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    Lightbulb Tyrath Campaign Setting [Project]

    Here, I will be presenting the work I have done so far on my homebrew campaign setting. As a single person has only so much creativity, I am turning to you, my fellow homebrewers, to help me in fleshing it out.

    Oh, and I don't mind if you skip over this first hugely long post to look at the game content. In fact, unless you have far too much time on your hands, I encourage you to do so.

    Table of Contents
    Chapter 1: Overview and History
    Chapter 2: Races and Subraces
    Chapter 3: Classes and Prestige Classes
    Chapter 4: Skills
    Chapter 5: Feats, Flaws, and Styles
    Chapter 6: Equipment
    Chapter 7: Deities, Magic, and Psionics, part 1
    Chapter 7: Deities, Magic, and Psionics, part 2
    Chapter 8: The World
    Chapter 9: Organizations
    Chapter 10: Monsters and NPCs
    Chapter 11: Sample Locations

    Tyrath Campaign Setting
    [insert blurb about setting here]

    Chapter 1: Overview and History

    Tyrath’s year is 360 days long and is divided into four seasons (Spring, Summer, Autumn/Harvest, and Winter) of ninety days each. The seasonal divisions are never quite exactly aligned with the calendar, but it is very, very close, at least in the temperate regions. Each season of the calendar is divided into ten nine-day weeks. Most people work six days out of the nine, taking the first, the fifth, and the ninth off. While different nations have different names for their days, the most commonly used names of the days are as follows: Dawnsday, Hopesday, Goodsday, Balanceday, Freeday, Payday, Faithsday, Tryday, Godsday. The years are numbered according to the elven dating system; hence, E.D. for Elven Date. Year One of Elven Date is the year that the War of Undeath ended. The cataclysm that ended the war created the enormous crater that is now Mothga’s Wastes and reshaped the land, isolating the Mehrune region from the areas to the west for almost eight thousand years. Events that took place prior to the War of Undeath are dated backwards; this time is referred to as the Primal Age.

    There are three eras of play in Tyrath, the Golden Age, the Modern Age, and the Resuffused Age. Historians on Tyrath define the Golden Age (GA) as lasting from the end of the War of Undeath to the end of the Second Dragon War in 7631 ED, while the Modern Age (MA) ended two millennia later in 9631 ED. The Resuffused Age (RA) is still ongoing. The default era of play is the Golden Age; a future, separate work will cover the Modern and Resuffused Ages.

    A brief and incomplete timeline of Tyrath follows:
    • Date Unknown (PA): The Gods, the planes, and inhabitants of all the planes are created.
    • Date Unknown (PA): Moraan directs his followers to search out ways to escape death; their early experiments create zombies and other undead creatures, which are destroyed or hidden. Later experiments result in the ability to return the dead to life, but Moraan has now come to see the intelligent undead varieties as superior, as they are no longer subject to death.
    • Summer 86, -116 ED (PA): Elven sea-explorers discover the Great Southern Island. One of Moraan's most powerful followers establishes a secret colony there.
    • Date Unkown (PA): Scitayr informs Naturan of the undead. Outraged at this perversion of the natural order, and they lay a curse upon his followers, transforming the elves into orcs, the dwarves into hobgoblins, and the gnomes into goblins. Moraan’s human followers are strangely unaffected by the Great Curse. Some of Moraan’s elven and dwarven followers escape the curse by fleeing into the Underdark, where they are enslaved by the illithids.
    • circa -15 ED (PA): One of the new orcs, the powerful magic-user who founded the secret colony on the Great Southern Island, takes the name Mothga and gathers the orcs to achieve Moraan's goal of a world of undead, beginning the War of Undeath. Mothga begins to build a magical device of enormous destructive power. In later ages it will be known as Mothga’s Lightning.
    • c. -1 ED (PA): Upon learning of Mothga’s Lightning, fully half of the elven population decides to flee rather than face such power. This act becomes known as the Great Rout and gives all elves a reputation for cowardice. The fleeing elves destroy knowledge of the location of the Great Southern Island. Forever afterwards, the descendant of the elves who fled would be known as the Craven Elves, and their home as the Isle of the Craven.
    • 1 ED (GA): The War of Undeath ends with the defeat of Mothga the Terrible. Mothga’s Lightning is destroyed and its parts lost. Due to a psychic build-up of fear, the destruction of Mothga’s Lightning unleashes a Vril, a devastating psionic explosion that creates Mothga’s Wastes and leeches psionic potential from people born in the region for millennia to come.
    • 17 ED (GA): The chromatic dragons begin wreaking havoc and conquering nations in the Mehrune region. The blue dragons of Mothga’s Wastes begin breeding bugbears and trolls.
    • 2139-2145 ED (GA): The First Dragonwar occurs when the chromatic dragons and their minions attack the other lands, which are protected by the metallic dragons. The horrific destruction caused by the warring dragons spurs a group of artificers to create the Orbs of Dragonkind, which are then used to end the Dragonwar. The Orbs are then scattered across the lands, hidden in isolated locations, and protected by powerful wards.
    • 7060 ED (GA): King Gehran XI of the Royal House of Mehrune dies childless, leaving the succession in doubt. Internal strife fractures the human Great Kingdom of Mehrune. Refugees fleeing the bloody civil war found Enkidu City and establish a democratic republic.
    • 7071 ED (GA): Enkiduan soldiers help the nearby dwarven mine of Krafdheubh fend off a dark elf attack. In gratitude, Krafdheubh pledges its loyalty to the Enkiduan government. The Kingdom of Mehrune splits into three pieces: the Duchy of Mehrune in the north and northeast, the Principality of Mehrune in the southwest, and the Southern Kingdom in the east and southeast.
    • 7382 ED (GA): The orc war chieftain Hrak Nam rallies the disparate, squabbling orc tribes of Mothga's Wastes into a cohesive whole for the first time since the War of Undeath. It is rumored that Hrak Nam is a descendant of Mothga the Terrible.
    • 7384 ED (GA): Hrak Nam begins a war against the elves and Enkidu.
    • 7387 ED (GA): Hrak Nam is defeated and his armies shattered. He and the remnants of his forces limp back into the Wastes.
    • 7576 ED (GA): Larh Nam, a half-orc descendant of Hrak Nam, is seduced by the succubus Hulnathia. Hulnathia gives birth to a son, whom they name Xarakh.
    • 7583 ED (GA): Larh Nam is killed by adventurers. Hulnathia takes the seven-year-old Xarakh Nam from the Material Plane and brings him to her home in the Abyss. After an early life of being respected and feared as the chieftains son and a half-fiend, the experience of being ridiculed and beaten by his many half-siblings for being half-mortal makes an indelible impression on young Xarakh. He vows that he will one day make all beings throughout all the planes fear his name.
    • 7591 ED (GA): Xarakh Nam returns to the Material Plane at the age of 15 and is rejected by his former tribe because he has no fighting skills. Appalled by the stupidity of purebred orcs, Xarakh gathers a group of half-orcs under his banner, returns to his tribe and kills the chieftain in single combat with his arcane power.
    • 7591-7603 ED (GA): Xarakh Nam unifies the orc and human tribes of Mothga's Wastes and gathers many allies and pawns. He also invents a new kind of construct which he names the Zhamachs. The Zhamachs are unparalleled in reaction time. They are less strong than other constructs, but are built with force-based magical abilities which make them highly formidable.
    • 7597 ED (GA): The ruler of Enkidu, Elector Cordell, retires, and Jiro Kimura, brother-in-law to the head of the wealthy and powerful mercantile House Zohar, is elected.
    • 7603 ED (GA):
    • ***Spring: In Krafdheubh, a gnome inventor from House Marionette, a gnomish mercantile house, invents a new ranged weapon which uses the detonation of explosive powder to propel a metal ball at great speeds from a metal tube. The gnome calls his invention the blaster. Xarakh Nam sets his plans for universal domination into motion, capturing Krafdheubh. Refugees from the dwarven mining city flee to Enkidu City.
    • ******70: Jujiro Nakaza and Karanette Zekk of the Seven are married, as are Kenji X and Mariko Hitomi of the Seven.
    • ***Summer: The Yuan-ti Empire declares a holy war against all non-Yuan-ti surface-dwellers and conquers the lands of the former Great Kingdom. The Duke of Mehrune flees to Enkidu City. The head of House Zohar, Jiro Kimura’s brother-in-law, becomes a vampire and bites Jiro Kimura. The Seven destroy Zohar and perform a holy ritual before Kimura’s transformation is complete, making him a good-aligned vampire. Immediately a controversy starts over the fact that the Electorship is held for life and the fact that vampires do not die. Kimura puts the debate to rest by promising to resign in five years. Lady Ariaj arrives in Enkidu City as an ambassador from Xarakh Nam. As a gift and a sign of goodwill, she presents the Elector with a life-size statue of the city’s founder, the half-elf Aeslan Enkidu. There is a failed assassination attempt on Elector Kimura, after Lady Ariaj later leaves the city.
    • ******65: Nintari Goju and Kamoko, the nymph, both of the Seven, are married.
    • ***Harvest
    • ******44: Xarakh Nam's army, commanded by Lady Ariaj, marches on Enkidu City; the Battle of Enkidu City begins.
    • ******45: The Gods Maleth and Moraan appear on the battlefield to aid the orcs and trolls.
    • ******46: The Three Goddesses and Solaan appear in the city and spearhead and all-or-nothing attack. The orcs and trolls are routed.
    • ******46-52: The Enkiduan Army pursues the orcs to Krafdheubh over six days of marching. The orc-held dwarven city is besieged by the Enkiduan forces for 19 days until the Seven assassinate Lady Ariaj and open the city gates for the army.
    • ******69: Iames and his siblings, a set of triplets, are born in a nomad camp near Mothga’s Tomb.
    • ******71: The Seven journey into Mothga's Wastes to the small volcano, Mothga’s Tomb, where Xarakh Nam is overseeing the addition of the salvaged and rebuilt Mothga’s Lightning to his floating castle, Fortress Tanagr. Xarakh Nam is defeated utterly by the Seven and Mothga's Lightning destroyed. Xarakh Nam's body is destroyed, but his spirit flees to the spare body he grew in case of just such an eventuality.
    • ******72: Prompted by a dream had by Karanette, Nintari and Kamoko Goju journey into Mothga's Wastes, find an infant in the ruins of the nomad camp, and bring him back to Enkidu, where he is adopted by the Osari family and named Iames.
    • ******74: House Marionette and House Raysson begin to study the remains of Zhamachs destroyed by the Seven in Krafdheubh.
    • ***Winter
    • ******3: The Seven found a school for adventurers called the Seven Paths to Power Academy, and a bank called the Dragon's Hoard Bank. The gnome who invented the blaster makes a refinement to the design, introducing the rifled blaster.
    • ******16: Elector Kimura negotiates a military alliance with the elven nation of Akashakyo.
    • ******30: Elector Kimura orders a preemptive invasion of the former Principality of Mehrune. House Marionette and House Raysson succeed in building their own version of the Zhamachs, which they christen Sentinels. The project is revealed to Elector Kimura, and the government is presented with a 15-construct squad to use as part of the Elector’s security force.
    • ******31: Kimura commissions the two Houses to design and create a construct soldier to augment Enkidu’s existing Army. House Marionette secures a patent for the blaster and rifled blaster and continues joint experiments in construct design with House Raysson.
    • ******62: The first creation forge is built by a team of Raysson and Marionette
      artificers.
    • ******87: Kira and Kael Nakaza are born to Karaniko and Jujiro Nakaza. Kira is older by five minutes and 32 seconds.
    • ******90: The first battalion of construct soldiers, called Battle Automatons, is delivered.
    • 7603-7618 ED (GA): The Yuan-ti War occurs. Xarakh Nam quietly reaffirms his old alliances and forges new ones. Among these pacts is a deal made with Moraan, God of Undeath, to gain immortality in exchange for a legion of undead creatures. As a result of this deal, Xarakh Nam becomes a vampire.
    • 7604 ED (GA): The Raysson-Marionette Battle Automatons prove their worth in the recapture of the Duchy of Mehrune’s capital city. However, the priests of Scitayr and Naturan are unsettled. They tell Houses Raysson and Marionette that the deaths of living beings on so large a scale by soulless constructs is disturbing the balance of the planes. To remedy the situation, the construct soldiers must be made in such a way that Scitayr and Naturan can infuse them with life. Houses Marionette and Raysson do what they can, designing greater and greater levels of intelligence into each successive model of Battle Automaton. At the same time, Yuan-ti are demonstrating the advantages their dinosaur-mounted cavalry and dragoons give them in Mehrune’s open plains, putting pressure on Houses Raysson and Marionette to develop some sort of cavalry unit. The first of the barely-sentient Battle Automaton Mk. IIs emerge from the creation forges. The premises of Seven Paths to Power Academy for Adventurers and Dragons Hoard Bank are completed.
    • ***Spring 1: Aerin Hitomi is born to Kenji and Mariko Hitomi.
    • 7605 ED (GA): The lands of the former Principality of Mehrune are under the control of the Mehrune Alliance. Another campaign is launched to liberate the former Duchy of Mehrune to the north. At the end of the year, Houses Raysson and Marionette unveil the Battle Automaton Mk. III, which is marginally more sentient than the Mk. II.
    • 7606 ED (GA): The bloody campaign to free the Duchy of Mehrune from the heel of the Yuan-ti and their lizardfolk footsoldiers continues for most of the year, succeeding just as Winter begins to take hold. Duke Perreth Oenomel is reinstalled as the country’s leader, and he promptly formally joins the Mehrune Alliance, which now consists of three nations: Akashakyo, Enkidu, and the Duchy of Mehrune. The new Raysson-Marionette cavalry unit, the Warforged Mobilipede, is sent to the front, were it is quickly accepted and nicknamed “Mopede”. The Mk. IV Battle Automaton makes its first appearance. It is more intelligent than its predecessors. The Yuan-ti fortify and reinforce their remaining territory; the number of troops they bring in and the positions they take up are slightly unusual.
    • 7607 ED (GA): Vicious Yuan-ti counter„offensives once again conquer the Principality and the eastern half of the Duchy, making fearsome use of their tyrannosaur battle-platforms. The Mk. V Battle Automaton is rushed into production as a result, but all efforts to oust the Yuan-ti before they can become entrenched fail.
    • 7608 ED (GA): True to his word, Jiro Kimura resigns from the Electorship in Spring. His successor is Nishiko Mifune, the first female Elector ever to be elected. Mifune’s first act of office is to unilaterally send teams of House Raysson and House Marionette artificers into Mothga’s Wastes to restore Fortress Tanagr. Xarakh Nam decides not to present them with any organized threats, realizing that impatience was the cause of his first downfall and now content to wait and watch. House Marionette engineers perfect a mass-production system for the blaster, but when the artificers of neither House Raysson nor House Marionette are able to produce sufficient quantities of the firearms, House Kimura, formerly House Zohar, offers to fill the shortage. The Mk. VI Battle Automaton and the Warforged Titan, Enkidu’s answer to the Yuan-ti tyrannosaurs, are revealed. The Titan project completed, the Raysson-Marionette research and development teams turn to the design of a construct soldier which will be customizable from a basic version to fill a variety of roles in the army.
    • 7609 ED (GA): The Yuan-ti are once again driven from the Principality. Alliance soldiers are rotated through blaster training in the use of the blaster, and the war settles into an uneasy stalemate, both sides digging in and fortifying their trenches. The Yuan-ti secretly prepare for a massive offensive campaign.
    • 7610 ED (GA): The Yuan-ti offensive takes the Mehrune Alliance completely by surprise as they first sweep through the Principality for a third time, then begin pushing north into the Duchy of Mehrune along the Shield Hills. Unfortunately for the Alliance, the assault from the Shield Hills is only a feint; as troops are withdrawn from the eastern front, the real Yuan-ti offensive rolls over the reduced defenses and begins moving toward the Duchy’s capital city. The elven king personally leads a contingent of Alliance soldiers and is killed in the fighting. The customizable construct project, known as the Warforged Mutable, proves to be more complex than originally anticipated, and production is postponed for a year.
    • 7611 ED (GA): The Yuan-ti once again have control of the entire eastern peninsula, and Duke Perreth Oenomel is killed fleeing the capital city. His younger sister Rosan escapes, however, and forms a government-in-exile. Fortress Tanagr is halfway restored, and Mothga’s Lightning completely restored, though not empowered by the requisite blood of twin infants. From the Marionette-Raysson creation forges emerges the first of the Warforged Mutables, number L-000A. Unbeknownst to the R&D teams, the very nature and complexity of the Mutables meant that Scitayr and Naturan were able to infuse them with lives and souls of their own, creating an entirely new race. L-000A is named Spatha, and it is decided to drop the Mutables portion of the project name; henceforth, Spatha and his brethren shall be known simply as Warforged.
    • 7612-7617 ED (GA): After undergoing training as a soldier, Spatha leads 99 other Warforged into fierce battle in the Principality; he alone survives. His organic superiors, not grasping the idea that the new Warforged are sentient beings who can feel pain, loss, and grief, ignore his struggles with these emotions and immediately order him back into battle with another 99 Warforged. Over the course of battle after battle, campaign after campaign, Spatha grows to hate his organic superiors as he watches them spend Warforged lives as if they were nothing. He sees them grieve for organic soldiers, but not for Warforged, and his hatred festers.
    • 7618 ED (GA): Fortress Tanagr is finally completely restored. When Elector Mifune reveals this to her fellow heads of state, King Norikazu of the elves is shocked and enraged by the depth of human folly and quits the Alliance in protest. Under the threat of Mothga’s Lightning, the Yuan-ti are forced to sign a treaty and give up all claims to any lands belonging to Enkidu, the Duchy of Mehrune, the Southern Kingdom, Akashakyo, and the Principality of Mehrune. As part of this Treaty, signed in the town of Queme, the Principality, leaderless as a result of the war, becomes part of Enkidu. Houses Marionette and Raysson are instructed to shut down the production of Warforged, Warforged Titans, Warforged Mobilipedes, and Battle Automatons, and the Warforged are granted the full rights of sentient beings. The head of House Raysson, refusing to comply with the decree to stop production, flees to Vaynai, bringing a creation forge with him. Most of House Raysson relocates to Vaynai. The army of Warforged serving Enkidu is given the option of disbanding or enlisting as an organic being might. Half of them choose to enlist; Spatha leads a quarter of the former army to one of the Chain Islands, where he takes over, renames himself Lord of Chains, and begins preaching against what he calls the weak, fleshy races in favor of Warforged. He sends agents to steal the plans for a creation forge from House Marionette, and begins constructing one on the Isle of Broken Chains, as he calls his island stronghold.
    • 7621-7631 ED (GA): The events described in the novel The Tapestry of Fate: A Heart Divided take place.
    • 7632-9631 ED (MA): The Modern Age of Tyrath, during which the deeper, more potent flows of planar energy are diverted to the maintenance of Xarakh Nam’s imprisonment.
    • 9632+ ED (RA): The Resuffused Age begins with the release of Xarakh Nam from His crystalline prison.
    Last edited by Lord Iames Osari; 2007-01-08 at 02:03 AM.

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    Default Re: Tyrath Campaign Setting [Project]

    Chapter 2: Races and Subraces
    All the racial variants described here replace the standard variety of the race as described in the PHB or the ECS, with the exception of city gnomes and complacent humans. City gnomes, hill (standard) gnomes, complacent humans and standard humans exist in Tyrath. Oh, and halflings do not exist in Tyrath.

    City Gnomes
    Generations after gnomes first moved into the cities of the big folk, they found their talents with illusions and connection to the earth fading. To compensate for that loss, the city-dwelling gnomes threw themselves into honing their already impressive mechanical skills. The gnomes of the cities are now master tinkerers and inventors.

