I love ritals, so I thought I would put out a few new Power Ceremonies, like those found in Mystic Secrets. I don't like racial only rituals to often but I do like given certain races a "ease of use" clause or proficency with the ceremony.
RITUAL OF REBIRTH [GENERAL]
You wish to be reborn to start over in life to change the course your life has taken, this ritual is perhaps the most powerful form of self-realization and transformation possible, and you abandon your old life and take on a new one. It is so trying it can only be done once in any single life. You fate is not set in stone and you can travel back down the path and follow the road not taken.
Components: A life size ornamental ice sculpture of yourself worth 1gp per experience point you possess. (Humans require only half the gp value)
Actions (6 hours per level, humans half this time): Meditate in the melting water of the ice sculpture until it is completely gone, all the while whispering the path you wish you life would have taken. When you reach the point in life at which you first learned the level you wish to discard, stand up and walk out of the pool of water, then alter the rest of your history to reflect the new levels you want to learn in their place. When the time of meditation has passed you sleep for an equal number of hours. When you awaken, the water all its valuable ornamentation is gone, and you have acquired the new levels as if you had advanced instead of your previous levels.
Effects: You can replace class levels with different levels of another class, making all necessary feat and skill changes. You can perform this ceremony only once in your life (humans can perform this ceremony twice) any further attempts simply fail.
BONDING WITH THY EPITHET [GENERAL]
You want your name to be more than just a label you want it to have meaning in your life, to define who you are, what you want, why you’re here, what you live for, who you serve or who you trust. This ritual allows you to represent its meaning and draw a mystical benefit from that bond.
Components: A parchment of vellum and ink laced with gold dust upon which you write you truename and your surname, title or epithet worth 500 gp. (Faen and Sibeccai require only half the gp value)
Actions (24 hours, Faen and sibeccai require only half this time): Meditate over your surname, title or epithet that is written on the page, for 12 hours and then write your truename and then meditate on that for the remaining 12. At the end you must burn the sheet of vellum.
Effects: Your truename is now your surname, title or epithet. 1/day when performing an action that is directly related to your new truename you can add a +3 circumstance bonus to any single d20 roll.
CEREMONY OF THE CONTEXTUAL: [GENERAL]
You wish to gain insight into the world by looking at all that precedes or follows a specific event or situation.
Components: A ritual involving s three other verrik, the digestion of alchemic chemicals worth 2,800 gp (a verrik needs only digest half the amount)
Actions (24 hours, verrik require only half this time): consume the alchemic concoction and the engage in a debate with the other three verrik involving contextual thinking. After the allotted time you gain new insight.
Effects: Your GM explains a portion of the overall campaign that you did not previously understand based on inferences that can be drawn from existing information you possess. The information must provide you a better understanding of the “Big Picture” but will not provide new information. If preformed more than once in the same "adventure" the ritual fails.
DANCE OF THE WAR GIANT [GIANT]
As a giant you can give up the life of the steward and become a dancer of war.
Components: A ritual involving seven other giants, a purified knife, your blood and expensive incense (worth 500gp X your character level).
Actions (24 hours): Burn the incense while you and seven other giants, meditate and discuss an abhorrent matter that is weighing upon your mind, then for 12 hours you dance a ancient giant war dance around the flames, at the end of the 24 hours cut your hand letting your blood burn in the flames of the incense, and take an oath to correct that which is abhorrent.
Effects: You replace any one feat you possess, except talents, for the Chi-Julud feat (you do not gain its benefits unless you meet its requirements. Once the oath is fulfilled the original feat replaces the Chi-Julud feat.
Monday, November 12, 2007
Thursday, November 8, 2007
Your world is what the PCs eat
I wanted to do something that was pure flavor, no mechanics, originally I looked at doing some fan fiction, but then I thought about the real flavor is the cultural stuff that makes a foreign place, exactly that. I thought about food. What to make the Ruins of Intrigue a real frontier town, add some frontier cuisine.
Some of this requires you to own the legacy of the dragon to gain all the monstrous insight required.
Tavern Fare Evolved.
Flying spit: Spit roasted rodant glazed in orange blossom honey and caramelized figs
Memorable desert: Chilled akashic seeker brains served with cream and strawberries.
Bog Kabob: 8 seasoning mix of grilled cubed bog salamander tail served warm with lemon wedges.
Bone skewer: bone viper coated in a beef sauce skewered with bell pepper and red onion
6 Legger: White wine poached basilisk legs with rosemary au jus and black truffle oil
Briar Stew: Stewed briar beast with eggs, muschrooms and chesnuts,
Crested soup: Crest of a crested serpent, ham, chicken, broth, with spring onions.
