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EjoThims
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The Ferret

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« on: August 26, 2008, 06:50:38 PM »

Verold:

Verold is a large, blooming continent, but its borders drop into stark cliff faces and deep, endless mists. Sea travel is non-existent, and even knowledge of oceans beneath the mists is obscure.

Verold is basically set into a loose caste system from a millennium of essentially stagnant society. No major outside influences. No major internal upheavals.

But that is all about to change.


History of Verold:

In the beginning there was balance between the Clans, though there were seventeen at the time. Each, except for Man, warded and protected the animals that granted their abilities. They guarded the animals and their lands mainly from the few wanderers who had found their way into their small world, but occasionally from each other as well. However, Man steadily grew apart from the other Clans, eventually even leaving the Council of Ancients. In time, they severed their ties with the other Clans altogether. They grew to be a greater and greater threat, and the Ancients of the Clans called together a Council, to find a way to keep the ever-growing numbers of Man in check. As disputes broke out, the Clans sought to reestablish relations. The Ancients of the Raven Clan devised the plan to give the Clans the ability to take not only their natural forms, but also that of an even more Man-like shape, one with which they could readily pass through the villages and towns to speak to the Men directly, reestablishing trade and hopefully, peace.

Man however, has a short memory, and they reacted violently to the "demons of the forest" walking amongst them. They attacked the representatives that were sent to them, and then struck back at what they mistook for invasion. Man ruthlessly attacked the burrows of the Clans, using the dogs that had been given to them so long ago by the Wolves and the Coyotes to sniff out any who tried to hide.

The First Great War, a long, bloody ordeal that lasted for millennia, ensued. In the end, Man was wiped from existence, as were the Clans of the Crocodile, Deer, Eagle, and Horse. The remaining Clans all suffered horribly as well, and the most prolific and aggressive of them sought to take advantage of the situation. In the wake of the war, the Wolves grew to their former power far more quickly than any of the others, and they soon moved to fill the void that was left by Man and the weakening of their fellows. No one dared contest the Wolves' move to power, especially so soon after the end of such horrid fighting.

The Wolf Clan was soon the uncontested leader of all who remained. Even the mighty Bears could not face them. While their rule was simply opportunistic in the beginning, it soon grew cruel and heavy handed. The other Clans were enslaved and denied the ability to take their most powerful Hybrid forms, and over the eons, its use was lost to them. During this time, however, the other Clans were growing closer and more cooperative. No one remembers exactly what caused the change, but when the enslaved Clans finally rose up, the Wolves were unable to withstand their combined might.

A Second Great War erupted. The Wolf Clan's power was shattered, but the eleven other Clans would not leave it at that. They sought to exterminate the Wolf Clan completely, as they had done to Man so long ago. Some of the Wolves went into hiding, however, passing themselves off as either Coyotes or lowly dogs, and were therefore never fully eradicated.

Wolves are almost unheard of in Verold now. They are the tales told to scare children and the exaggerations of Vipers. Few even recall exactly what a Wolf looks like, but all know the legends that Wolves still retain their hybrid form. A Wolf makes anyone it encounters inherently uneasy, and all canines (Coyotes, Foxes, and dogs) have an unreasonable fear in their presence. When a Wolf is revealed, almost all flee before the mere thought of their ancient dominators, though other canines are often incapable of even this and simply cower in terror. Only the Rats will readily deal with Wolves, and even fewer will admit to such. Wolves are hunted by the authorities without exception, and usually executed the instant they are discovered.

Despite the legends and the Eleven Clans' years of slavery and subjugation, it is rumored that some non-Wolves have recently discovered the ability to take on a hybrid form. It is said that these abnormalities are greeted with the same fear as are Wolves, and the authorities treat them similarly, fearing the potential of both to change the current balance of power that has existing for the thousand of years since the devastation of the Second Great War.


Religion of Verold:

All the Clans officially worship the Creator Gods, a mysterious pantheon who seldom make direct contact. Their last major intervention was during the First Great War, when even Rekar, the Creator of Man, helped eradicate his children to stop them from destroying Verold itself in a last desperate effort to escape once the tide of battle had turned against them.

Each Clan had their own Creator God, working together to create that Clan and the lands and animals around them in the same harmony with which the original Council of Ancients ruled for untold generations.

Vargr Flamepaw, the Creator of the Wolves was their leader. Legend tells that after leading the intervention against the greatest of Man's mages, his Hybrid Form and his Animal Form were split from each other. His Hybrid Form, Alpha Vargr, wished to rule the other Gods as he did before and led the Wolves to their dominance over the other Clans. His Animal Form, Vargr of the Hunt, wished to simply revel in the joys of the chase, casting aside leadership and responsibility. It is said that he still roams the forests to this day, and that only reuniting his two forms can bring the Wolves peacefully back into the Clans, if they can be convinced to take them.

Jarndir, also known as Leashed-Fury, is the Creator God of the Bears, and though Bears place him above all others, they pay any respects due, even to Vargr and Rekar. Jarndir is known as a ferocious warrior, and many call upon him for strength in battles, even the small ones they face in daily life.

