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  1. - Top - End - #31
    Bugbear in the Playground
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    Default Kobolds

    Kobolds

    Kobolds are a curious, intelligent, and organized race of miniature scholars with a sinister disposition, who claim that they are the descendants of dragons. They are constantly warring with the hobgoblins and are historically responsible for unspeakable atrocities, but they are also the forerunners of technological and arcane advancements.

    Personality: Kobolds are extremely skittish and mistrusting of other creatures but are very affectionate towards their own. Because of their underwhelming size and pathetic frames, kobolds have evolved a sense of ingenuity along with healthy skepticism and caution. They enjoy solving problems through application of their knowledge and intellect, and are known to like riddles and puzzle games for this reason. Because they are cold-blooded, a kobold's energy level is significantly different depending upon the ambient temperature; if it's cold, they are sluggish and depressed. If it is hot, they are energetic and nearly impossible to keep still.

    Physical Description: Kobolds are thin, gangly humanoid reptiles who stand roughly two to three feet tall and weigh roughly thirty pounds. Their scales are usually reddish in color, but vary by clan and individual from purple to red to brown to black. Their eyes are invariably red, however, and glow softly in the darkness. This bio-luminescence is actually caused by a symbiotic fungus that lives within kobolds, which reacts to varying intensities of otherwise invisible energy and fluorescing in a similar pattern with visible light, essentially translating invisible energy into visible light, allowing kobolds to see in the dark. This never turns off, however, and can overwhelm a kobold's eyes if there is too much ambient light, causing them to be sensitive to bright light.

    Kobolds acquire this fungus from their caretakers, who lick a hatchling's eyes clean, along with the rest of the kobold, after it has emerged from the egg. Kobolds raised without a kobold caretaker to perform this action in the first 3 months of their life can never acquire and cultivate the symbiote. Such creatures are rare and are called night-blind kobolds.

    Kobolds speak with a high pitch yapping sound.

    Relations: Hobgoblins and kobolds are mortal enemies, having been too close to each other for too long while possessing similar imperialistic tendencies. They get along well with humans and saimirans, who value their creative and intellectual talent, while finding sheevra an annoying threat to their magical supremacy. They find the mental gulf between themselves and the yeenash too difficult to cross, and often treat them as unusually intelligent beasts of burden.

    Alignment: Kobold society is highly structure and organized, and kobolds are taught at a very young age to put the needs of the community before their own. Most kobolds are lawful, and many are evil, though usually only to non-kobolds. Crime rates within kobold societies are extremely low.

    Kobold Lands: Kobolds live in a highly structured, underground society. They are hatched and raised by the community caretakers, who then pass them off to the council when they reach adulthood. The council decides the kobold's career, and the rest of its life along with it. When a community becomes too large, it breaks apart, and forms two small cities in different geographic locations so as not to pressure each other for resources. Through this nearly mechanical process, the kobolds have inhabited nearly all possible locations in their native land of Koganerand.

    Religion: Kobolds can be found worshiping Boross or Avindia. They tend to avoid the spirits, who they deem as lesser proxies, but some traffic with the Sovereigns to acquire powers that the twin deities refuse to offer.

    Language: The reptilian language is flowery and nuanced, but capable of minute distinctions and subtle variance that the other languages simply cannot address. This makes kobolds particularly picky about word choices, even when conversing in a non-kobold language, and they have a very keen grasp of grammar and spelling. Koganian is frequently used in magical or chemistry texts, where fine distinctions can be the difference between a success and an deadly explosion.

    Names: When they first hatch, kobolds are assigned a name. These names are temporary and uncreative, serving only as a label to allow hatchlings to be differentiated. When a kobolds reaches adulthood at the age of 6, they may choose their own name and begin an apprenticeship. Finally, upon completion of their training, they acquire a name descriptive of their profession. When traveling abroad, a kobold will often indicate their birthplace as well.

    Adventurers: Kobolds are very curious, and adventuring comes naturally to them, much like humans. Most kobolds encountered outside their lands are on a quest for knowledge, though the nature, scope, and level of personal significance this knowledge is varies from kobold to kobold.

    Kobold Racial Traits
    -4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence. Kobolds are small and physically weak, but they're quick and possess mental faculties reminiscent of dragons.
    Small: As small creatures, kobolds gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and take a -4 penalty to grapple checks. They must use smaller weapons, however, and their lifting and carrying capacity is three-quarters that of a medium character.
    Kobold base land speed is 30 feet.
    Darkvision: Kobolds possess the ability to see in absolute darkness, out to a range of 60 feet.
    +1 natural armor bonus.
    -2 penalty to saves against fear: Kobolds are cautious and easily spooked.
    Light Sensitivity: Kobolds are dazzled in bright sunlight or in the area of a daylight spell.
    Slender Form: Kobolds are considered Tiny for purposes of skill or ability checks in which it would be beneficial to them (Acrobatics and Stealth, for instance).
    +2 racial bonus on one Craft skill and one Knowledge skill (both chosen at character creation). Kobolds are the keepers of knowledge both arcane and mundane.
    Automatic Languages: Common and Koganian. Smart kobolds frequently learn Tzukarian, as well.
    Favored Class: Wizard. A multiclass kobold's wizard class does not count when determining whether he takes an experience point penalty for multiclassing.
    Last edited by Kuma Kode; 2010-07-20 at 09:46 PM.

  2. - Top - End - #32
    Dwarf in the Playground
     
    GnomeWizardGuy

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    Default Re: Winds of Aether [3.5 Campaign Setting]

    I gotta say, I'm loving this world. I'm looking forward to seeing how you handle airship combat.

  3. - Top - End - #33
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting]

    Quote Originally Posted by GenPol View Post
    I'm looking forward to seeing how you handle airship combat.
    I am pretty much going to have to write my own system. Not even D20 Future's starship combat takes the third dimension into consideration....

    Glad you like the setting, though! I'll see about working on the airships some after I finish up the dwarf Saimiran entry.
    Last edited by Kuma Kode; 2010-07-20 at 09:47 PM.

  4. - Top - End - #34
    Bugbear in the Playground
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    Default Saimirans

    Saimirans

    For two-thousand years, these small, furry, inquisitive creatures have lived in a state of eternal peace, turning their minds and eyes to the skies around them. They are renowned for their feats of agility and for their technological knowledge and unsurpassed craftsmanship.

    Personality: Saimirans are soft-spoken and dedicated, preferring actions over words and finished tasks over promises. They are highly inquisitive and prone to adventurous tendencies, sometimes causing them to act uncharacteristically bold. To the saimirans, they simply see what is and what isn't important, and direct their energies accordingly.

    Physical Description: Small and covered in brown fur, these primates are extremely agile and possess a prehensile tail. All four of their limbs may function like hands, allowing the saimiran to function equally well in nearly any physical configuration. They stand roughly 3 feet tall and weight between 30 and 50 pounds.

    A saimiran's fur color is usually brown or tan, but occasionally individuals appear with red or black fur. Their eyes are yellow and the exposed skin of their face and hands is usually a dark brown.

    Relations: Saimirans get along well with all other races, as it is their nature to be friendly and non-aggressive. They are valued for both their respect for nature and for their technological skills and curiosity.

    Alignment: Like humans, saimirans can be of any alignment.

    Saimiran Lands: Kisiwamit is a rich land of diverse life, in which the saimirans live in harmony with nature. They build great stone structures that tower and weave through the forests, destroying nothing but becoming a part of the land. Long ago, the saimirans were war-like and bickering, until they discovered a device created by the powerful and sinister Ishen. Wielding power they did not understand, the saimirans nearly destroyed themselves. Since then, they have been strictly non-aggressive, and seek diplomacy above all else. They are all too aware of the darkness that lurks within all sentient beings.

    Religion: Saimirans are less likely to devote their lives to piety than the other races, but they respect and acknowledge the gods. They can be found worshiping any divine agency, but prefer the gods over the spirits.

    Language: The saimiran language is convoluted and messy, and in a constant state of flux. New words appear seemingly out of the ether in their society and catch on like a plague before eventually becoming outdated and replaced by a new word. Saimirans view this constant state of evolution as progress, while non-native speakers dislike it because it typically makes them sound extremely old-fashioned, as if they came from two-hundred years in the past.