Hard pan: Pepper crusted bulette pan seared and served with garlic remulade
Amber Pudding: Hog fat, crushed almonds, fine suger, white bread, daval vomit,
Three Heads: Mixed grille of chimera slow roasted in its own juice and presented with baby field greens and edible flowers
Green Jumper: Baked and Buttered Dothrog Leg seasoned with salt, served with spinach
Hate Ragout: stir-fried tenderized hate reaper m marinated in six sauces ( juniper berries, wild turkey, thyme, onions, celery and carrots) Served with pasta and cheese bread
Some of this requires you to own the legacy of the dragon to gain all the monstrous insight required.
Tavern Fare Evolved.
Flying spit: Spit roasted rodant glazed in orange blossom honey and caramelized figs
Memorable desert: Chilled akashic seeker brains served with cream and strawberries.
Bog Kabob: 8 seasoning mix of grilled cubed bog salamander tail served warm with lemon wedges.
Bone skewer: bone viper coated in a beef sauce skewered with bell pepper and red onion
6 Legger: White wine poached basilisk legs with rosemary au jus and black truffle oil
Briar Stew: Stewed briar beast with eggs, muschrooms and chesnuts,
Crested soup: Crest of a crested serpent, ham, chicken, broth, with spring onions.
Hard pan: Pepper crusted bulette pan seared and served with garlic remulade
Amber Pudding: Hog fat, crushed almonds, fine suger, white bread, daval vomit,
Three Heads: Mixed grille of chimera slow roasted in its own juice and presented with baby field greens and edible flowers
Green Jumper: Baked and Buttered Dothrog Leg seasoned with salt, served with spinach
Hate Ragout: stir-fried tenderized hate reaper m marinated in six sauces ( juniper berries, wild turkey, thyme, onions, celery and carrots) Served with pasta and cheese bread
Wednesday, November 7, 2007
A nightmare is not a horse.
Nilith the Nightcrone
Medium Outsider (Extraplanar)
Hit Dice: 10d8+40 (85hp/-4/-18)
Initiative: +3
Speed: 20ft.
Armor Class: 28 (+3 Dex, +13 natural, +2 deflection), touch 15, flat-footed 25
Base Attack/Grapple: +10/+14
Attack: mind blade +14 melee touch (1d6+10 subdual) or Bite +14 melee (2d6+4 disease)
Full Attack: mind blade +14 melee touch (1d6+10 subdual) and Bite +9 melee (2d6+4 plus disease)
Face/Reach: 5 ft./5 ft.
Special Attacks: dream haunting, fear aura, frightful presence, night terror, spells, spell-like abilites, witchery
Special Qualities: Change shape, damage reduction 10/silver and magic (+3), darkvision 120 ft, feign death, illusion immunity, immunity to fire cold, charm asleep, and fear, magic ward, nightmare spellcasting, regeneration 5 (silver), spell resistance 27
Saves: Fort +15, Ref +14, Will +13
Abilities: Str 19, Dex 16, Con 18, Int 13, Wis 15, Cha 17
Skills: Bluff +12, Concentration +17, Diplomacy +9, Disguise +9, Intimidate +24, Listen +17, Sneak +30, Ride +16, Sense Motive +15, Spellcraft +14, Spot +17
Feats: Affinity with Skill (Sneak), Modify Spell, Skill Application (spot, search), Skill Mastery (concentration, sneak, bluff, disguise), Title.
Environment: Any Land
Organization: solitary or coven
Challenge Rating: 12
Treasure: triple standard
Advancement: as mind witch (stacks with hag levels)
Level Adjustment: -
DESCRIPTION
“This is not your dream, it is a nightmare, and you may control your dreams but never a nightmare. This is not your personal playground, it is my kingdom, I rule over all here. You have great power in the waking world, all your vaunted power means nothing here. You have but one hope: to awaken before your death” Exceprt from Fear the Night by Stave Beastspeaker, Ollamh Lorekeeper of the Harrowdeep Court.
This lovely slave girl eyes begin to burn red and she transforms into a hideously ugly human woman, with flesh colored like one gigantic, deep bruise. She is covered with warts, blisters, and open sores; her hair is a straggly black, her teeth jagged and yellow.
I can appear as anything I desire in both the waking and the dreaming world. I am not bound by your pathetic notions of appearance, if I wish for you to desire me you will, but that is not what I crave. I want only your fear, for I am fear herself.
I show you even though you be the mighty, the powerful, and the heroic, I will show you that your might means nothing, that you are nothing. I can slay you from a world away, and only creatures of dream can stay my wrath. Provided we can reach an accord.
I long for the day when I can leave the waking world. When I may lay down this mortal shell and return to the land of nightmares. I await but the alignment of the proper stars, until that time I will continue to teach others to fear to sleep.
I sail upon the Great Eastern Sea, the Home of the Sun, on the deck of the pirate ship The Red Death, the ship with scarlet sails. I put fear into the hearts of crews she follows even before we cross their horizon and nearly every captain has had a nightmare involving his defeat to the Red Death. It was even I who killed the Giant Steward of the Sea in his sleep, and all who have tried to fill the post since.