Boars worship their own Creator, Gulvur, almost exclusively. Gulvur is a stubborn God, and it is rumored that once, when he forgot he had the power to move them himself, he spent three months waiting for the mountains to get out of his way instead of simply going around them.

Er, the Creator God of the fallen Deer, is a peacekeeper and diplomat. Her guidance is sought in compromise and when making tough decisions for the greater good of a community.

Agremt, the Foxes' Creator, with his fiery personality and knack for deception is a scoundrel, but not all his worshipers are. Entertainers and good natured pranksters alike still have much to learn from him.

The Viper’s Creator God, Hlykkjas, is the patron of storytelling. Vipers claim that her song not only echoes across all of Verold, able to be heard by those who will listen, but also that it holds the world's entire history, down to the minutest detail, woven into it's infinite complexities.

Fretta Bricklayer, Creator of the Ferrets, is the patron of creativity and engineering. Her worshipers often give up offerings of shiny baubles or dedicate a significant piece to her as their source of inspiration. It is said that the first of the Lost were actually created through the guidance of Fretta to preserve ingenuity and skill that would otherwise be forgotten. This is also, however, often claimed by the followers of Hrafn in regards to knowledge.

The Rats worship Svikari, their own creator, from habit alone. She is a shadowy Creator, placing her own interests above even the Rats', and her name is most often heard in curses and insults or in association with the Dark Moon.

Karlinn, the Tigers' Creator, is the master of balance and insight. He is the judge of the Creator Gods, and he and his followers strive to see matters from all sides and maintain order between all aspects of life.

Patron of magic and science, Hrafn, Creator of the Ravens, is a studious Goddess that many turn to for help in their studies from all walks of life. Many journals, books, and experiments begin with a brief prayer for her insight. It is said that the first of the Lost were actually created through the guidance of Hrafn to preserve knowledge that would otherwise be forgotten. This is also, however, often claimed by the followers of Fretta in regards to ingenuity and skill.

Tuul, the Coyotes' Creator is a guardian of nature and it's eternal cycle. She is neither particularly violent nor peaceful, for each has it's place in her will. Both life and death are her domains, and many of her strictest followers find the Lost to be an affront to her will.

Kyrnslaga the Great Victor, creator of the Pythons is competition incarnated. His followers never accept defeat in even the most mundane of asks except as an opportunity to improve their own skills. They never, however, ask for his aid directly in their challenges, as a victory must be their own to have any merit.

The Cranes praise their Creator, Hegri as a key figure amid the Creator Gods, the one who organized their efforts and brought about the laws of Verold. The years and the seasons and all the basic rules of existence are often seem as his mark on the world.

The fallen Crocodiles often looked to their Creator, Vatela, for patience and care in their daily lives. A wise Goddess, her followers still profess a deliberate and slow, but well planned approach. It is said that of all the Creator Gods, only she could devise a plan to directly foil the efforts of Kyrnslaga, and that to this day he has never bested her in a game of wits.

Deorn, Creator of the fallen Eagles, is aloof and distant. He is said to know all secrets, while himself having nothing to hide. His followers tend to be gathers or collectors of information, from the curious or adventurous to the exploitative.

Hestor, the fallen Horses's Creator, was a reliable ally to the other Creators who valued strength of will or spirit in his followers as much as bodily strength. It is said that Hestor, the first to intervene in the First Great War, called one day for volunteers from the last of the Horses for a march against Man in order to save the battered armies of the Ferrets and Foxes. Without hesitation, and despite knowing it would mean their own demise instead, each and every last one stood by his side. Hestor himself fell in battle that day, and the other Creator Gods were forced to intervene as well as a result.




Unofficially, many in Verold have recently begun to grow disenchanted with the Creator Gods and their distant nature. The Elemental Sects have sprung up, each worshiping the influences of one of the four major elements as if they were sentient, omnipresent entities and tying themselves to the relevant plain. Each Elemental Sect idolizes certain behaviors. The worshipers of Fire are generally tricksters or anarchists, seeking an end to the stagnant society of millennia. The worshipers of Air are usually flighty and focused on exploration, looking for something beyond the norm. The worshipers of Earth are often stubborn or slow to act, but full of rage when pressured. Worshipers of water are often subtle and sly, always finding an alternate route to victory. The Elemental Sects respect each other as necessary to the balance of life and the world, and despite often finding themselves at odds when it comes to their influence, support each other in hiding from the persecution of some of the more overly zealous who still enforce worship of the Creator Gods. Each Elemental Sect also acknowledges, but shuns, the presence of a fifth, darker element and it's place in the balance of life on Verold.