    Names: Saimirans are rather short on names. They don't turn it into an art for like many other races do, and so their names are rather drab and serve merely to identify the individual. Some saimirans adopt non-saimiran names when traveling.

    Adventurers: Because they are curious and driven by a strong desire to understand the Mother and Father's creations, saimirans are natural adventurers.

    Saimiran Racial Traits

    -2 Strength, +2 Dexterity
    Small: As small creatures, saimirans gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and take a -4 penalty to grapple checks. They must use smaller weapons, however, and their lifting and carrying capacity is three-quarters that of a medium character.
    Saimirans base land speed is 20 feet. They also have a climb speed equal to their base land speed.
    +4 racial bonus on Athletics and Acrobatics checks. Additionally, saimirans use their Dexterity modifier on Athletics checks instead of their Strength.
    +2 racial bonus on Craft (Shipmaking), Knowledge (Architecture and Engineering), and Craft (Clockwork) checks. Saimirans are always on the cutting edge of technology.
    Saimirans can automatically gauge the vertical distance between two points. This ability is accurate to the nearest foot if the distance is 50 ft. or less, the nearest 5 ft. if the distance is between 50 ft. and 100 ft., or the nearest 10 ft. if the distance is greater than 100 ft.
    Automatic Languages: Common and Kiwandan.
    Favored Class: Rogue. A multiclass saimiran's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
    Last edited by Kuma Kode; 2010-07-20 at 10:09 PM.

  5. - Top - End - #35
    Bugbear in the Playground
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    Default Ship Statistics

    Ship Statistics

    Adventurers hoping to explore the skies of Aether need a good ship - a vessel fast enough to get them to their destination, but strong enough to endure the monsters, pirate attacks, weather, and other dangers one will inevitably encounter on such a journey. Rules found here supersede any vehicle-related information in the Player's Handbook or any other supplement.

    Ships are as varied as the winds themselves, but they all share a certain number of statistics. They are considered inanimate, unattended objects, even if they are crewed. Because of this, they always fail saving throws.

    Size and Type: Ships are usually Huge, Gargantuan, or Colossal, with the same statistical modifications as a creature of that size. Ships, however, have their own types that determine their general size and maneuverability. They can be ultralight, light, mediumweight, heavy, and superheavy. A ship's component is considered an inanimate object unless otherwise noted. A component that has a creature type can be affected by certain forms of magic, even if the ship as a whole cannot.

    Space: The dimensions of the ship and the space it takes up on a battle grid. Ship battles occur at 20 ft. increments (instead of the 5 ft. increments for character scale.)

    Handling: How nimble the ship is. This is added as a modifier to all Pilot checks to move the ship.

    Speed: The ships speed and its maneuverability rating.
    Wind: Sailing vessels have a base speed that is modified by the wind modifier, determined by the weather. For example, a ship with the speed "wind x 15 feet" would have a base speed of 15 feet if the wind modifier was x1, 30 feet if the wind was x2, or 45 feet if the wind was x3.
    Propellers: The ship's speed when running primarily on engine power.

    Defense: How difficult the ship is to hit. This is usually quite low, due to a ship's massive size. A ship has a defense modifier equal to the pilot's dexterity modifier, plus the ship's handling modifier, minus the size modifier (usually -8 Colossal).

    Armor: Because they are so large, ships rely on armor to absorb some of the damage dealt to them. A ship's armor is treated like hardness.

    Hit Die / Hit Points: How sturdy the ship is. Ships have HD based upon their size, type, and construction. The number of hit die can never be upgraded, as it represents the innate structural integrity of the ship, and is determined during the building process. Ships use the d20 for their hit die. When a ship’s current hit points drop below 0, the ship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate. It begins to fall 200 feet per round for 3d4+2 rounds, after which it begins to fall as normal.

    Ram: The damage dealt by the vehicle per 10 feet of its movement speed during a collision. For example, a ship with 3d6 base ram damage deals 3d6 damage if moving at 10 feet per round, 6d6 if moving at 20 feet per round, 9d6 if moving at 30 feet per round, and so on.

    Weapon Mounts: The number of weapons the ship can have equipped at any time. Weapon mounts come in heavy, light, and super-heavy sizes to accommodate different weapons.

    Ship Specifications: An exhaustive list of all components the ship has integrated into its form.

  6. - Top - End - #36
    Bugbear in the Playground
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    Default Ship Parts

    Ship Parts

    Airships are not a single object. Like most complicated vehicles, they are composed of smaller, less complicated pieces that work together systematically. Because of the modular design of most airships, this allows them to be built piece by piece, with only the skeletal structure of the ship being unchangeable. Ships can be upgraded with new parts or have other parts exchanged. However, the number of available slots is determined by the chassis. For instance, small ships usually have one engine, while larger ships typically have two or more.

    Chassis: This determines the basic outline to which all other parts must conform. The chassis determines the ship's size, hit die, number of part slots, part compatibility, and weak points. Once selected, this cannot be changed, since upgrading a chassis is essentially cannibalizing the old ship's materials to build a new one.

    Engines: Most ships have sails to take advantage of Aether's prevailing winds. When the winds aren't going the way you want, however, you need to rely on mechanical power to get there. The engine selected determines the ship's speed and maneuverability, and can be used regardless of wind conditions. Unfortunately, they require fuel and may introduce new problems associated with their maintenance.

    Armor: Airships usually don't have armor beyond that granted by the chassis. Ships designed for adventuring or combat, however, are often reinforced or armor plated, with flagships or ships that transport royalty often sporting enchanted armor. Unlike with the other parts, ships may only possess one kind of armor, which covers the entire ship.

    Automatic Mechanisms: Most ships lack automatic mechanisms. Some, however, possess mechanical or magical abilities designed to prevent boarding or guard a ship's weak points. Automatic mechanisms are almost always defensive in nature.

    Sensory Mechanisms: Ship captains often make due with a spyglass and a map, but airships can be installed with sophisticated mechanisms both technological and magical that can augment a ship's ability to perceive its environment, granting the ship and its crew a multitude of bonuses or extra perception.

    Communication Mechanisms: Various means of ship-to-ship communication are available, ranging from simple lantern morse-code to sendings and divinations.

    Weapons: Civilian ships typically lack weapons, but nearly any airship can be equipped with them. Weapons come in various sizes, however, and ships must have a sufficient number of the appropriate slots to equip them. A coracle, for instance, is too small to support a heavy cannon. Weapons come in multiple types that function differently and are useful in different situations.

    Cannons: Cannons are a class of high-powered, single shot weapons. They deal a large amount of damage, but are slow. The primary attacker may apply his Strength modifier to attack rolls, and one-and-a-half his Strength modifier to damage rolls made with a cannon, representing the greater efficiency and power with which a strong character can load, adjust and re-aim, and compact a cannon and its gunpowder.

    Turrets: Turrets are rarer, clockwork mechanisms that fire smaller projectiles but at a significantly faster rate. Turrets are usually self-feeding, requiring a reload only when their magazine runs out of ammunition. Turrets can be fired as many times as the user has attacks in a round, and the user may add his dexterity modifier to attack and damage rolls made with a turret.

    Eldritch Artillery: Appearing to be an oddly shaped cannon decorated with sigils and runes, eldritch artillery allows a spellcaster to channel a spell through it, firing the magical energy like a cannonball. Spells so channeled use the artillery's range and become single-target, taking effect on the struck ship itself, not on its crew. For this reason, some casters are desired more strongly than others; Evokers can find an easy job manning (or womanning) eldritch artillery, while enchanters and abjurers should find employment elsewhere. A spellcaster uses their Intelligence or Charisma modifier instead of their Dexterity modifier on attack rolls made with eldritch artillery.

    Drones: Drones are a special, very rare clockwork device. They are small flying devices capable of being programmed and controlled from a distance, and have found use in combat as a delivery mechanism for explosives. Drones may be programmed to attack at a later time, and can be targeted at any location on the enemy ship, regardless of line of sight or firing angle. When they deliver their cargo, they are destroyed. A character may apply his or her Wisdom modifier to attack and damage rolls made with drones.

    Magic: Ships, like most other objects, can be permanently enchanted. Enchantments and supernatural effects that do not fall into other categories, such as a permanent mage armor, is specified here.