    City gnomes lose the following abilities from the PHB:
    • Bonus to saves against illusions.
    • +1 to the DC to all illusion spells cast by gnomes.
    • +1 racial bonus to attack rolls against kobolds and goblinoids.
    • +4 dodge bonus against creatures of the giant type.
    • All spell-like abilities.
    City gnomes gain or change the following abilities:
    • Alertness: City gnomes gain the Alertness feat for free at first level. No longer able to tell instinctually what is real and what is an illusion, city gnomes sharpen their already acute senses.
    • +2 racial bonus on Craft, Disable Device, and Open Lock checks: city gnome technological prowess far outstrips any other races, as they have an innate understanding of all things mechanical.
    • Jury-Rig (Ex): 2/day as a full-round action, a city gnome may make a Craft (locksmithing) check against DC 15 to create a jury-rigged clockwork gadget out of a lock and whatever is handy. This gadget can have a variety of effects, depending on what it is made of; for example, it could be made into a timer that strikes a tindertwig to light a smokestick or a puddle of oil. The time delay is dependent on the complexity of the lock used. A gadget can incorporate a time delay of up to a number of rounds equal to the city gnome’s Intelligence modifier + 5 for a simple lock, 10 for an average lock, 15 for a superior lock, and 20 for an amazing lock. A city gnome can use this ability an extra number of times per day equal to half his Intelligence modifier, rounded down, as long as he has a lock.
    • Favored Class: Rogue or Artificer. At first level, a city gnome chooses either the rogue class or the artificer class as his favored class. The city gnome’s favored class does not change thereafter. A multiclass city gnomes rogue (or artificer) class levels do not count when determining whether or not he takes an experience point penalty for multiclassing. The rogue (or artificer) class presents many more opportunities for city gnomes to put their newly honed knowledge of mechanical devices to work.
    Complacent Humans
    In their minds, the humans have won. The frontiers have been explored, the wilds tamed, and every perceived enemy defeated. With their peaceful cities expanding and the wealth of the world’s farthest reaches flowing eagerly in, the pinnacles of human achievement have been reached. Decadence and complacency are swift to take root in the human soul. Confident in the power they hold and the riches theyve earned, human civilization shifts, resting on its laurels rather than fighting to protect what it has. This decadence leads to some great advances, since money not only buys luxury, but fine education in both physical and mental pursuits. However, these scholars and athletes lack the drive of their predecessors and accomplish much only because of the advantages their situation gives them, not because of their own excellence.

    Complacent humans lose the following abilities from the PHB:
    • Bonus feat at 1st level.
    • Bonus skill points at 1st level and subsequent levels.
    Complacent humans gain or change the following abilities:
    • +2 racial bonus to any one ability score. Complacent humans are known to train their bodies for sport and beauty, or their minds for intellectual debate, but they no longer care much for the real world applications of their abilities. Thus they tend to be talented, but not particularly accomplished.
    • Favored Class: Bard. A multiclass complacent human’s bard class does not count when determining whether or not he takes an experience point penalty for multiclassing. With a definite preference for style over substance, complacent humans make skilled but uncommitted bards.
    Dark Elves
    The dark elves of Tyrath are the descendants of those elves who fled underground to escape the Great Curse and fell under the thrall of the illithids. Dark elves have adapted to years of living underground, becoming shorter than above-ground elves. They thus use the standard elven height and weight tables.

    Dark elves lose the following abilities from the MM:
    • All spell-like abilities.
    Dark elves gain or change the following abilities:
    • Weapon Proficiency: Dark elves automatically gain the Martial Weapon Proficiency feat for the rapier and shortsword. This ability replaces the weapon proficencies listed in the MM.
    • Weapon Familiarity: Dark elves wield the Penumbran spear (see Chapter 6) as a martial weapon.
    • Psi-like Abilities: 1/day – control light, eradicate invisibility. The manifester level for these effects is equal to the dark elf’s number of Vitality Dice.
    Dwarves
    The dwarves of Tyrath are the offspring of the deities Vala, whom they call Bella, and Valdersaan, and their personalities fall between those of their divine parents. Most of the time, dwarves are stoic, enduring and persevering through hardship as would their father, Valdersaan. But deep in their souls, Bella’s flame still burns fiercely. Though slow to anger, dwarves when roused are capable of mighty rages.

    Dwarves lose the following abilities from the PHB:
    • +4 dodge bonus to Armor Class against creatures of the giant type.
    Dwarves gain or change the following abilities:
    • +1 racial bonus to attack rolls against dark elves and duergar. Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. This ability replaces the bonus against orcs and goblinoids.
    • Rage: 1/day, a dwarf can enter a state of powerful rage. This ability is identical to the barbarian class ability of the same name. A 1st-level dwarf barbarian can rage 2/day, once from his race and once from his class. A dwarf barbarian’s racial rage ability improves along with his class ability.
    Elves
    Like the dwarves, the elves trace their race back to the Gods of Tyrath - Solaan, in their case. Through his music, Solaan awakened the first female elf from animalism and took her as his wife, thus giving rise to the elven race. Elves in Tyrath are taller than humans, and thus they and half-elves use the half-orc height tables and the human weight tables found in the PHB instead of the normal elf and half-elf tables. Elves in Tyrath come in two varieties, common and noble. Common elves are the elves in the PHB, while the noble elves are as the gray elves described in the MM.

    Both common and noble elves change the following ability:
    • Weapon Proficiency: Elves gain the Martial Weapon Proficiency feats for the longsword, scimitar, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of archery and graceful swordplay, so all elves are familiar with these weapons. This ability replaces the weapon proficiencies listed in the PHB.
    Warforged
    The word “Warforged” is always capitalized because it is a registered trademark of House Marionette. (House Raysson got Battle Automaton.) As per the Treaty of Queme, the Warforged themselves are permitted to use it free of charge in whatever way they like, and use of the term in casual conversation by anyone carries no legal implications. Warforged typically name themselves after objects that they work with often, usually (not always) one that reflects their occupation. In addition to this self-given name, almost every Warforged has an alphanumeric designation, such as N-072A. That designator indicates that that Warforged was produced in 7613, was the 73rd out of 1000 Warforged (the first unit in a set of 1000 was designated 000), and has adamantine-laced composite plating (the Adamantine Body feat). Warforged who start out with levels in the barbarian class receive the B designator, for berserker, while Warforged with the Mithral Body and Adamantine Body feats receive the designators M and A, respectively. (Warforged with other Body feats were not produced during the legal run of 7611-7618, and only the legally-produced Warforged have designators.) Out of every set of 1000, one tenth were laced with adamantine, another tenth with mithral, and another tenth were built with berserking capability; the other seven hundred Warforged were standard. The legally produced Warforged, those produced in the years from 7611 to 7618, have initial letters ranging from L to V depending on the year of their creation, as follows: L = 7611 ED; M = 7612 ED; N = 7613 ED; O = 7614 ED; P = 7615 ED; Q = 7615 ED; R = 7616 ED; S = 7616 ED; T = 7617 ED; U = 7617 ED; V = 7618 ED. Because of this numbering system, it is advised that the DM keep track of the Warforged designations he has used in order to avoid having two with the same designation. Warforged that have been produced illegally, whether by House Raysson on Vaynai or by the Lord of Chains in the Chain Islands, have no alphanumerical designations.

    Warforged change the following ability:
    • Composite Plating: The plating used to build a warforged provides DR 2/adamantine. This plating does not stack with other effects that grant DR, unlike most DR gained as a racial trait. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant it. Composite plating also provides a Warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Warforged to ignore the arcane spell failure chance for light armor lets it ignore this penalty as well. A Warforged with the Mithral Body feat has DR 5/adamantine, and a Warforged with the Adamantine Body feat has DR 10/adamantine.
    Important Note: None of the above races are my intellectual property. They are the property of Wizards of the Coast, Inc.
    Last edited by Lord Iames Osari; 2007-01-08 at 02:06 AM.

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    Gender
    Male

    Default Re: Tyrath Campaign Setting [Project]

    Chapter 3: Classes and Prestige Classes
    The Tyrath Campaign Setting uses variants of the Vitality/Wound point system and the Defense Bonus system. The following base classes are available for PCs in Tyrath:
    {table="head"]Class Name|Abbreviation|Defense Bonus Progression|Source
    Artificer|Art|Fair|ECS
    Barbarian|Bbn|Good|SRD
    Bard|Brd|Fair|SRD
    Cleric|Clr|Fair|SRD
    Druid|Drd|Fair|SRD
    Fighter|Ftr|Best|SRD
    Monk|Mnk|Good|SRD
    Ninja|Nja|Good|CAdv
    Paladin|Pal|Best|SRD
    Psion|Psi|Poor|SRD
    Psychic Monk|PM|Fair|Original
    Psychic Warrior|PW|Best|SRD
    Ranger|Rgr|Good|SRD
    Rogue|Rog|Fair|SRD
    Samurai|Sam|Best|CW
    Sorcerer|Sor|Poor|SRD
    Soulknife|SK|Best|SRD
    Swashbuckler|SW|Good|CW
    Trooper|Trp|Good|Original
    Wilder|Wld|Fair|SRD
    Wizard|Wiz|Poor|SRD[/table]

    The following base classes are available to NPCs in Tyrath. All NPC classes use the NPC Defense Bonus Progression.
    {table="head"]Class Name|Abbreviation|Source
    Adept|Adp|SRD
    Aristocrat|Aris|SRD
    Commoner|Com|SRD
    Expert|Exp|SRD
    Magewright|MW|ECS
    Warrior|War|SRD[/table]

    Defense Bonus Progressions Table
    {table="head"]Level|Poor|Fair|Good|Best|NPC
    1
    |1|2|3|4|0
    2|2|3|4|5|0
    3|2|3|4|5|1
    4|2|3|4|5|1
    5|3|4|5|6|1
    6|3|4|5|6|2
    7|4|5|6|7|2
    8|4|5|6|7|2
    9|4|5|6|7|3
    10|5|6|7|8|3
    11|5|6|7|8|3
    12|6|7|8|9|4
    13|6|7|8|9|4
    14|6|7|8|9|4
    15|7|8|9|10|5
    16|7|8|9|10|5
    17|8|9|10|11|5
    18|8|9|10|11|6
    19|8|9|10|11|6
    20|9|10|11|12|6[/table]
    Defense bonuses apply to one's normal and flat-footed AC, but not to one's touch AC. The Monk and the Psychic Monk receive the AC bonus granted by their class ability as well as the one listed on the above table. When multiclassing between PC classes, add the Defense bonuses from each class together and subtract 2, unless your new class shares a progression with one of your previous classes. In that case, add your levels in those classes together to determine the Defense bonus they grant. For example, Kira is a 2nd-level rogue who wants to multiclass into cleric. Since both rogues and clerics have a "Fair" defense progression, Kira would look at the 3rd level row of the Fair column to figure out her Defense bonus.

    When taking levels in a prestige class, add your prestige class levels to your levels in whichever base class you have the most levels. If you have equal levels in two or more base classes, add your prestige class levels to the class that has the best Defense progression. You do not gain Defense bonuses at epic levels.

    An important note about spellcasters and eras of play: During the Modern Age, spells that would use a slot of higher than third level cannot be cast. The exception to this rule is bardic magic. All bard spells can be cast, regardless of level.


    New Base Classes
    Psychic Monk
    Alignment: Any lawful.
    Vitality Die: d8.
    {table="head"]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level
    1st|+0|+2|+2|+2|Bonus feat, flurry of blows, unarmed strike, unarmed damage 1d6|0|2|1st
    2nd|+1|+3|+3|+3|Bonus feat, evasion|2|3|1st
    3rd|+2|+3|+3|+3|~|4|4|1st
    4th|+3|+4|+4|+4|~|6|5|2nd
    5th|+3|+4|+4|+4|Unarmed damage 1d8|8|6|2nd
    6th|+4|+5|+5|+5|Bonus feat, unarmored speed +10 ft.|11|7|3rd
    7th|+5|+5|+5|+5|~|15|8|3rd
    8th|+6/+1|+6|+6|+6|~|19|9|4th
    9th|+6/+1|+6|+6|+6|Improved evasion, unarmored speed +20 ft.|24|10|4th
    10th|+7/+2|+7|+7|+7|Unarmored AC bonus +1, unarmed damage 1d10|29|11|5th
    11th|+8/+3|+7|+7|+7|Greater flurry|35|12|5th
    12th|+8/+3|+8|+8|+8|~|42|13|6th
    13th|+9/+4|+8|+8|+8|Unarmored speed bonus +30 ft.|49|14|6th
    14th|+10/+5|+9|+9|+9|~|57|15|7th
    15th|+11/+6/+1|+9|+9|+9|Unarmed damage 2d6, unarmored AC bonus +2, unarmored speed bonus +40 ft.|65|16|7th
    16th|+12/+7/+2|+10|+10|+10|~|74|17|8th
    17th|+12/+7/+2|+10|+10|+10|Timeless body|83|18|8th
    18th|+13/+8/+3|+11|+11|+11|Unarmored speed bonus +50 ft.|93|19|9th
    19th|+14/+9/+4|+11|+11|+11|~|104|20|9th
    20th|+15/+10/+5|+12|+12|+12|Perfect self, unarmed damage 2d8, unarmored AC bonus +3|121|21|9th[/table]Class Skills
    The psychic monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skill points at 1st Level: (4 + Intelligence modifier) x 4.
    Skill points at Each Additional Level: 4 + Intelligence modifier.

    Class Features
    Bonus Feat: At 1st level, a psychic monk may select Improved Grapple, Stunning Fist, Psionic Fist, or a feat that is part of a style as a bonus feat. At 2nd level, a psychic monk may select either Combat Reflexes, Deflect Arrows, or a feat that is part of a style as a bonus feat. At 6th level, a psychic monk may select Improved Disarm, Improved Trip, Psionic Meditation, or a feat that is part of a style as a bonus feat. The psychic monk need not meet any of the prerequisites of these feats in order to select and use them.
    Flurry of Blows (Ex): As the monk ability of the same name.
    Unarmed Strike (Ex): As the monk ability of the same name, except in relation to the damage dealt.
    Unarmed Damage (Su): A psychic monk may imbue her unarmed strikes with a trickle of psionic power, allowing her to strike harder than most people. This ability functions even in antimagic and null psionics zones. When wielding weapon with the ki focus special ability, a psychic monk may choose to deal her unarmed damage with that weapon. Starting at 1st level, a psychic monk deals 1d6 points of bludgeoning damage with her unarmed strikes. At 5th level, this improves to 1d8. At 10th level, she deals 1d10 points of damage, 2d6 at 15th, and 2d8 at 20th.
    Evasion (Ex): As the monk ability of the same name.
    Unarmored Speed Bonus (Ex): As the monk ability of the same name.
    Improved Evasion: As the monk ability of the same name.
    Greater Flurry (Ex): As the monk ability of the same name.
    Timeless Body (Ex): As the monk ability of the same name.
    Perfect Self (Su): As the monk ability of the same name.
    Unarmored AC Bonus (Ex): As the monk ability of the same name.
    Powers: A psychic monk begins play knowing two 1st-level powers from the psychic monk power list. Wisdom determines how many bonus power points psychic monks receive and how hard their powers are to resist.

    Trooper
    Alignment: Any.
    Vitality Die: d8.
    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+2|+0|Bonus feat
    2nd|+2|+3|+3|+0|~
    3rd|+3|+3|+3|+1|Bonus feat
    4th|+4|+4|+4|+1|~
    5th|+5|+4|+4|+1|~
    6th|+6/+1|+5|+5|+2|Bonus feat
    7th|+7/+2|+5|+5|+2|Special ability
    8th|+8/+3|+6|+6|+2|~
    9th|+9/+4|+6|+6|+3|Bonus feat
    10th|+10/+5|+7|+7|+3|Special ability
    11th|+11/+6/+1|+7|+7|+3|~
    12th|+12/+7/+2|+8|+8|+4|Bonus feat
    13th|+13/+8/+3|+8|+8|+4|Special ability
    14th|+14/+9/+4|+9|+9|+4|~
    15th|+15/+10/+5|+9|+9|+5|Bonus feat
    16th|+16/+11/+6/+1|+10|+10|+5|Special ability
    17th|+17/+12/+7/+2|+10|+10|+5|~
    18th|+18/+13/+8/+3|+11|+11|+6|Bonus feat
    19th|+19/+14/+9/+4|+11|+11|+6|Special ability
    20th|+20/+15/+10/+5|+12|+12|+6|~[/table]Class Skills
    The trooper's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidation (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at 1st Level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Class Features
    Weapon and Armor Proficency: The trooper is proficient in all simple and martial weapons and in light armor and shields.
    Bonus Feats: At 1st and 3rd level, and every third level thereafter, the trooper gains the Track feat or a feat from the fighter bonus feat list. Note that the trooper must still meet all prerequisites for the feats he selects.
    Special Abilities: At 7th level, and every third level thereafter, the troopr gains a special ability, which can be chosen from the following list. The trooper's special abilities only function when he is wearing light or no armor, and all of them are extraordinary.
    • Light Sleeper: Whenever the trooper is sleeping, he gains a bonus to all Listen checks equal to half his soldier level (maximum +10). Note that sleeping characters usually have a -10 penalty to all Listen checks.
    • Evasion: The trooper gains the evasion ability.
    • Ranged Flanking: When the trooper is wielding a ranged weapon, he threatens foes (for purposes of flanking only) from up to 30 feet away. In order to threaten an enemy in this way, he must have line of effect, and his foe must be aware of his presence. Normally, you can only flank enemies with melee weapons.
    • Ranged Threat: When the trooper is wielding a ranged weapon, he is considered to threaten in a 30-foot cone as well as his normal threatened area, and he gains the ability to make attacks of opportunity with a ranged weapon. A trooper can only make one attack of opportunity per round per target using this threatened area, even if the trooper has Combat Reflexes. Combat Reflexes does allow the trooper to make more than one attack of opportunity against different targets in the same round using this threatened area. In order to take an attack of opportunity with a ranged weapon, the trooper must have line of effect to his target. The trooper must have selected the ranged flanking special ability prior to taking this ability. A trooper attacking with a ranged weapon in melee combat provokes attacks of opportunity as normal.
    • Defensive Roll: The trooper gains the ability to roll with otherwise lethal attacks, as the rogue ability of the same name.
    • Skill Mastery: The trooper selects a number of skills equal to 3 + his Intelligence modifier. He can take 10 on those skills even when distractions or other adverse conditions would otherwise prevent him from doing so.
    • Camouflage: The trooper can use the Hide skill in any kind of terrain, even if it does not provide cover or concealment.
    • Unimpeded Stride: The trooper's speed is unaffected by mundane impediments such as undergrowth, rubble, mud, or the like. Magically enhanced impediments have their full effect on him.
    Prestige Classes
    Blademaster of Karan
    Blademasters of Karan are selected from among her most devoted worshippers. They have no formal organization, but they share a general feeling of comradeship - after all, they are the hand-selected agents of their goddess.
    Vitality Die: d8

    REQUIREMENTS
    BAB: +4
    Alignment: Chaotic Good
    Skills: Knowledge (religion) 9 ranks, Perform (dance) 4 ranks, Tumble 4 ranks
    Spells: Ability to cast 3rd level divine spells
    Feats: Dodge, Mobility
    Special: Must be a worshipper of Karan.

    Class Skills
    The Bladeaster of Karan's class skills (and the key ability for each skill) are
    Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (History) (Int), Perform (dance) (Cha), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
    Skill Points at Each Level: 4 + Int modifier.

