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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGuy

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    Default Three Hells Races & Classes

    Trapped in specially created extra dimensional prisons and forgotten, their only crime was losing a war. It was not a war fought with weapons, at least, not by those now trapped.

    When presented with the growing problems of the world the ancestors didn't choose sides. Instead, as World War III raged on, as death was unleashed, as fire rained from the sky and the land itself began to die, they did not enter the conflict. Rather, they were preparing to flee the planet, to escape the endless cycle of conflict and aggression.

    But then, the war was over, and the victors emerged from the ashes to a nearly ruined world. None of the fractions that entered the war survived, they changed, new powers were born, new superpowers dominated the world stage.

    But from the war torn wreckage, the Vanir emerged victorious. They sought to return the world to a primeval state, and for humanity to live in harmony with environment. But with the recent losses they turned on the neutral's, to either bring them in, or get rid of them.

    As the Vanir closed in, they almost completed their preparations for escape, but never got the chance. With a sense of vengeful justice, they reprogramed the Dimensional Generators to create a series of Three Hells and banished them through it before destroying the generators behind them.

    Now, three thousand years later the dwellers of the Hells are no longer human, and no longer follow the old path of technology. Now dark currents flow in their veins, and they have harnessed strange powers. From the icy oceanic depths of Stygia, to the toxic rainforests of Maladomini, to the lava and ash wastes of Avernus, they have changed and evolved, grown darker.

    In Stygia, one must deal with the ever biting wind dwelling on the floating islands. But, it is a land of darkness, of plots hatched in the trenches by mage-lords who probe the darkest of currents for ever greater power.

    Maladomini is a land of plants fed on blood, of warlords and champions fighting for supremacy. Here dwell the greater beasts, and here are the ones who through force of will, skill, and cunning break them to their will.

    The foundries of Avernus churn endlessly, fed by rivers of molten metals and magma. Here, entire mountains of slag rise into an overcast sky of industrial waste. Here the Forgemasters create weapons beyond mortal skill, and living metal fuses to all life, plant or animal.


    Contents;

    1a- Stygian Racial Class
    1b- Stygian Advanced Classes
    1c- Stygian Prestige Classes

    2a- Maladomini Racial Class
    2b- Maladomini Advanced Classes
    2c- Maladomini Prestige Classes

    3a- Averni Racial Classes
    3b- Averni Advanced Classes
    3c- Averni Prestige Classes

    4a- Stygian Bestiary
    4b- Maladomini Bestiary
    4c- Averni Bestiary

    5a- Stygian Armory
    5b- Maladomini Armory
    5c- Averni Armory
    Last edited by Grimsage Matt; 2013-11-18 at 08:33 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Three Hells Races & Classes

    1A- Stygian Racial Class

    "In the cold depths of Stygia, only the cunning and cruel survive."

    HD; D8
    Skill points per level; 6+int mod
    Class Skills; Craft (Int), Knowledge (All taken separately, INT), Profession (Wis), Swim (Str) and six other skills.

    {table]Level|BAB|Fort|Ref|Will|Special|Spells Known|Max Spell Level|SP Pool
    1|+0|+2|+0|+2|Cold Resistance, At home in the Dark, Stygian Path|2|1|3
    2|+1|+3|+0|+3|Hold Breath, Con+1|3|1|6
    3|+2|+3|+1|+3|Frozen Blood, Stygian Path|5|2|12
    4|+3|+4|+1|+4|Water Dweller, Con+1|6|2|15
    5|+3|+4|+1|+4|Cold Hearts, Stygian Path|8|3|21[/table]

    Cold Resistance (EX); The Stygians dwell in a very cold place. As such, they've evolved to endure the cold and it does not bother them as much as others. They gain Cold Resistance 2 for each HD they have and benefit from a constant Endure Elements effect against cold conditions only.

    At home in the dark (EX); Stygia is a realm of bitter cold and unending darkness. Light and fire are rare and carefully guarded. Because of this, they have learned how to better see in the dark and have gained Darkvision out to 20ft per HD they possess. While detail is good, it is black and white only.

    Hold Breath (EX); Very little food can be found on the floating islands, instead almost all things are in the water. So, they can hold their breath longer, and do more underwater then others. They can hold their breath for Con Score*4 rounds, or Con Score*2 rounds if they fight or cast spells.

    Frozen Blood (EX); The cold nature of their realm sinks it's way into all Stygians, changing them on some level. With their blood at least partially frozen, its harder for them to be permanently injured. Any permanent ability drain inflicted upon them is treated as temporary ability damage instead.