  7. - Top - End - #37
    Orc in the Playground
     
    The Anarresti's Avatar

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    Default Re: Quintessence

    Quote Originally Posted by Kuma Kode View Post
    I was displeased with the fact that arcane casters, like divine casters, could manipulate negative energy, but for some reason they could not manage even a 1st level spell of positive energy. Quintessence is an attempt to reconcile the apparent discrepancy while giving arcane necromancers a way to stand apart from their otherwise superior divine counterparts.

    Also, yes, "quintessent" isn't actually a word, it just sounds a bit more menacing than "quintessential."
    Actually, arcane casters can use positive energy, as bard spells. Example:*cure light wounds is a Bard 1st spell, in addition to Cleric, Druid and Paladin 1st, and Ranger 2nd.
    But I love the way you pick apart these things. three thumbs up!
    My wonderful Avatar is by licoot.

  8. - Top - End - #38
    Bugbear in the Playground
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    Default Ship Weapons

    Weapons

    {table=width=95%;head]
    Weapon
    |
    Weapon
    Type
    |
    Damage
    |
    Critical
    |
    Damage
    Type
    |
    Range
    Increment
    |
    Slot Size
    |
    Crew
    |
    Cost


    Falcon|
    Cannon
    |
    3d12
    |
    20 ×3
    |
    Ballistic
    |
    200 ft.
    |
    Light
    |
    2
    |
    -


    Harrier |
    Cannon
    |
    4d12
    |
    20 ×3
    |
    Ballistic
    |
    300 ft.
    |
    Heavy
    |
    4
    |
    -


    Lammergeier |
    Cannon
    |
    6d12
    |
    20 ×3
    |
    Ballistic
    |
    400 ft.
    |
    Super-heavy
    |
    8
    |
    -


    [/table]

    Weapon Batteries

    Multiple weapons may be mounted and fired as one to increase the power of the strike. Two cannons or turrets mounted as a battery function as one weapon, using the same attack roll, that deals 50% more damage. For instance, harriers deal 4d12 damage each. If two of them are mounted and installed as a battery, they are fired simultaneously, using the same attack roll, and deal 6d12 damage.

    Weapons mounted as a battery cannot fire separately or at two different targets.

    Crews

    Each weapon requires a certain number of people to operate it properly. The number give is the optimal number to function, but the weapons can be operated by as few as half this many people. A weapon that has an insufficient number of crewmembers takes twice as long to load.

    Crews can be hired for larger ships, though the cost depends on the crew's abilities. Player characters and heroic NPCs may join a crew and use their statistics if they are higher than those of the generic crewmembers. For instance, an adventuring party is traveling on a large airship when it is attacked by pirates. The barbarian decides he would be best able to contribute manning the ship's sole Lammergeier. The other cannons use the statistics for the selected generic crew, but the lammergeier benefits from the barbarian's increased strength while the other crewmembers aid him in loading and cleaning the cannon between shots.

    Weapon Descriptions

    Falcon: A light cannon used primarily to defend small ships and merchant vessels. It fires a shot roughly the size of a softball and weighing 4 lbs. It takes 4 rounds to reload.

    Harrier: Commonly used on adventuring vessels and military ships, the harrier is reliable weapon. It takes 5 rounds to reload.

    Lammergeier: A massive cannon used only on the largest of ships, but feared throughout the skies for its power. It takes 6 rounds to reload.


  9. - Top - End - #39
    Bugbear in the Playground
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    Default Re: Quintessence

    Quote Originally Posted by Leaf-Eater View Post
    Actually, arcane casters can use positive energy, as bard spells. Example:*cure light wounds is a Bard 1st spell, in addition to Cleric, Druid and Paladin 1st, and Ranger 2nd.
    But I love the way you pick apart these things. three thumbs up!
    Technically you are correct; Arcane casters can technically use positive energy. I was aware of the bard, however they function differently than sorcerers or wizards and their fluff in Aether is much different. Also, they suffer from the reverse problem; they inexplicably can't channel negative energy. I understand why, though. They're a support/buffer class, not a magical attacker, but that reason doesn't really work in-game.

    I have considered making bards in Aether use the Divine Bard variant, and then make a bard/paladin of freedom prestige class around Avindia.

  10. - Top - End - #40
    Orc in the Playground
     
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    The Cantor variant, i think is what it is called. Sounds like a pretty good idea, but you have to be careful to not get bogged down in MAD
    My wonderful Avatar is by licoot.

  11. - Top - End - #41
    Bugbear in the Playground
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    Default Classes Index

    Setting-Specific Classes

    Some classes are unique to Aether, and are discussed below. They are all heavily works in progress, and critique is not only welcome, it is encouraged.

    New Base Classes
    Archer
    Tiger
    Bear
    Bat
    Falcon

    True Specialists
    Abjurer
    Enchanter
    Conjurer
    Illusionist
    Transmuter
    Evoker
    Diviner
    Necromancer

    Prestige Classes
    Sky Pirate
    Hobgoblin Warcaller
    Last edited by Kuma Kode; 2010-07-30 at 07:15 PM.

  12. - Top - End - #42
    Bugbear in the Playground
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    Default True Specialist Diviner

    True Specialist Diviner

    Few things are as mysterious as the future, and few come closer to unlocking its secrets than the diviner. Sacrificing nearly all other schools of magic, the true specialist delves deep into the mists of time to discover the nature of time and fate.

    Adventures: Diviners adventure for knowledge, above all else. They are driven by a profound need to understand not only what, but why. They approach their problems with logic veiled under a layer of mystique, and they are always prepared.

    Characteristics: Knowledge and planning are the tools of the diviner. Because she lacks much in the way of offensive magic, she must rely on her precongitive abilities to thwart attacks. Thankfully, because of her vast repertoire of divinations, knowledge is not hard to come by. Like other wizards, a true specialist diviner must prepare spells from a spellbook, though she is much better at determining what she'll need.

    Alignment: Because the study of magic requires discipline, diviners favor law over chaos.

    Religion: Diviners favor Boross the Calm for his meditative and contemplative attitude, a personality many of them seek to emulate.

    Background: Like wizards, diviners learn their magic from a mentor or professor, but diviners spend less time mingling with other wizards than is typical. They prefer the company of each other, collecting into small oracular cults, sometimes merging with a cabal of necromancers who see them as kindred spirits.

    Races: Of the sentient species, an overwhelming majority of diviners are Saimirans. This is long thought to be because of their keen interest in maintaining their own history, but recent theories suggest that the diviners may be responsible for the detailed history, instead of the other way around. Humans and hobgoblins also respect divination specialists, but both tend to favor more flashy specialties.

    Other Classes: Diviners understand their own limitations, and enjoy working with a varied group. Manipulating and directing such unique individuals is much like an elaborate game of chess to them, and an intellectual exercise. Because of their amazing powers to predict the future and to sense potential danger, adventuring groups are wary of pushing away a diviner who shows interest in joining them.

    Role: Diviners rely on their extracurricular magic to protect themselves when the going gets rough. Ideally, however, the diviner acts as support, directing and arming their allies with the foreknowledge to save the day.

    {table="width=95%;head"]
    Level
    |
    Base Attack
    Bonus
    |
    Fort
    Save
    |
    Ref
    Save
    |
    Will
    Save
    |
    Special
    |
    0th
    |
    1st
    |
    2nd
    |
    3rd
    |
    4th
    |
    5th
    |
    6th
    |
    7th
    |
    8th
    |
    9th


    1st
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |Enhanced Divinations, Specialist Focus|
    5
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    2nd
    |
    +1
    |
    +0
    |
    +0
    |
    +3
    |Uncanny Preparation I|
    6
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    3rd
    |
    +1
    |
    +1
    |
    +1
    |
    +3
    |Foretell Failure 1/Day|
    6
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    4th
    |
    +2
    |
    +1
    |
    +1
    |
    +4
    |Sixth Sense, Insidious Insinuation|
    6
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    5th
    |
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Feat|
    6
    |
    4
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    6th
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |Foretell Failure 2/Day|
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    7th
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |Omniscient Whispers, Uncanny Preparation II|
    6
    |
    5
    |
    4
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    8th
    |
    +4
    |
    +2
    |
    +2
    |
    +6
    |Sixth Sense|
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -


    9th
    |
    +4
    |
    +3
    |
    +3
    |
    +6
    |Foretell Failure 3/Day|
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -


    10th
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Bonus Feat|
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -


    11th
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Cryptic Admonition|
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -


    12th
    |
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Sixth Sense|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -


    13th
    |
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |We are Legion|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    2
    |
    -
    |
    -


    14th
    |
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Uncanny Preparation III|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -


    15th
    |
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Bonus Feat|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    2
    |
    -


    16th
    |
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Sixth Sense|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -


    17th
    |
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    ||
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    2


    18th
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    ||
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3


    19th
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    ||
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3


    20th
    |
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Bonus Feat, Sixth Sense|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4

    [/table]

    Game Rule Information

    Diviners have the following game rule statistics.