Factions of Verold:

The Lost: The undead of Verold are collectively known as the Lost. They are no more evil by nature than any animal, and the ones who still retain their intelligence and personalities tend to keep their prior motivations. Over time, however, many Lost are taken in by the corruption of their reliance on negative energy, or they simply fade away. Much knowledge and history that would otherwise be destroyed is maintained with the help of intelligent Lost; a rare few even from before the Great Wars. The Lost are respected and revered, though interaction with them is seen as slightly taboo except by those belonging to the Ancestral Keepers. Necromancy is sometimes used ritually to become part of the Lost for a prominent member of society, but is otherwise frowned upon and equated to necrophilia.

Ancestral Keepers: Paladins and Clerics, the Ancestral Keepers are dedicated to protecting the Lost the way the Druids still protect the lesser animals. They act as go-betweens, interacting with the still living Clans, and use their abilities to help stave off the descent into darkness or ease the passing of those who finally feel it's time to move on.

Druid Packs: The Druid Packs of Verold police the forests and other wild places. Smaller towns often look to them for guidance instead of the nearest city, and hunting and foresting laws are strictly maintained. The Druid Packs hold on to the old ways, from before the Great Wars, before Man became a threat. Each Druid Pack is named for its first leader, not the current, and consists of a council, scouts, and many associated traders and workers.

Conspiracy of Minds: Dedicated to studying psionics, the Conspiracy of Minds was started by a group of Ravens who wanted to protect and apply their research. Suspected of having psionic abilities themselves, this group does it’s best to stay out of the public eye, though inn some areas, the Conspiracy has taken a hold of politics behind the scenes.

Dark Moon Cult: The fifth of the Elemental Sects, the Dark Moon Cult worships the light only present in the deepest darkness. They tie themselves to the plains of Shadow and Negative Energy. They are a sacrificial, cruel cult, who many say owe their origins to an infestation of cursed lycanthropes from across the planes. Many criminal organizations are a front for the Cult and it's activities.
« Last Edit: March 31, 2009, 05:09:14 PM by EjoThims » Logged

EjoThims
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The Ferret

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« Reply #1 on: August 26, 2008, 06:50:49 PM »

The Clans:

The Clans make up the vast bulk of Verold’s population throughout its history. There were originally seventeen Clans including Man, though now only twelve remain.

Wolf: Remnants of their shattered packs, Wolves have to hide from society and often have power hungry motivations.
Bear: Strong in heart and body, the lumbering Bears are steadfast friends and frightful opponents.
Boar: Stubborn and quick to anger, Boars travel in nomadic tribes to avoid long contact with the other Clans.
Fox: The quick-witted Foxes use their sharp tongues and affinity with illusion to manipulate the other Clans to their own advantage.
Viper: Slim storytellers and musicians, Vipers are the historians of the Clans, and they always seek new tales to tell.
Ferret: Not much holds the attention of the hyper and curious Ferrets for long, but even the simplest things can seem an adventure to them.
Rat: Preferring shadows and treachery to real companionship, Rats are the bulk of the criminal underworld of the Clans.
Tiger: The meditative Tigers seek to balance their minds and bodies into a perfect union to represent the ideal of their naming.
Raven: Studious and intelligent, the Ravens are scholars and mages, ever seeking to unlock the next mystery.
Coyote: Shameful and withdrawn, the Coyotes blame their gifts to Man for the loss of the fallen Clans.
Python: Competition is the ultimate drive for the athletic Pythons.
Crane: Bureaucracy and diplomacy has stolen most of the zeal from the once fanatic Cranes, but many still serve their fellows with an unwavering will.

Racial Ability Adjustments
RaceLevel AdjustmentFavored Class
Wolf+2 to any three abilities, LA +1Any
Bear+2 Str, +2 Con, -2 Int, -2 DexBarbarian
Boar+4 Con, -2 Int, -2 Wis, -2 ChaFighter
Fox+4 Cha, +2 Int, -2 Str, -2 ConSorceror
Viper+2 Cha, +2 Int, -2 StrBard
Ferret+2 Dex, +2 Int, -2 Str, -2 Con, -2 WisRogue
Rat+4 Dex, +2 Cha, -2 Str, -2 ConHexblade
Tiger:+2 Dex, +2 Str, +2 Wis, -2 ChaMonk
Raven+4 Int, +2 Wis, -2 ChaWizard
Coyote+4 WisDruid
Python+2 Str, +2 Dex, +2 Con, -2 Int, -2 WisMonk
Crane+2 Dex, +2 Wis, +4 Cha, -2 ConPaladin


All Clans:

All Clans can switch between their Human and Animal forms as a standard action. In Animal form they retain all class abilities, as well as the ability to speak, though they cannot normally cast spells. All armor and equipment is incorporated into the animal form, though only magic items are still useable. Magic armor and equipment worn provide all their magic bonuses, though none of their mundane bonuses are transferred. One available melee weapon transfers its magic bonuses to the Animal form's natural attacks. Each Clan can also communicate with natural animals of its type, and has a +4 on all Charisma based checks in relation to such animals. Only Wolves start play with the ability to take a Hybrid form. In Hybrid form, all Clans can use any equipment they can use in Human form, except as noted below.

The Clans do not transmit Lycanthropy with a bite, either to each other or to outsiders, nor can they contract the disease.



