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  1. - Top - End - #1
    Ogre in the Playground
     
    Buufreak's Avatar

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    Default Buu's Comprehensive Amonkhet [3.5 edition]



    Amonkhet

    The world is an endless desert of wandering dead. Life is harsh, and death, seemingly, can be even harder. But not you. You, the day prior, were one of many acolytes, studying and training day and night to prepare yourself. This morning, with your crop-mates, were pronounced ready for the Trials of the Gods by your humble Vizier, who stands to train, prepare, and ultimately test crops for that which all seek: Glory eternal, and life everylasting standing under the banner of the God Pharaoh, may His return be swift, and may we be found worthy! You are now an initiate, and your first trial begins within hours.

    To those who succeed, your name will be handed down for eternity, as a legend, a myth, and a hero. Tales of your success will fill the heads of generations to come, and to become your equal will be all they can strive for. For those who don't, your sacrifice will not be in vane, as you too will help to build the foundation of future initiates and acolytes, as one of the many anointed. When the time comes and the true God above all gods comes forward, you too will have found your place in the afterlife.


    Hello, hi, yes, here were are. This should cover everything needed to create a character for my game. Enjoy!

    The World



    The world, in not so many words, is desolate. Naktamun, the last bastion against the endless deadly wasteland, is where you were born. It is where you were raised. It is all you have ever known. Protected by the Hekma, a magical barrier composed of the waters from the great Luxa, the shimmer of the gentle blue glow is all that stands between all you have known and the outside, be it the endless hordes of the walking dead, the immense savage beasts of the sands, or even the boundless and unforgiving heat that reigns down from the twin suns in the sky. As the second comes closer to its rise, days have disappeared into nothingness. Light of day is constant, giving way only for a few short hours, soon minutes, into a still heated dusk.

    The city is broken into a handful of districts, and every wall, obelisk, and monument stand for a single reason: to exalt the name of the gods, and most importantly, the God Pharaoh. Running through the center, from one end of the Hekma to the other, is the Luxa river, the source of all bounty of the city. It's waters are used in every aspect of life possible: to nourish, to heal, to anoint, to clean, and anything else you can possibly think of. From its mouth, it flows from beyond the barrier of the city, leading to the Gate of the Afterlife, where all those who are worthy are sent through.

    What lies beyond is a mystery to most, but any man, woman, child, or god can easily tell you what is out there: certain death. And any who die in the great wastes are subjected to the Curse of Wasting, a natural force of the desert that reanimates any and all flesh until there is no flesh left. The Viziers teach that only the brave, the stupid, and the exiled venture outside the Hekma, and it is truly rare for any of them to ever be heard from again.

    To supplement life in Naktamun, while acolytes, initiates, and Viziers are busy preparing for trials, the blessed bodies of the anointed toil day and night to keep the city running. They are, for lack of a better term, those were did not achieve glory. Embalmed, blessed by the gods, and motivated by some unknown force, they are the dead of the city, brought back to tend crops, keep things clean, and even serve as sparring and training partners for those still able to obtain glory. They wait literally hand and foot on the people in any means they might need, and they keep the populous wanting for nothing else but to train and prepare more.

    Races

    Of the selectable, we have the standard Human (needing no change), Aven (based 100% on Raptoran), Khenra, Naga, and Minotaur. The obvious ones, I will be listing and statting out here:

    Khenra

    Also known as Jackalfolk, they stand moderately tall, with slim, muscular builds. They mature faster than any other race on Amonkhet, sometimes facing the trials as early as 12 years of age. It is an oddity to find a Khenra that wasn't born a twin, be it identical or fraternal, and they tend to form a bond that most other races could never fully comprehend.

    +2 Dex, -2 Wis

    Base speed 35ft

    Weapon Training: You may treat the longsword, Spear, and Javelin as a simple weapon for the purposes of proficiency.

    Twins: Because of their nature, most Khenra twins are trained identically, forming special tactics through their symbiotic-like tendencies. When creating a Khenra, you must choose if they have a twin or not. This twin will have near identical stats, abilities, and class (save for hp rolls and similar). While your twin is alive, you gain an additional +2 to any flanking bonus granted by your twin.

    For a Khenra who has either lost their twin or who was born without one, you instead gain a +2 to all saves against fear effects.

    Scent: You have the Scent special ability.

    Naga

    Not to be confused from the serpentine monster known on other planes, Naga are a swift and cunning race known for quick movement and quicker strikes. Your upper torso resembles that of most humanoid races, given the snake-like features, while from the waist down you are completely serpent, elongated lagging tail and all.

    +2 Con, -2 Cha

    Base speed 30ft

    Trip immunity: You ever try to trip a snake? It's hard. Ain't got no legs to be tripped.