    Abilities: Intelligence determines how powerful a spell a diviner can cast, how many spells she can cast, and how hard those spells are to resist (see Spells, below). A high Dexterity score is helpful for a diviner, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a diviner extra hit points, a resource that she is otherwise very low on.

    Alignment: Any.

    Hit Die: d4.

    Class Skills

    The diviner's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int Modifier) × 4.
    Skill Points at Each Additional Level: 2 + Int Modifier.

    Class Features

    All of the following are class features of the diviner.

    Weapon and Armor Proficiency: Diviners are proficient with either basic weapons or crossbows, but not with any type of armor or shield. Armor of any type interferes with a diviner’s movements, which can cause her spells with somatic components to fail.

    Spells: A diviner casts arcane spells which are drawn from the diviner spell list. A diviner must choose and prepare her spells ahead of time (see below).

    To learn, prepare, or cast a spell, the diviner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a diviner’s spell is 10 + the spell level + the diviner’s Intelligence modifier.

    Like other spellcasters, a diviner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Intelligence score.

    Unlike a bard or sorcerer, a diviner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the diviner decides which spells to prepare.

    Spellbook: A diviner keeps and maintains a spellbook, just like a non-specialist wizard does.

    Enhanced Divinations: A diviner gains special benefits when casting divinations. She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify. An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).

    Specialist Focus: A diviner gains a +4 bonus on Spellcraft checks made to learn or identify a spell from the Divination school. She also gains a +2 bonus on similar checks against Transmutation or Necromancy spells.

    Uncanny Preparation I: At 2nd level, hints of the future begin to filter into the diviner's mind, giving her subconscious clues as to what spells she will need for the day. She senses intuitively which spells she may require, though she does not know why. A diviner of 2nd level or higher may leave 1/3 of each level of her class-allotted spells per day unspecified, but still prepared. At any moment afterward, she may fill an unspecified slot with a spell she could have prepared, and cast it. Declaring a spell takes no time and may be done once for each unspecified slot. This essentially allows the diviner to reserve several slots to be used spontaneously like a sorcerer, except that the spell is considered prepared and therefore does not suffer an increase in casting time for metamagic feats attached.

    For instance, Catrina, a 2nd level diviner, may uncannily prepare two cantrips and one first level spell, regardless of her intelligence bonus. She must prepare the remaining slots like a normal wizard, but these three slots are left empty. Later on, Catrina finds herself wondering if a mysterious doorway is guarded by a magical ward. She didn't prepare Detect Magic, but she has two uncannily prepared 0-level slots. She declares that she sensed she needed Detect Magic for today, and converts one of these empty slots into Detect Magic, casting it in the same round. If she had decided she wanted to investigate the door quietly, she could have converted her 1st level slot into a Silent Detect Magic instead, assuming she had the metamagic feat.

    Foretell Failure (Su): The spirits may warn a diviner of a fruitless task, saving her valuable resources and time. At 3rd level, the diviner gains the ability to recall her actions for a round and redo them after she has seen the results, once a day. This ability cannot recall itself.

    At 6th level, the diviner may use this an additional time per day. At 9th level, this increases to a total of three uses. She may never use it more than once a round, however.

    Sixth Sense (Su): Diviners traffic with the spirits of the dead, and the constant contact facilitates further sensitivity. At 4th level, a diviner begins to feel the spirits around her tugging on her mind, pointing out that which she would otherwise miss. She may select a detection spell that she already knows (A spell that follows the pattern of "Detect X", such as Detect Magic, Detect Undead, Detect Poison, Detect Good, etc.), which becomes a supernatural ability. This ability is always on, requires no concentration, and covers a 60 ft. sphere. It is otherwise identical to the spell, including information gathered during multiple rounds of scanning.

    She gains this class feature again at 8th, 12th, 16th, and 20th level. Each time she gains it, she selects a new detection spell, and and the new aura overlays, but does not negate, the older ones.

    Insidious Insinuation (Ex): When threatened, a diviner's associate spirits can perform reconnaissance, allowing a specialist of 4th level or higher to dig into an enemy's past and cause its darkest secrets to surface with merely a mention. To do so, the diviner must make a Sense Motive check opposed by the enemy's special level check (1d20 + the target's HD + the target's Wisdom modifier). If she is successful, the target is shaken for the duration of the encounter or 5 minutes, whichever is longer. Even characters immune to fear, such as paladins or intelligent undead, can be demoralized in this manner, as the effect comes from the victim's own psyche. To be affected, the target must be able to hear and understand the diviner, and must have an intelligence score of 3 or higher.

    For instance, Jevs, an evil diviner, is in combat with a paladin of honor. As he advances, Jevs uses Insidious Insinuation, succeeds on his Sense Motive check, and senses the paladin harbors deep regret about a woman he failed to save. The diviner smiles, locks eyes with the paladin, and says in a firm, knowing voice, "She would still be alive if it weren't for you." The paladin is now shaken for the rest of the encounter, even though he is immune to fear effects, until he has enough time to step away and clear his head. The penalties arise from his own guilt, not a supernatural fear effect.

    Bonus Feat: A 5th level diviner gains a bonus metamagic or item creation feat, just like her other wizardly colleagues.

    Omniscient Whispers: With her sensitivity to the metaphysical world growing ever stronger, a diviner of 6th level or higher begins to hear the voices of the spirits themselves, whispering secrets of the omniverse in alien tongues. She gains Omniscient Whispers as a bonus feat (found in Unearthed Arcana).

    Uncanny Preparation II: At 7th level, a diviner may begin uncannily preparing up to 2/3 of her class-allotted spell slots. This ability otherwise functions as Uncanny Preparation I.

    Cryptic Admonition: A simple phrase from the mouth of a divination specialist may not seem significant when said, but it could be the difference between life or death later. At 11th level, a true specialist diviner gains the ability to offer cryptic advice passed through her by her spiritual patrons, allowing her to transfer one or more uses of her Foretell Failure onto another. The so empowered individual may activate Foretell Failure to preserve one of their own powers, such as Smite Evil, in the same way the diviner could, even if she's not around. These imbued uses disappear if not used when the true specialist prepares her spells (or recharges her own uses, if these times are different). She may opt not to recall that use, however, if she feels the individual could still need it. In such a case, she regains any uses of Foretell Failure she did not pass on to another.

    We Are Legion (Su): A powerful diviner stands as the gate between our world and the next, and her constant channeling of spirits has caused a few to take up residence within her. This unusual and eerie inhabitance does not harm the diviner, but it offers great protection against her school of opposition: Enchantment. Whenever a diviner of 13th level or higher is targeted by a mind-affecting ability that targets a specific number of creatures, she counts as a number of creatures equal to her caster level. Any ability that is unable to affect that many creatures fails against her. Additionally, she may select a creature type, and plays host to spirits of that fit her specifications. Against mind-affecting attacks, she is considered a creature of that type. She gains no other abilities from that type, not even immunity to mind-affecting attacks. Changing the creature type is a full-round action that provokes attacks of opportunity.

    For instance, at 13th level, Catrina begins to invite fey spirits to inhabit her. An enemy enchanter casts Charm Person on her, which immediately fails because it cannot affect fey. Angrily, the enchanter tries again, casting Charm Monster on her. This likewise fails, because it targets only a single creature, and she currently channels the spirits of twelve fey, plus herself, for a total of thirteen creatures. It would take a targeted Mass Charm Monster to affect her.

    A mind-affecting attack that affects an area, such as a mind flayer's mind blast, or otherwise works without regard to number of targets, is unaffected by We Are Legion.

    Uncanny Preparation III: At 14th level, a diviner's ability to predict the future is without precedent. She may uncannily prepare any spell slots she gains from her diviner class. Only her bonus spells must be declared upon preparation.

