain shirt.

    Magic Flare [Racial]
    You have learned to alter the magic retained by your body, causing it to create explosive bursts of power for a short period of time.
    Prerequisite: Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may choose to cause one spell with a duration that effects you to "Flare" as a swift action. A flaring magical effect has twice the effect as normal, but the duration of the effect is halved (For example, if you flared a Bear's Endurance spell, it would grant a +8 bonus to constitution, but one last for 1 minute/2 caster levels). In addition, while the effect is flaring, you lose the benefit of your Extended Magics racial power. All durations extended by it are brought back to their unmodified duration, and spells cast on you no longer gain the extended duration. After the flaring spell's duration has ceased, your Extended Magics begins affecting you again, but the durations of spells already affecting you do not increase. You cannot use this ability if you lose the benefits of your Extended Magics racial power.

    Spell-Ward Armor [Racial]
    You have learned to sculpt the effects of magic around your to bend to your will, sculpting them into magical armor to ward you against danger.
    Prerequisite:
    Magic flare, Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may end the effects of a harmless spell affecting you to gain a magical ward for the rest of the duration of the spell as a swift action. This ward grants you a deflection bonus to AC equal to the level of the spell, and damage reduction X/-, where X equal to half the deflection bonus.

    Spell-Might Fists [Racial]
    You have learned to sculpt magic energy affecting you around your fists, dealing incredible eldritch damage to all you strike.
    Prerequisite:
    Magic flare, Must be an Ogre
    Benefits: A number of times per day equal to your constitution modifier, you may end the effects and duration of a harmless spell affecting you to wrap your fists with eldritch energy as a swift action. For the rest of the round, each attack you make deals an extra 1d4 points of damage per level of the spell, and you gain an insight bonus to your attack rolls equal to half this amount. However, after this, you lose the benefit of your Extended Magics racial power for 1 round/4 levels of the spell discharged (minimum 1). All durations extended by it are brought back to their unmodified duration, and spells cast on you no longer gain the extended duration. After this time, your Extended Magics begins affecting you again, but the durations of spells already affecting you do not increase. You cannot use this ability if you lose the benefits of your Extended Magics racial power.

    I may make more later, but here's what I have right now.
    Last edited by Fable Wright; 2011-01-19 at 05:12 PM.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Thoughts:
    -Mage Blooded needs to give gear.
    -Magic Flare seems balanced, surprisingly enough, thanks to the ninja "only 1/day" clause at the end there. I really like it.
    -Armor needs to say what beats the granted DR, but is otherwise fine looking.
    -Fists seems... a bit off. It gives you a one-round bonus, but shuts off Extended Magics for a bunch of rounds. Seems unfair.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    Thoughts:
    -Mage Blooded needs to give gear.
    -Magic Flare seems balanced, surprisingly enough, thanks to the ninja "only 1/day" clause at the end there. I really like it.
    -Armor needs to say what beats the granted DR, but is otherwise fine looking.
    -Fists seems... a bit off. It gives you a one-round bonus, but shuts off Extended Magics for a bunch of rounds. Seems unfair.
    -Alright, I'm thinking a Greatsword and a suit of banded main, with possibly some Khavghoten-specific equipment.
    -Erm, how is it 1/day? It's a number of times a day equal to your Con modifier, but just one at a time.
    -Sorry, meant to say DR x/-
    -Sorry, it had to have a cost... but you full attack with each attack getting the bonus to hit and bonus damage, I just felt it needed a cost aside from the spell. But in hindsight, it would probably better to just leave out the ended ability.
    Used to be DMofDarkness
    Old avatar by Elagune.
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