Cursed Lycanthropes:

The Clans are the only Lycanthropes native to Verold, however more traditional Lycanthropes (such as those in the Monster Manual) are occasionally found scattered across the land. Whether bitten or born before arriving, the Clans refer to them as “Cursed Lycanthropes” and usually either pity or shun them for the disease they carry. When spending time within Clan cities they are usually found in the company of Rats and making up the bulk of a Wolf’s seedy contingent. Those of a more friendly nature tend to cluster in Coyote or Ferret communities, where their affliction is most easily overlooked.

 


Other Races:

Other races have little, if any presence in Verold, and even the most benign of travelers are often treated as monsters and demons, especially humans and those most resembling them. More savage races and those with animal qualities, such as Shifters and Rakshasas are more readily accepted, though they are still viewed as outsiders in even the most forgiving of communities.

 


Vital Statistics:


Age: All Clans age at roughly the same rate as Gnomes, and use their tables for starting age and aging effects.

Height and Weight: You can choose your character’s height and weight based on the ranges below, or you can randomly generate them.

Random Heights and Weights:

RaceBase HeightHeight ModifierBase WeightWeight Modifier
Wolf, male5’10”+2d6140 lbx (2d4) lb
Wolf, female5’4”+2d6110 lbx (2d4) lb
Bear7’+1d12340 lbx (2d10) lb
Boar, male3’8”+3d4240 lbx (4d4) lb
Boar, female3’8”+3d4180 lbx (3d4) lb
Fox2’10”+1d430 lbx 1 lb
Viper, male2’+1d610 lbx 1 lb
Viper, female1’10”+1d410 lbx 1 lb
Ferret, male3’   +1d1015 lbx 1 lb
Ferret, female2’8”+2d612 lbx 1 lb
Rat, male4’8”+2d4180 lbx (2d4) lb
Rat, female4’10”+1d8170 lbx (1d6) lb
Tiger, male7’4”+2d4150 lbx (2d6) lb
Tiger, female6’10”+1d10140 lbx (2d4) lb
Raven, male3’+1d1250 lbx (1) lb
Raven, female3’4”+1d645 lbx (1) lb
Coyote, male5’2”+1d4140 lbx (2d4) lb
Coyote, female5’4”+1d690 lbx (1d4) lb
Python7’6”+1d8140 lbx (2d10) lb
Crane, male5’6”+1d460 lbx 1 lb
Crane, female5’4”+1d480 lbx (1d4) lb
« Last Edit: November 02, 2008, 01:08:21 AM by EjoThims » Logged

EjoThims
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The Ferret

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« Reply #2 on: August 26, 2008, 06:51:10 PM »

Barbarian:

The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features.

Bard:

The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries.

Cleric:

The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance.

Druid:

Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks.

Fighter:

Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor.

Hexblade:

Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities. Almost all Rats choose the Dark Companion variant, finding its abilities more useful to their ends than a familiar.

Monk:
Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas.

Paladin:

Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature.

Psionic Classes:

Psionics is a rather new and greatly feared phenomenon in Verold. It has so far only been seen in Foxes, Rats, Ferrets, Ravens, and Boars. When discovered, those with psionic powers are often shunned and hunted, by both authorities and those they previously thought to be companions. Showing psionic abilities is looked upon as a threat much like the reemergence of the Hybrid form or the rumors of a Wolves’ Den. Some lucky psionic individuals who are discovered are secreted away by a small group of Ravens, known as the Conspiracy of Minds, dedicated to studying this phenomenon. Suspected of having psionic abilities themselves, this group does it’s best to stay out of the public eye, though it openly theorizes that the emergence of psionic abilities and the return of Hybrid forms may be linked. When psionic attributes manifest, those who pursue their study are most likely to progress as Wilders, and they pose a powerful threat if they can keep their presence hidden.

Psychic Archer:

“Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer

With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic.

Ranger:

Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of the animal charges.  Many Rangers choose either the Champion of the Wild or the Solitary Hunter variant class feature to enhance their Hunting prowess while working closely with Druids.

Rogue:

In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution.

Sorceror:

Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. Many dedicated Sorcerors in Verold choose the Arcane Reabsorbtion alternate class features.

Wizard:

The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence.

Other Classes:

Incarnum users, Martial Adepts, Truenamers, Shadow Magic, Dragon Magic, and Pact Magic are all very rare, if not unheard of, in Verold. For those few that do exist, Martial Adepts can usually be found studying with Tiger or Python monks, adapting the philosophy of the Monk schools. Shadow Magic is most often used by Rats and Foxes in criminal activity, though a few Ravens may utilize it in their studies. Pact Magic, Dragon Magic and Truenaming are almost exclusively encountered through an esoteric Raven who has dedicated life to studying their obscure powers, though there’s rumor of a gang of Rats who stumbled upon one such Raven’s research and now use Truenaming for their own ends. Incarnum is most often used by Vipers if it can be found, and many of the more obscure legends the Vipers carry tell of a small group of it’s users being vital in bringing the Clans together to topple the Wolves in the Second Great War.
« Last Edit: January 17, 2009, 06:35:01 AM by EjoThims » Logged