    Last edited by Kuma Kode; 2010-07-30 at 07:16 PM.

  13. - Top - End - #43
    Bugbear in the Playground
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    Default New Spells

    New Spells

    Collected below is a list of new spells provided with the Aether campaign setting.

    {table=head;width=100%]
    Abbreviation
    |
    Class
    |
    Abbreviation
    |
    Class

    Abj
    | True Specialist Abjurer |
    Enc
    | True Specialist Enchanter
    Cjr
    | True Specialist Conjurer |
    Ill
    | True Specialist Illusionist
    Trn
    | True Specialist Transmuter |
    Evo
    | True Specialist Evoker
    Div
    | True Specialist Diviner |
    Nec
    | True Specialist Necromancer
    [/table]{table="head;width=100%"]
    Spell
    |
    School
    |
    Class/Level
    |
    Description

    Baryosymmetry |
    Conjuration /
    Abjuration
    [Creation] [Force]
    | Cjr 6, Abj 6 | Summons a dangerous, non-magical doppelganger that disintegrates anyone it touches.
    Gravity Well |
    Conjuration
    | Sor/Wiz 3 | Creates a sphere of gravity from which it is difficult to pull away.
    Light Echo |
    Divination
    | Div 1, Drd 2 | Caster gains a +10 insight bonus to Knowledge (History), Knowledge (Geography), and Knowledge (Nature) checks.
    [/table]
    Last edited by Kuma Kode; 2010-07-30 at 07:42 PM.

  14. - Top - End - #44
    Bugbear in the Playground
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    Default Light Echo

    Light Echo
    Divination
    Level: Div 1, Drd 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: See text

    This spell allows the caster to listen as the stars recount what they have witnessed over the centuries. The caster gains a +10 insight bonus to Knowledge (History), Knowledge (Geography), and Knowledge (Nature) checks the following round. Like the stars at dawn, the knowledge gained rapidly fades from the caster's mind.

    Focus: A glass jar that has been left outside, open, during a clear night.

  15. - Top - End - #45
    Bugbear in the Playground
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    Default Gravity Well

    Gravity Well
    Conjuration
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 60 ft. radius emanation
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell conjures a black chunk of matter with such immense density that it draws all other objects toward it. Creatures and objects within the spell's area of effect are pulled towards the mass at the rate of 30 feet a round. A successful strength check (DC 10) negates five feet of this pull, plus an additional five feet for every five points by which the check beats the DC. A flying creature suffers a -4 penalty on this check, while a creature with something to grab, such as a wall, rope, or permanent fixture gains a +2 bonus. Motion caused by the gravity well does not provoke attacks of opportunity.

    Moving against the gravity well is difficult. A successful strength check (DC 10) allows the character to move at half their normal speed, failure prevents the creature from moving away. Ranged attacks fired away from the well suffer a -4 penalty.

    The gravity well is not strong enough to counter normal gravity, and therefore cannot lift creatures off the ground.

    Material Component: Powdered obsidian and tar, which is formed into a ball and thrown to the target area.

  16. - Top - End - #46
    Bugbear in the Playground
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    Default Baryosymmetry

    Baryosymmetry
    Conjuration / Abjuration [Creation] [Force]
    Level: Cjr 6, Abj 6
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft. / level)
    Effect: One duplicate of the caster
    Duration: 1 round/level
    Saving Throw: Fortitude partial / Reflex half (See text)
    Spell Resistance: No

    This spell conjures a sinister doppelganger, an exact physical duplicate of the caster. It is statistically identical to the caster, except where noted below. Upon its conjuration, the doppelganger selects an intended victim and begins moving toward them on its own initiative count. It wanders nonchalantly toward a potential victim, taking only a single move per round. If multiple targets are within range, roll randomly to determine who it move towards. If no creature is within range, it moves towards the closest. It cannot differentiate between friend and foe; the caster and his or her allies are also endangered by this spell.

    When the creature finds a target, it attempts to touch them. Its attack bonus is equal to the creator's caster level + the caster's Intelligence modifier (or Charisma if a sorcerer) + 2. If it succeeds, the victim must make a Fortitude save. Success indicates that the touched victim takes 3d6 points of damage, +1 per caster level. If the save is failed, both the victim and the doppelganger are disintegrated. The doppelganger continues to attack until it successfully disintegrates a creature, killing itself in the process.

    The doppelganger can be attacked, and it possesses AC as if it were the caster with mage armor. It has the same number of hit points as the caster at the time of creation. It does not possess the caster's type; the doppelganger is always a construct.

    If the doppelganger is slain, it explodes, dealing 3d6 points of damage, +1 per caster level, to everything within 20 feet. A successful Reflex save halves the damage. The doppelganger also detonates in a similar manner if it is dispelled, enters an antimagic field, or if the spell's duration expires.

    The doppelganger is, in fact, antimatter, which annihilates normal matter on contact. Because it is an exotic material and not a magical effect, it bypasses spell resistance and cannot be dispelled. The abjuration that prevents it from coming into contact with stray matter, however, can, and the destruction of the abjuration, such as through dispelling or the termination of the spell's duration, causes the doppelganger to annihilate instantly with any matter that it may contact (usually the air and ground).

    Focus: An ebony marble and an ivory marble.

  17. - Top - End - #47
    Ogre in the Playground
    Join Date
    Jan 2010
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    Female

    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Wow. I can only say that this is amazing. Well done.
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  18. - Top - End - #48
    Orc in the Playground
     
    The Pressman's Avatar

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    Corvallis, OR
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    You may already have mentioned this, but are the airships magical, like galleons in the sky, or gas-based, like the Hindenburg?
    Homebrew:
    Endless Thanks go to Akrim.elf for the excellent avatar of an antique Gordon-Style Letterpress. With haberdasherical accessory.

  19. - Top - End - #49
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    The airships are magical/mechanical. It is possible to own a purely mechanical airship, though usually magic is used to enhance the ship's performance (such as an elemental engine). Mechanical parts cannot be dispelled and function within an antimagic field or dead zone, and they do not consume a part of the soul when they're made, so they can be mass produced and are more reliable.

  20. - Top - End - #50
    Troll in the Playground
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    TRAINTIEDUPHELP

    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Good sir, this looks most promising.

    By any chance, would you be holding Gaming Sessions inside this setting?
    Just finding my roots again.

  21. - Top - End - #51
    Bugbear in the Playground
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    Default Tiger

    Tiger

    Yeenash, like any race, have many occupations that they may pursue. Some become bakers, some artistans, some scholars, and some craftsman. A few, however, choose to focus on the powers they already possess, and pursue a religion that only the yeenash are capable of following: a search for the perfection of their self. They seek to explore their dual nature and achieve a state of perfection in which both selves are in harmony.

    Adventures: Tigers are naturally eager to take up adventuring as a more efficient means of exploring themselves. They enjoy furthering the causes of nature and order, and destroying the undead.

    Characteristics: Strength and serenity are the calling cards of the tiger, a quiet brute capable of rending their opponents limb from limb or enjoying an evening beneath a willow tree. They teach themselves to accept things as they are, and this detachment helps them to understand and acknowledge the unpleasant aspects of life.

    Alignment: Tigers tend more towards law than chaos, but chaotic individuals are not unheard of. They are also overwhelmingly good, as such behavior, they believe, is conducive to spiritual cultivation. Evil tigers do exist, though most consider these individuals to be a corruption and missing the point; they are tigers who understand, but do not comprehend.

    Religion: Yeenash follow the Tree of Life, the embodiment of the natural order, and those who seek spiritual enlightenment are no different. Many of their abilities, while not necessarily originating from the Great Tree, are named after it.

    Background: Tigers come from all walks of life. Some chose to pursue a higher path, and some were selected for their aptitude. Tigers may train in a group like a monastic order, or they may be hermits or wanderers who spend their lives in quiet contemplation.

    Races: Only Yeenash may pursue the Tiger class, and only tigrine yeenash at that.

    Other Classes: Yeenash work well with other classes, particularly clerics and druids. They see barbarians, fighters, and rangers as kindred spirits, and acknowledge the value in a variety of combat styles. They are uncertain of sorcerers and wizards, who they see as manipulating the natural world in an unauthorized, artificial way.