    {table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
    1st|+1|+2|+0|+2|Dance of death 1/day, forceknife|~
    2nd|+2|+3|+0|+3|Smite evil 1/day|+1 level of spellcasting class
    3rd|+3|+3|+1|+3|Dance of death 2/day, smiting spell|+1 level of spellcasting class
    4th|+4|+4|+1|+4|~|~
    5th|+5|+4|+1|+4|Dance of death 3/day, dance of the storm|+1 level of spellcasting class
    6th|+6|+5|+2|+5|Smite evil 2/day|+1 level of spellcasting class
    7th|+7|+5|+2|+5|Dance of death 4/day|~
    8th|+8|+6|+2|+6|~|+1 level of spellcasting class
    9th|+9|+6|+3|+6|Dance of death 5/day|+1 level of spellcasting class
    10th|+10|+7|+3|+7|Smite evil 3/day, whirlwind strike|~[/table]

    Spells: At the indicated levels, levels of blademaster stack with divine casting class levels for the purposes of determining spells per day.
    Dance of Death (Ex): A blademaster can make a full attack with her forceknife and still move up to her movement. She must move at least 5 feet between each attack, though she cannot move back to a square she just left. She gains a bonus to attack and damage rolls, and a dodge bonus to AC, equal to half her blademaster level. The dance of death lasts 1 round for every 2 ranks she possesses in Perform (dance). She is still subject to attacks of opportunity while moving, but she can use the Tumble skill to avoid them. The dance of death only works if the blademaster is wearing armor no heavier than light, and the effects of the dance of death do not stack with those of rage or frenzy. After the dance of death ends, the blademaster becomes fatigued for the duration of the encounter.
    Forceknife (Su): As a move action, a blademmaster can create a semisolid blade composed of pure force. The blade is identical in all ways (except visually) to a greatsword of a size appropriate for its wielder. The wielder of a forceknife gains the usual benefits to her attack roll and damage roll from a high Strength bonus.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a blademaster can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates. A forceknife is considered a magic weapon for the purpose of overcoming damage reduction.

    A blademaster’s forceknife improves as the character gains higher levels, gaining an equivalent +1 bonus at each level. These +1 bonuses can be as regular enhancements or as other equivalent forms of magical enhancement. For instance, a third-level blademaster can have a flaming forceknife +2, a forceknife +3, or a shocking burst forceknife +1, as long as the total bonus of the forceknife does not exceed the blademaster's class level.

    Even in places where magic effects do not normally function (such as within an antimagic field), a blademaster can attempt to sustain her forceknife by making a DC 20 Will save. On a successful save, the blademmaster maintains her forceknife for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the forceknife vanishes. As a move action on her turn, the blademistress can attempt a new Will save to rematerialize her forceknife while she remains within the magic negating effect.

    A blademaster can change the enchantments on her forceknife by meditating for four hours. Interrupting the process will cause the forceknife to revert to its preexisting state.
    Smite Evil (Su): A blademaster can Smite Evil as a paladin, up to a number of times per day as indicated on the table.
    Smiting Spell: At 3rd level, the blademaster gains the Smiting Spell metamagic feat.
    Dance of the Storm (Su): Starting at 5th level, a blademaster adds her class level in electrical damage to all attacks made while in a dance of death.
    Whirlwind Strike (Ex): At 10th level, the blademaster gains the ability to make a full attack against every target she threatens while using the dance of death. She cannot move between attacks while using this ability, and she can only use this ability once per dance of death. At the end of a dance of death in which she uses this ability, the blademaster becomes exhausted rather than fatigued.

    The Neo-Penumbran Guard
    Neo-Penumbran Guards are a group of elite dark elves who protect their illithid masters with the utmost devotion. They undergo a special ritual involving the implantation of a special, slow-growing variety of illithid tadpole that grants them abilities and traits as they grow in power, making them more and more like their masters. The greatest guards are entrusted as their masters' heirs, transforming fully into illithids upon their deaths, or the deaths of their master.
    Vitality Die: d10

    REQUIREMENTS
    Race: Dark elf.
    Alignment: Lawful evil or lawful neutral.
    BAB: +5.
    Skills: Intimidate 4 ranks, Knowledge (psionics) 4 ranks, Sense Motive 4 ranks.
    Feats: Combat Expertise, Weapon Focus (Penumbran Spear).
    Special: Sworn allegiance to an illithid noble of Neo-Penumbra, must willingly undergo a ritual in which a special illithid tadpole is implanted.

    Class Skills
    The Neo-Penumbran Guard's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
    Skill Points at Each Level: 2 + Int modifier.

    {table="head"]Level|BAB|Fort|Ref|Will|Special|PP/day|Powers Known|Highest Level Power Known
    1st|+1|+2|+0|+0|Penumbra's favor|1|1|1st
    2nd|+2|+3|+0|+0|Claim the blow|2|2|1st
    3rd|+3|+3|+1|+1|Transformation|3|3|2nd
    4th|+4|+4|+1|+1|Penumbra's defender|4|4|2nd
    5th|+5|+4|+1|+1|Transformation|5|5|3rd
    6th|+6|+5|+2|+2|Transformation|6|6|3rd
    7th|+7|+5|+2|+2|Transformation|7|7|4th
    8th|+8|+6|+2|+2|Final stand|8|8|4th
    9th|+9|+6|+3|+3|Transformation|9|9|5th
    10th|+10|+7|+3|+3|Bonus feat, Illithid heir|10|10|5th[/table]
    Powers: Wisdom determines the number of bonus power points a Neo-Penumbran Guard has, and how hard those powers are to resist. The NPG selects his powers known from the psychic warrior list.
    Penumbra's Favor (Su): At 1st level, the Neo-Penumbran Guard undergoes a long and painful ritual during which a special illithid tadpole is implanted in her brain by his illithid master. The nascent psionic power of the tadpole creates a continuous mindlink effect between the Guard, the illithid master, and all other Guards who share the same master. The Guard also receives a +2 on all Search, Sense Motive, and Spot checks made to detect threats to the master. The Guard automatically fails all saving throws against mind-affecting spells, powers, spell-like abilities, and psi-like abilities cast, manifested, or activated by the illithid master. Additionally, the Guard gains the Illithid Heritage feat from Complete Psionic.
    Claim the Blow (Ex): At 2nd level, the Neo-Penumbran Guard gains the ability to interpose herself between an attacker and her illithid master. Any time that the Guard is within 5 feet of her master and her master is the target of an attack, the Guard may switch places with her master and suffer the attack herself. The Neo-Penumbran Guard must declare that she is using this ability after the attack roll is made, but before she knows whether or not it has hit.
    Transformation (Ex): At the 3rd, 5th, 6th, 7th, 9th, and 10th levels, the tadpole implanted in the Neo-Penumbran Guard slowly matures, granting the Guard one of the Illithid Heritage feats from Complete Psionic. The Neo-Penumbran Guard must still meet all the prerequisites of a feat in order to select it.
    Penumbra's Defender (Ex): Beginning at 4th level, the NPG gains a +2 morale bonus on attack and damage rolls against creatures she has observed attacking her or her illithid master. At 8th level, this morale bonus increases to +4, but the NPG takes a -2 penalty to her AC.
    Final Stand (Su): Once per day as a standard action, a NPG of at least 8th level can inspire herself and her troops to greater efforts. Allies within 10 feet of the Guard, including the Guard herself, gain 2d10 temporary vitality points. This ability affects a number of creatures, and lasts a number of rounds, equal to the Guard's class level + Cha modifier. Closer allies are affected first. This is a mind-affecting ability.
    Illithid Heir (Ex): At 10th level, the illithid tadpole has grown so much that if either the Guard or her master dies, the Guard will spontaneously transform into a brand new illithid after 24 hours.

    The Soulfire Guardian

    Soulfire Guardians are those chosen to wield Vala's soulfire with its greatest potency. Most of them are members of the Soulfire Knights organization, but occasionally Vala will single out a worshipper from outside the organization to take on this mantle.
    Vitality Die: d8.

    REQUIREMENTS
    Alignment: Lawful good.
    BAB: +3.
    Skills: Knowledge (the planes) 3 ranks, Knowledge (religion) 8 ranks.
    Feats: Soulfire Spell*.
    Spells: Ability to cast 1st-level divine spells.
    Special: Must be a worshipper of Vala.

    Class Skills
    The Soulfire Guardian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points per Level: 2 + Int modifier.

    {table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
    1st|+1|+2|+0|+2|Smite evil 1/day, soulfire weapon|~
    2nd|+2|+3|+0|+3|~|+1 level of spellcasting class
    3rd|+3|+3|+1|+3|Smite evil 2/day|+1 level of spellcasting class
    4th|+4|+4|+1|+4|~|~
    5th|+5|+4|+1|+4|Improved soulfire spell, smite evil 3/day|+1 level of spellcasting class
    6th|+6|+5|+2|+5|~|+1 level of spellcasting class
    7th|+7|+5|+2|+5|Soulfire blast, smite evil 4/day|~
    8th|+8|+6|+2|+6|~|+1 level of spellcasting class
    9th|+9|+6|+3|+6|Smite evil 5/day|+1 level of spellcasting class
    10th|+10|+7|+3|+7|Soulfire ward|~[/table]

    Spells: At the indicated levels, a Soulfire Guardian's spellcasting ability improves as if she had gained a level in the spellcasting class she previously possessed. If the Soulfire Guardian possesses multiple spellcasting classes, she must choose which class to apply this ability to. The Soulfire Guardian gains no other benefits of having gone up a level in whichever spellcasting class she chooses.
    Smite Evil (Su): At 1st level, the Soulfire Guardian gains the ability to smite evil 1/day. This ability functions like the paladin ability of the same name. Paladin, cleric, and Soulfire Guardian levels stack to determine the power of the Soulfire Guardian's smite attack. At 5th and 9th levels, the Soulfire Guardian can smite evil an additional time per day.
    Soulfire Weapon (Su): At 1st level, the Soulfire Guardian chooses a weapon with which to exercise Vala's will. The SG must be proficient with this weapon, and it must have been in her possession for the last 24 hours. This can be any weapon that meets the above requirements, magical or mundane. While wielding this weapon, the SG has a +1 sacred bonus on attack rolls, and the weapon counts as magic for the purpose of overcoming damage reduction. A SG may only have one soulfire weapon at a time. Starting at 2nd level, the SG's chosen weapon counts as silver as well as magic for the purpose of overcoming damage reduction. Starting at 4th level, the SG's chosen weapon is treated as good-aligned. Starting at 6th level, the SG's chosen weapon deals an additional 1d6 points of fire damage. Starting at 8th level, the SG's chosen weapon is treated as lawful-aligned. Starting at 10th level, the SG's chosen weapon deals an additional 1d6 points of sacred damage.
    Improved Soulfire Spell: Starting at 5th level, spells a SG prepares and/or casts with the Soulfire Spell metamagic feat use a spell slot of a level equal to the unmodified spell.
    Soulfire Blast: Starting at 7th level, the SG can lose one of her prepared spells to gain a number of power points equal to (spell level x 2) - 1 as a free action. 0th level spells grant 1 power point for this purpose. The SG then gains the ability to manifest any of the follwing psionic powers: energy ball, energy bolt, energy burst, energy cone, or energy missile. These powers can deal only fire damage and are treated as if they were modified by the Soulfire Spell metamagic feat. They otherwise follow all the normal rules for manifesting psionic powers. Your Wisdom modifier determines how hard these powers are to resist, and your manifester level is equal to your divine caster level. Any power points gained with this ability disappear at the end of the day.
    Soulfire Ward: Starting at 10th level, the SG can spend the power points gained by her Soulfire Blast ability to manifest the energy wall power. This power can deal only fire damage and is treated as if it was modified by the Soulfire Spell metamagic feat. It otherwise follows all the normal rules for manifesting psionic powers. Your Wisdom modifier determines how hard these powers are to resist, and your manifester level is equal to your divine caster level.
    Multiclass Note: Paladins who take levels in this class may continue to advance as paladins.

    *This is a new feat described in Chapter 5.
    Last edited by Lord Iames Osari; 2007-02-09 at 11:15 AM.

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    Default Re: Tyrath Campaign Setting [Project]

    Chapter 4: Skills
    Tyrath uses Rich Burlew's rules for Diplomacy and Knowledge skills.

    Knowledge (war) (Int, trained only)
    This skill covers military history, rules of war, battle tactics and strategies, and can provide a synergy bonus on Profession (siege engineer) checks.

    Speak Language
    Tyrath uses different languages than standard D&D. Mercaani is the Common-equivalent. The alphabet used by each language is indicated in parentheses.
    • Arcanic (Arcanic)
    • Aquan (Aquan)
    • Auran (Auran)
    • Axiomic (Axiomic)
    • Chaic (Chaic)
    • Court Elven (Elven)
    • Daemic (Daemic)
    • Dwarven (Dwarven)
    • Emorian (Mercaani)
    • Giant (Dwarven)
    • Gnomish (Dwarven)
    • Goblin (Dwarven)
    • Holy Tongue (Holy Tongue)
    • Ignan (Ignan)
    • Low Elven (Elven)
    • Mercaani (Mercaani)
    • Northron (Northron Runes)
    • Orc (Elven)
    • Penumbran (Dwarven)
    • Sylvan (Elven)
    • Telcan (Telcan Runes)
    • Terran (Terran)
    • Unholy Tongue (Holy Tongue)
    • Yuan-ti (pictographic)
    Last edited by Lord Iames Osari; 2006-11-22 at 12:10 PM.

  5. - Top - End - #5
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    Default Re: Tyrath Campaign Setting [Project]

    Chapter 5: Feats, Flaws, and Styles

    Feats

    Accuracy [General]
    The accuracy of your shots is uncanny.
    Prerequisites: Point Blank Shot, Precise Shot, Dex 15+, BAB +8.
    Benefit: When wielding a ranged weapon with which you are proficient, you may add your Dexterity modifier to damage.
    Special: A fighter may select this feat as a one of his bonus feats.

    Aim [General]
    By taking the time to aim carefully, you intuitively know when best to release your shot.
    Prerequisites: Point Blank Shot, Far Shot, Dex 13+, Wis 15+.
    Benefit: By taking a full-round action to make a single ranged attack, you can add your Wisdom modifier to your ranged attack roll, in addition to your Dexterity modifier.
    Special: A fighter can select this feat as one of his bonus feats.

    Ambidexterity [General]
    You can use both hands in combat equally well.
    Prerequisites:Str 15, Dex 15.
    Benefit: Your off hand is treated as your on hand when fighting with two weapons. That is, you take -6 to attack rolls made with either hand when fighting with two weapons. If you have the Two Weapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
    Attacks made with your off hand add your full strength bonus to damage rolls.
    Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the PHB.
    Special: A character need not have this feat to be able to write with both hands.
    A 6th level ranger who has selected the two-weapon combat style is treated as having Ambidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    A fighter may take this feat as a fighter bonus feat.

    Arcane Blades [Style]
    The movements of your blades can channel arcane power.
    Prerequisites: BAB +3, Combat Casting, TWF, Slashing Blades, ability to cast arcane spells.
    Benefit: While wielding two scimitars, you can cast spells with somatic components without requiring a free hand. You do not provoke attacks of opportunity for casting a spell while wielding two scimitars in this way.

    Augment Critical [General]
    You swing your weapon with such great force that you deal much more damage when your blows strike true.
    Prerequisites: BAB +8, Weapon Focus.
    Benefit: Choose a weapon for which you have taken the Weapon Focus feat. When wielding that weapon, increase its critical multiplier by 1.
    Special:
    You can take this feat multiple times. Its effects do not stack. Each time you take it, choose a new weapon with wich you also have the weapon focus feat. A fighter may take this as a bonus feat.

    Blood Magic [General]
    By drawing on the magical power in your blood, you can ignore most material components.
    Prerequisites: Eschew Materials, Cha 13.
    Benefit:You can take Constitution burn to ignore material components of up to the given gp limit for 1 minute:
    • 0 Con = 250 gp
    • 1 Con = 500 gp
    • 2 Con = 750 gp
    • 3 Con = 1000 gp
    • 4 Con = 1250 gp
    • etc. = etc.
    Normal: You must provide material components with a listed cost, even if you have the Eschew Materials feat.
    Special: If a material component is indispensable to the function of a spell (i.e., the gem for trap the soul), you must include it in your spell no matter how expensive it is or how much Con burn you take. It is up to the DM what material components qualify as "indispensable".

    Dancing Blades [Tactical]
    You twirl your scimitars like the dancing breeze, dancing on the edge of sunlight, directing it into your opponents eyes as you attack him.
    Prerequisites: Dex 13, Int 13, Weapon Finesse, Weapon Focus (Scimitar), Slashing Blades, Combat Expertise, Two-Weapon Fighting, BAB +6.
    Benefit: You can use all three of the following tactical maneuvers.
    Flashing Blades: When you make a full attack against a single opponent while wielding two scimitars, you may reflect light into his eyes. He must make a Reflex Save (DC 10 + 1/2 your BAB + your Dex modifier + any bonuses to your AC from Combat Expertise or defensive fighting) or be flat-footed against your attacks for this round.
    Dancing Leaves: When you are wielding two scimitars, you may make a Perform (dance) check, adding your Dex modifier and half of your BAB instead of your Cha modifier. This duplicates the fascinate bardic music ability, except that drawing weapons does not release the creature from the effect. This is an extraordinary ability which produces a mind-affecting pattern effect.
    Falling Leaves Cut: When you draw two scimitars and then make an attack or full attack, you gain 1 extra attack with each scimitar, each at a -2 penalty.

    Darkfire Channeler [Divine]
    You can channel the power of darkfire to enhance your spells.
    Prerequisites: Darkfire Spell, Divine Metamagic (Darkfire Spell), ability to turn water creatures and rebuke fire creatures, patron god Maleth.
    Benefit:
    You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

    Darkfire Spell [Metamagic]
    You can call upon Maleth's power and channel His power into your fire-based spells.
    Prerequisites: Ability to cast spells from the Fire domain, patron god Maleth, alignment lawful evil, neutral evil, or lawful neutral.
    Benefit: A darkfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat ignore resistance to fire and immunity to fire for the purpose of dealing damage. Spells modified by this metamagic feat take up a slot one level higher than normal and gain the Evil descriptor, and the flames produced by the modified spell are black.

    Elven Fighting Style
    [Style]

    You are trained in the graceful fighting techniques of the elves.
    Prerequisites: BAB +8, Dex 15+, Weapon Finesse, Slashing Blades, proficiency with either or both the lesser elven warblade or the greater elven warblade.
    Benefit: When wielding a lesser elven warblade or a greater elven warblade, you may apply your Dexterity bonus to attack rolls instead of your Strength bonus.
    Special: A fighter may select this feat as one of his bonus feats. An elf or half-elf wishing to select this feat may do so when they attain a BAB of +4 rather than +8.

    Graceful Edge [General]
    You can wield a specific single-handed weapon with almost unnatural grace.
    Prerequisites:Weapon Finesse, Weapon Focus (any one-handed slashing weapon), BAB +1.
    Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon. If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to your AC when wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
    Special:A fighter may select Graceful Edge as one of his bonus feats. You may take this feat more than once; each time, it applies to a different one-handed slashing weapon that you have Weapon Focus in.

    Greater Mad Resistance [Insanity, Psionic]
    Your madness can grant you immunity to energy of a certain type.
    Prerequisites: Madness, Mad Resistance, Improved Mad Resistance.
    Benefit: While you have your psionic focus, you gain immunity to energy damage of a type for which you have taken the Improved Mad Resistance feat. This is a supernatural ability. If you have the Mad Resistance and Improved Mad Resistance feats for more than one energy type, this feat can only apply to one energy type at a time.
    Special: If you take this feat, you may not take the Mad Symbiosis feat.

    Greater Surging Madness
    [Insanity, Psionic]

    Your madness sometimes gives you even greater power.
    Prerequisites: Madness, Surging Madness or wild surge class ability, one mental ability score 17+.
    Benefit: When you activate your wild surge ability, you can choose to spend an action point. If you do, roll a number of d6s (or d8s, if you have the Action Boost feat) equal to the bonus wild surge would normally give you. The result of the highest single die roll is added to your normal wild surge bonus for this round. Add the number of dice you rolled to your character level for the purpose of psychic enervation. If you become psychically enervated, you are dazed for an additional number of rounds equal to your (improved) wild surge bonus.
    Special: You must use your wild surge ability at its maximum power.

    Improved Mad Resistance [Insanity, Psionic]
    Your madness grants you greater resistance to energy of a certain type.
    Prerequisites: Madness, Mad Resistance.
    Benefit: You gain energy resistance equal to your highest mental ability score to the energy type for which you have taken Mad Resistance. The energy resistance granted by this feat does not stack with that granted by the Mad Resistance feat. This is a supernatural ability.
    Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

    Mad Clarity [Insanity, Psionic]
    Your madness sometimes makes you difficult to control, but other times you are easily manipulated.
    Prerequisites: Madness.
    Benefit: Every time you must make a Will save, you receive a +1d20-11 insanity bonus on your saving throw. For each insanity feat you possess, including this one, your insanity bonus to Will saves increases by 1.