EjoThims
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The Ferret

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« Reply #3 on: August 26, 2008, 06:51:18 PM »

Feats


General Feats:


Stunning Fist [General]: You know how to strike opponents in vulnerable areas.
Improved Natural Attack [General]: Your natural attacks are more dangerous and than your size would otherwise dictate.
Intuitive Attack [General]: You fight by faith or understanding more than brute strength.
Two-Weapon Fighting [General]: You can fight with two weapons as well as most fight with one.
Two-Weapon Defense [General]: You can defend yourself better when fighting with two weapons.
Vow of Poverty [General]:  You have taken a vow to forswear most material possessions.
Adopted Clan [General]: Through upbringing, research, or simply training, you act and think more like a member of another Clan than your own.
Clan Familiarity [General]: Your familiarity with your Clan goes beyond birthrights. You are trained in the intricacies of their traditions.
Animal Aspect [General]: Your Human form gains aspects of your Animal, altering your appearance slightly and providing some secondary benefit.
Healing Blood [General]: You have unlocked a piece of the secret to recovering your Hybrid form, allowing you to heal wounds much more quickly when taking your Animal form.
Hybrid Recovery [General]: You have rediscovered how to take on your Hybrid form, though still only in a reduced state.
Hybrid Strength [General]: You have unlocked the full potential of your Hybrid form, but by now have also likely brought attention to your abilities.
Extended Aura [General]: The area of your aura is pushed outwards by your great strength of will.


Class Feats:


Adaptive Barrage [Psionic]: You have learned to unleash your energy in far more destructive means than others, but doing so leaves you weak.
Barrage Burst [Psionic]: You have learned to combine your outburts of energy, but you cannot control them as well when doing so.
Telekinetic Strength [Psionic]: Your willpower increases the weight your telekinesis ability can move.
Greater Telekinetic Strength [Psionic]: Your willpower greatly increases the weight your telekinesis ability can move.
Improved Deflection [Psionic]: You have honed your telekinetic defenses.
Personal Deflection [Psionic]: You have enhanced your telekinetic defenses to react quicker, able to deflect even attacks in melee range.
Divine Energy Ball [Psionic, Divine]: Your connection with divine energy allows you to channel some through your Energy Balls.
Lingering Energy Ball [Psionic]: Your potent Energy Balls don't fully dissipate when they hit.
Remote Burst [Psionic]: Your Telekinetic Bursts do not have to originate from your own body.
[Epic] Reflective Telekinesis [Psionic]: You not only deflect attacks, you can redirect them, even back on your attackers themselves.
[Epic] Bombardment [Psionic]: You have learned to hurl a truly astounding number of objects with only a moment's work, and you can wipe out whole armies if you choose.
Dual Styles [General, Fighter]: You have learned the secrets of fighting with two distinct styles when switching weapons.
Shield Flurry [General, Fighter]: You can use a pair of shields with the same grace as you could two normal weapons.
Double Weapon Focus [General, Fighter]: You can use a pair of weapons or a double weapon interchangeably.
Backswing [General, Fighter]: You can use the haft of a polearm to make blows, treating it as a double weapon.
Terrifying Grace [General, Fighter]: You can use a one-handed weapon as you would a two-handed, though with less power.
Hexing Strike [General, Hexblade]: The Hexblade has such knowledge of cursing that each time his weapon strikes his foe, that foe is affected by the Hexblade's curse.
Contagious Hex [General, Hexblade]: Enemies find themselves cursed just by coming too close to you.
Hasty Flurry [General]: You can unleash your Flurry of Blows in a quicker motion, but not with the same practice as normal.
Natural Strike [General]: You have learned to use your natural weapons alongside your unarmed strikes.
Many Rage [General]: Your anger reaches a depth impressive even to other Barbarians.
[Epic] Ultimate Rage [General]: Your anger reaches a depth impressive even to other Barbarians.
Coherent Rage [General]: You keep your head even when seeming to lose control.
Natural Affinity [General]: You grow even closer to nature than others of your kind.
Ebbing Aura [Divine]: Your strong auras don't simply stop, they fade away into the distance.
Poison Strike [Ambush]: You know how to deliver poison where it's going to be most effective.


Racial Feats:


Graceful Pounce [General]: Your pounce no longer exposes your or disrupts your attacks.
Dire Tusks [General]: Your tusks, already a force to be reckoned with, grow even larger and deadlier as you age and hone your skills.


Prestige Class Feats:



Prestige Classes


Burning Trickster:

Cunning and sly illusionists dedicated to the Elemental Sect of Fire, Burning Tricksters are as predictable and easily contained as the flames they so delight in summoning.

Conspirator:

The agents of the Conspiracy of Minds are all trained in at least the most basic of the Conspirator's arts, including detecting nearby sources of Psionic power.