COMBAT
Nillith’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Change Shape (Su): Nillith can assume the form of any Small or Medium humanoid.
Disease (Ex) Demon fever—bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
Dream Haunting (Su) Nillith can visit the dreams of individuals who believe in anarchy and darkness by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating Nillith.
Ethereal (Su): Nillith can use become ethereal at will (caster level 16th) so long as it possesses its heartstone (see below).
Fear Aura (Su): Any creature within 60 feet of Nillith must succeed on a Will save (DC 18) or become shaken each time it comes within 60 feet of the nightmare creature during the next 24 hours. (See the DMG for a description of the shaken condition.) If the save is successful, the creature is immune to that nightmare creature’s fear aura for 24 hours. This ability affects even creatures that cannot see the nightmare creature. The save DC is Charisma based
Feign Death (Ex): With a successful Bluff check, Nillith can make itself appear dead. Any creature wishing to ascertain whether the nightmare creature is really dead must make a Heal check opposed by the nightmare creature’s Bluff check. The nightmare creature cannot move or take any actions while pretending to be dead. In addition, whenever Nillith falls unconscious, it appears dead. The Heal DC to ascertain that the nightmare creature is alive is 23. Nightmare creatures use this ability to escape destruction, to gain revenge, or to trick foes into approaching them.
Frightful Presence (Ex): When the nightmare creature charges, makes a surprise attack, or succeeds on a DC 15 Intimidate or Perform check, every creature within 30 feet must succeed on a Will save (DC 18) or become panicked for 2d6 rounds. Success renders the creature immune to that nightmare creature’s frightful presence for 1 hour.
Illusion Immunity (Su): Nightmare creatures are immune to illusion spells and effects. These effects function as though they had failed to penetrate spell resistance.
Magic Ward (Su): as per the spell, this has been included as part of the creatures stat block.
Night Terrors (Su): Nillith can enter the dreams of a sleeping creature at will as a standard action. This ability has the same effect as a dreamwalk spell, except that once inside the dream of another creature, the nightmare creature can control the dream world with which the sleeper interacts. When the nightmare creature first arrives in the dream, it can deliver a message, as described in the dreamwalk spell. So long as it does not attempt to control the victim’s dreams, this message is harmless and the dreamer can awaken at any time.
Immediately upon entering the victim’s dream or at any time thereafter while it remains there, the nightmare creature can attempt to control the victim’s dream. The victim must then succeed on a Will save (DC 18) or remain unconscious and asleep, trapped in the dream world with the nightmare creature. The nightmare creature controls all aspects of the dream world, and the victim is powerless to change anything—although the nightmare creature might allow it to think it has such power or even that it has awakened from the dream.
Each hour thereafter, the victim must make a new Will save. Success allows it to awaken immediately; failure means it remains asleep and trapped in the dream world. The victim automatically awakens after 8 hours if it is still alive. Each hour that the victim remains trapped in sleep by the nightmare creature, it takes 1d4 points of Charisma damage. A creature that has taken Charisma damage during its dream awakens fatigued and does not heal or regain spells as it normally would while resting. A creature reduced to 0 Charisma by the night terrors dies.
A wish or an antimagic field ends the effect and awakens the victim. A magic ward spell blocks night terrors for its duration, but it does not awaken the creature. A dreamwalk spell used on the sleeping creature allows the victim a new save to break free of the effect, but the deliverer of the dreamwalk message must succeed on a Will save or be trapped in sleep with the nightmare creature ruling its dreams, just as though it were the original target of the night terrors. A blanket of silver links worth at least 2,000 gp prevents Nillith from entering a creature’s dreams so long as it in contact with the sleeping creature, but it has no effect if placed on a sleeping creature already embroiled in night terrors.
Nightmare Spellcasting (Su): Nillith’s effective caster level for fear, phantasm, and darkness spells increases by +2 over that of the base creature.
Regeneration (Su): Nillith regenerates 5 hit points per round. Silver weapons and spells or effects with the light descriptor deal normal damage to it.
Witchery (Su): Witchery: mind affecting spells she succumbs to halve the duration of those effects. In addition Nillith has the following manifestations:
-Hide Spirit: anytime a divination spell is cast with Nillith as the target the caster must make a caster power check (DC 23) for the spell to function properly. Gains a +4 bonus to sneak checks (included in stat block above).
- Mind Blade: as per the witch class ability of the same name.
-Thoughtcord: 2/day Nillith can send a thought message to anyone know to her within 10 miles,
Spell-Like Abilities: At will— detect magic, creature loresight (DC 14), magic missile (+14), weakening ray. 1/day- shadow walk Caster level 10th. The save DCs are Charisma-based.