    Mad Insight [General, Insanity]
    Though your sanity is lacking, you occasionally have brilliant insights.
    Prerequisites: Wis 7 or lower.
    Benefit: Once per day, you may apply a +5 insanity bonus to an Intelligence check or Intelligence-based skill check.

    Madness [Insanity, Psionic]
    Your mind has snapped under the strain of your psionic powers.
    Prerequisites: Any chaotic alignment, ability to manifest psionic powers or the phrenic template.
    Benefit: You gain immunity to all effects that cause confusion or insanity, but take a -2 penalty on interaction skills (Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive). This penalty worsens by 1 for each additional insanity feat you possess.

    Mad Resilience [Insanity, Psionic]
    In your madness, you are harder to kill.
    Prerequisites: Madness, Psionic Body, one mental ability score 15+.
    Benefit: You gain damage reduction equal to the number of Insanity feats you possess, including this one. This damage reduction cannot be overcome. This is a supernatural ability.

    Mad Resistance [Insanity, Psionic]
    Your madness grants you resistance to energy of a certain type.
    Prerequisites: Madness.
    Benefit: Choose an energy type (acid, cold, electricity, fire, sonic). You gain energy resistance 5 to that energy type. This is a supernatural ability.
    Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

    Mad Symbiosis [Insanity, Psionic]
    You have a special affinity for a particular type of energy.
    Prerequisites: Improved Mad Resistance, Madness, Mad Resistance, Privileged Energy.
    Benefit: While you have your psionic focus, you lose the energy resistance granted by your Mad Resistance and Improved Mad Resistance feats, and whenever you would take energy damage of that type, you take no damage but are instead healed a number of hit points equal to the energy damage that would have been done. This is a supernatural ability.
    Special: You may only take this feat if the energy type selected for Privileged Energy matches the one you selected for Mad Resistance and Improved Mad Resistance. If you have this feat, you may not take the Greater Mad Resistance feat.

    Multidexterity [General]
    You can use all your hands in combat equally well.
    Prerequisites: Str 15, Dex 19, three or more hands.
    Benefit: Your off hands are treated as on hands when fighting with multiple weapons. That is, you take -6 to attack rolls made with all hands when fighting with multiple weapons. If you have the Multiweapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
    Attacks made with your off hands add your full strength bonus to damage rolls.
    Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the Players Handbook.
    Special: A character need not have this feat to be able to write with both hands.
    A 6th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    A fighter may take this feat as a fighter bonus feat.

    Multiweapon Defense [General]
    Prerequisites: Dex 15, Multiweapon Fighting, three or more hands.
    Benefit:
    While fighting with multiple weapons, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
    Special: This feat replaces Two-Weapon Defense for creatures with more than two hands.

    Multiweapon Fighting [General]
    You can fight with a weapon in each hand. You can make one extra attack each round with the secondary weapons.
    Prerequisite:Dex 15, three or more hands.
    Benefit: Your penalties on attack rolls for fighting with multiple weapons are reduced by 2 with the primary hand and by 6 with off hands. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with each of your off-hand weapons, suffering an additional -5 penalty for every off-hand attack after the first.
    Normal:A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty with its off hands. (It has one primary hand, and all the rest are off hands.) See Two-Weapon Fighting, page 160 of the Player's Handbook.
    Special:This feat replaces Two-Weapon Fighting for creatures with more than two hands.

    Multiple Threat
    [General]

    You have honed your natural multidexterity to the point where you can fight with multiple one-handed weapons.
    Prerequisites: BAB +8, Str 17, Dex 23, Multidexterity, Power Attack, Multiweapon Fighting, Oversized Multiweapon Fighting, three or more hands.
    Benefit:You take no penalty on attack rolls when fighting with two weapons or a double weapon.
    Special: An 11th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multiple Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    A fighter may select Multiple Threat as one of his fighter bonus feats.

    Nexus of Power [Psionic]
    You can draw on your psionic ability to power your spells, and vice versa.
    Prerequisites: Knowledge (arcana) 8 ranks, Knowledge (psionics) 8 ranks, Psicraft 8 ranks, Spellcraft 8 ranks, ability to cast 3rd-level spells, ability to manifest 3rd-level powers.
    Benefit:As a move action, you can convert power points into spell slots and vice versa. To gain an extra spell slot, you must pay 2 x the level of the spell slot to be gained + 1 power points. To gain extra power points, one must expend a spell slot in order to gain 2 x the level of the spell slot expended - 2 power points.
    Special: If you prepare your spells rather than casting them spontaneously, you may only convert power points to spell slots when you prepare the rest of your spells. The extra spell slots are treated as if resulting from a high abilitiy score.

    Oversized Multiweapon Fighting [General]
    You can wield larger weapons than normal in your off hands.
    Prerequisites: Str 13, Multiweapon Fighting, three or more hands.
    Benefit: You treat any one handed weapons in your off hand as light weapons for the purpose of determining penalties for fighting with multiple weapons.
    Special: This feat replaces Oversized Two weapon fighting for creatures with more than two hands.

    Personal Focus [General]
    You can cast spells using an item of high personal significance as a focus, but your spells are less potent if you must use the standard focus item instead.
    Prerequisites: Cha 15, ability to spontaneously cast arcane spells.
    Benefit: Choose an item you possess which has great personal significance to you. For all purposes related to spellcasting, that item is now your arcane focus component. The DCs of your spells involving focus components increase by 2, and you gain a +2 morale bonus on caster level checks involving spells with a focus component. No one else can use the item in this way, even if they also possess this feat. The benefits of this feat apply only for that particular item, not items of the same kind or which otherwise have the same game effects.
    Special: If you are forced to cast a spell with an arcane focus component, substituting the standard focus item for your personal focus item, you lose all bonuses associated with using your personal focus, that spell has a save DC of 10 + spell level + Charisma modifier - 2, and you take a -2 morale penalty on caster level checks related to that spell.

    Shifting Madness
    [Insanity, Psionic]

    The mercurial nature of your madness makes you difficult to control.
    Prerequisites: Madness, Mad Clarity, one mental ability score 15.
    Benefit: You gain the slippery mind trait, but take a -2 penalty on Concentration checks.

    Slashing Blades [General]
    You can wield scimitars with fluid grace.
    Prerequisites: Str 13, Dex 13, Weapon Finesse, proficency with the scimitar.
    Benefit: You treat the scimitar as a light weapon for purposes related to two-weapon fighting and the Weapon Finesse feat.
    Normal: Scimitars are one-handed weapons.
    Special: A fighter may select this feat as one of his bonus feats.

    Soulfire Channeler [Divine]
    You can channel the power of soulfire to enhance your spells.
    Prerequisites: Soulfire Spell, Divine Metamagic (Soulfire Spell), ability to turn water creatures and rebuke fire creatures, patron goddess Vala.
    Benefit:
    You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

    Soulfire Spell [Metamagic]
    You can call upon Vala's power and channel Her power into your fire-based spells.
    Prerequisites: Ability to cast spells from the Fire domain, patron goddess Vala, alignment lawful good, neutral good, or lawful neutral.
    Benefit: A soulfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat ignore resistance to fire and immunity to fire for the purpose of dealing damage. Spells modified by this metamagic feat take up a slot one level higher than normal and gain the Good descriptor, and the flames produced by the modified spell are silver.

    Surging Madness [Insanity, Psionic]
    Your madness sometimes gives you great power.
    Prerequisites: Madness, one mental ability score 15, non-wilder or wilder level 4th.
    Benefit: You gain the wild surge and psychic enervation abilities of a 1st-level wilder. You use your character level in place of your wilder level for the purposes of psychic enervation.
    Special: You may take this feat multiple times. Each time you do, your wild surge ability improves one step. However, you must use your wild surge ability at its maximum power. If you are already a wilder, your wild surge ability goes up by one step.

    Twin Threat [General]
    You have honed your skills at fighting with two weapons to the point where you no longer suffer from a decrease in accuracy.
    Prerequisites: BAB +10, Str 15, Dex 19, Ambidexterity, Power Attack, Two-Weapon Fighting, Oversized Two-Weapon Fighting.
    Benefit:You take no penalty on attack rolls when fighting with two weapons or a double weapon.
    Special: An 11th level ranger who has selected the two-weapon combat style is treated as having Twin Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    A fighter may select Twin Threat as one of his fighter bonus feats.

    Two As One [General]
    When you are using two light weapons, you can make a single powerful strike with both weapons at once.
    Prerequisites: BAB +3, Str 13, Dex 15, Power Attack, Two-Weapon Fighting.
    Benefit: When you are wielding two identical light weapons, you may forego your normal full attack routine in order to make a single powerful attack. This attack, which is treated as a two-handed weapon, deals damage equal to the sum of the damage dice of both of your weapons. Your Strength modifier is applied to this damage as if you were wielding a single two-handed weapon. For example, a fighter with Str 14 who used this feat with two shortwords would deal 2d6+3 points of peircing damage.

    Two-Weapon Defense [General]
    Prerequisites: Dex 15, Two-Weapon Fighting.
    Benefit:
    While fighting with two weapons or a double weapon, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
    Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Defense found in the PHB.

    Two-Weapon Fighting [General]
    You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
    Prerequisite:Dex 15.
    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with your off-hand weapon, suffering an additional -5 penalty for every off-hand attack after the first.
    Normal:If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
    Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
    A fighter may select Two-Weapon Fighting as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Fighting found in the PHB.

    Flaws
    By taking up to two flaws at first level, you can take two extra feats (one per flaw). Below are some flaws available in Tyrath.

    Addiction [General]
    You are addicted to some kind of drug.
    Disadvantage: You are addicted to a substance. An addictive substance is any substance which alters your brain chemistry in such a way as to cause you to crave that substance; in game terms, this would often be represented by a poison. It is the DM’s call whether or not any particular substance is addictive. A character may indulge in a single dose of an addictive poison up to once a week without risk of becoming addicted. If a character has taken multiple doses of an addictive poison in the same week and still suffers ability damage as a result by one week after the initial dose, 1 point of his ability damage is converted to permanent ability drain in each of his damaged ability scores, and the character becomes addicted to the substance.

    An addicted character can go for a number of hours without a dose equal to 2 x his Con mod (minimum 1 hour), not including time spent sleeping, in trance, or the like. For each half-hour he forgoes his substance over this time limit, the character must make a Will save against a DC of 20 - his Con mod + 1 for each previous save. If the save succeeds, the character takes 1d2 points of Con damage, but does not have to make a save for another half-hour. If the save fails, you succumb to your cravings and must seek a dose immediately. You may pause to eat, drink, or fight, but only as long as such pauses are necessary to your acquisition of your dose.

    As time goes by, you begin to become inured to the effects of your substance. To achieve the same high, you must take ever increasing amounts of your substance. After the first year you spend as an addict, you are required to take twice as many doses as the previous year. While each of these double-doses affects you as only one dose would in terms of ability damage, use the full number of doses to calculate all other relevant effects. After the second year, you need three doses to produce the high that one dose used to give you; after the third year, four doses, and so on. Every time you suffer ability score damage as from a standard dose of your substance, you must make a Fort save against a DC of 0 + 1 for every dose you’ve taken in the past week or take 1d2 points of permanent Con drain. You are considered to be in the first year of your addiction.
    Special: You can take this flaw multiple times. Its effects do not stack. Each time you take this flaw, you must select a different substance to be addicted to. You can acquire this flaw after first level, but it does not grant you an extra feat.

    Allergy [General]
    You are allergic to something.
    Disadvantage: Choose a common substance that you are allergic to. Whenever the DM determines that you come into contact with your allergen, you must make a Fort save against DC 15 or become sickened for as long as contact persists, plus 1d6 days.

    Dyslexia [General]
    You have severe, debilitating dyslexia. Lesser, non-debilitating forms of dyslexia should be roleplayed.
    Disadvantage: You must make a DC 20 Intelligence check to comprehend any and all messages written in a language you know. You take -4 to all Decipher Script checks, and cannot decipher scrolls in advance.
    Special: You fail to comprehend any and all messages written in a language you do not know normally. Barbarians with this flaw cannot become literate. A character under the effects of a comprehend languages spell must still attempt the Int check to decipher written messages.

    Fumble-Fingered [General]
    Though you may be quite coordinated in other ways, you constantly have trouble with delicate manipulation.
    Disadvantage: Treat your Dexterity as being 10 points lower (minimum 1) for the purpose of the Open Lock and Sleight of Hand skills. Furthermore, you take a -4 penalty on Disable Device checks, and arcane spells with somatic components that you cast have a 10% chance of failure.
    Special: A character may not have both this flaw and the Nimble Fingers or Deft Hands feats. No character may take this flaw unless Open Lock and/or Sleight of Hand are class skills.

    Illiteracy [General]
    You do not and cannot understand the connection between writing and language, and thus are unable to read.
    Disadvantage: You cannot read or write, and can never learn to do either. This means, among other things, that you cannot use scrolls.
    Special: Barbarians and wizards cannot take this flaw. This flaw is incompatible with Dyslexia.

    Illogical [General]
    You find it difficult to draw information to its logical conclusion (i.e., "connect the dots").
    Disadvantage: You take a -4 penalty on all Sense Motive and Intelligence-based checks.

    Styles
    Styles are a way of customizing the abilities of a monk (or a psychic monk). At first level, a monk (or psychic monk) has the option of choosing a style. If he so chooses, he gains a bonus on a single skill and receives the listed feat as his 1st level monk bonus feat. At 2nd and 6th levels, he can opt to continue the style by taking the listed feat, or he can choose another bonus feat and abandon the style. If he abandons the style, he loses the skill bonus. Also, if he meets the listed prerequisites at 6th level, a monk who has followed the style gains and additional ability at 6th level. If the monk does not meet the prerequisites at 6th level, he can never gain the bonus ability.

    Kazejutsu, the Way of the Wind
    Developed by the elves, kazejutsu's techniques are mostly defensive, but the style has powerful offensive capabilities as well. Monks who practice kazejutsu attempt to emulate the wind, evading an opponent's attacks, always just out of reach, until the proper moment and then delivering a crushing blow, or gradually wearing down an opponent with lesser strikes as the situation demands. Grappling is anathema to kazejutsu, unlike many other martial arts styles. The key to kazejutsu's effectiveness is unhindered mobility.
    Skill Bonus: Jump
    1st Level Monk Bonus Feat: Combat Reflexes
    2nd Level Monk Bonus Feat: Combat Expertise
    6th Level Monk Bonus Feat: Defensive Strike
    Bonus Ability: When using the Spring Attack feat, you provoke no attacks of opportunity and gain the ability to make a full attack rather than a single attack. All attacks you make while full attacking in a Spring Attack suffer a -2 penalty to attack rolls. This penalty becomes -1 at 10th level, and disappears at 14th level. Prerequisites: Jump 9 ranks, Tumble 9 ranks, Spring Attack.
    Typical Alignment: Lawful good.

    Mind and Fist
    Invented by githzerai, this style can be learned by anyone who has psionic potential (at least 1 power point). Those without psionic potential cannot learn this style.
    Skill Bonus: Autohypnosis
    1st Level Monk Bonus Feat: Psionic Fist
    2nd Level Monk Bonus Feat: Speed of Thought
    6th Level Monk Bonus Feat: Unavoidable Strike
    Bonus Ability: You do not lose psionic focus by using Psionic Fist, Greater Psionic Fist, or Unavoidable Strike until you successfully strike an opponent. Prerequisites: Autohypnosis 4 ranks, Concentration 9 ranks, Psionic Meditation.
    Typical Alignment: Lawful neutral.

    Rushing River
    This style was created by humans who dwelled alongside the rivers of the Mehrune Kingdom, who used it to defend themselves against river pirates and monsters. The style focuses on aquatic combat, particularly on forcing land-based opponents into the water and holding them there, where the martial artist has the advantage.
    Skill Bonus: Swim
    1st Level Monk Bonus Feat: Improved Grapple
    2nd Level Monk Bonus Feat: Stunning Fist
    6th Level Monk Bonus Feat: Weakening Touch
    Bonus Ability: You gain a swim speed equal to your land speed and can hold your breath for a number of rounds equal to 5 times your Constitution score. Also, you gain the benefits of a freedom of movement effect, but only when you are underwater. Prerequisites: Endurance, Skill Focus (Swim), Swim 9 ranks.
    Typical Alignment: Lawful neutral.

    Striking Viper
    The Striking Viper school was invented by the Yuan-ti, but it has spread from their lands to the rest of the world. The style focuses on stealth, ambush, and the use of the siangham.
    Skill Bonus: Move Silently
    1st Level Monk Bonus Feat: Quick Draw
    2nd Level Monk Bonus Feat: Two As One
    6th Level Monk Bonus Feat: Spring Attack
    Bonus Ability: You gain the skirmish ability, as per the Scout base class (CAdv). Whenever you move at least ten feet in a round, all your attacks during that round deal an extra 1d6 points of damage, and you receive a +1 competence bonus to AC until the beginning of your next turn. At 12th and 18th monk levels, the extra damage increases by 1d6, and the competence bonus to AC increases by 1. This ability stacks with any skirmish abilities gained from other classes. Prerequisites: Hide 9 ranks, Move Silently 9 ranks.
    Typical Alignment: Lawful evil.

    The Way of Fire
    The Way of Fire was created by monks who worshipped Vala and sought to wield the power of Her soulfire. The style was then copied by the followers of Vala's rival, Maleth.
    Skill Bonus: Concentration
    1st Level Monk Bonus Feat: Stunning Fist
    2nd Level Monk Bonus Feat: Fiery Fist
    6th Level Monk Bonus Feat: Fiery Ki Defense
    Bonus Ability: By spending 3 stun attempts, you can cast burning hands as a spell-like ability. The save DC for this effect is equal to 10 + 1/2 your VD + your Wisdom modifier, and your caster level equals your monk class level. Prerequisite: Concentration 9 ranks.
    Typical Alignment: Lawful good or lawful evil.

    The Way of the Mountain
    Invented by the dwarves, the way of the mountain emphasizes patience and endurance, waiting for the perfect moment to end a battle with a single, devastating charge inspired by the avalanche.
    Skill Bonus: Concentration
    1st Level Monk Bonus Feat: Improved Toughness
    2nd Level Monk Bonus Feat: Power Attack
    6th Level Monk Bonus Feat: Improved Bull Rush
    Bonus Ability: When overrunning opponents, you trample them, gaining a free unarmed attack against each trampled opponent. Prerequisites: Concentration 9 ranks, Improved Overrun.
    Typical Alignment: Lawful neutral.
    Last edited by Lord Iames Osari; 2007-02-11 at 06:54 PM.

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    Chapter 6: Equipment
    Weapons
    Weapons in Tyrath follow slightly different rules from standard D&D when dealing with critical hit multipliers. Unlike the standard variant, weapons in Tyrath retainn their threat ranges unchanged, and they still have multipliers. To determine the critical multiplier of a weapon in Tyrath, use the following table.
    {table="head"]Normal Multiplier|Tyrath Multiplier
    x2|x1
    x3|x2
    x4|x3
    etc.|etc.[/table]
    Critical hits go directly to Wound Points and bypass damage reduction from armor.