Dark Moon Cultist:

Cruel and evil spellcasters drawing energy from the Dark Moon, Dark Moon Cultists are often leaders in local rings of their Elemental Sect.

Dark Moon Zealot:

Dark Moon Zealots are thieves and assassins, trained in warping the darkness to their will even as their blood and body succumb to it's corrupting energies.

Earth's Fury:

Martial Adepts trained by the Elemental Sect of Earth to harness the power and rage of the Earth in a practiced, dedicated manner.

Fleshripper:

Twisted torturers passing down the wicked traditions perfected by Wolf slave drivers, Fleshrippers delight in causing pain in others, especially with the weapon that is their namesake.

Hybrid Master:

Hybrid Masters are those who have not only awakened their Hybrid Form, but who dedicate much of their life to perfecting it's use and power, despite the stigmas and fears of others.

Rage Caster:

Spellcasters who give their minds over to chaotic anger instead of calm discipline are usually a mess, but the Rage Caster uses his anger to reduce others to a sloppy mess.

Wind Dancer:

Historians and explorers, Wind Dancers long to travel to all reaches of the world and experience all aspects of life, that they may learn their secrets and pass them on to others.

« Last Edit: May 16, 2011, 09:43:42 PM by EjoThims » Logged

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« Reply #4 on: August 26, 2008, 06:51:28 PM »

Handle Undead: This works similar to Handle Animal, but affects Mindless Undead. Mindless Undead can learn a number of tricks equal to twice their HD.

Speak Language:

LanguageTypical SpeakersAlphabet
Common1Anyone native to VeroldVerold
Lupine2WolvesCanine
Canine2HistoriansCanine
MoridaneRats, WolvesMoridane
UrsineBears, FerretsUrsine
FuroneFerrets, BearsFurone
SudineBoarsSusine
Susine3Boars (only)Susine
Vulpine2FoxesCanine
ViprineVipersViprine
TigrineTigersTigrine
CorvineRavensCorvine
MorelinePythonsViprine
GrineCranesGrine
Larraine2CoyotesLarraine
Druidic1Druids (only)Larraine
Aquan1Water-based creatures, members of the Water Elemental CultDraconic
Auran1Air-based creatures, members of the Air Elemental CultDraconic
Terran1Earth-based creatures, members of the Earth Elemental CultDraconic
Ignan1Fire-based creatures, members of the Fire Elemental CultDraconic
Sylvan1Fey, Awakened Animals, DruidsLarraine
Draconic1Dragons, OutsidersDraconic

1: These languages differ from their counterparts elsewhere, and cannot be used to communicate back and forth.
2: Anyone hearing or reading Canine or any of it's derivatives can attempt an Intelligence check (DC 20) to determine the general idea being conveyed or can attempt to understand the full message (DC 25-35 depending on complexity) as long as they know either Canine or one of it's derivatives.
3: Any non-Boar who understands Sudine can attempt an intelligence check DC 25 to attempt to understand the general message being conveyed by Susine, but without actual knowledge the details are a mystery.
« Last Edit: October 21, 2008, 08:40:07 PM by EjoThims » Logged

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« Reply #5 on: August 26, 2008, 06:51:36 PM »

Ribbon Dance
Transmutation
Level: Bard 2
Casting Time: Swift Action
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level (D)

Your ribbon twirls and twines around you, seemingly with a life of it's own as you flood it with magic.

For the duration of the spell, when using a Viper Ribbon or Whip (as well as anything else that counts as a whip for the purpose of feats) as part of a Perform (Dance) check, you gain an insight bonus equal to twice your Charisma bonus. Alternatively, if you use it to attack, you gain an insight bonus equal to your Charisma bonus on to hit and damage rolls, and all damage caused is lethal.
« Last Edit: February 25, 2010, 04:51:36 PM by EjoThims » Logged

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« Reply #6 on: August 26, 2008, 06:51:43 PM »

Magic Items:
Battle Standard
Price: 40,000 gp
Caster Level: 5th
Aura: Abjuration
Activation: Standard Action Use-Activated
Weight: 20lbs

This standard is a blank white flag on a long wooden pole until activated. Once planted firmly planted in the ground or held aloft in battle, it changes with a dramatic flourish into the seal, crest, or symbol most appropriate for it's user until dropped or removed. While decorated, it continuously acts as the center for a Mass Conviction spell, targeting the allies of it's activator.