Spells: Casts spells as a 10th level witch
Spells per day: 5/4/4/2
Spells Readied 3rd: greater compelling question, enhance witchery, whisper of madness
2nd: battle healing, Cloak of darkness, protective charm, read mind, startling touch,
1st animate weapon, charm, compelling command, mind stab, touch of fear, veil of darkness.
0th contact, detect magic, ghost sound, minor illusion, read magic, sense thoughts
Heartstone
All Night Hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). Nillith that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not Nillith. If sold, an intact heartstone brings 1,800 gp.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett
Monday, November 5, 2007
Weapon Special Qualities: Cut with Steal
A few special weapon qualites I created while I was thinking about the Warmain in my current campaign.
Steal spell: If you are targeted by a spell make an opposed check using just your base attack bonus and your opponent’s caster level check, if you win absorb the spell, and hold its charge you cannot use this ability until the spell has been discarded which requires a standard action.
Strong evocation (plus aura of stolen spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.
Steal rune: Should the weapon touch a enchant item rune created by a runethane or rune lord, the weapon absorbs it and it now enchants the weapon. Only one rune can enchant the item in this fashion at a time. Dispelling a rune enchanting the item is a standard action.
Strong evocation (plus aura of stolen rune); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.
Steal action: Upon successfully dealing damage to a creature the wielder can choose to steal the creatures next attack action, granting the wielder an extra attack action at his full attack bonus, this ability does stack with rapid strike.
Strong trasmutation; CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level and posses the rapid strike feat; Price +2 bonus.
Steal enhancement: 1/day if you are attacked by an enchanted weapon you may make an opposed attack roll if you are successful you absorb the enhancement bonus of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus evocation from stolen enhancement bonus); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Steal quality: 1/day if you are attacked by an enchanted weapon with a special quality you may make an opposed attack roll if you are successful you absorb the special of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus aura of stolen quality); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Cut bond: 1/day if you touch a bonded item the bonded creature must make a (Will save DC 10+ ½ wielder’s attack bonus) or the bond is severed (the creature looses all benefits until he performs the proper ceremonies again).
Strong Abjuration (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, Greater Dispelling; Price +1 bonus.
Steal spell: If you are targeted by a spell make an opposed check using just your base attack bonus and your opponent’s caster level check, if you win absorb the spell, and hold its charge you cannot use this ability until the spell has been discarded which requires a standard action.
Strong evocation (plus aura of stolen spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.
Steal rune: Should the weapon touch a enchant item rune created by a runethane or rune lord, the weapon absorbs it and it now enchants the weapon. Only one rune can enchant the item in this fashion at a time. Dispelling a rune enchanting the item is a standard action.
Strong evocation (plus aura of stolen rune); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.
Steal action: Upon successfully dealing damage to a creature the wielder can choose to steal the creatures next attack action, granting the wielder an extra attack action at his full attack bonus, this ability does stack with rapid strike.
Strong trasmutation; CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level and posses the rapid strike feat; Price +2 bonus.
Steal enhancement: 1/day if you are attacked by an enchanted weapon you may make an opposed attack roll if you are successful you absorb the enhancement bonus of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus evocation from stolen enhancement bonus); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Steal quality: 1/day if you are attacked by an enchanted weapon with a special quality you may make an opposed attack roll if you are successful you absorb the special of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus aura of stolen quality); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Cut bond: 1/day if you touch a bonded item the bonded creature must make a (Will save DC 10+ ½ wielder’s attack bonus) or the bond is severed (the creature looses all benefits until he performs the proper ceremonies again).
Strong Abjuration (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, Greater Dispelling; Price +1 bonus.
Friday, November 2, 2007
Writing Curse Words.
I have wanted to expand on the idea runes for a while now but too often I end up looking at them as spells and felt very limited. I also felt constrained by the X number of runes in existence. Then I struck upon the idea of curses + rune = hex. You don't need a truename you simple have to "lay your mark upon them" yet I thought truenames should still play a role, and I have always liked the idea of situational curses.
HEXLORD [CEREMONIAL]
Prerequisites: ability to create magical runes, subjecting yourself to a curse descriptor spell or effect that cannot be removed for a year and a day.
Benefits: You gain access to all simple, complex and exotic spells with the curse descriptor and you can add to your total value of runes in existence a number of hexes equal 1+ your Intelligence modifier (not to exceed half your character level )
Special: A hex If you know a creatures truename when you place a hex you add +4 to the DC of any saving throw.
LESSER RUNE
Hex of Torment: (applied) a creature who bears this rune(Will save DC 10 +half your runethane level + your intelligence modifier to negate) suffers an 1d6 points of nonlethal damage whenever ha source deals damage (regardless of how much damage is dealt) or becomes subject to a negative condition (dm adjudication). Whenever he is suffering from nonlethal damage he suffers a -2 penalty to all attack rolls, damage rolls, and ability and skill checks, due to the distraction of intense pain. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one who is injured or subject to any negative condition (dm adjudication).