    {table="head"]Exotic Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
    One-Handed Melee Weapons| | | | | | |
    Elven warblade, lesser|150 gp|1d6|2d4|18-20|~|6 lb.|Slashing
    Mehrune fighting shield, light|20gp|1d4|1d6|x2|~|6 lb.|Bludgeoning or slashing
    Mehrune fighting shield, heavy|30gp|1d6|1d8|x2|~|15 lb.|Bludgeoning or slashing
    Two-Handed Melee Weapons| | | | | | |
    Elven warblade, greater|500 gp|1d10|2d6|18-20|~|8 lb.|Slashing
    Enkiduan glaive|13 gp|1d8|1d10|20/x2|~|10 lb.|Slashing or piercing
    Penumbran Spear|35 gp|1d6|1d8|20/x2|~|11 lb.|Piercing
    One-Handed Ranged Weapons| | | | | | |
    Pistol, flintlock|250 gp|1d8|1d10|20/x2|50 ft.|3 lb.|Piercing
    **Bullets (10)|3 gp| | | | |2 lb.|
    Two-Handed Ranged Weapons| | | | | | |
    Carbine|300 gp|1d10|1d12|20/x2|100 ft.|7 lb.|Piercing
    **Bullets (10)|3 gp| | | | |2 lb.|
    Musket|500 gp|1d10|1d12|20/x2|150 ft.|10 lb.|Piercing
    **Bullets (10)|3 gp| | | | |2 lb.|
    **Bayonet, Ring|2 gp| | | | |1 lb.|
    Rifle, muzzle-loading|600 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
    **Bullets (10)|3 gp| | | | |2 lb.|
    **Bayonet, Ring|2 gp| | | | |1 lb.|
    Rifle, breachloading|650 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
    **Bullets (10)|3 gp| | | | |2 lb.|
    **Bayonet, Ring|2 gp| | | | |1 lb.|
    [/table]
    Bayonet, Ring: This weapon attachment turns any two-handed firearm it is attached to into a shortspear sized appropriately for the wielder. The firearm can still be fired, but at a -2 penalty.
    Carbine: This weapon is similar to a cut-down musket, and is designed to be used while mounted. A character firing this weapon while mounted halves all attack penalties associated with a moving mount.
    Elven Warblade, Greater: If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
    Elven Warblade, Lesser: You can wield the lesser elven warblade in two hands as a martial weapon. If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
    Enkiduan Glaive: The Enkiduan glaive is a reach weapon. If you use a ready action to set it it against a charge, you deal double damage on a successful hit against a charging character.
    Mehrune Fighting Shield: These steel shields have sharpened edges and can be used to make slashing attacks as well as the usual bashing. They provide shield bonuses to AC as usual.
    Penumbran Spear: The Penumbran spear is a weapon with 10-foot reach that resembles a longspear. Unlike a normal longspear, an Penumbran spear has two sharpened metal prongs that project back toward the wielder on either side of the haft, allowing the wielder attack adjacent foes. A wielder proficient with the Penumbran spear who makes a full attack and hits an enemy 10 feet away gains an additional attack against an adjacent enemy at the same attack bonus with a -4 penalty.
    Musket: This smoothbore longarm holds a single shot and requires a standard action to reload.
    Pistol, flintlock: This smoothbore sidearm holds a single shot and requires a standard action to reload.
    Rifle, breachloading: This rifled longarm holds a single shot and can be reloaded as a move action.
    Rifle, muzzle-loading: This rifled longarm holds a single shot and requires a standard action to reload.

    Armor

    Armor in Tyrath grants DR X/adamantine equal to the armor bonus it provides in standard D&D. Adamantine armor adds to this DR and provides DR X/-.

    Shields
    Enkiduan Tower Shield
    35gp; +4 shield bonus; +2 Max Dex; -10 check penalty; 50% spell failure

    This specially constructed tower shield counts as a heavy shield for the purposes of the Phalanx Fighting feat (CW) and as a light shield for the Shield and Pike feat (Dragon 338).

    Adventuring Gear

    Adventurer's Pack, Basic

    This item contains basic equipment for just about anyone traveling, really. It includes:
    • 1 backpack [2 lb. (1/2 lb. for small characters)]
    • Bedroll [5 lb. (1 1/4 lb.)]
    • 5 days trail rations [5 lb. (1 1/4 lb.)]
    • Rope, hemp, 50ft. [10 lb.]
    • 10 torches [10 lb.]
    • Flint and steel [No appreciable weight]
    • Waterskin [4 lb. (1 lb.)]
    • Total cost and weight: 7gp, 7sp [36 lb. (24 lb.)]
    Adventurer's Pack, Superior
    This item contains superior equipment for adventurers. It includes:
    • 1 backpack [2 lb. (1/2 lb. for small characters)]
    • Bedroll [5 lb. (1 1/4 lb.)]
    • 5 days trail rations [5 lb. (1 1/4 lb.)]
    • Rope, silk, 50 ft. [5 lb.]
    • 4 sunrods [4 lb.]
    • Waterskin [4 lb. (1 lb.)]
    • Total cost and weight: 18gp, 6sp [25 lb. (13 lb.)]
    Chequebook
    This is a packet of 50 cheques, which can be used to purchase items instead of cash. Security-conscious individuals are advised to purchae a ring of arcane signing to prevent forged cheques from draining their funds. While one can theoretically write out one's own cheques on a blank sheet of paper, banks discourage this practice and often charge a fee for using nonstandard cheques. A chequebook costs 30gp and its weight is negligible.

    Powderhorn
    This hollowed horn or leather flask is filled with 2 pounds of gunpowder, enough to provide powder for 32 shots from any personal firearm. Drawing power from a powderhorn to reload a weapon is a free action. It costs 35 gp and weighs 2 lb.

    Gunman's Bandolier
    This is a wide belt worn diagonally across the chest. it has space for 5 items the size of a potion, powderhorn, or bayonet. Items stored on the bandolier can be retrieved as a move action which does not provoke attacks of opportunity. It costs 2 gp and weighs 1 lb.

    Poisons

    Bliss Poisons
    The assassin vine is greatly feared for its carnivorous nature, but few know of its more insidious cousin, the bliss vine. The bliss vine lures its victims to it by exuding a sweet-smelling aroma from its blossoms. This smell is actually a narcotic, causing the inhaler to go into a blissful daze while the vine kills its victim.

    The seeds of the bliss vine, when harvested in the autumn, can be made into a drug by crushing and dissolving them to make a perfume, or simply by eating the seeds themselves. The seeds can also be crushed and mixed with food and drink to create an ingested poison. The below products are all higly addictive; an character with the flaw Addiction (Bliss Seed) can go only half the normal time between doses (calculate time between doses as normal, then divide by 2, to a minimum time of half an hour).

    Bliss perfume: plant narcotic; inhaled; Fort DC 15; dazed and charmed; stunned and charmed for 1d10 rounds; Craft DC 24; 450 gp per dose.

    Bliss seed, whole or crushed: plant narcotic; ingested; Fort DC 20; 1d4 Dex, 1d6 Int, 1d6 Wis, and charmed; unconscious and charmed for 1 hour; Craft DC ~; 540 gp per dose.

    Note: The effects induced by bliss seed and bliss perfume are unique in a couple of ways. Firstly, characters suffering the secondary effects of bliss seed are not truly unconscious, but in a foggy state of semi-consciousness. The character remains vaguely aware of his surroundings, but cannot perceive anything clearly. The character has no sense of time flow. The character is totally limp and unable to take any deliberate physical or mental action. Secondly, the charm effect which gives the bliss vine and its derivatives their names causes the affected character to view as friendly everyone he encounters, regardless of their actions. He may change his opinion of them after the effect has worn off. This charm effect is an extraordinary mind-affecting effect.

    Magic and Psionic Items
    Book of Ascension
    Major Artifact
    The Book of Ascension describes the rites by which a mortal can become a god. It always appears to be some other book, or even a blank book. The actual contents of the Book, the Rites of Ascension, are concealed (even from divination magic, clairsentience powers, and spells and powers such as wish, miracle, or reality revision) until a reader speaks the phrase, “To stand amongst the Gods, Their Equal,” in Daemic, the Holy Tongue, or the Unholy Tongue. Once this phrase has been spoken, the Book reveals its true nature until it is closed, at which time it reverts to showing the decoy text. Only one who speaks the phrase can read the Rites contained within the Book.
    There are many Rites of Ascension. The exact number and details of the Rites are left to the discretion and imaginations of individual DMs.
    Each Rite has an alignment, and only those whose alignment matches that of a Rite can perform that Rite. If someone attempts to perform a Rite with a different alignment from his own, he must make a DC 40 Will save. If he succeeds, his alignment changes to match the alignment of the Rite. If he fails, he is reduced to gibbering, incoherent madness and all his mental ability scores are reduced to 3. If he fails by 10 or more, he is destroyed utterly and cannot be resurrected. Likewise, if a Rite is attempted by someone with less than 20 Vitality Dice and without at least one mental ability score of 20 or more, he must make a DC 20 Will save. Success indicates that the Rite has failed but the performer is unharmed, while failure results in madness as described above. If a Rite is interrupted for any reason, it automatically fails and must be restarted from the beginning.
    Upon successfully completing a Rite, the performer becomes a god of the appropriate alignment and with appropriate powers, including the ability to grant spells to worshippers, etc.
    Here is an example Rite of Ascension:


    The Rite of Transcendental Malevolence
    Alignment: Neutral evil.
    Requirements: Manifester level 20th, arcane caster level 20th, Spellcraft 20 ranks, Psicraft 20 ranks.
    Special: Both demons and devils must owe you allegiance, and you must be feared by an entire world.

    Rite: Sacrifice two separate groups of at least 500 of your worshippers and an equal number of unwilling participants to yourself in a ceremony lasting 1 hour, using both arcane spells and psionic powers to kill your victims, and bind the power of their souls to yours. Before performing this ceremony, you must prepare a ring in which your victims will be sacrificed. The ring must be large enough for a third of all your sacrifices to stand in it at once. For the ring to function properly, soul bind must be cast for every 500 feet of the ring’s circumference. At the center of the ring should be a dais, upon which you will stand during the ceremony. The sides and rim of this dais must be engraved with complex arcane and psionic symbols and sigils which must be drawn by you personally, requiring DC 45 Spellcraft and Psicraft checks. The first stage of the ceremony involves the ritual sacrifice of your unwilling victims by the first group of your worshippers. Then, in the second stage, they must sacrifice themselves to you, commiting mass ritual suicide. In the third portion of the ceremony, you must personally slay the second group of your worshippers without ever leaving your dais. Once you have done this, the accumulated energy of their souls will be transferred to you, making you a deity.

    (Note to DMs:)
    Spoiler
    Show
    Never, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever let your players get their hands on this book. If they do get their hands on it, never let them find out what it really is. If they find out what it really is, don’t let them find out how to use it. If they find out how to use it, steal it before they do. If, despite all your efforts to prevent it, one of them [or, horror of horrors, more than one of them, even all of them] performs a Rite and becomes a deity, make them minor Gods of something unpleasant yet ordinary, like acne, itches in the middle of the back, stains on clothing, etc.


    Cloak of Elemental Endurance
    This cloak offers the wearer protection from extreme heat and cold. Any character who dons a cloak of elemental endurance immediately and continuously gains the benefits of the endure elements spell for as long as the cloak is worn.

    Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price 3,000gp; Weight 2lb.

    Headmaster’s Circlet
    circlet of blasting, major

    AL NG; Int 16, Wis 18, Cha 14; speech (Holy Tongue, Low Elven, Mercaani, Sylvan), telepathy, 120 ft. darkvision, hearing, blindsense, read magic, read languages; Ego 24.

    Lesser Powers: Zone of truth 3/day. Item has 10 ranks in Knowledge (history) (total modifier +13) and Sense Motive (total modifier +14).

    Greater Powers: Detect chaos/evil/good/law at will.

    Dedicated Power: Designate any creature able to enter the extradimensional Academy complex at will.

    Personality: This circlet was created to help select and admit students to Seven Paths. It views all Headmasters and Headmistresses as inferior compared to Headmaster Kenji Hitomi and the rest of the Seven (admittedly, most of them have been), but it performs the duty it was created for. It often offers advice, solicited or not, to the sitting Headmaster, though it does so in a condescending manner.

    Strong conjuration, divination, and evocation; CL 20th; Craft Wondrous Item, Maximize Spell, detect chaos, detect evil, detect good, detect law, magnificent mansion, searing light, zone of truth; Market Price: Not for sale.

    Quicksilver Ring
    This simple band of soft silver is coated with a substance that becomes poisonous whenever its wearer spontaneouly casts an arcane spell. Prized by bards and sorcerers, this ring allows them to cast their spells as if they were affected by the Quicken Spell metamagic feat with no increase in casting time. The usual restriction of one quickened spell per round still applies. Every time the wearer of a quicksilver ring spontaneously casts an arcane spell, she must make a Fortitude save or take 1 point of Constitution damage. The DC for the Fortitude save is 10 + the level of the quickened spell + the caster’s casting modifier. Any Constitution damage still present 72 hours later becomes permanent.

    Moderate necromancy; CL 12th; Forge Ring, Quicken Spell, poison; Market Price: 5,600gp.

    Ring of Arcane Signing
    This ring is used to put one's seal on a cheque. When it is pressed to a surface with the intent of activating its power, it casts a unique, invisible arcane mark. The arcane mark produced is different for every individual that uses the ring, and the same individual always creates the same mark, even if wearing a different ring. The arcane mark appears when viewed by detect magic or similar effects, as per the spell.

    Faint universal; CL 1st; Forge Ring, arcane mark; Market Price: 1,000gp.

    Ring of Self-Sacrifice
    This ring allows the wearer to help others, but at the cost of some of their own life energy. The wearer of a ring of self-sacrifice can cast the spells restoration or cure critical wounds at will, but they automatically receive a negative level each time they do so. These negative levels remain in effect for 7 hours before disappearing.

    Moderate conjuration and necromancy; CL 7th; Forge Ring, cure critical wounds, enervate, restoration; Market Price: 112,000gp.
    Last edited by Lord Iames Osari; 2007-02-06 at 03:29 PM.

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    Chapter 7: Deities, Magic, and Psionics

    All of Tyrath worships the deities described in this chapter. There are no other true deities, but certain other powerful entites may have worshippers to whom they grant spells or who wield magical power through the strength of their faith.

    Vala/Bella
    Intermediate Goddess (Lawful Good, DvR 12)
    Called Bella by the dwarves and Vala by all others, She is the patron goddess
    of the righteous, the zealous, the pure, and the just. Typical worshippers of Vala are paladins, judges, and other crusaders. Her titles include the Lady of the Ardent Heart, Mother of Dwarves, Wielder of the Soulfire Blade, Righteous One, Defender of Valor, and Keeper of All Honor. Vala is the first of the Three
    Goddesses, and Her symbol is a heart surrounded by silver flame. Her personal weapon, Soulfire, is a +6 axiomatic commanding flaming burst holy ghost touch cold iron longsword, which overcomes damage reduction as if it were silver. The longsword is Her favored weapon, and weapon of the deity spells cast by Her clerics result in a +1 flaming longsword. She usually appears as a tall, beautiful human, half-elf, or dwarf woman with straight black hair and silver eyes. Her clerics pray for spells at noon.
    Portfolio: Courage, dwarves, fire, honor, justice, purity, righteousness, valor, war, zeal.
    Domains: Courage (C,W), Destruction, Dwarf (C), Exorcism (E), Fire, Good, Glory (C,D,W), Law, Mysticism (C,D), Nobility (C,S,W), Purification (C,D), War, Wrath (C).
    Cleric Training: Many, if not all, of Vala’s followers pursue some sort of martial prowess in addition to their deity’s tenets. Those who show true faith are urged to go to one of Vala’s temples, were he can be officially inducted into the ranks of Vala’s clergy and rewarded for his faith with spells to do Vala’s bidding.
    Quests: Any quest that upholds righteousness is attractive to a follower of Vala. Waging a war against a nation ruled by an oppressive tyrant, hunting down vile criminals, and exposing corruption are all quests that advance Vala’s goals. Also, She tends to look favorably on those who help Her children, the dwarves.
    Prayers: Prayers to Vala are most often recited in the form of a request: “Vala, grant me [quality], that I might [action].” For example, “Vala, grant me purity, that I might uproot corruption,” or “Righteous One, lend me glory, that I might smite Thy foes.” She is also invoked during the Swearing of Oaths along with the other deities of law (Valdersaan, Maleth, and Merx). When sworn, such an Oath produces an effect similar to the mark of justice spell, with the following differences: 1) the effect cannot be removed by magic except by a wish or miracle spell; 2) the Oath-Swearer can specify circumstances under which the Oath will cease to apply during the Swearing of the Oath, and 3) the deities invoked are not limited to putting the equivalent of a bestow curse spell on someone who breaks an Oath.
    Temples: Temples dedicated exclusively to Vala are uncommon; She is usually honored alongside Her sisters Maia and Karan or with Her husband, Valdersaan, this latter pairing most common to dwarf lands. Where Vala’s temples do appear, they combine the strength of a fortress with beauty and majesty to provide a safe haven for all righteous beings.
    Rites: Vala’s ceremonies usually center around preparing for and/or
    celebrating the removal of some corruption, the righting of an injustice, or some great act of honor and valor.
    Herald and Allies: Vala’s favorite herald is a LG celestial phoenix (MMII). If you don’t have the MMII, use a solar instead. Allies are hound archons, trumpet archons, and hound archon heroes.

    Maia
    Intermediate Goddess (Neutral Good, DvR 12)
    Second of the Three Goddesses, Maia is the kindly provider of health and protection; She is goddess of fertility, childbirth, and motherhood. Farmers are numerous among Her worshippers, for She is especially revered in farming communities. Some of Her titles are Gentle Mother, Lady of the Healing Hands, Patroness of the Fields, and Guardian of Home and Hearth. Her symbol is an overflowing cornucopia. She carries a +5 holy keen merciful undead-bane vorpal silver sickle, Wheatcutter. The sickle is Her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful sickles. She usually appears as a young elf maiden or a middle-aged human mother, but She is always dressed in white robes and always has brown hair and kindly bronze eyes. Her clerics pray for spells at dawn.
    Portfolio: Childbirth, family, farming, fertility, health, mercy, motherhood, protection, spring, water.
    Domains: Community (C,D,E), Family (C), Feast (E), Fertility (T), Good, Healing, Mysticism (D), Renewal (C), Plant, Protection, Water.
    Cleric Training: Clerics of Maia often begin as midwives and farmers of exceptional faith who are then brought to Maia’s attention by the community’s cleric. Once the Goddess has recognized the faith and piety of the individual in question, She becomes a new cleric. Maia can have neutral clerics even though She is not neutral.
    Quests: Bringing food to a famine-stricken area, finding a cure for a deadly plague, helping farmers overcome a drought or blight, and assisting in a difficult birth are all undertakings attractive to clerics of Maia. In general, Maia’s followers seek to do good whenever and wherever they can. While they have little enthusiasm for violent struggles against evil, they are not pacifists and will fight when it becomes necessary.
    Prayers: Like prayers to Her sister Vala, prayers to Maia most often take the form of an entreaty: “Maia, grant me health,” “Gentle Mother, protect me,” “Lady of the Healing Hands, let these people be fed,” etc. However, there is no set form.
    Temples: Maia’s temples tend to unassuming structures, simple but sturdy. Sanctuary is granted to any and all who seek it, but those who would abuse the hospitality of Maia’s priests soon discover that even a Goddess of mercy can be roused to terrible wrath.
    Rites: Maia has exclusive authority over marriages and nigh-exclusive authority over birthing ceremonies, and some authority over rites of fertility. No one gets married except by a cleric of Maia.
    Herald and Allies: Maia’s herald is a solar. Her allies are celestial nymphs (NG), leonal guardinals, and planetars.