    They do not work well with non-fey warlocks, clerics of the Wraiths, or any channeler of Death magic, as these energies and behaviors are abhorent to their way of life and everything they believe. They may be able to learn to live with and even come to an understanding with a warlock who has been cursed with demonic power or otherwise did not willingly choose it.

    Role: Tigers are excellent front-line combatants. Their high strength, multitude of attacks, and ability to grapple foes make them a terror on the battlefield. Because they lack ranged attacks, they will occasionally need to shift back into human form and take up a bow or other ranged weapon.

    {table="width=100%;head"]
    Level
    |
    Base Attack
    Bonus
    |
    Fort
    Save
    |
    Ref
    Save
    |
    Will
    Save
    |
    Special Abilities
    |
    Str
    Bonus
    |
    Dex
    Bonus
    |
    Con
    Bonus

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Tiger skills, bite, feral instinct, +2 Wisdom|
    +0
    |
    +0
    |
    +0
    2nd
    |
    +2
    |
    +3
    |
    +3
    |
    +0
    |tough hide, Scent, Fast Movement (+10 ft.)|
    +2
    |
    +0
    |
    +0
    3rd
    |
    +3
    |
    +3
    |
    +3
    |
    +1
    |Natural armor +1, 2 claws, Improved Natural Attack (Bite)|
    +4
    |
    +0
    |
    +2
    4th
    |
    +4
    |
    +4
    |
    +4
    |
    +1
    |Improved Grab|
    +4
    |
    +2
    |
    +2
    5th
    |
    +5
    |
    +4
    |
    +4
    |
    +1
    |Large, Great Tree's Warrior (Magic)|
    +6
    |
    +2
    |
    +4
    6th
    |
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Natural armor +1, Fast Movement (+20 ft.)|
    +8
    |
    +2
    |
    +4
    7th
    |
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Pounce, Improved Natural Attack (Claw)|
    +10
    |
    +4
    |
    +6
    8th
    |
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Rake, Feral Mind|
    +12
    |
    +4
    |
    +6
    9th
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Natural armor +1|
    +12
    |
    +4
    |
    +6
    10th
    |
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Fast Movement (+30 ft.)|
    +12
    |
    +4
    |
    +6
    11th
    |
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Great Tree's Rage|
    +14
    |
    +4
    |
    +8
    12th
    |
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Natural armor +1|
    +14
    |
    +4
    |
    +8
    13th
    |
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Great Tree's Warrior (Adamantine)|
    +14
    |
    +6
    |
    +6
    14th
    |
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Fast Movement (+40 ft.)|
    +16
    |
    +6
    |
    +8
    15th
    |
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Natural armor +1|
    +16
    |
    +6
    |
    +8
    16th
    |
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Perfection of Form|
    +16
    |
    +6
    |
    +8
    17th
    |
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Enlightened Mind|
    +18
    |
    +6
    |
    +10
    18th
    |
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Natural armor +1, Fast Movement (+50 ft.)|
    +18
    |
    +8
    |
    +10
    19th
    |
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Unity of Form|
    +18
    |
    +8
    |
    +10
    20th
    |
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Great Tree's Soul|
    +20
    |
    +8
    |
    +10
    [/table]

    Game Rule Information

    Tigers have the following game rule statistics.

    Abilities: Strength and Constitution will allow a tiger to withstand more damage, as well as dish it out in combat. Because they cannot wear armor, a high Dexterity will help a tiger avoid taking damage. Having a high Wisdom is also important, as it will enable the yeenash to better understand himself and his abilities on the path to Enlightenment.

    Hit Die: d10.

    Class Skills

    The tiger's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Stealth (Dex).
    Skill Points at 1st Level: (4 + Int Modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int Modifier.

    Class Features

    All of the following are class skills of the tiger.

    Weapon and Armor Proficiency: Tigers gain proficiency in basic weapons, and their natural weapons. They are not proficient in armor.

    Ability Score Modifications: The three far right columns on the table above indicate the ability score adjustments the yeenash gains when he shifts into his animal form. For instance, when a 6th level tiger assumes his animal form, his strength increases by 8, his dexterity increases by 2, and his constitution increases by 4. His ability scores return to normal when he returns to human form. All statistics that depend on these abilities change as well, such as saves, attack rolls, damage rolls, hit points, and skill checks.

    A tiger may use his modified ability scores to meet feat prerequisites. If his human form does not have the required ability score, however, the feat and any class features, skills, or feats that depend on it will only be usable in his animal form.

    Tiger Skills: Tigers gain a +2 racial bonus on Acrobatics and Stealth checks when in animal form. This stacks with their natural bonus for being a Yeenash. In areas of tall grass, the additional bonus on Stealth checks to avoid being seen increases to +6, for a total of +8.

    Bite: A tiger's primary mode of self-defense is his teeth. Tigers have a bite attack that deals 1d6 points of damage. Like other bite attacks, this damage is slashing, piercing, and bludgeoning. This attack is only available in animal form.

    Feral Instinct: On their path to personal enlightenment, yeenash learn to cultivate a heightened sense of awareness. A tiger may add his Wisdom modifier to his Defense, even when flat-footed. He still loses this ability if immobilized. This otherwise functions as a dodge bonus, and applies only in animal form. The amount applied to Defense may not be higher than the tiger's class level.

    Tough Hide: A second level tiger's hide is tough, granting him a +2 bonus to natural armor in both human and animal forms.

    Scent: At 2nd level, a tiger gains the scent special quality. This ability functions in both human and animal form.

    Fast Movement: The tiger's base speed improves by 10 feet at 2nd level. This increases by 10 feet every four levels thereafter, to a maximum of +50 feet. This enhancement applies only in animal form.

    Natural Armor Improvement: At 3rd level, a tiger's natural armor improves by the listed amount, but only when in animal form.

    Claws: At 3rd level, a tigrine yeenash learns to bring his claws into battle, gaining two claw attacks that deal 1d4 points of damage each. These are secondary attacks, and use only 1/2 the tiger's strength bonus. These attacks are only available in animal form.

    Improved Natural Attack (Bite): Tigers of 3rd level or higher gain this feat for free, increasing the damage die of their bite attack by one step (1d6 to 1d8).

    Improved Grab: A tiger of 4th level or higher who hits an opponent up to one size category smaller than himself with a claw or bite attack may initiate a grapple as a free action, without provoking attacks of opportunity or requiring a touch attack.

    Large: As a yeenash learns about himself and cultivates his animal self, it grows larger and more powerful. At 5th level, the yeenash's animal form grows to large size. This grants a -1 size penalty to Defense and attack rolls, a +4 bonus on grapple checks and other opposed checks dependent upon size, an increase in claw damage (from 1d4 to 1d6), an increase in bite damage (from 1d8 to 2d6), a +4 bonus on Intimidate checks, and a -4 penalty on Hide checks. This does not change the tiger's ability scores in any way (these changes already occurred gradually). Because tigers are long and not tall, this does not increase their natural reach.

    Great Tree's Warrior (Magic): At 5th level, a tiger begins to channel the energy of the Great Tree. All of his or her natural attacks count as magical, such as for the purposes of overcoming damage reduction and for attacking incorporeal creatures. Their attacks do not actually possess an enhancement bonus, however.

    Pounce: A tiger of 7th level or higher who charges a foe may make a full attack, even though he has moved during that round.

    Improved Natural Attack (Claw): A tiger gains this feat as a bonus feat at 7th level. This increases his claw damage die by one step (from 1d6 to 1d8).

    Rake: At 8th level, a tiger is comfortable enough in his animal form to be able to bring his entire body to bear in combat. When he pounces on a foe, the tiger may add two additional claw attacks to his attack routine.

    Feral Mind: Yeenash blur the line between man and beast, and a tiger of 8th level or higher erases it. A yeenash counts as an animal whenever doing so would benefit him (such as to ignore the effects of a Charm Person or to receive a beneficial animal-only spell from a druid.) Additionally, his feral instinct applies in both human and animal forms.

    Great Tree's Rage: As he grows stronger, a yeenash becomes a stronger warrior for nature, and he channels the anger of a thousand fallen yeenash. Once per day, at 11th level, the tiger may enter a supernatural rage. His fur turns white, his eyes glow green, and his entire body radiates a turquoise fire. He grows one size category larger, and all of his natural attacks deal an additional 1d6 points of fire damage. He may remain in this rage for 1 round per two tiger levels he possesses. After this rage, he is fatigued, and loses the benefits of Feral Instinct, Feral Mind, and Great Tree's Warrior until the end of the encounter and for 1 minute afterward.