ADVANCED RUNE
Hex of strife: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) immediately realizes that her allies are the most dangerous of enemies and will fight to the best of her ability until she has a clear escape route and then move at her best possible speed to a place of safety away from the runecaster and her allies until the rune is removed. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one of her allies, a third party must cast the remove curse.
GREATER RUNE
Hex of condemnation: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) cannot gain temporary hit points, be healed of hit point damage (including non-lethal), ability damage, ability drain, negative levels or level loss by spells, supernatural effects, extraordinary abilities or even natural healing. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used, the remove curse must not be cast by someone who has never caused you injury (DM adjudication)
Want to see more Hex runes, let me know in the comments, I make more and post them this week
HEXLORD [CEREMONIAL]
Prerequisites: ability to create magical runes, subjecting yourself to a curse descriptor spell or effect that cannot be removed for a year and a day.
Benefits: You gain access to all simple, complex and exotic spells with the curse descriptor and you can add to your total value of runes in existence a number of hexes equal 1+ your Intelligence modifier (not to exceed half your character level )
Special: A hex If you know a creatures truename when you place a hex you add +4 to the DC of any saving throw.
LESSER RUNE
Hex of Torment: (applied) a creature who bears this rune(Will save DC 10 +half your runethane level + your intelligence modifier to negate) suffers an 1d6 points of nonlethal damage whenever ha source deals damage (regardless of how much damage is dealt) or becomes subject to a negative condition (dm adjudication). Whenever he is suffering from nonlethal damage he suffers a -2 penalty to all attack rolls, damage rolls, and ability and skill checks, due to the distraction of intense pain. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one who is injured or subject to any negative condition (dm adjudication).
ADVANCED RUNE
Hex of strife: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) immediately realizes that her allies are the most dangerous of enemies and will fight to the best of her ability until she has a clear escape route and then move at her best possible speed to a place of safety away from the runecaster and her allies until the rune is removed. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one of her allies, a third party must cast the remove curse.
GREATER RUNE
Hex of condemnation: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) cannot gain temporary hit points, be healed of hit point damage (including non-lethal), ability damage, ability drain, negative levels or level loss by spells, supernatural effects, extraordinary abilities or even natural healing. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used, the remove curse must not be cast by someone who has never caused you injury (DM adjudication)
Want to see more Hex runes, let me know in the comments, I make more and post them this week
Thursday, November 1, 2007
Legacy of the ...Giants?
I love monsters! There is nothing like a new monster except or a really good twist on an old monster. So I thought I would look though my mountain of 3rd party material and see what I could make. I don't like to post monsters too often as I feel without art you are really lacking something, but since I got such strong response from the first post I thought you might enjoy this as well. Below is a really neat variation on the traditional goblin, I took the idea from the Legion of One found in Creature Collection I. I went a little farther with its collective nature and then made a statement about how goblins are treated in the lands of the diamond throne. I also threw in a twist about blaming things on the legacy of the dramojh.
We the One (Legion of One, Creature Collection I)
Huge Aberration (Augmented humanoid,(goblin)
Hit Dice: 14d8+112 (175hp)
Initiative: +2
Speed: 50ft.
Armor Class: 24 (+2 Dex,+2 insight, -2 size, +12 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+31
Attack: Huge greatsword +24 melee (4d6+19 19-20x2)
Full Attack: Huge greatsword +24/+19 melee (4d6+19 19-20x2) and Bite +22 melee 2d8+13Face/Reach: 15 ft./15 ft.
Special Attacks: Acid spew, coordinated tactics,
Special Qualities: Collective consciousness, generate spawn, regenerationSaves: Fort +12, Ref +6, Will +10Abilities: Str 36, Dex 15, Con 27, Int 14, Wis 12, Cha 11Skills: Climb +30, Craft (trapmaking) +19, Intimidate +7, Jump +30, Listen +8, Spot +8
Feats: Cleave, Power Attack, MultiAttack, Weapon Focus (Greatsword), Improved Critical (Greatsword)
Environment: any land
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Advancement: 13-15 (huge); 16-19 (gargantuan); 20+ (Colossal)
Level Adjustment: -
"We are Legion, yet We are one. We are Legion, yet We speak with one voice. We were many, now We are one. We have the strength and endurance of many, yet We are one. We can go forth as the goblins We were, yet We are one." Excerpt from Conversations with Monsters by Goddard of Gatesage.
"You see a goblin-like goliath some 15 feet tall with iron fangs and black claws. Its dark gray-rubbery skin reels and quivers as you see goblins pushing outward against its flesh, occasionally breaking halfway out and bleating pitifully before disappearing back into the monsters massive body. "
"With a grimace of concentration upon the beasts face and a glow from its beady eyes, a few goblins escape from its body and go forth"
We have been taught hate by the betrayal of the giants and envy by status of the sibeccai. We have been taught scorn by the people of the land as they abuse and exterminate Our brethren, We shall take from you what We have earned, We shall take what you would not give. Yet, We are Legion, We have time, Our many shall move amongst Our brethren and bring Us what We need to punish those who have taught Us hate, envy and scorn, you will not know We are Legion until it is too late.