    Natural weapons: Bite for 1d4 + str, can be used as secondary; Constrict on a successful grapple for 1d8 + str; venom on a successful bite, DC 12 + con for 1d3 con damage, no second save or second damage.

    Poison Affinity: Natural +2 on saves against poisons and venom.

    Minotaur

    Taking pride in the only race to have horns, Minotaur view themselves as the selected chosen of the God Pharaoh (may his return be swift, and may we be found worthy) as he too is known to have large horns crowned upon his head. Fierce, strong, brutal, you know what a Minotaur is.

    +2 Str, -2 Int

    Base speed 30ft

    Horns: Natural gore attack, 1d6 + 1.5str, can be used as a secondary.

    Menacing: Minotaur have a +2 to Intimidate, and are immune to nonmagical fear effects.

    Relentless: Once per day, when dropped to lower than 0hp, you can make a Fort save DC 20 to instead go to 0hp and not be disabled.



    The Gods

    Adorned in gold, with golden animal heads themselves, and towering above some of the tallest buildings of Naktamun, the gods are a glorious sight to behold. Their mere presence is enough to insight the strongest feelings in the hearts of mortals.

    Bantu
    The Glorified
    Lawful Evil
    Ambition, Death, Evil, Lawful, Pride
    Favored Weapon: Quarterstaff

    Bantu is the most aloof of the gods. She cares not for training the acolytes or initiates, and only when taking a special interest in a specific individual, and far more rarely, an entire crop that she leaves her monument to give guidance and insight. She holds self ambition above all else, seeing that her message is clear: only you, of your own actions and merit, can bring yourself glory. All others will only stand in your way on this path. Her presence is enough to drive those near by to feel the need to reach glory at any cost, even the cost of self and conviction.

    Hazoret
    The Fervent
    Chaotic Good
    Chaos, Fire, Good, War, Zeal
    Favored Weapon: Spear

    The living daughter of the God Pharaoh herself, Hazoret sits herself at a higher place of all the other gods. She takes her time with instilling her virtues into her followers and acolytes, making sure they fully understand what lies before them. Quick to act and sometimes short tempered, she does not deal well with descenters, and she acts as the judge, jury, and executioner for anyone who speaks out against the teachings of the gods and the God Pharaoh. She teaches of the fervor needed to make it through the trials in their entirety: the drive, the willpower, the strength, the mind, and even the heart.

    Kefnet
    The Mindful
    Lawful Neutral
    Knowledge, Magic, Law, Sky
    Favored Weapon: Trident (Actually a bident, but let's not split hairs)

    The wisest of the gods, Kefnet teaches mind over matter and muscle, in any and all things. He is magic incarnate, cultivating the natural talent in acolytes and initiates, showing them the ways of manipulating mana and leylines to suit their needs. He is slow to emotion, but is not to be tested. He holds all the knowledge and history of Amonkhet within him, and is known to let this level of power go to his head. Arrogant, but wise beyond anyone's imagination.

    Oketra
    The True
    Lawful Good
    Good, Law, Protection, Repose, Solidarity
    Favored Weapon: Bow

    Order and cooperation embodied in white and gold, Oketra stands for virtues that involve bringing the people together for a common goal. She emanates peace and calm, helping to steady the mind and spirit into coordination and teamwork. She is the first protector of the people, and should any great beast of the vast wastes outside the city attempt to encroach, she returns them to the dust they came from with a single shot of one of her golden glowing arrows.

    Rhonas
    The Indomitable
    Neutral Good
    Good, Scalykind, Strength
    Favored Weapon: Halberd

    Perhaps the most bullheaded of the gods, Rhonas is without a doubt the strongest. He leads through physical example, and teaches that with enough strength and force, any difficulty can be overcome. Though he isn't the direct line of the God Pharaoh like Hazoret is, he views himself as the defacto leader of the other gods, and dares any of the others to challenge him for the title. The very presence of him gives a sensation that anyone could brute force their way through a brick wall, if need be.

    The God Pharaoh
    The One True, One Above All, Worthy is His Name
    True Neutral
    Glory, Sun, Time

    Glory be to you, oh great God Pharaoh, the God above Gods, ruler of all, who created the land we walked on, the waters that nurtures us, and the suns that test us. All of Amonkhet prays that your return will be swift, and that we shall be judged as worthy, so that we can walk beside you in eternity.

    Physically, not much is known about the God Pharaoh beyond few ancient scrawls on walls in districts long forgotten of Naktamun. Many think that, much like the other gods, he will be the embodiment of some great animal, perhaps one of true virtue and glory that shines brightest amongst the other golden gods. His teachings are only what we can interpret from the words of the other gods, and what can be found in ancient scripture. All we truly know is that one day soon, the Hours will begin, and his return will come shortly after.