    Great Tree's Warrior (Adamantine): At 13th level, a tiger's connection with the Great Tree grows stronger, enhancing his natural attacks with the strongest natural substance. The tiger's natural weapons count as adamantine, allowing them to bypass hardness less than 20 and bypass certain kinds of damage reduction.

    Perfection of Form: As he cultivates his spirit, a tiger's dual nature slowly merges into a single, perfect self. At 16th level, shifting between human and animal form becomes a free action that can be taken once per round. A second shift in the same round requires a move action.

    Enlightened Mind: A tiger of 17th level or higher is approaching the pinnacle of self-perfection, and opens the gates to a nearly supernatural state of being. He may count as an animal, humanoid, or magical beast, whichever benefits him the most at any point in time. Additionally, he becomes immune to fear and mind-affecting attacks, and automatically succeeds on saves against illusions.

    Unity of Form: At 19th level, the line between man and beast vanishes within the Yeenash's soul. Half of his ability score modifications apply to his humanoid form, and he may speak in animal form.

    Great Tree's Soul: When he reaches the pinnacle of self-perfection, a tigrine yeenash becomes an extension of the Great Tree, an avatar of the natural order. He is constantly in a state of Great Tree's Rage when in animal form, and suffers no fatigue or loss of abilities from it.

  22. - Top - End - #52
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    The tiger may be completely whack, I dunno. I need to playtest it to be sure, since the underlying mechanics are a bit different than that used by normal D&D characters.

    by any chance, would you be holding Gaming Sessions inside this setting?
    I've been harassed by a few friends to DM in it, and I had a short 1-session game in it, but so far I have yet to actually run a decent campaign in it.

  23. - Top - End - #53
    Barbarian in the Playground
     
    IcarusWings's Avatar

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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    if you were to run a pbp here I would be most interested.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


  24. - Top - End - #54
    Bugbear in the Playground
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    Default Ship : Coracle

    Coracle

    Size and Type: Large Ship, Super-Light
    Space: 10 ft. by 10 ft. (1/4 square)
    Handling: +4
    Speed: 20 ft. (1 square)
    Defense: 4 + Pilot's Dexterity Modifier
    Armor: 5
    Hit Die / Hit Points: 2d20 (40 HP)
    Ram: 1d6
    Weapon Mounts: None

    Ship Specifications
    Chassis (1): Coracle
    Engines (1): Combustion
    Armor (1): Wood
    Automatic Mechanisms (0): None
    Sensory Mechanisms (0): None
    Communication Mechanisms (0): None
    Weapons (1/0/0): None

    A coracle is little more than a flying wooden bowl, propelled through the air by a simple combination of a wood-burning engine and balloons of hot air. Not capable of carrying much weight, nor traveling very far, coracles still see extensive use as a cheap, easy, and fun means of travel around a city. Coracles are frequently the only means of reaching island estates and other small, disconnected islands.

  25. - Top - End - #55
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Quote Originally Posted by IcarusWings View Post
    if you were to run a pbp here I would be most interested.
    Honestly, I would, but I'm planning on joining the army soon and I don't want a game to get cut off because of 3+ months of basic training. Dunno, maybe afterward I'll have the reliability.

    Assuming, that is, that I don't... ya know...

    Die.

  26. - Top - End - #56
    Titan in the Playground
     
    Lizardfolk

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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Wow. This looks really cool and well detailed.

    It'd be cool if you had pictures of the original races.
    Quote Originally Posted by Dragonprime View Post
    AT, I esteem you above all other men now.

  27. - Top - End - #57
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Armor

    {table=width=95%;head]
    Armor
    |
    Hardness
    |
    Speed Penalty
    |
    Price


    Wood|
    5
    |
    -0 ft.
    |
    -


    Reinforced Wood|
    8
    |
    -5 ft.
    |
    -


    Steel|
    10
    |
    -10 ft.
    |
    -


    Mithril|
    15
    |
    -5 ft.
    |
    -


    Adamantine|
    20
    |
    -15 ft.
    |
    -


    [/table]

    Armor

    Armor is considered in all ways to be hardness. A ship's armor score is subtracted from all physical damage dealt to it, as well as most energies. force, sonic/concussive, and acid damage ignore armor.

    Like personal armor, ship armor can be enchanted by a spellcaster with the Craft Magic Ship Component feat. For each +1 bonus the armor possesses, its hardness increases by 2.

    Armor Descriptions

    Wood: Not really an armor, wood is the basic component in many ship hulls, and the sturdy structure offers some rudimentary protection.

    Reinforced Wood: Hulls designed to withstand difficult flying conditions are often reinforced with steel strips and bars without being covered completely. This makes the ship more durable, but not so much as a full steel plating.

    Steel: Durable, reliable, and relatively affordable, steel plating is a common protective measure on ships designed for combat. It offers significant protection at the cost of speed.

    Mithril: When speed and protection are both of utmost importance, it is possible to create a powerful set of ship armor out of mithril. Such armor is exceptionally rare but highly sought-after, found only on flagships, important transport ships, and the personal carriers of rich adventurers.

    Adamantine: Believed to be the pinnacle of protection, adamantine ships are feared for their indestructibility. While quite damaging to a ship's speed, adamantine ensures that a ship will shrug off all but the most lethal blows.

    Last edited by Kuma Kode; 2010-09-10 at 04:49 AM.

  28. - Top - End - #58
    Bugbear in the Playground
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    Default Re: Winds of Aether [3.5 Campaign Setting PEACH]

    Engines

    {table=width=95%;head]
    Engine
    |
    Minimum
    Ship Size
    |
    Type
    |
    Speed
    |
    Fuel
    |
    Price


    Combustion|
    Large
    |
    Mechanical
    |
    15 ft.
    |
    Combustibles (Wood, Coal, etc.)
    |
    -


    Elemental|
    Huge
    |
    Elemental
    |
    60 ft.
    |
    Salt, Chalk, and Silver Dust
    |
    -


    Necrotic|
    Huge
    |
    Undead
    |
    30 ft.
    |
    Living Creatures
    |
    -


    Cardinal|
    Huge
    |
    Outsider (Good)
    |
    40 ft.
    |
    Gold
    |
    -


    Principle|
    Huge
    |
    Fey
    |
    40 ft.
    |
    Raw Artisan Materials (pig iron, wood, cured leather, etc.)
    |
    -


    Sovereign|
    Huge
    |
    Outsider (Evil)
    |
    50 ft.
    |
    Experience
    |
    -

    [/table]

    Engines

    Many sailors consider the engine the heart and soul of the ship. The engine determines the ship's base speed, as well as the ship's type. If an engine has a creature type, such as the Necrotic engine's Undead type, the ship is considered a creature of that type for determining how spells and other alternate states can effect the ship itself. A type of "Mechanical" indicates that the engine is nonmagical and therefore the ship is an inanimate object.

    A spell can be cast on an engine. The engine's natural energy amplifies and circulates the spell throughout the vehicle, allowing the entire ship to benefit from a single spell, such as Repair Critical Damage.

    Like most vehicles and indeed living things, airship engines require fuel. The exact nature of the fuel, how hard it is to acquire, how expensive it is, and how long it lasts depends upon the engine itself.

    Engine Descriptions

    Combustion: A common and inexpensive engine, the combustion engine utilizes mechanical action and chemical energy released through oxidation to power an airship's moving parts. They are inefficient, however, and much of the energy is lost as heat. Despite their slow speeds and constant need for refueling, combustion engines appear on nearly all ships, even if only as a backup. Additionally, they carry no special vulnerabilities to magic, and continue to function even in an antimagic field.

    Most towns and cities will sell wood and coal specifically cut and treated for use in a combustion engine. The cost depends on the ship's size: Large ships consume 4 pounds of coal per hour, Huge ships consume 200 pounds of coal per hour, Gargantuan ships consume 20,000 pounds of coal per hour, and Colossal ships consume 40,000 pounds of coal per hour.

    The trade rate of coal is 1 cp/pound.