    Karan
    Intermediate Goddess (Chaotic Good, DvR 12)
    The third of the Three Goddesses, Karan is Goddess of strength. Barbarians, boxers, duelists, drunken masters, and combatants of all kinds find Karan’s favor to be very welcome and are frequently found amongst Her followers. She is the patron of dancers. She is known as the Liberator, the Dancing Blade, and the Deadly Dancer; her symbol is a lightning bolt. She carries two weapons, Keenwind, a +5 anarchic dancing holy keen shocking adamantine greatsword, and Stormblade, a +5 anarchic holy shocking burst speed thundering adamantine greatsword. The greatsword is Karan’s favored weapon, and weapon of the deity spells cast by Her clerics produce +1 shocking greatswords. She usually appears to be a muscular and beautiful young female elf or half-elf. She has been known to take the shape of a human as well. Her clerics pray for spells after their morning workout.
    Portfolio: Athletics, dancing, freedom, lightning, strength, wind.
    Domains: Air, Chaos, Competition (C,D), Good, Liberation (C,D), Luck,
    Mysticism (C,D), Strength, Windstorm (C), Wrath (C).
    Cleric Training: Most often, Karan’s clerics are pious athletes who invoke Her often and give Her proper, public thanks when they succeed. Then they wake up one morning and find that Karan has decided to grant them divine spells.
    Quests: Performing feats of strength, fighting against tyranny, freeing slaves, random acts of kindness, composing and choreographing a rowdy drinking song glorifying Karan, etc.
    Prayers: Like prayers to Her sisters, Karan’s prayers are often requests: “Karan, grant me strength,” “Liberator, free me,” “Dancing Blade, lend me your grace in battle,” etc.
    Temples: Karan has very few offical permanent temples outside the portions devoted to Her in temples honoring all of the Three Goddesses. Those that do exist are often near to some athletic venue, or even in it.
    Rites: Karan’s ceremonies are generally spur-of-the moment affairs celebrating an athletic victory or somesuch.
    Herald and Allies: Karan’s herald is a solar. Allies are bralani eladrins, ghaele eladrins, and planetars.

    Solaan
    Greater God (Chaotic Good, DvR 16)
    God of the sun and the skies, progenitor of the Three, patron of travelers, sailors, and other wanderers, and chief deity of the elves: Solaan is all of these. He is also a patron of performers in general. His worshippers call him Ruler of the Skies, Guardian of Pilgrims, Father of Elvenkind, and Lord of Day. His symbol is the disc of the sun. He carries Sunflash, a +5 anarchic distance flaming holy radiant returning shocking adamantine spear which produces a daylight effect as a 20th-level caster on command. The spear is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 distance spears. He appears as a golden-eyed and golden-haired elf. His clerics pray for spells at noon.
    Portfolio: Elves, freedom, music, sky, summer, sun, travel, trade, weather.
    Domains: Air, Celerity (C,D), Chaos, Elf (C), Fire, Good, Glory (C,D), Mysticism (C,D), Nobility (S,W), Portal (C), Storm (C), Summer (S), Sun, Trade (C), Travel, Weather (D,E).
    Cleric Training: Many clerics of Solaan wander far and wide; when they meet a likely pupil, they invite him to join them on their travels. Should the prospective pupil accept, the cleric begins to teach his new student Solaan’s tenets. This informal apprenticeship arrangement ends when the mentor deems his student prepared to venture the lands alone. While the core lessons taught are usually the same, this highly individualistic method has the potential to lead to disastrous disagreements. That it has not done so already is a testament to the obsessive attention to detail that is so much a part of the elven psyche, elves making up by far the greatest portion of Solaan’s priesthood.
    Quests: Protecting a trade ship from pirates or a party of travelers from bandits, destroying a major infestation of undead, bringing hope to lands of despair, and other, such quests are ones that Solaan’s clerics feel drawn to.
    Prayers: Prayers to Solaan vary depending on who is praying. An elf or half-elf will address the deity as “Father of Elves,” as in, “Father of Elves, look kindly upon Thy child and light my path to glory.” Overland travelers often pray, “Guardian of Pilgrims, grant me safe passage along the roads which are Thy domain,” while sailors and traders might invoke Him this way: “Ruler of the Skies, bless this day’s wind that our sails might be filled and our voyage speedy.”
    Temples: Solaan’s temples tend to be located at crossroads or in port towns. They vary wildly in appearance depending on what building materials are available. Many offer room and board to travelers free of charge.
    Rites: Rites of Solaan tend to involve blessings of crossroads, of ships, and of newborn babes of elven blood, ensuring that Solaan will accept them as His children.
    Herald and Allies: Solaan uses a solar as his herald most of the time, but occasionally he asks Mariko to serve as his herald instead (see below). Allies are half-celestial nymphs, astral devas, and planetars.

    Mariko
    Demigoddess (Chaotic Good, DvR 2)
    Mariko, the First Elf, Mother of Elves, was raised to demigodhood by her husband Solaan. Mariko is revered by nearly all who have elven blood running in their veins. Even the orcs revere Her, for it was She who intervened on their behalf when Scitayr and Naturan were laying the Great Curse upon Moraan’s followers. Scitayr and Naturan intended to reduce the orcs to the level of animals, of vermin, for their crimes, but at Mariko’s insistence, They relented, allowing the orcs to retain their sentience that they might repent for their terrible wrongdoings. Of all the offshoots of the elven race, only the dark elves have turned their backs to Her, for She did not intervene to save them from the illithids as She intervened to save the orcs. Her husband sometimes sends Her to the Material Plane as His herald. She appears as an incredibly beautiful elf woman with the normal green eyes and brown hair, though Her eyes seem lit with an inner light. She carries a +5 anarchic holy merciful silver scimitar named Cutting Wind, and, when acting as Solaan’s herald, a replica of Sunflash. The scimitar is her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful scimitars. Her clerics pray for spells at noon.
    Portfolio: Elves, orcs, childbirth, mercy.
    Domains: Elf (C), Fertility (T), Good, Healing.
    Cleric Training: Mariko’s clerics serve alongside clerics of Maia in elven communities and become clerics in similar ways.
    Quests: Most clerics of Mariko aren’t big on adventuring, but one of Mariko’s directives is to rescue dark elven children from illithid society and raise them just like any other elf, so Mariko’s priests oppose illithds and seek to rescue dark elves from servitude whenever possible.
    Prayers: As for Maia, generally.
    Temples: Mariko’s temples, on the rare occasion that they are not incorporated into a temple of Solaan, are simple, unassuming buildings.
    Rites: Mariko is invoked during the blessing of a newborn elf by clerics of Solaan.
    Herald and Allies: As Solaan.

    Valdersaan
    Greater God (Lawful Neutral, DvR 16)
    The stern god of retribution, industry, and perseverance, Valdersaan exacts just punishment from those who break laws, oaths, and vows. His titles are Father of Dwarves, Implacable One, the Stern Hammer, the Smith, and Enforcer of Laws; his symbol is a hammer. His weapon, the Hammer of Retribution, is a +5 acidic burst axiomatic distance ghost touch returning throwing thundering cold iron warhammer. His favored weapon is the warhammer (His clerics can use their warhammers as their holy symbols), and weapon of the deity spells cast by His clerics result in a +1 thundering warhammer. He appears to be a dwarf with ice-blue eyes and pewter-gray hair, though not old. His clerics pray for spells at dawn.
    Portfolio: Dwarves, earth, gemcutting, industry, metalworking, mining, perseverance, protection, retribution, smithing, strength, winter.
    Domains: Artifice (E), Cavern (C), Craft (C), Cold (C,D,F), Destruction, Dwarf (C), Earth, Inquisition (C,D), Law, Metal (C), Protection, Retribution (C), Strength, Winter (F).
    Cleric Training: Most of Valdersaan’s priests in dwarven communities are trained from birth in His teachings; Valdersaan’s temples welcome orphans to their care for this very reason. Clerics in other lands follow this method as well, but sometimes those who possess discipline, faith, and persistence prove themselves through defense of Valdersaan’s interests are granted divine spells.
    Quests: Defending communities of dwarves from invasion, helping communities through a difficult winter, hunting down lawbreakers, assisting in the creation of a powerful magic item, etc.
    Prayers: “The Law of Valdersaan states: ...”
    Temples: The temples of Valdersaan are fortresses like those of Vala, but withnone of their beauty. They possess an imposing grandeur, but that is all. They are very logical and practical in layout and, when large enough, have large maps posted at regular intervals for visitors.
    Rites: Blessings at the establishment of new mines, the founding of a newdwarven community, the birth of a dwarf.
    Herald and Allies: Valdersaan’s herald is a marut inevitable. Allies are formiantaskmasters, zelekhut inevitables, and kolyarut inevitables.

    Scitayr
    Greater God (Neutral, DvR 20)
    Scitayr is the god of the dead, of prophecy and fate, of magic, of knowledge, and patron of inventors and scribes. His titles include Keeper of Souls, Setter of Fates, All-Knowing One, Lord of Arcana, and Lord of Artisans. Scitayr’s symbol is four overlapping circles inside a six-pointed star inside an eleven-pointed star inside a circle. His personal weapon, Balance-bringer, is a +6 disruption ghost touch icy burst undead bane/+6 disruption ghost touch icy burst undead bane quarterstaff which is also a combined staff of power and staff of necromancy. The quarterstaff is His personal weapon, and weapon of the deity spells cast by His clerics produce +1 undead bane/+1 ghost touch quarterstaves. He appears either as a male elf or gnome; in either form, He is somewhat gaunt, grim, and mostly silent, with alabaster skin, prominent cheekbones, deep-set black eyes, and silver hair. His clerics pray for spells at dusk, and receive them the next morning at dawn.
    Portfolio: Artisans, balance, death, dreams, fate, gnomes, invention, knowledge, magic, prophecy, rest, time, winter, writing.
    Domains: Artifice (E), Balance (C), Craft (C), Creation (C,D), Death, Deathless (E)*, Decay (E), Dream (C,D), Fate (C,W), Force (C,D), Gnome (C), Knowledge, Magic, Meditation (E), Mind (C,D), Oracle (C,D), Planning (C,W) Repose (S), Rune (C,S), Spell (C), Time (C), Winter (F).
    Cleric Training: Clerics of Scitayr are often those who would have likely become wizards if they had not thought to gain an even greater understanding of magic by serving Scitayr. Often, they blend mastery of arcane and divine magic; the first mystic theurges were clerics of Scitayr. They are taught to maintain the balance of the cosmos.
    Quests: Rescuing rare knowledge from censorship in a tyrannical realm, keeping knowledge from falling into the wrong hands, preserving the balance of the cosmos from disruption by a powerful being, hunting down undead creatures and returning their souls to Scitayr’s rightful keeping, etc.
    Prayers: Prayers to Scitayr often begin with the phrase, “Teach me, All-Knowing One, ...”
    Temples: Temples dedicated to Scitayr are mostly found in wings of wizardly universities.
    Rites: The creation of magic items, the uncovering of ancient lore, the realization of prophecies, and other such things are celebrated by Scitayr’s priests. Scitayr has exclusive authority over funerals.
    Herald and Allies: Scitayr’s herald is an elder elemental (any type). Allies are ravids, invisible stalkers, and huge elementals (any).

    Naturan
    Greater Goddess (Neutral, DvR 20)
    Goddess of the natural world, Naturan is dedicated to preserving the natural order of things; thus, she despises undead. Naturan’s titles are Huntress and Hunted, Wild Mother, and the Wild One. Her symbol is a cross inside a circle. Naturan wields Anecca, a +4 all-bane ghost touch scimitar. It has the bane trait against all creature types, and for the purposes of overcoming damage reduction, it is treated as being made of the appropriate material. She looks like an aged elf woman with green eyes and dark green hair; her skin has a very faint green tinge to it. Her clothes are made of woven vines. Her clerics pray for spells at dawn.
    Portfolio: Animals, hunting, life cycle, nature, plants.
    Domains: Air, Animal, Balance (C), Earth, Fire, Life (E), Plant, Water.
    Cleric Training: Naturan’s clerics must spend a week meditating on the majesty of nature, after which they must hunt down some animal and sacrifice it to Naturan, then sacrifice some of their own blood to a tree in habited by a dryad.
    Quests: Looking after nature and seeing to it that nature generally is not interfered with.
    Prayers: Prayers to Naturan often consist of similes or metaphors relating to nature; for example,
    “As the blood and bodies of the beasts nourish and strengthen the trees, so the fruit of the trees nourishes and strengthens the beasts. So am I strengthened by Thee, O Huntress and Hunter; my life is Thine, to strengthen and be strengthened by, in life and in death.”
    Temples: Temples to Naturan are almost always in naturally-occuring locations, like a cave, a sheltered grove, etc.
    Rites: Life cycle milestones.
    Herald and Allies: Naturan’s herald is a spirit of the land (MMII) or an elder elemental (any type). Allies are Medium, Large, and Huge elementals (any type).

    Fortuna
    Greater Goddess (Chaotic Neutral, DvR 16)
    The Lady Luck is the most praised and cursed goddess in all Tyrath. She is associated with the moon and the sea. Her titles include the Lady, the Fickle One, That Damned Bitch, and Most Blessed Lady. Many among Her clerics are often also prostitutes of some sort. Naturan cursed her with an inability to concentrate on any one thing for any length of time after She seduced Her brother Valdersaan. Fortuna’s symbol is a six-sided die with a crescent moon. She carries a set of 6 +6 anarchic distance ghost touch keen returning adamantine daggers called Ngamin. The dagger is Her favored weapon, and weapon of the deity spells cast by her clerics create +1 keen daggers. Fortuna’s appearance is never the same except that She is always female. Her clerics can pray for spells at any time.
    Portfolio: Chance, change, fashion, fertility, freedom, luck, lust, madness, moon, oceans, passion, prostitution, vanity.
    Domains: Chaos, Charm (C,E), Envy (C), Fertility (T), Luck, Lust (C), Madness (C,D), Moon (C), Ocean (C), Passion (E), Pride (C), Trickery, Water.
    Cleric Training: Clerics of Fortuna are not trained; people become clerics of Fortuna when Fortuna decides to randomly grant them spells. This gift can, of course, be refused, which means that only those faithful to Fortuna usually accept and keep their powers. Clerics of Fortuna can be neutral even though She is not neutral.
    Quests: Pretty much anything goes. Seduction of important beings for no apparent reason, random orgies, starting a new fashion trend.
    Prayers: Again, pretty much anything goes.
    Temples: Temples dedicated to Fortuna are often brothels or fashionable clothing shops.
    Rites: Whatever.
    Herald and Allies: Fortuna’s herald is a 24-VD chaos beast. Allies are celestial nymphs (CN), grey slaadi, and death slaadi.

    Maleth
    Intermediate God (Lawful Evil, DvR 12)
    The God of tyrants, despots, and conquerors, Maleth is the sworn enemy of Vala. He is a bastard son of the incestuous relationship between Valdersaan and Fortuna. He is called Lord of Oppression, King of Tyrants, the Vicious Flail, Smoldering One, and the Iron Fist. His symbol is a clenched fist. Whenever He goes into battle, He wields a +6 flaming burst axiomatic unholy vicious cold iron heavy flail named Darkfire. The flail (any) is His favored weapon, and weapon of the deity spells cast by his clerics produce +1 vicious heavy flails. He appears as a human male of towering height with jet black hair and eyes of onyx, or as a yuan-ti abomination. His clerics pray for spells at dusk.
    Portfolio: Anger, conquest, discipline, flame, hatred, pride, reptiles, snakes, tyranny.
    Domains: Destruction, Domination (C,D), Evil, Fire, Hatred (C), Law, Mysticism (C,D), Pride (C), Scalykind (C), Tyranny (C,W), War, Wrath (C).
    Cleric Training: Maleth’s clerics are very often raised in their deity’s service from birth. They are instructed in military tactics and brutally disciplined for small infractions. By the time they reach young adulthood, they are strong, tough, hateful, hardened, and cruel.
    Quests: Destroying a temple of Vala, subjugating a village or region.
    Prayers: “O King of Tyrants, I am Thy thrall. I am weak compared to Thee, yet weak to Thee is strong to others. Glory to Thee, King of Tyrants; Thy Law and Will shall be obeyed.”
    Temples: Like the temples of Vala and Valdersaan, Maleth’s temples tend to be fortresses; however, the resemblance ends there. While Vala’s temples are majestic and Valdersaan’s imposing, Maleth’s are downright oppressive in appearance. They are most common in Yuan-ti lands, where Maleth is worshiped along with his brother Merx.
    Rites: Yuan-ti births, indoctrination of new clerics and soldiers.
    Herald and Allies: Maleth’s herald is an erinyes devil Ftr 11. His allies are bearded devils, barbed devils, and pit fiend devils.

    Merx
    Intermediate God (Lawful Evil, DvR 12)
    The sly and cunning god of crooked lawyers, embezzling accountants, and greedy merchants, Merx encourages deviousness among his worshippers and obedience of the letter of the law, if not the spirit. His is called the Devious One, and his symbol is a full purse. His personal weapon is a +4 acidic burst axiomatic keen unholy wounding cold iron dagger, which he calls Bleeder. The dagger is his favored weapon, and weapon of the deity spells cast by his clerics produce +1 corrosive daggers. He appears to be a corpulent, richly dressed human male with sallow skin, yellow eyes, and greasy black hair. His clerics pray for spells at dawn.
    Portfolio: Avarice, bureaucracy, commerce, corruption, deviousness, extortion, famine, greed, lawyers, laziness, slime, thirst, wealth.
    Domains: Commerce (E), Domination (C,D), Earth, Evil, Gluttony (C), Greed (C), Hunger (C), Law, Madness (C,D,E), Mentalism (C), Pact (C,D), Slime (C), Sloth (C), Thirst (S), Wealth (C).
    Cleric Training: Be as greedy as possible in all aspects of life without actually breaking any rules, and praise Merx for all you’re worth.
    Quests: Acquire wealth, cheat on a contract (as long as you left yourself a loophole), sell insurance to a thousand people, etc. Merx is not a very epic God.
    Prayers: Merx is invoked during the Swearing of Oaths (see Vala’s Prayer section).
    Temples: Banks, law firms, etc.
    Rites: The signing of contracts.
    Herald and Allies: Merx’s herald is a mature adult blue dragon. His allies are barghests, greater barghests, and horned devils.

    Xarakh Nam
    Intermediate God (Neutral Evil, DvR 12)
    Once a powerful sorcerer and warlord in whose veins was joined the blood of the succubus Hulnathia and the mighty orc warlord Hrak Nam, this half-fiend rose to deityhood shortly before being magically imprisoned for two millennia. He is patron of ambitious people who seek nothing but power for themselves. He is known as His Dark Eminence, the Lord of Ambition, the Seeker of Power, Emperor of Evil, the Epitome of Malice, the Malevolent One, and Amalgamator of All Darkness. His symbol is a circle. At all times, He carries Mathimezha, a +6 defending ghost touch thundering unholy adamantine/+6 defending ghost touch thundering unholy cold iron deep crystal quarterstaff which also functions as a staff of the magi. The quarterstaff is His favored weapon, and weapon of the deity spells cast by His clerics create +1 defending/+1 ghost touch quarterstaves. Xarakh Nam appears as a vampiric half-fiend half-orc, tall and slim but powerfully muscled, dressed in loose trousers and an open robe suitable for desert environs. His eyes are red, and His head shaved and covered in tattoos. Xarakh Nam is unavailable as a patron deity until very late in the Golden Age. Prior to His ascension, his worshippers were arcane spellcasters and ur-priests (Complete Divine). His clerics pray for spells at dawn.
    Portfolio: Conquest, deception, deserts, domination, hatred, knowledge, magic, necromancy, nightmares, orcs, psionics, secrecy, secrets, tyranny, undeath.
    Domains: Deathbound (C), Domination (C,D), Evil, Force (C,D), Hatred (C), Illusion (C), Knowledge, Law, Magic, Mind (C,D), Mysticism (C,D), Orc (C) Planning (C,W), Sand (S), Suffering (C), Trickery, Tyranny (C,W), War. Cleric Training: People usually join the clergy of Xarakh Nam because they are highly ambitious and need a patron. Xarakh Nam himself does not mind this as long as they serve him well.
    Quests: Conquer the known multiverse for the glory and power of Xarakh Nam. Seek power.
    Prayers: Xarakh Nam doesn’t really care about the words his worshippers use to pray to him, just they are praying to (and worshipping) him.
    Temples: They are secret, except for the one located in Kharmathi Bholiz.
    Rites: These are likewise secret.
    Herald and Allies: Xarakh Nam’s herald is a nightwalker (nightshade). His allies are succubus demons, Nessian warhounds (hellhounds), and Cauchemar nightmares (nightmares).