    Water Dweller (EX); In the end, they spend more time in the water then land, and their evolution reflects that. At fourth level they gain the Amphibious Subtype and a Swim speed equal to twice their base land speed.

    Cold Hearts (EX); As their body temperature plummets, they become less and less affected by mere charms or illusions. While sentiment may stir others, they are very cold fish. They gain a bonus equal to their HD to Enchantment and Illusion spells and effects. This bonus increases by +2 for each time they save against an effect from the same source (Same spellcaster/magic item, etc..)

    Spell Casting; Depending on the path they pick at first level, they gain different spell lists and the ability score they use for spell casting is different.




    Stygian Path

    There are Five paths a denizen of Stygia embarks on. Hunter, Darkblade, Dealer, Cabalists, and Dark Callers. Each time a path is offered you may pick one of it's three options. When you pick all three you also gain the paths capstone. You are locked into a path at first level.


    Hunter
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    Spellcasting; Hunters use STR as their primary stat for spell casting and may pick spells from the druid and ranger spell lists.
    Spear Fighter (EX); Spears are the weapons of choice in aquatic environments and a Hunter trains to better use them. They gain +1 to attack rolls and +2 to damage rolls with all spears. Gain +1 STR
    Favored Prey (EX); All Hunters have prey that they prefer. Over time, they learn to better track and kill it. They may pick a Favored Enemy from the following list; Animal, Dragon, Magical beast, or Undead. It works as the Rangers Favored Enemy Class feature and the bonuses improve every 4 HD after it's taken. Gain +1 STR
    Smell them out (EX); In the darkness, and in the water, scent is a far better way of tracking then following tracks. They gain the Scent Special quality, but the range is multiplied by five when in the water. At 10HD it increases to *10. At 15HD it increases to *20. At 20HD it increases to *40. Gain +1 STR
    Call the Pack (SU); Capstone Ability. Hunters have a special bond with sharks, one of the other greater hunters of the water. As such, they may use gain a special version of Summon Natures Ally IV. They may use it for only 5 SP, but it's duration is 1 Minute per HD. It can only be used to summon Sharks. Gain +1 STR



    Darkblade
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    Spellcasting; Darkblades use DEX as their primary spellcasting stat and may pick from the duskblade and ranger spell lists.
    Darkwater Blades (SU); Normally, slashing weapons take a penalty on attack and damage rolls underwater. Darkblades however may use any one handed or light slashing weapon without penalty underwater. Gain +1 STR
    Ink Cloud (EX); As the Octopus ability of the same name. At 10HD it increases to the Giant Octopus ability of the same name. Gain +1 DEX
    Dark Magic's (EX); Add the Net of Shadows, Darkbolt and Blacklight spells to the Darkblades Spells known. Gain +1 STR
    Armored in Darkness (SU); The Darkblade Gains Armor of Darkness and Assassins Darkness to their spells known list. They are also treated as invisible when in at least dim lighting. Gain +1 DEX



    Dealer
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    Spellcasting; Dealers use CHA as their primary spellcasting stat and may pick from the bard and beguiler spell lists.
    Tricks of the Trade (EX); Dealers must know how to bargain. They gain a bonus to bluff and diplomacy checks equal to their HD. Gain +1 CHA
    Smooth Talker (EX); Dealers gain the Silver Tongue Feat as a bonus Feat. Gain +1 CHA
    Expert Liar (SP); Targets take a penalty to sense motive checks equal to the Dealers HD. Gain +1 CHA
    Suggestive Wording (SP); By making a DC 25 Diplomacy check, the Dealer can mimic the effects of a suggestion or mass suggestion spell. The save DC is equal to 10+Bonus to Diplomacy. Gain +1 CHA