    The Account of the Hours

    Amonkhet's dogma makes one thing particularly clear: The End is coming. When the Second Sun rises high into the sky and can be seen between the great horns of the Monument of the God Pharaoh, time is over. There is no more to be tried. It is the final proving for eternal glory, and even the gods themselves must be found as worthy, or not. In those precious few moments, all will be revealed.

    The Hours are as follows:

    The Hour of Revelation

    The final moment of proving. The Luxa river will cease to flow, and the Gate to the Afterlife will be opened wide for all to see. On the other side, those who are already proven will be anxiously waiting for those who will join them in the bounty and glory that will be eternal. No more questions, only answers. Who is, and who is not, and who will be.

    The Hour of Glory

    The final test, for one and all. Be you acolyte, Vizier, or even a god, the time has come to prove your worth, for all to witness and bask in your glory. A great many things are thought to happen, including monsters beyond imagination. With weapon in hand, the remaining population will stand side by side with the gods in order to shine brightest and be welcomed into the Afterlife.

    The Hour of Promise

    What everyone has prepared for. Waited for. Confessed and paid lip services for, since as early as they could speak. The God Pharaoh, at last, has he come, and he has found us worthy. He will tear down the Hekma, no longer needed, and transform the world into a paradise.

    The Hour of Eternity

    The Hour that will never end. From this moment on, the glorified and worthy will be welcomed from their rests, and they will be treated like gods themselves, forever and ever. And ever.

    Domains

    Yup, new gods need new domains. They are by no means complete (the spell lists, anyway) BUT I'm not 100% sure we will go past level 10, so that shouldn't be an issue. Feel free to suggest some spells to fill in the gaps, if you so choose.

    Solidarity Domain
    Power: Whenever an adjacent ally attacks an enemy in reach, you may also attack that enemy as an attack of opportunity. This ability can only be used once per turn, does not grant additional attacks of opportunity per turn, and is may be used a number of times equal to 3+ your Charisma Modifier.
    1st - shield of faith
    2nd - aid
    3rd - aid, mass (SC)
    4th - shield of faith, mass (SC)
    5th - life's grace (SC)
    6th -
    7th - death ward, mass (SC)
    8th - holy aura
    9th -

    Ambition Domain
    Power: Once per day, as an immediate action, you may gain concealment from a single target. This effect lasts 1 minute.
    1st - bane
    2nd - ray of enfeeblement
    3rd - bestow curse
    4th - ray of exhaustion
    5th - unholy sword (dragon 312)
    6th -
    7th -
    8th - Dominate Monster
    9th - Mind Rape (BoVD)

    Zeal Domain
    Power: Once per round, as part of a full attack, you may make a single extra attack at your full base attack bonus. This effect is usuable in conjunction with effects such as the haste spell, and is usable a number of times per day equal to 3 + your Charisma modifier.
    1st - magic weapon
    2nd - zeal (SC)
    3rd - haste
    4th - wall of fire
    5th - flame strike
    6th - zealot pact (CD)
    7th - fire storm
    8th - righteous wrath of the faithful (SC)
    9th -
    Last edited by Buufreak; 2023-05-01 at 02:39 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    WolfInSheepsClothing

    Join Date
    Feb 2011

    Default Re: Buu's Comprehensive Amonkhet [3.5 edition]

    Hmmm... Well, my first reaction is that the Naga is pretty strong-- a natural weapon is normal, but poison and constrict as well? I can't think of another race in D&D that grants poison, and in Pathfinder the only poison-using races get it only a few times per day (usually Con mod/day or something).

    The Khenra feel a bit weaker than the others to me, but it's hard to quantify something like Scent. I can't think of another PC race that gets it without spending a feat (we do not speak of Savage Species), but just about everybody's familiar, animal companion, etc, -does- get it.

    Domains. Hmmm. They do look different from existing domains. I assume you wanted to evoke an "everything is about combat" feeling with these domains? The description of the PCs as a "crop" and the game as a "trial" makes me expect "threshing." If so, that's what's happening.

    By domain--

    Solidarity gives me the feeling of someone who stands in the back of a phalanx with a banner or longspear.

    Ambition feels... more like envy-- dragging down whoever is ahead of you, rather than pushing yourself to a higher position. Is this intended for a more evil, backstabbing deity?
    If not, you could give it a feeling of "seeking superiority over others" by swapping the level 1 spell to Command and the level 2 spell to Mirror Image. And maybe adding Greater Heroism at level 6.

    Do note that there's already a "Zeal" domain published, so you'll need to be very clear about which you're referring to if you keep that name. That said, the current "Zeal" does feel very much like heart-on-fire zealousness. Having a literal fire spell at level 4 and 5 seems a little redundant, but I can't think what I'd replace either with.

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