    Elemental: Carrying the bound spirit of an air elemental, the elemental engine is renowned for its speed and maneuverability. 1 gp worth of silver dust and salt per day of travel is all that is required to keep the binding spell in place; however, the elemental does not enjoy servitude. Every week, the crewmember in charge of engine maintenance must succeed on a Charisma check (DC 8). Failure indicates that the power of the binding is insufficient and the elemental breaks free, and likely begins a killing spree on its way out of the ship.

    A successful rebinding requires a new silver circle and another casting of a magic circle spell, while the elemental is within the silver circle. A ship with a mutinous elemental engine and no backup engines begins to fall as if destroyed.

    Needless to say, most adventurers choose a power source that is less likely to kill them in their sleep.

    An Elemental engine is considered an extra-planar Elemental and is vulnerable to banishment.

    Necrotic: Powered by hatred and the pain of souls who have lost sight of the Father and Mother, a necrotic engine is a macabre power source. It appears as a black, featureless orb much like a sphere of annihilation. It constantly hums and moans like a zombie's voice echoing through a dark tunnel.

    Necrotic engines are fueled by life force, and 4 HD of creatures is enough to fuel the engine for one day. Any excess HD is stored to be burned on the next day, so it is possible to pre-fuel a necrotic engine and fly it for days or even weeks before needing to feed it again.

    Animals and oozes count as half their actual hit die, and plant monsters count as a quarter. Less active life forms are even less efficient: it requires 65,000 pounds of inanimate foliage to fuel a necrotic engine for one day.

    The creatures in question are simply tossed into the engine's compartment and locked within: they are slain within minutes and their bodies are disintegrated and absorbed within hours. Many necrotic compartments are sound-proofed for related reasons.

    Necrotic engines are Undead, and as such ships powered by them are healed by negative energy effects and can be turned. Use the ship's hit die to determine the difficulty of turning checks. Necrotic engines that are destroyed through turning are instead suppressed for 1d4+1 minutes.

    Cardinal: Cardinal engines are powered by celestial spirits. They do not require fuel, having tapped into the grand cosmic powers of Boross and Avindia. Cardinal engines are far from free, however; they require a tithe or sacrifice of currency, usually gold, in order to request passage. The ship's engine requires 50 gold per mile required to travel.

    This sacrifice is unique in that it must be spent all at once, at the beginning of the journey. Once charged, the engine will faithfully carry the ship to its destination. A cardinal engine is quite flexible as well; if the ship is blown off course or the journey is otherwise extended unintentionally, the engine will not require any additional fuel: the goodwill of a sincere sacrifice is enough to see the ship through hard times.

    Attempting to trick the engine, such as by paying towards a certain destination and then changing one's mind and attempting to travel to a different, more distant destination, will cause the engine to become vengeful. A vengeful cardinal engine will complete the insincere journey, but will refuse to operate until twice the difference between the initial and the true journey is sacrificed.

    A Cardinal engine is considered a good outsider and is vulnerable to banishment.

    Principle: Powered by the essential spirits of the Material, a principle engine is a hassle-free supernatural power source. It functions similarly to the combustion engine, destroying materials and generating energy from them. Principle engines require 50 gold worth of metals, cloth, wood, and other artisan materials per hour of use.

    Principle engines are considered fey.

    Sovereign: Sovereign engines are powered by the corruptive spirits that lurk in the Abyss. Like the necrotic engine, they are usually the purview of despicable warlords and sinister forces. Sovereign are similar to Cardinal engines in that they require an intentional sacrifice, except that while the cardinals require gold to encourage spiritual growth and detachment from the physical, Sovereigns require an expenditure of life force. This life force must be given willingly, though the victim may be duped, pressured, tempted, or bribed into giving up their essence. The dark spirits enjoy corrupting an individual more than simply sapping life like leeches.

    Sovereign engines demand 15 experience points per hour, though it can be pre-charged much like the necrotic engine by paying more experience. Experience drained by the Sovereign engine can result in level loss. If an individual attempts to sacrifice more experience than they have, they perish, and the Sovereign engine gains a 100 experience point bonus added to its pool. A character slain by a Sovereign engine cannot be raised, but a Resurrection or True Resurrection will restore them to life.

    Sovereign engines are considered evil Outsiders and are vulnerable to banishment.

    Last edited by Kuma Kode; 2010-09-14 at 11:51 AM.

  29. - Top - End - #59
    Bugbear in the Playground
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    Default Location: Tarascon

    Country: Tzukaria
    City Type: Metropolis
    Population: 47,268
    GP Limit: 73,670
    Wealth: 348,245,457
    Full Time Guards: 472
    Conscriptable Individuals: 2,363

    Nestled within a deep canyon of Tzukaria, balanced in a fragile equilibrium, Tarascon is a sight to behold. This multi-tiered city is one of the largest in the known world. Tarascon has five levels arranged in a circular pyramid. The bottom two levels are within the canyon, below the ambient ground level, while the top two levels tower above.

    The hobgoblin capital, crafted from stones, metals, and exotic materials from other planes of existence, is a testament to their fortitude and craftsmanship. It is built like a fortress, with high walls, guard towers posted on floating islands, and carefully scrutinized bridges. The lower levels are eternal furnaces, constantly manufacturing weapons, armors, and tools for the rest of the hobgoblin nation. Only here could they devote their lives to an art, and only here could such an immense population be sustained in the heart of a wasteland, for Tarascon has a secret.

    Long ago, a beast of fury named the Tarrasque walked Tzukaria, destroying everything it encountered. For eons, hobgoblins lived in fear of this avatar of destruction, hiding in its wake and watching the world around them crumble. When the Rekhil Empire rose, hobgoblins found a new pride in themselves and a new strength in their morale. They concocted a plan to deal with the terror that had made them wandering nomads for so long. Forging chains and spears from the best craftsmen, using all the adamantite and the most powerful enchantments the empire could muster, the Rekhil Empire lured the Tarrasque into a narrow, deep valley. The army took heavy losses against the beast, but they managed to weaken and distract it long enough for the trap to succeed.

    There, at the bottom of the canyon, bound in adamantine chains pulsing with sorcery and impaled and crucified with nigh-unbreakable lances, the Tarrasque remains.

    At first, Tarascon was a prison. The empire's strongest and most loyal soldiers became stationed there, guarding the beast and ensuring that it did not break free. Then came the magicians, drawn by the creature's magical blood and the mysteries of its existence. The craftsmen followed, eager to experiment with its steel-rending claws and its spell-resistant shell. Eventually, Tarascon had grown so large that it could not keep up with the demands of food and water.

    That was when the cutting began.

    Armed with enchanted blades specially designed for the purpose, the soldiers severed chunks of meat from the immobilized being, who regrew the damaged body parts in a matter of moments. The meat and blood of the tarrasque soon became common in the diet of the Tarascon citizenry, while the muffled screams of a tortured soul, too primal to understand what was happening to it, faded into the background of daily life.

    Legion of Blood
    Lawful Evil Power Center

    There are those warriors who would give anything, do anything, or sacrifice anything for the sake of the Tzukarian Empire. Wielding raw, destructive powers granted by their unwavering faith in their nation and in their goddess, Avindia, the Legion of Blood is something to be feared. The Legion is composed of barbarians, fighters, rangers, rogues, and, most of all, paladins. These paladins represent the darker, unforgiving aspects of the Tempest, taking levels in the Paladin of Tyranny class.

    The Legion of Blood serves as the personal guards to the Emperor as well as an elite fighting force in wartime.

  30. - Top - End - #60
    Bugbear in the Playground
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    Default Feats

    New Feats

    Winds of Aether introduces many new feats, which are detailed below.

    Child of Avindia [Racial]
    You are touched directly by Avindia, and your connection to her runs deeper than simple devotion; she is a part of who you are.
    Prerequisites: Asura, Smite Evil class feature
    Benefit: You may use Charisma instead of your Wisdom to determine your Paladin spells per day, spell save DC, and the maximum level of spells you may cast. Additionally, you may use your Charisma modifier instead of your Intelligence modifier for Knowledge [Religion] checks related to Avindia.

    Serenity of Boross [Racial]
    You have taken after your patron and centered your entire life around tranquility.
    Prerequisites: Deva, Turn Undead class feature
    Benefit: You may use Wisdom instead of your Charisma to determine your Turning checks and Turning damage. Additionally, you may use Wisdom instead of Intelligence for Knowledge [Religion] checks related to Boross.


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