Additionally, if having previously spent a day attuning himself to the standard, anyone with a special aura (for example a Paladin or Hexblade) can choose when activating the standard for their aura to be centered on the standard instead of themselves for up to 10 rounds.

prerequisites: Craft Wondrous Item, Mass Conviction
cost to create: 20,000 gp, 1600 xp, 40 days

Coyote Thornsuit
Price: 15,000 gp
Body Slot: Armor
Caster Level: 5th
Aura: Transmutation
Activation: None
Weight: 10lb
Armor Bonus: +2
Max Dex: +9
Armor Check Penalty:  0
Arcane Spell Failiure:  5%
Damage: 1d8+1, 19-20, x3 Piercing

This +1 padded armor is sewn together with thorned vines and the padding filled with quills and shaved thorns, magically enhanced to deadly effect; they work as exceptionally dangerous +1 armor spikes. In addition to their normal uses, these armor spikes automatically deal damage to a foe each time any grapple check is made, and they add the armor's enhancement bonus to this damage.

prerequisites: Craft Magic Arms and Armor, Brambles
cost to create: 7,500 gp, 600 xp, 15 days

Raven Eye Lens
Price: 5,000 gp
Body Slot: Head
Caster Level: 1st
Aura: Evocation
Activation: Standard Action Use-Activated
Weight: 1lb

This delicate piece of jewelry looks vaguely look an appraiser's magnifying lens, though more advanced models seem more to resemble monocles. Regardless of appearances, each is capable of holding and then later releasing the charge of a touch attack spell. When the spell is first cast, or afterwards as a standard action, the wearer can choose to store it within the lens, where it is maintained for 24 hours. Once stored, the user's hands are free to hold other charges, and the touch attack spell stored in the lens can be released as a ranged touch attack with a 30' range as a standard action.

prerequisites: Craft Wondrous Item, Blood Wind
cost to create: 2,500 gp, 200 xp, 5 days



Mundane Items:
Viper Ribbon
Price: 350 gp
Body Slot: Exotic Light Weapon
Weight: 2lb
Damage:  1d3 x2 Slashing

This masterwork quality tool doubles as a weapon. It consists of a short handle and long, thick, whip-like ribbon. It is considered a whip for all purposes with the exception that, a proficient wielder can substitute a Perform(Dance) check in place of a trip check when attempting to trip an opponent with it, and it grants a +2 competence bonus on Perform(Dance) checks when used by one proficient in it's application as a weapon.

Viper Harp-bow
Price: 330 gp
Body Slot: Exotic Ranged Weapon
Weight: 2lb
Damage:  1d6 x3 Piercing
Range:  60'

This masterwork quality traveling harp has a specially reinforced column and pillar, with the lowest string at a slight angle to the rest. A proficient wielder can use it to make attacks as with a shortbow without interrupting playing the instrument, though all such attacks suffer a -2 penalty.

Fox Flamestick
Price: 300 gp
Body Slot: Exotic Double Melee Weapon
Weight: 2lb
Damage:  1d6+1d4 Fire/1d6+1d4 Fire x2 Bludgeoning

This short staff is specially designed with holders for packets of slow but hot burning oils in the bulbous, reinforced tips. It takes a standard action to light or snuff the flames, but each holds enough oil to burn for 24 hours. Replacing the oil takes only a minute. When unlit, it can be used as a regular quarterstaff. When lit and wielded by one proficient in it's use, it deals an extra 1d4 fire damage, and can still be used with all feats applying to the quarterstaff. The flames can also be used to provide illumination as a torch.

Ferret Hammer-Wrench
Price: 50 gp
Body Slot: Exotic Double Melee Weapon
Weight: 10lb
Damage:  1d8/1d10 x2 Bludgeoning and Bludgeoning/Piercing

One end of this long tool is a small maul and the other a wide, adjustable and sharply spiked wrench. Ferrets have come to rely on this tool as a multi-tasking device in quickly dismantling their mobile projects and as a makeshift weapon, swinging either end or jabbing with the sharpened wrench. If one proficient in it's use possesses the Sneak Attack skill and successfully hits a Construct with both ends in the same round, he literally uses the tool to dismantle the Construct and does additional damage equal to half his sneak attack dice.

Tiger Clawed Mace
Price: 50 gp
Body Slot: Exotic Light Melee Weapon
Weight: 4lb
Damage:  2d4 19-20 x2 Bludgeoning/Piercing

This light mace ends in a smooth, round ball adorned with 4 dagger-like blades, giving it the appearance of a tiger's paw. It is often used in pairs with a style that focuses on repeated strikes and dazzling speed, and the unique shape stresses an enemy's weapon in strange ways. When used by a proficient wielder, it grants a +2 on sunder attempts.

Bear's Spade
Price: 50 gp
Body Slot: Exotic Two-Handed Melee Weapon
Weight: 20lb
Damage:  3d6 x2 Bludgeoning/Piercing/Slashing

This weapon is literally a giant shovel, sporting a reinforced and weighted blade with sharpened edges and a deadly point. It can be used effectively as a digging tool and a deadly weapon. The handle at the end of the shaft also doubles as a foot strap, allowing a proficient wielder to set it against a charge as a spear.

Rat Twistknife
Price: 150 gp
Body Slot: Exotic Light Melee Weapon
Weight: 1lb
Damage:  1d4 x5 Piercing/Slashing

This wicked stiletto has a spiraling and toothed blade, specifically designed to cause tremendous damage to an opponent's vital organs. A proficient wielder that has the Sneak Attack or Sudden Strike abilities deals an extra 1d6 damage with those abilities when using this weapon. The peculiar shape and design of the knife makes it particularly brittle and easy to disarm, however, granting opponents a +3 on checks to disarm or sunder it.
« Last Edit: March 30, 2010, 02:18:11 AM by EjoThims » Logged

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« Reply #7 on: August 26, 2008, 06:51:55 PM »

Only the variants listed in the Class sections will be allowed, though most other options (feats, gear, etc) from any source are allowable.