We seek only what is Ours by right, the wealth and rewards We should have been given, We seek equal status for Our lesser brethren and the right to become as We are. We share the same will each of Our many share the dream that all goblins may be elevated and become Legion, to become We the One.
The giant De-Shammond elevated our tribe using the same ritual that was used to elevate the Sibeccai; We are the results of that success. We served the giants well as a secretive 5th column amongst the dreaded dramojh armies. We secured the victory at the Battle of Serpents Heart, yet when We attempted to gain a place within the Lands of the Diamond Throne for our goblin brethren; the Knights of the Diamond began to hunt Us down, seeking to "expunge the stain of Our sin" Now We are outcast, named monster, and villain. The giants have manipulated the akashic record to reflect these lies and blame the dramojh for Our creation, this We will not abide.
COMBAT
We the One use their spawn as scouts and as skirmishers to gauge the power of their potential opponents it often puts a shield wall of its goblin spawn between it and its foes using its great reach to deal damage to smaller foes.
Acid Spew (Ex): We the One can vomit up a sickening stream of stomach acid at targets up to 30 ft away (ranged touch +12) and inflicts 3d8 points of damage, In addition, the target must make a Fort save (DC 25) or suffer a -2 circumstance penalty to attack rolls and skill checks due to the intense pain for 2d4 rounds.
Collective Consciousness (Ex): We the One and all its goblin spawn share the same mind and can share all the same knowledge, sensory information and the benefits of all skills and feats either the goblins or the We the One possesses.
Coordinated Tactics (Su): We the One's powerful psychic connection allows it and its goblin spawn to fight effectively as a team. We the One and goblin spawn gains a +1 bonus to its attack rolls for each other goblin from the same We the One that is adjacent to the enemy it attacks. Their opponent never receives a cover bonus if another from the same We the One is present. They never suffer the penalty for firing into melee if their target's opponents are all from the same We the One.
Generate Spawn (Su): 3/day We the One can squeeze goblins from its body, We the One can spend a move action to create 1d6 goblins and can have no more than 42 goblins. generated at anyone time. Experience for defeating spawn is not included in We the One's CR. Spawn Goblins have the same stats as normal goblins but gain the following benefits
-they gain a +2 insight bonus to AC, reflex saves, spot and listen checks when within 30ft of We the One or another goblin spawn (from the same We the One).
-they use the We the One's Will save instead of their own.
-collective consciousness: see above
-cooperative tactics: see above
Regeneration (Ex): Fire and acid deal normal damage to a We the One. If a We the One loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
We the One (Legion of One, Creature Collection I)
Huge Aberration (Augmented humanoid,(goblin)
Hit Dice: 14d8+112 (175hp)
Initiative: +2
Speed: 50ft.
Armor Class: 24 (+2 Dex,+2 insight, -2 size, +12 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+31
Attack: Huge greatsword +24 melee (4d6+19 19-20x2)
Full Attack: Huge greatsword +24/+19 melee (4d6+19 19-20x2) and Bite +22 melee 2d8+13Face/Reach: 15 ft./15 ft.
Special Attacks: Acid spew, coordinated tactics,
Special Qualities: Collective consciousness, generate spawn, regenerationSaves: Fort +12, Ref +6, Will +10Abilities: Str 36, Dex 15, Con 27, Int 14, Wis 12, Cha 11Skills: Climb +30, Craft (trapmaking) +19, Intimidate +7, Jump +30, Listen +8, Spot +8
Feats: Cleave, Power Attack, MultiAttack, Weapon Focus (Greatsword), Improved Critical (Greatsword)
Environment: any land
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Advancement: 13-15 (huge); 16-19 (gargantuan); 20+ (Colossal)
Level Adjustment: -
"We are Legion, yet We are one. We are Legion, yet We speak with one voice. We were many, now We are one. We have the strength and endurance of many, yet We are one. We can go forth as the goblins We were, yet We are one." Excerpt from Conversations with Monsters by Goddard of Gatesage.
"You see a goblin-like goliath some 15 feet tall with iron fangs and black claws. Its dark gray-rubbery skin reels and quivers as you see goblins pushing outward against its flesh, occasionally breaking halfway out and bleating pitifully before disappearing back into the monsters massive body. "
"With a grimace of concentration upon the beasts face and a glow from its beady eyes, a few goblins escape from its body and go forth"
We have been taught hate by the betrayal of the giants and envy by status of the sibeccai. We have been taught scorn by the people of the land as they abuse and exterminate Our brethren, We shall take from you what We have earned, We shall take what you would not give. Yet, We are Legion, We have time, Our many shall move amongst Our brethren and bring Us what We need to punish those who have taught Us hate, envy and scorn, you will not know We are Legion until it is too late.