    Moraan
    Greater God (Chaotic Evil, DvR 16)
    God of slaughter and undeath, Moraan kills indiscriminately and urges his followers to do the same, transforming those killed in his name into undead creatures. His titles include Delighter-in-Massacres, Lord of Perversion, the Ravager, Creator of Undeath, Lord of Slaughter, and the Laughing Reaper. His symbol is a skull. He cuts down his victims with Shadowscythe, a +6 brilliant energy keen vorpal scythe. The scythe is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 keen scythes. He appears as a skeletally thin male half-fiend elf with white skin, white hair, and black eyes. He wears a hooded black cloak. His clerics pray for spells at midnight.
    Portfolio: Dark elves, darkness, death, mayhem, orcs, slaughter, speed, spiders, undeath.
    Domains: Celerity (C,D), Darkness (C), Deathbound (C), Decay (E), Evil, Mysticism (C,D), Necromancy (E), Pestilence (C,D), Shadow (E), Spider (C), Travel, Undeath (C), Wrath (C).
    Cleric Training: Sacrifice someone to Moraan.
    Quests: Mass-murder, serial killings, etc.
    Prayers: Anything as long as it involves lots of death and/or the creation of undead creatures and the praise of Moraan.
    Temples: Hidden, secret shrines.
    Rites: Killing people, making their corpses into undead creatures.
    Herald and Allies: Moraan’s herald is a balor demon. His allies are succubus demons, bebilith demons, and marilith demons.

    Domain Notations:
    • (C): can be found in Spell Compendium
    • (D): can be found in Complete Divine;
    • (E): can be found in the Eberron Campaign Setting;
    • (F): can be found in Frostburn;
    • (S): can be found in Sandstorm;
    • (T): can be found later in this chapter.
    • (W): can be found in Complete Warrior;
    • Domains not marked can be found in the Players Handbook.
    Augmenting an Ongoing Power
    If a power you manifested which has a duration greater than 1 round can
    be augmented to increase its duration, you may pay the augmentation cost to prolong its duration at any time during the duration of the power, even after you first manifested it.

    For example, suppose Sybil, a 5th-level psion who has chosen the Clairsentience discipline, manifests object reading, a power which lasts as long as you concentrate, to a maximum of 10 minutes. If she decides, at any time during that 10 minutes, that she needs the power to last longer than ten minutes, she can spend a power point and augment object reading to last another 10 minutes (as long as she concentrates). Power points spent in this way are added to the power’s base cost as if the power had been manifested with the augmentation in the first place. Thus, Sybil can only prolong [i]object reading[/i one more time, since the highest number of power points she can spend on any one power is equal to her manifester level, which is 5. (Object reading costs 3 power points to manifest without any augmentation. Sybil augmented it once after manifesting it, paying 1 power point. 3 + 1 = 4. Therefore, Sybil can only augment object reading once more, paying one power point in addition to the 4 she has already spent. She would then have spent the maximum of 5 power points on the power.)

    Magic, Psionics, Rage, and the Modern Age
    While Tyrath assumes psionic-magic transparency for the most part, there is one difference, which stems from the flavor distinction between psionics and magic. The difference between magic and psionics in Tyrath stems from a few factors, the first being the source of the power. While both magic and psionics draw on flows of energy underlying the planar realities, magic employs ritual to break through the planar reality and acquire and shape those energies, like a one would drill or dig a well through the earth to reach an aquifer.

    Psionics, on the other hand, are natural breaks in the planar realities, and the energy flows come up through the break into the minds of psionic characters like a natural spring. This means that the act of manifesting a power is simply a matter of having the force of will to direct the energies to produce the desired effect.

    This difference has a couple of mechanical effects. Firstly, psionicists in the Modern Age are not restricted to powers 3rd level and below. Secondly, psionicists who have a rage or frenzy ability are not prohibited from manifesting their powers while raging or frenzying.

    Rage and similar abilities disrupt spellcasting because they are associated with levels of emotion so overpowering that to concentrate on the ritual of casting a spell would be impossible. However, because psionics are manifested not through ritual but through simple will, rage and similar abilities do not interfere with manifesting as they do spellcasting. However, only powers that a) damage one’s foes or b) increase one’s own ability to damage one’s foes, may be manifested. This includes healing and defensive powers, since one cannot kill one’s enemy if one is dead.

    Spellcasting and Manifesting Over Your Limits
    Anyone who has any spellcasting or manifesting ability can theoretically cast or manifest a spell or power of any level and as many spells or powers as they want; the only question is how much planar energy the caster's mind and body can take. If you wish to attempt to cast a spell of a higher level than you could normally cast or in excess of your normal daily allotment of spells or powers, make a caster or manifester level check against DC 10 + the level of the spell or power you are attempting to cast or manifest. If the check succeeds, make a Fortitude save against DC 10 + 2 x the level of the spell or power you are attempting to cast or manifest + your key ability modifier - the level of the highest-level spell or power you can normally cast or manifest. If the saving throw fails, you fail to properly channel the planar energy, draw too much into yourself, and die in a gory explosion. If the saving throw succeeds, you channel the energy properly and in the right amount, but take 1d8 points of damage per spell or power level, forcing you to make a Fortitude save to avoid death from massive damage. (0th-level spells count as half a spell level for this purpose. Augmented powers can be manifested this way; for every 1 power point that you would have spent, add half of a power level.) If taking this damage would kill you, you die in a gory explosion. If you do not die, you cast the spell or manifest the power normally.

    Bardic Spellcasting
    If you have the Perform (dance) skill, your spells must include somatic components. If you have the Perform (acting, comedy, oratory, or singing) skill, your spells must include verbal components. If you have the Perform (keyboard, percussion, stringed, or wind instruments) skill, your spells must include the instrument of your choice as a focus component. This replaces the requirement that all bard spells have verbal components.

    Returning from the Dead
    In the multiverse of Tyrath, what happens after death is that the soul-energy of an individual joins the energy flows underlying the planar realities and travels to the Well of Souls in the planar realm of Scitayr, where they can be claimed by their patron deities or just left. Spells that raise the dead (other than revivify) must pull an individual's soul back from wherever it has reached on its journey, and on the way back, the soul may become intermingled with energies of another type. When you are the target of a raise dead, resurrection, or true resurrection spell or effect, roll on the following table:
    {table="head"]% Roll|Result
    01-50|No Special Effect: The spell functions normally as described in the PHB.
    51-53|Touched by Air: You gain the Air subtype and the ability to cast gaseous form 1/day at CL equal to half your VD, rounded down.
    54-56|Touched by Earth: You gain the Earth subtype and the ability to cast stone shape 1/day at CL equal to half your VD, rounded down.
    57-59|Touched by Fire: You gain the Fire subtype and the ability to cast flame arrow 1/day at CL equal to half your VD, rounded down.
    60-62|Touched by Water: You gain the Water subtype and the ability to cast water breathing 1/day at CL equal to half your VD, rounded down.
    63-65|Touched by Life: You gain the Positive subtype and the ability to cast cure serious wounds 1/day at a CL equal to half your VD, rounded down.
    66-68|Touched by Death: You gain the Negative subtype and the ability to cast inflict serious wounds 1/day at a CL equal to half your VD, rounded down.
    69-70|Touched by Chaos: You gain the Chaotic subtype, and you also gain the ability to cast magic circle against law 1/day at CL equal to half your VD, rounded down.
    71-72|Touched by Evil: You gain the Evil subtype, and you also gain the ability to cast magic circle against good 1/day at CL equal to half your VD, rounded down.
    73-74|Touched by Good: You gain the Good subtype, and you also gain the ability to cast magic circle against evil 1/day at CL equal to half your VD, rounded down.
    75-76|Touched by Law: You gain the Law subtype, and you also gain the ability to cast magic circle against chaos 1/day at CL equal to half your VD, rounded down.
    77|Tattered Mind: You take 1 point of Intelligence damage. If you fail a DC 18 Will save, this becomes a permanent loss.
    78|Tattered Will: You take 1 point of Wisdom damage. If you fail a DC 18 Will save, this becomes a permanent loss.
    79|Tattered Spirit: You take 1 point of Charisma damage. If you fail a DC 18 Will save, this becomes a permanent loss.
    80|Loss of Memory: You lose a rank in a single skill (DM's choice).
    81-00|Fated to Death: Scitayr has decided that you cannot be returned to life by any means, not even wish or miracle, until and unless He can be persuaded to allow you to return to life.[/table]
    Note that the above effects are cumulative from life to life.

    Psychic Monk Powers
    1st Level Powers:
    Burst, catfall, daze, psionic; demoralize, detect psionics, disable, distract, empathy, empty mind, energy ray, metaphysical weapon, mindlink, mind thrust, precognition, defensive; precognition, offensive; prescience, offensive; skate, telempathic projection, vigor.
    2nd Level Powers:
    Animal affinity, biofeedback, cloud mind, detect hostile intent, dimension swap, ego whip, elfsight, id insinuation, levitate, psionic; psionic lion's charge, read thoughts, sensitivity to psychic impressions, sustenance, thought shield, tongues, psionic.
    3rd Level Powers:
    Body adjustment, danger sense, dimension slide, energy retort, graft weapon**, hustle, psionic blast, remove disease, psionic*; telekinetic force, telekinetic thrust, touchsight, vampiric blade.
    4th Level Powers:
    Aura sight, dimension door, psionic; energy adaptation, fly, psionic; freedom of movement, psionic; immovability, neutralize poison, psionic*; remote viewing, telekinetic maneuver, weapon of energy.
    5th Level Powers:
    Adapt body, correspond, fist of the soul*, metaconcert, power resistance, psionic true seeing.
    6th Level Powers:
    Aura alteration, mass cloud mind, mind probe, psychic crush.
    7th Level Powers:
    Energy conversion, psionic ethereal jaunt, fist of adamantine*, mind blank, personal.
    8th Level Powers:
    Shadow body, telekinetic sphere, true metabolism.
    9th Level Powers:
    Affinity field, metafaculty.

    New Domain
    Fertility Domain
    Deities: Fortuna, Maia, Mariko
    Granted Power: You are immune to all mundane disease. At 5th level, you become immune to supernatural disease as well.
    Spells
    1 Conceive/Contraceive*: Guarantees conception or contraception for 1 hour after cast.
    2 Protected Youth*: Protects one infant from disease and poison until adulthood.
    3 Protection from Disease*: Grants temporary immunity to mundane disease.
    4 Bestow/Remove Potency*: Makes one subject sexually potent or impotent.
    5 Bestow/Remove Fertility*: Makes one subject fertile or infertile.
    6 Miraculous Birth*: Magically removes a baby from the mother during labor.
    7 Protection from Disease, Greater*: As protection from disease, but protects against supernatural disease as well.
    8 Brave New World*: One woman magically conceives without having intercourse.
    9 Transfer Pregnancy*: Transfers a developing fetus from one woman to another.

    *A new power or spell described later in this chapter.
    **When a psychic monk manifests graft weapon, the grafted weapon counts as an unarmed strike for the purpose of all class abilities and feats.

    New Spells and Powers
    Bestow/Remove Fertility
    Transmutation
    Level: Druid 5, Fertility 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 creature within range
    Duration: Instantaneous
    Saving Throw: Fort negates
    Spell Resistance: Yes

    If you picked bestow fertility, target creature becomes fertile; that is, able to father or bear children. If you picked remove fertility, target creature becomes infertile; that is, unable to father or bear children. Bestow/remove fertility counters and dispels itself.

    Bestow/Remove Potency
    Transmutation
    Level: Druid 4, Fertility 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 male creature within range
    Duration: Instantaneous
    Saving Throw: Fort negates
    Spell Resistance: Yes

    Target male creature becomes sexually potent or sexually impotent. Bestow/remove potency counters and dispels itself.

    Parthenogenesis
    Conjuration
    Level: Fertility 8
    Components: V, S, M, DF
    Casting Time: 1 hour
    Range: Touch
    Target: 1 female creature of childbearing age touched
    Duration: Instantaneous
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes (harmless)

    One female creature of childbearing age whom you touch conceives a child. You must specify the sex of the child when you cast this spell. Eschew Materials does not apply to this spell.
    Material component: A few drops of fresh semen.

    Conceive/Contraceive
    Conjuration
    Level: Druid 1, Fertility 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level or Instantaneous; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    For 1 hour/level after the casting of this spell, if the subject engages in sexual intercourse, one of two effects will take place, depending on the version of the spell you chose:
    Conceive: The target becomes pregnant. Conceive counters and dispels contraceive.
    Contraceive: The target does not become pregnant. Alternatively, contraceive can be used to prevent pregnancy from occurring if cast up to 1 hour/level after intercourse. This use of the spell is instantaneous in duration. Either version of contraceive counters and dispels conceive.
    If two partners have opposing versions on themselves both are dispelled.

    Fist of Adamantine
    Psychometabolism
    Level: Psychic monk 7
    Display: Visual, material
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 13

    Your unarmed attacks are transformed into living adamantine, allowing you to bypass hardness and overcome damage reduction just as if you were wielding a manufactured adamantine weapon. Your unarmed attacks are treated as if they were adamantine for all purposes.

    Augment:
    You can augment this power in either of the following ways:
    1. For an additional power point, your unarmed attacks can be tranformed into alchemical silver or cold iron instead of adamantine.
    2. For an additional 6 power points, your unarmed attacks can change from adamantine, alchemical silver, and cold iron as an immediate action.

    Fist of the Soul
    Psychokinesis (Law, see text)
    Level: Psychic monk 5
    Display: Material
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 9

    A layer of ectoplasm forms around your hands, charged with planar energies. Your unarmed attacks are treated as being lawful aligned weapons for the purposes of overcoming damage reduction.

    Augment:
    You can augment this power in one or more of the following ways:
    1. If you are good or evil and spend an additional power point, your unarmed attacks are treated not only as lawful aligned weapons, but also as good or evil aligned weapons, for the purposes of overcoming damage reduction. This power gains the Good or Evil descriptor.
    2. If you spend an additional 3 power points, your unarmed attacks gain the axiomatic trait, as for a magical or psionic weapon.
    3. If you are lawful good or lawful evil and spend an additional 6 power points, your unarmed attacks gain not only the axiomatic trait but also the holy or unholy trait. This power gains the Good or Evil descriptor.
    Last edited by Lord Iames Osari; 2007-01-29 at 11:28 AM.

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    Mariko’s Burning Fans
    Conjuration [Fire]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Effect: One half-circle or two quarter-circle warfans of fire
    Duration: 1 round/level (D); see text
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    In each of your hands, fans of fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 3 caster levels (maximum 3d4). Alternately, you can create a single fan of fire that deals 1d4 points of fire damage per 2 caster levels (maximum 5d4).
    As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a second-level spell. You are considered proficient with these fans of fire for the duration of the spell.

    Mariko’s Burning Fans, Greater
    Conjuration [Fire, Force]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Effect: Two quarter-circle warfans of fire
    Duration: 1 minute/level (D); see text
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    In each of your hands, fans of semi-solid fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 2 caster levels (maximum 5d4). You add your Strength bonus as normal. As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a 4th-level spell. You are considered proficient with these fans of fire for the duration of the spell.

    Miraculous Birth

    Conjuration (Healing, Creation)
    Level: Fertility 6
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 female creature in labor and 1 infant being born within range
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The infant is removed from the mother, the umbilical cord cut and tied, the infant cleaned, wrapped in blankets or other cloth, and deposited in the caster's arms. Both the mother and the infant are healthy.

    Neutralize Poison, Psionic
    Psychometabolism
    Level: Psion/Wilder 4, psychic monk 4
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Power Points: 7

    As neutralize poison, except as noted here.

    Protected Youth
    Aburjation
    Level: Druid 2, Fertility 2
    Components: V, S, M, DF
    Casting Time: ten minutes
    Range: touch
    Target: 1 newborn infant
    Duration: varies; see text
    Saving Throw: None
    Spell Resistance: No

    The child is blessed with health through his developmental years and gains a +2 to his fortitude saves vs poison, disease, and sickness until around the time of his adulthood. Though the exact time that the benifit wears off can't be fully predicted, it is always gone by the time the child is fully developed into adulthood.
    Material component: A bit of holy water or holly ashes to be sprinkled on the baby.

    Protection from Disease
    Abjuration
    Level: Druid 3, Fertility 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target is immune to mundane disease for the duration of this spell.

    Protection from Disease, Greater
    Abjuration
    Level: Fertility 7

    As protection from disease, except that the spell grants immunity to supernatural disease in addition to mundane disease, and as noted above.

    Psychic Torture
    Telepathy (Mind-Affecting) [Evil]
    Level: Telepath 2
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to 1 creature within range per level, no two of which can be more than 15 ft. from one another
    Duration: Concentration, up to 1 round/level (D)
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 3

    While concentrating, you contact your targets' minds and fill them with intense pain, dealing 3d4 points of damage each round to each target within range. The targets of this power get a new save every round that this power continues. If a target succeeds on a saving throw succeeds, this power ceases to affect that target.

    Augment: For every additional power point you spend, this power deals an extra 1d4 points of damage per round to each target, and for every 2 dice of damage added, the save DC increases by 1.

    Remove Disease, Psionic
    Psychometabolism
    Level: Psion/Wilder 3, psychic monk 3
    Display: Olfactory and visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Power Points: 5

    As remove disease, except as noted here.

    Slumber
    Telepathy (Compulsion) [Mind-Affecting]
    Level: Psion/wilder 1
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: One or more living creatures within a 10-ft.-radius burst
    Duration: 1 min./level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 1

    As the spell sleep, except as noted here.

    Augment: For every 2 additional power points, this power can affect an additional 3 HD of creatures, and the save DC increases by 1.

    Transfer Pregnancy
    Transmutation
    Level: Fertility 9
    Components: V, S, DF
    Casting Time: 1 hour
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 2 female humanoids of childbearing age of the same race within range, one of whom is pregnant
    Duration: Instantaneous
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes (harmless)

    When you cast this spell, the pregnant target ceases to be pregnant, and the other target becomes pregnant with the same child. The newly target is at the same stage of pregnancy as the target who was originally pregnant.

    *The Deathless domain is forbidden to clerics of Scitayr who are not from the Isle of the Craven during the Golden Age.
    Last edited by Lord Iames Osari; 2007-01-09 at 11:15 AM.

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    Chapter 8: The World



    Yes, this section needs to be fleshed out badly. But I'm out of ideas, and I might as well let you people toss suggestions at me. Oh, and to my Yuan-Ti War players: this is written from the perspective of after the war, so keep that in mind. What is referred to here as "the Province" was once the Principality of Mehrune, one of the nations now overrun by the Yuan-ti.

    Diseases

    Fortuna's Bane (Natural):
    Fort DC 1^; incubation period 1d4 weeks; 1d8 Con*.

    Fortuna's Bane is a disease that first arose among prostitutes who worshipped the Goddess Fortuna. Though the Whore-Priestesses and others did their best to wipe the disease out, it persists in the seediest of brothels in cities all over Tyrath. Saves against Fortuna's Bane need be made only once every month.

    Succubitis (Supernatural):
    Fort DC 1^; incubation period 2d4 days; 1d4 Int* and 1d4 Wis*, plus unslakeable lust".

    Succubitis is a disease that can only be contracted by consorting with succubi (or incubi). Only a few, rare succubi and incubi now carry the disease, since most of the disease-carriers were hunted down and wiped out by clerics of Maia, but regardless of whether they are carriers or not, all succubi (and incubi) are immune to its effects. It causes its sufferers to slowly lose control of their sex drive. Sufferers of succubitis need only save against the ability damage once per month; the unshakeable lust trait must be saved against whenever the trigger conditions are met. This disease can only be cured by a remove disease spell casts by a character with 18 caster levels. Creatures reduced to 0 Intelligence and 0 Wisdom by succubitis gain the lustdriven template, described in Chapter 10.