Race must be chosen from the The Clans (including those described in the 'Cursed Lycanthropes' and 'Other Races' sections on approval) will be allowed. No templates.

Because the world is essentially a caste system, as loose as it may be, multi-class penalties are going to be enforced.

TWF/MWF have been revised.

Unarmed strikes can be used as both main-hand and off-hand for TWF.

Anything that requires Imp/Greater TWF/MWF now requires enough BAB to be able to have as many off-hand attacks as they would grant.

Yes, PWF grants off-hand attacks for things like flurry and even haste.

TWD/MWD have been revised.

Stunning Fist has been revised.

Intuitive Attack has been revised.

Vow of Poverty has been revised.

Improved Natural Attack has been revised.Improved Natural Attack requires BAB +2, not +4.

The Feat Battle Blessing from Complete Champion does not exist.

2 Traits and 1 Flaw may be taken. Any Flaws from here are acceptable.

As long as they don't replace the same features, variants and sublevels can be combined freely.

Mindless undead themselves are neutral, even when turned into tools of evil by another's control. Left to their own devices, they leave others be, except to sate their hunger.

Fractional BAB and saves.

38 PB for stats. Level 1, average starting gold.

LA buyoff is allowed.

Limited retraining will be allowed until I have finalized all variants, including skill, spell, and item stuff.

Quickened Spells take a Swift Action to use.
« Last Edit: June 14, 2009, 02:53:18 AM by EjoThims » Logged

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« Reply #8 on: August 26, 2008, 06:52:09 PM »

Both campaigns start in the city of Reth-Hi, a city with a mixed population and under the local jurisdiction of the Ancestral Keepers who watch over and care for the Lost occupying the Old Capital Hill. The city is roughly nine miles square, and straddles the juncture of the Silverbed and Bridux rivers, which flow from the west and southwest respectively and join in the center of the city, forming the Silver Bridux that continues to flow to the northeast.

The southwest of the city, between the two rivers, is the poorer side of town, with heavy criminal activity and a large Rat population. This area is mainly lawless, as the Ancestral Keepers have neither the care nor the people to police it.

The City Proper around the juncture of the rivers contains the bulk of the population, especially the Ferrets and Foxes, with the Viper's carnivals and the bazaar and artisan's districts being a bit further down-river. South of the bazaar, at the edge of the carnivals are the Arenas, run largely by the local Python population.

The Bears in town mostly live in suburbs north of the Silverbed, outside the City Proper, where it's less crowded. Their side of town hosts a semi-permanent enclave of the Sandtusk Druids, where many Coyotes have set up a small subdivision to the city.

East of there, north of the City Proper and near the Old Capital Hill, are the Raven's libraries and the public offices which attract most of the Cranes. The Tiger's local monastery is also in this area.

A few miles outside the city to the north, the Frostwhisker Boar tribe has settled for the time being.

Recently, there have been reports of Wolf sightings along the Bridux, not 20 miles outside the city's limits. It is even whispered that they've been spotted in the 'Undercity,' the sprawling network of tunnels and labyrinth style sewers that help drain the delta between the two rivers and that the crime rings use as a base of operations. It's rumored to be as large as the actual city itself, though few even among the Rats know it's full extent any more.

The 'Light' Campaign starts in the evening at the 'Bear's Cave Inn.' You have come there to meet Jonthral, a Coyote Druid from the Sandtusks who has been working closely with the Ancestral Keepers. He is hiring help for 'clean up work' on the Old Capital Hill. The rest of his flyer is even more vague, and you easily surmise that there is risk involved.

The 'Dark' Campaign starts in an unnamed tavern in the Undercity, where you have been contacted by the Rat, Rotgut, looking for 'skilled workers to help accommodate new acquaintances to the city and do odd jobs for them as required.' The rest of his flyer is even more vague, and you easily surmise that asking questions is likely not welcome.
« Last Edit: October 21, 2008, 09:02:08 PM by EjoThims » Logged

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« Reply #9 on: August 28, 2008, 03:35:02 AM »

Ongoing summary of campaign stories.
« Last Edit: October 21, 2008, 08:56:47 PM by EjoThims » Logged

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« Reply #10 on: August 31, 2008, 06:21:16 PM »

I will also (eventually) have downloadable, in-depth word documents for things on these reserved posts as they get updated. I'm trying to format as close to possible to a full campaign setting. But this is for personal use; not distribution, so the links to these will only be available by PM to those wanting to use them as reference for the game itself.
« Last Edit: October 21, 2008, 09:14:47 PM by EjoThims » Logged

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« Reply #11 on: October 20, 2008, 07:51:35 PM »

Character sheet thread started.
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