We seek only what is Ours by right, the wealth and rewards We should have been given, We seek equal status for Our lesser brethren and the right to become as We are. We share the same will each of Our many share the dream that all goblins may be elevated and become Legion, to become We the One.
The giant De-Shammond elevated our tribe using the same ritual that was used to elevate the Sibeccai; We are the results of that success. We served the giants well as a secretive 5th column amongst the dreaded dramojh armies. We secured the victory at the Battle of Serpents Heart, yet when We attempted to gain a place within the Lands of the Diamond Throne for our goblin brethren; the Knights of the Diamond began to hunt Us down, seeking to "expunge the stain of Our sin" Now We are outcast, named monster, and villain. The giants have manipulated the akashic record to reflect these lies and blame the dramojh for Our creation, this We will not abide.
COMBAT
We the One use their spawn as scouts and as skirmishers to gauge the power of their potential opponents it often puts a shield wall of its goblin spawn between it and its foes using its great reach to deal damage to smaller foes.
Acid Spew (Ex): We the One can vomit up a sickening stream of stomach acid at targets up to 30 ft away (ranged touch +12) and inflicts 3d8 points of damage, In addition, the target must make a Fort save (DC 25) or suffer a -2 circumstance penalty to attack rolls and skill checks due to the intense pain for 2d4 rounds.
Collective Consciousness (Ex): We the One and all its goblin spawn share the same mind and can share all the same knowledge, sensory information and the benefits of all skills and feats either the goblins or the We the One possesses.
Coordinated Tactics (Su): We the One's powerful psychic connection allows it and its goblin spawn to fight effectively as a team. We the One and goblin spawn gains a +1 bonus to its attack rolls for each other goblin from the same We the One that is adjacent to the enemy it attacks. Their opponent never receives a cover bonus if another from the same We the One is present. They never suffer the penalty for firing into melee if their target's opponents are all from the same We the One.
Generate Spawn (Su): 3/day We the One can squeeze goblins from its body, We the One can spend a move action to create 1d6 goblins and can have no more than 42 goblins. generated at anyone time. Experience for defeating spawn is not included in We the One's CR. Spawn Goblins have the same stats as normal goblins but gain the following benefits
-they gain a +2 insight bonus to AC, reflex saves, spot and listen checks when within 30ft of We the One or another goblin spawn (from the same We the One).
-they use the We the One's Will save instead of their own.
-collective consciousness: see above
-cooperative tactics: see above
Regeneration (Ex): Fire and acid deal normal damage to a We the One. If a We the One loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Søren Keis Thustrup (Part 3)
Welcome to the 3rd and final part of the interview with Søren Keis Thustrup. Siobharek on the AE forums, author of the Circle of Rites adventure. You can find part 1 here or part 2 here
23. Could you tell us a little about the difference between professional game design and designing for play?
For a home game, you mean? Obviously, you can tailor an adventure much more if you're whipping it up for your own group. That's why most of the hooks in published adventures are so generic. If you read Monte's Night of Dissolution, you can see how much more focused it is because it's written for a specific setting. Imagine how much more relevant it was to the group it was written for (although, according to a note in the adventure, the group wandered off the storyline, but that's players for you, I believe)
24. Why do you think the "Obvious Books" (racial and class books) for AE have never been done by the non-malhavoc publishers?
Because AE is only a small part of the overall d20 experience. I don't know how many copies of AE are out there, but compared to standard D&D it's a drop in the ocean. It's a cost-benefit thing.
25. What is your feeling about Lands of the Jade Oath?
I am extremely excited about it. I got a copy of a Wayne Reynolds painting from the author in 2006, and while I doubt I'd set adventures there, I will most certainly read and pillage as much as I can from the book.
26. What is the AE product you want to buy?
Adventures, adventures, adventures. Show me how to give my starving players a good time, and you have a friend in me.
27. Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
I haven't really kept up with the different new champions, totem warriors, and witches out there. I'd love to see the Champion of War - I can't believe it wasn't statted up when Return of the Dragons was published. I would also like to see a great cat totem warrior, but I would like it to surprise me and show an interesting way it interacted with litorians. And a witch of darkness or shadow would be cool
28. What kind of player experience did you hope to create with your game? Did your goals change during the design process? Do you feel that you met them?
I specifically tried not to think of a specific play situation, because I didn't want to subconsciously steer the adventure towards one style of play - the railroading afforded by the clues was enough, I think!
29. What does AE need more of?
Publications. Publishers. It's strictly a fan-driven product line now, I think, and the more attention we can get - even if it means micro-selling Word files with scanned, badly-drawn maps - the better. I'd really love for AE to become the Greyhawk of d20 systems. A small setting with a strong fan base. Thankfully, with www.diamondthrone.com and The Infinite Library (the AE Wiki at diamondthrone.com), it is SO easy getting your stuff out. At IL, you can even collaborate with others about it.