    ^Is not cured after the 3rd consecutive successful saving throw. Creatures who have intimate, unprotected contact with an infected creature take a -30 on their Fort saves to avoid infection.
    *Make an additional Fort save against DC 10 or 1 point of this ability damage is permanent ability drain.
    "Unslakeable Lust: A creature infected with succubitis, every time it sees a creature of appropriate race and gender, must make a Will save against DC 15. On a failure, the infected creature must attempt to mate with the target creature, regardless of current circumstances. If multiple creatures might trigger this quality at once, the infected creature targets the one with the highest Charisma. This is a mind-affecting compulsion effect.

    Nations

    Akashakyo

    Proper Name: Elven Domain of Akashakyo
    Ruler: His Majesty, King Norikazu Isawa IV, Mortal Lord of Elvenkind [CG male elf Ranger 10/Cleric 7]
    Government: Hereditary feudal monarchy in which royal house and all noble houses are elven
    Cities: Qi-Akasha (LC)
    Resources: Foodstuffs, cloth, herbs and spices, lumber (very little), fine wine and spirits
    Population: 84% elven, 9% human, 6% half-elven, 1% other races.
    Law: CG
    Allies: Enkidu, Mehrune, Southern Kingdom
    Enemies: Mothga’s Wastes, Yuan-ti Empire

    The Elven Domain of Akashakyo is all that remains in the Mehrune region of a once-mighty elven nation that stretched from the Northern and Western Twilight Mountains to the Twin Peninsulas. Now the forested Elven Peninsula is the home of most elves in the Mehrune Region.

    Emorian Empire, The
    Proper Name: Imperial Dominion of Emor
    Ruler: The First Sword, General of the Legions, His Overlordship, the Shogun, Zhao Qiang [LE male human Marshal 18]
    Government: Martial state
    Cities: Emor (M);
    Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), foodstuffs, slaves
    Population: 55% human, 21% hobgoblin, 13% gnome, 10% goblin, 1% other
    Law: LE
    Allies: Mothga’s Wastes
    Enemies: Telca, Plateau Realm

    The Emorian Empire has been separated from the Mehrune region for millennia by Mothga’s Wall and seeks to take over its region completely. The most resistant of its targets is Telca, a small island nation which nonetheless is home to fierce, if barbaric, human warrior-clans. The Empire dislikes the dwarves of the Plateau Realm, as it suspects the dwarves of supplying high-grade weaponry to the Telca. It has recently formed a pact with Mothga’s Wastes, pledging mutual military support. The Empire’s human majority is very racist in general, though the hobgoblins are viewed with some amount of respect by the military due to their martial prowess. Almost all of the hobgoblin population of Emor is in the military. Emorian gnomes and goblins are viewed as slaves.

    Enkidu
    Proper Name: United City-States of Enkidu, Krafdheubh, and the Province
    Ruler: Her Honor, Elector Nishiko Mifune [LN female human Aristocrat 8]
    Government: The Elector serves as ruler of the nation and is elected by popular vote throughout the nation for life or until abdication. There is a city council of 100 members, with representation allotted to each race according to the percentage of the total city population, and a High Council, similar to the city council but with membership allotted according to the percentages of the nation as a whole. Krafdheubh is more or less autonomous, controlled by a council of elders who owe fealty to Enkidu.
    Cities: Enkidu (M); Krafdheubh (LC), Adaun (LC)
    Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), gems (I-IV, including pearls), dwarven spirits, elven wines, shipbuilding services, metalwork, land and sea trade nexus (Note: The Enkidu peninsula possesses very little in the way of raw materials except for the mines of Krafdheubh; it is primarily a mercantile and industrial city where goods are traded and sold and raw materials worked into finished products; there is also a large number of professional tradespeople in the city. The Province, on the other hand, is very agricultural and provides food for the penisula cities), foodstuffs
    Population: 38.9% human, 17.1% elf, 14.2% half-elf, 13.7% gnome, 10.5% dwarf, 2.9% half-orc, 1.9% other races.
    Law: NG
    Allies: Southern Kingdom, Mehrune, Akashakyo, Plateau Realm, (New Akashakyo)
    Enemies: Mothga’s Wastes, Yuan-ti Empire, (Neo-Penumbran Empire), (Emorian Empire)

    Enkidu City was founded by refugees fleeing the war-torn Kingdom of Mehrune in year 7060 of the elven calendar. Ten years later, having established themselves as a rising center of trade and achieved friendly relations with those already living there, they provided aid to a newly started dwarven mine in repelling an assault by drow. Since then, Enkidu City and Krafdheubh have risen in prominence. After fifteen years of fighting in the Yuan-ti War, Enkidu acquired a large portion of territory across the Mehrune Strait, consisting of the former Principality of Mehrune, which is now called “the Province”.

    Isle of the Craven, The
    Proper Name: New Akashakyo Isle
    Ruler: High King something or other
    Government: Hereditary feudal monarchy
    Cities:
    Resources:
    Population:
    Law:
    Allies:
    Enemies:

    Mehrune
    Proper Name: Duchy of Mehrune
    Ruler: Her Excellency, Duchess Rosan Oenomel [LN female human], Head of House Oenomel, Shield of Mehrune
    Government: Hereditary monarchy
    Cities:
    Resources:
    Population:
    Law:
    Allies: Enkidu, South Kingdom, Plateau Realm
    Enemies: Yuan-ti Empire

    Mothga’s Wastes
    Ruler: None, orHis Eminence, the Dark Lord Xarakh Nam
    Government: Dictatorship
    Cities: Kharmathi Bholiz
    Resources:
    Population:
    Law:
    Allies:
    Enemies:

    Neo-Penumbra
    Proper Name: The Illithid Empire of Neo-Penumbra
    Ruler: Emperor Kruulschathian [LE Illithid Telpath 11]
    Government: Autocracy
    Cities:
    Resources:
    Population:
    Law:
    Allies:
    Enemies:

    Plateau Realm, The
    Ruler: None
    Government: None; the plateau realm consists of scattered, independent city-states
    Cities:
    Resources:
    Population:
    Law: LG
    Allies:
    Enemies:

    South Kingdom, The
    Proper Name: The Southern Kingdom of Mehrune
    Ruler:
    Government:
    Cities:
    Resources:
    Population:
    Law:
    Allies:
    Enemies: Yuan-ti Empire

    Telca
    Ruler: None
    Government: None; the inhabitants of Telca are organized into various clan and tribal groupings
    Cities: None
    Resources:
    Population:
    Law: CN
    Allies: Plateau Realm
    Enemies: Emorian Empire

    Vaynai
    Proper Name: Mercantile Enclave of Vaynai Island
    Ruler: His Presidency, Mr. Theryn Werkstein [LE male human Aristocrat 9]
    Government: Corporate bureaucracy in which the Chief Executive Officer is answerable to the Board of Directors, who are elected by the stockholders.
    Cities: Vaynai City (M)
    Resources:
    Population:
    Law: LN
    Allies: None
    Enemies: None

    Yuan-ti Empire
    Proper Name: The Holy Empire of the Yuan-ti
    Ruler:
    Government: Theocracy
    Cities:
    Resources:
    Population:
    Law:
    Allies:
    Enemies:

    Last edited by Lord Iames Osari; 2007-01-17 at 08:40 PM.

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    Chapter 9: Organizations

    The Soulfire Knights

    "I dub thee a Knight Companion of the Order of Soulfire. Rise, Sir Knight, and take your place with your fellows." - Knight Commandant Dame Olga Bellastottir

    The Order of Soulfire, more commonly called the Soulfire Knights, even by its members, is an organization devoted to the Goddess Vala.

    Purpose: To advance the goals of the Goddess Vala in accordance with Her teachings and philosophy.
    Alignment: LG (LN, LG, NG)
    GP Resource Limit/Economics: 7,200,000 gp. Soulfire Knights receive free magical healing from clerics of Vala.
    Membership Requirements: Proper alignment, worshipper of Vala, must have performed a mission for the Soulfire Knights, must be invited to join by a pre-existing Soulfire Knight or the Goddess Vala Herself.
    Authority Figures: The Goddess Vala, Knight Commandant Dame Olga Bellastottir [LG F dwarf Pal 5/Clr 1/Soulfire Guardian 10]. Knight Commandant Dame Olga Bellastottir directs the activities of the Soulfire Knights as she sees fit in the absence of any specific instructions from Vala. She is strict but fair in handing out discipline.
    Other Important Figures: Knight Vigilant Sir Hiroto Nikagi [LG M elf Pal 7/Clr 1/Soulfire Guardian 5], Knight Companion Dame Shira Silversmith [NG F human Clr 9/Soulfire Guardian 3]
    Racial Makeup: Human 39%, dwarf 36%, Half-elf 13%, elf 12%.
    Class Makeup: Cleric 43%, paladin 15%, fighter 14%, monk 8%.

    Soulfire Knight Lore:
    {table="head"]Knowledge (history or religion) result|Information gained
    10|The Soulfire Knights are an order dedicated to Vala. They often sponsor missions against evil creatures.
    15|The first Soulfire Knight was a human paladin named Perreth Quemson. He died after defeating the orc mage-priest Mothga. The weapon of a Soulfire Knight is imbued with an aspect of Vala's power called soulfire.
    20|Soulfire Knights are chosen by Vala or by other Knights. The more powerful among their number can create explosions and walls of pure soulfire. Soulfire is magical fire infused with holy energy; it can burn even creatures that would normally shrug flames off.[/table]

    Adventure Hook: A Soulfire Knight on a secret mission has disappeared, and now the Order wants the PCs to find out what happened. The PCs know only the region the Soulfire Knight was last known to be, and that if they succeed, they will be handsomely rewarded.

    Affiliation: The Knightly Order of Vala's Soulfire
    Symbol: The Soulfire Knights use Vala's holy symbol.
    Enemies: Evil creatures of all sorts, especially worshippers of Maleth.
    Type: Fighting company (social).
    Scale: 12 (multiregional/kingdom)

    {table="head"]Affiliation Score Criterion|Affiliation Score Modifier
    Character level|+1/2 PC's level
    Cleric or Paladin|+1
    Has the Soulfire Spell feat|+1
    Has levels in the Soulfire Guardian PrC|+1/class level
    Is lawful good|+1
    Per mission completed|+2
    Defeats a minion of Maleth in combat|+1/4 worshipper's CR
    Acts in a chaotic or evil manner|-4
    Fail in combat vs. a minion of Maleth|-4[/table]

    {table="head"]Affiliation Score|Title: Benefits and Duties
    3 or lower|Not affiliated or junior member with no benefits.
    4-10|Knight Potential: You show promise. The Soulfire Knights do not recruit you yet, but they keep an eye on your accomplishments and may sponsor missions for you. You receive free healing from the Soulfire Knights while on missions sponsored by them.
    11-20|Knight Companion: You receive free healing from the Soulfire Knights and can purchase spellcasting from them at 3/4 the normal cost. You must donate 5% of your treasure to the Soulfire Knights.
    21-29|Knight Vigilant: You gain a +1 bonus on attack rolls against minions of Maleth.
    30+|Knight Commandant: You may borrow one item of up to 30,000 gp value from the Soulfire Knights' vaults once per month for to 2d4 days; while the item is borrowed, the Soulfire Knights' capital is reduced by 1 if the item is valued at more than 10,000 gp. You must defeat a CR 13 creature in single combat.[/table]

    Executive powers: Crusade, Raid, War.
    [hr]
    Chapter 10: Monsters and NPCs
    Last edited by Lord Iames Osari; 2007-01-13 at 11:12 AM.

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    Chapter 11: Sample Locations

    Reserved

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    0_o Wow. You sure have a lot of time on your hands.
    MMORPGs come and go but D&D is forever.

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    Shouldn't Psychic Torture have the [evil] descriptor?
    I'd have given the Swashbuckler the best defense progression, fancy feet and all that.
    I like the setting, the history is pretty good.
    Don't they normally specify a time clerics pray for their spells, in a god's description?
    I WILL round this Cape, even if I have to keep sailing until doomsday!
    Engaged in A Spat with Jibar.
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    Devil Lord-to-be and proud member of the Baatezu Lovers club!

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    Quote Originally Posted by Earthstar_Fungus View Post
    0_o Wow. You sure have a lot of time on your hands.
    This has been accumulating over several years, so it wasn't as huge a time commitment as it might seem.

    Quote Originally Posted by Captain van der Decken View Post
    Shouldn't Psychic Torture have the [evil] descriptor?
    I'd have given the Swashbuckler the best defense progression, fancy feet and all that.
    I like the setting, the history is pretty good.
    Don't they normally specify a time clerics pray for their spells, in a god's description?
    Good call on Psychic Torture. I'll put that in. As for the Swashbuckler's defense progression... I'll think about it.
    And I'll add prayer times, too.
    Last edited by Lord Iames Osari; 2006-11-26 at 06:31 PM.

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    Ever thought of random armor, instead of fixed DR?

    By making armor random (to a variable extent), you have more parameters to tweak gear with. Armor that soaks 5 points every hit, and armor that soaks 2d4 every hit, soaks the same on average -- but they are quite different.

    Toss in a penalty to-hit and defence in addition to the Armor Check penalty. Big bulky armor makes you move somewhat slower, even if you are proficient.

    The trick of course being, the armor has to be worth the slowdown. :)

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    Well, nonproficient users do take Armor Check Penalties on attack rolls. And as for a penalty to defense, let me ask, what do you think Max Dex is supposed to represent?

    On the topic of random armor: more die rolls = slower play. While your suggestion has some merit, I think that the gameplay issues are more important here.

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    Max dex does nothing to someone with 10 dex. What max dex does, in standard D&D, is say "if you have enough dex, there is less point to heavy armor".

    And even the most proficient fighter will fight faster naked than in full plate.

    You have to ask yourself "in the age of firearms, why will nobody bother wearing armor?" If it slows you down (even if you are proficient) that provides a reason.

    I tossed together a random armor based chart. Lemme quickly change it to be non-random, with ATK and DEF penalties....

    Done:

    A DR, ATK and DEF based armor chart.

    Only changes from SRD are listed.

    PTS is calculated as 2 PTS per DR, 3 PTS per DEF and 4 PTS per ATK. PTS simply exists as a bookkeeping stat so armor doesn't go way out of balance.[1] You could also use PTS as a guildline for magical/exotic materials.

    First, give all armor +1 max dex bonus over d20 SRD.

    Light
    Padded: 1 DR 0 DEF -1 ATK -2 PTS
    Leather: 3 DR -1 DEF -1 ATK -1 PTS
    Studded: 5 DR -1 DEF -2 ATK -1 PTS
    Chain Shirt: 5 DR -3 DEF 0 ATK 1 PTS

    Medium
    Hide: 5 DR -2 DEF -2 ATK -3 PTS
    Scale: 7 DR -1 DEF -3 ATK -1 PTS
    Chainmail: 8 DR -3 DEF -1 ATK 3 PTS
    Breastplate: 6 DR -2 DEF -1 ATK 2 PTS

    Heavy
    Splint: 9 DR -2 DEF -3 ATK 0 PTS
    Banded: 9 DR -3 DEF -2 ATK 1 PTS
    Half-plate: 11 DR -3 DEF -3 ATK 1 PTS
    Full plate: 12 DR -4 DEF -2 ATK 4 pts

    Other than Hide, no piece of armor above is completely dominated by some other piece of armor (studded dominates hide). Higher PTS armors are better than lower PTS armors "overall", but even the lower PTS armors have their advantages.

    [1] Why did I choose 2 points per DR and 3 per DEF and 4 per ATK?

    On a 10 point attack with a hit on 15+, each point of DEF gives you 16% less damage, and each point of DR gives you 10% less damage.

    So 2 DEF = 3 DR.

    Practically, DR has the issue that it is bypassable with a simple crit roll. So while 11 DR on full plate is gross, it just means "crit attacks only".

    Thus 1 DEF is worth 3 points, 1 DR is worth 2 points.

    Given that with high armor, you don't care if you are hit, but you sure care if you hit them, I might want to up the value of ATK to 4... Naively I chose 3, but practically to-hit matters more than to-be-hit, when you have 12 points of DR. :)

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    I appreciate what you're trying to do here, but I really think I've used enough variant rules in Tyrath. I mean, I don't even have the decency to use the standard variants. Also, I don't feel like it's necessary. And since this is my campaign setting, I get to say, "No thanks."

    Now, this idea is pretty interesting, and I think that you might get some good feedback if you gave this its own thread. But here is not the place.

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    Sure. :) It was just some crunching.

    BTW, your defence table needs work. At max level, there isn't enough difference, and Poor outpaces Fair at L 2.

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    That was somewhat intentional. Classes with the Fair progression tend to have more hit points to work with than classes with Poor progression.

    How would you change it? Because, quite frankly, I don't like making changes. Give me a progression you think is better, and I'll look at it.

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    Here:
    http://www.giantitp.com/forums/showthread.php?t=28138

    Where I put my armor table, I mooched and modified your DEF table.

    I changed it to Worst, Poor, Good, Best.

    Worst goes from 0 to 6 (~1/3 per level)
    Poor goes from 0 to 8 (~2/5 per level)
    Good goes from 1 to 11 (~1/2 per level)
    Best goes from 2 to 14 (~3/5 per level)

    Splashing L 1 in a class gives you their "Base" AC, but if you already have a better base, gives you no extra DEF. This avoids some of the "I'll splat levels and become a god" syndrom:

    L 2 Monk
    L 2 Ninja
    L 2 Swashbuckler
    L 2 Ranger
    L 2 Barb
    L 1 Ftr
    L 1 Psychic Warrior
    L 1 Samurai
    L 1 Soulknife
    -----
    14 levels

    Each and every one of the above levels gives +1 DEF. While it might not be possible to have all of the above classes, you can pull off something less extreme.

    With the above: 16 total DEF.

    Toss on another 6 levels of a BEST class, and you have a 19 DEF character -- 7 more DEF than someone who pure-classes the BEST defence class.
    Last edited by Yakk; 2006-11-27 at 11:13 PM.

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    Well, when multiclassing between base classes with a different progression, you take a -2 to your Defense bonus. So, for instance, a Monk 1/Fighter 1 would have a +4, not a +6. And when dealing with classes that share a progression, you add those class levels together to determine your place on the progression.
    [hr]
    So, to finish what I was saying, a character with the combination of classes you mentioned would have a defense bonus of +9, not +16.
    Last edited by Lord Iames Osari; 2006-11-27 at 11:16 PM.

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    Did forget about that trick -- "add levels if they are on the same table".

    So the multi-class hole is limited to 1 more AC than a pure class.

    (A Best class with 1 or 2 levels in a Good class has 1 more AC than a pure Best class does).

    The strange inversion at L 2, the strange inversion at L 19, the fact that both Good and Fair are equal at L 20...

    The fact that splashing two levels of a Good class is better than splashing two levels of a Best class for Defense.

    Just seems random!

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    Well, I borrowed those progressions from the Star Wars d20 rulebook, so... *shrugs*

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    Bumping. Chapter 10 is so huge it gets its own thread.

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    Star wars d20 is the game that brought us Jedi, and a GM's section that looks like a copy/paste of the DMG with "tavern" search-and-replaced with "cantina". It isn't known for being the most well balanced and written d20 game. :)

    My concerns would be:
    1> Higher Defence classes should have higher defence. The difference should occur as close to level 1 as reasonable, and be maintained.

    2> Multi-classing lower defence classes should never give you better defence than multi-classing higher defence classes.

    3> Multi-classing higher defence classes should generate an improved defence as soon as reasonable.

    But that is just me. :)

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    Bump-bump-bumping, for some new stuff in chapter 7.

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    bumping for revisions to chapter 2.

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    Default Re: Tyrath Campaign Setting [Project]

    I read it all!!!
    WOOT!

    Anywho, can we have a map of Tyrath please :D

    I love maps. My DM worlds all started out as maps. First I drew a fancy closed polygon. The I placed physical feautures, then cities.... etc etc... You get the picture.
    Thog: Thog wonders how Thog will cope with life outside Jailhouse walls. Prison changed Thog.
    Elan: We were only in there for forty minutes.
    Thog: Prison changed Thog quickly.

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    ... I am impressed that you read all of this in one go. Very impressed.

    And I'll get on providing a computer-friendly map.

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