    Cabalist
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    Spellcasting; Cabalists use INT as their primary spellcasting stat and may pick from the Cleric and Wizard Spell list.
    Feel the Dark Currents (SU); Cabalists delve deeper into the spheres of magic then all others, unlocking the darkest of magic. One of the most Universal lessons is how to harness the power of death. Whenever the Cabalist kills, they may make a DC 10+CR of the creature killed Knowledge (Arcana) check. If they succeed, they regain 1 Spell point per HD of the slain creature. Gain +1 INT
    Harness the Bitter Winds (SU); Many Cabalists at least attempt to harness the power of the ever moaning winds. Those that manage to uncover it's secrets are never without a weapon. They gain a Ranged Touch attack that deals 1d6+Int mod damage. The range is 60ft. Gain +1 INT
    Lessons of the Dark (SU); Cabalists learn to harness the true power of darkness, Fear. Fear of what one cannot see, fear of what they cannot understand, fear can break the greatest of creatures and the greatest of people. The Cabalist gains a aura of fear out to 5ft. The Will Save Dc is 10+1/2 The Cabalists HD+INT mod. In Dim lighting those that fail their saves are Frightened instead of shaken. In total darkness those that fail their saves are Panicked instead of Frightened. Gain +1 INT
    Eyes of the Deep (SU); Cabalists pride themselves on their understanding of magic, and their pride is not misplaced. Those who understand the three basic lessons find their view of the world somewhat changed. They may see through magical darkness and gain a permanent Arcane Sight effect except that instead of using a Spellcraft check to determine schools of magic, they uses their ranks in Spellcraft + their caster level. Gain +1 INT



    Dark Caller
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    Spellcasting; Dark Callers use CHA as their primary spellcasting stat, and may learn and Conjuration spell.
    Great Calling (SU; The Dark Callers are summoners, and thus rarely fight their own battles, preferring minions. Of course, that means they look to enhance their summons at every possible point. They gain Augment Summoning as a bonus feat, and their summons have maximum HP per HD. Gain +1 INT
    Deep Sea Call (SU); You may add up to three aquatic creatures or creatures with the Water subtype to your summon spells of each level. Gain +1 CHA
    Call of Stygia (SU); Dark Callers may imbue their summons with the cold essence of Stygia, doubling the time they last so long as they are in an aquatic environment, and giving the Dark Caller Beckon the Frozen as a bonus feat. Gain +1 INT
    Open the Gate (SP); 1/day a Dark Caller can use one of the strongest abilities in their summoning arsenal. They can use a Gate Spell with no EXP cost, but the creatures called must be Aquatic or have the Water Subtype. Gain +1 CHA
    Last edited by Grimsage Matt; 2013-11-19 at 03:18 PM.
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    Ogre in the Playground
     
    NecromancerGuy

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    1b- Stygian Advanced Classes
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    1c- Stygian Prestige Classes
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    NecromancerGuy

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    2a- Maladomini Racial Class


    {table]Level|BAB|Fort|Ref|Will|Special|Spells Known|Max Spell Level|SP Pool
    1|+0|+2|+2|+0|Toxic Environment, Tree Dweller, Maladomini Path|-|-|1
    2|+1|+3|+3|+0|Wild Nature, Con+1|-|-|2
    3|+2|+3|+3|+1|Beast Blood, Maladomini Path|-|-|3
    4|+3|+4|+4|+1|Regeneration, Con+1|2|1|5
    5|+3|+4|+4|+1|Beast Companion, Maladomini Path|3|1|6[/table]

    Toxic Environment (EX); Maladomini is toxic. That bush over is toxic. That rock is mildly radioactive. That sheep is so toxic it's fur can melt through the T-Rex's gut. Due to this, the Maladomini have evolved to be immune to mundane poison.

    Tree Dweller (EX); As most of Maladomini is lush, highly toxic rainforest, there is a lot of trees. Maladomin gain a climb speed equal to their base land speed and gain Brachiation as a bonus feat.

    Wild Nature (SU); The Maladomin are the most savage and wild of the Hellborn. At the beginning of each day, they may choose which aspect they channel.
    Aspect of the Rex; Those who channel the Rex like to hurt things. A lot. They gain a +2 bonus to melee attack rolls and deal +4 damage in melee.
    Aspect of the Bear; Those who channel the Bear are tough. They gain a natural armor bonus equal to their CON Mod.
    Aspect of the Cat; The cat and those that channel them normally have one option. Run away. They gain a +10ft bonus to their base land speed.

    Beast Blood (EX); Now, it's not true that all the Maladomin had sexual relations with animals. Granted, they somehow have DNA from several different animals, but is not the official story. They gain Wild Empathy.
    Last edited by Grimsage Matt; 2013-11-19 at 09:05 PM.
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    NecromancerGuy

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    2b- Maladomini Advanced Classes
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    2c- Maladomini Prestige Classes
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    3a- Averni Racial Classes
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    4a- Stygian Bestiary
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    4c- Averni Bestiary
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    5a- Stygian Armory
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    6a- Lords of Hell
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    7a- Grimoire of Stygia
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    7b- Totems of Maladomini
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