30. What advice would you give to fans of AE?
Don't see the lack of new material as limiting. There are tons of good adventures out there, and they aren't that hard to convert. In the AE Conversion Document for Ptolus, I even make a few remarks about how to go about it.
31. What do you think the Future is for AE?
I have hopes, but I think that the future for AE lies with the fans. Get involved, post to Monte's message boards, write stuff for www.diamondthrone.com and The Infinite Library, and most of all - play the damn game. Then we'll be fine. And once it cleans out at the ENnies, Lands of the Jade Oath will introduce so many new players to AE that I'm sure Green Ronin or Paizo will beg for more. As I said, I can always hope, right?
32. Is there anything else the world should know about you?
Hah! Between my blog (siobharek.livejournal.com) and my incessant posting at Monte's I think the world would mostly like me to stop sharing. If only for 24 hours. In fact, I'm sure there's an online petition somewhere about it ;-).
33. Is there anything else the world should know about AE?
Other than the following? No.
With Arcana Evolved, you do not have a choice in your regular game - you have several. From how your akashic will access the powers of the akashic memory over what kind of Champion you will be to how your character will act, react, and develop - it's all in your hands with none of the hindrances found in the world's most popular role-playing game. No alignments, no multi-class restrictions, no limits. That's AE.
23. Could you tell us a little about the difference between professional game design and designing for play?
For a home game, you mean? Obviously, you can tailor an adventure much more if you're whipping it up for your own group. That's why most of the hooks in published adventures are so generic. If you read Monte's Night of Dissolution, you can see how much more focused it is because it's written for a specific setting. Imagine how much more relevant it was to the group it was written for (although, according to a note in the adventure, the group wandered off the storyline, but that's players for you, I believe)
24. Why do you think the "Obvious Books" (racial and class books) for AE have never been done by the non-malhavoc publishers?
Because AE is only a small part of the overall d20 experience. I don't know how many copies of AE are out there, but compared to standard D&D it's a drop in the ocean. It's a cost-benefit thing.
25. What is your feeling about Lands of the Jade Oath?
I am extremely excited about it. I got a copy of a Wayne Reynolds painting from the author in 2006, and while I doubt I'd set adventures there, I will most certainly read and pillage as much as I can from the book.
26. What is the AE product you want to buy?
Adventures, adventures, adventures. Show me how to give my starving players a good time, and you have a friend in me.
27. Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
I haven't really kept up with the different new champions, totem warriors, and witches out there. I'd love to see the Champion of War - I can't believe it wasn't statted up when Return of the Dragons was published. I would also like to see a great cat totem warrior, but I would like it to surprise me and show an interesting way it interacted with litorians. And a witch of darkness or shadow would be cool
28. What kind of player experience did you hope to create with your game? Did your goals change during the design process? Do you feel that you met them?
I specifically tried not to think of a specific play situation, because I didn't want to subconsciously steer the adventure towards one style of play - the railroading afforded by the clues was enough, I think!
29. What does AE need more of?
Publications. Publishers. It's strictly a fan-driven product line now, I think, and the more attention we can get - even if it means micro-selling Word files with scanned, badly-drawn maps - the better. I'd really love for AE to become the Greyhawk of d20 systems. A small setting with a strong fan base. Thankfully, with www.diamondthrone.com and The Infinite Library (the AE Wiki at diamondthrone.com), it is SO easy getting your stuff out. At IL, you can even collaborate with others about it.
30. What advice would you give to fans of AE?
Don't see the lack of new material as limiting. There are tons of good adventures out there, and they aren't that hard to convert. In the AE Conversion Document for Ptolus, I even make a few remarks about how to go about it.
31. What do you think the Future is for AE?
I have hopes, but I think that the future for AE lies with the fans. Get involved, post to Monte's message boards, write stuff for www.diamondthrone.com and The Infinite Library, and most of all - play the damn game. Then we'll be fine. And once it cleans out at the ENnies, Lands of the Jade Oath will introduce so many new players to AE that I'm sure Green Ronin or Paizo will beg for more. As I said, I can always hope, right?
32. Is there anything else the world should know about you?
Hah! Between my blog (siobharek.livejournal.com) and my incessant posting at Monte's I think the world would mostly like me to stop sharing. If only for 24 hours. In fact, I'm sure there's an online petition somewhere about it ;-).
33. Is there anything else the world should know about AE?
Other than the following? No.
With Arcana Evolved, you do not have a choice in your regular game - you have several. From how your akashic will access the powers of the akashic memory over what kind of Champion you will be to how your character will act, react, and develop - it's all in your hands with none of the hindrances found in the world's most popular role-playing game. No alignments, no multi-class restrictions, no limits. That's AE.
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