Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, June 16, 2011

Orcs of Galatea

The Orcs of Galatea chapters are being consolidated at the moment.  I've been taking them and consolidating them so that they will be ready for publication sometime this summer. :)

I haven't done the cover art for it yet, but rest assured, it will be spectacular.  The entire book will be both covered by the Creative Commons License and the Open Game License.   With guidelines on which is covered by the Creative Commons License and which is covered by the Open Game License.

So that publishers of d20 media can pick and choose which they want to republish, and which they would like to make a derivative (just so long as they share too).

Wednesday, June 15, 2011

Chapter 9 of Pheonicia: the Docks

The Docks

In the Hellenic and Desert Quarters of Phoenicia is the docks of Phoenicia.  Five miles down river is the Sea, and the river here is wide enough and deep enough beyond the cateract to service seagoing ships.  A dozen ships moor here in the deep waters of the Sardis river at any given time.  Sometimes many more than a dozen. This is a particularly rough area of Phoenicia and includes the city's famous "red light" district.


Part of the Sardis Estuary, the docks are full of warehousing, shipyards, hostels, and taverns.  These establishments service the merchants and sailors who use them extensively.  Connected to the Old City on one side of the Sardis River and the Poor city on the other, the Docks district seems like its own separate community.  Of course, many residents of Phoenicia live out their lives without going there.

By Ángel Serrano Sánchez de León (Own work) [GFDL (www.gnu.org/copyleft/fdl.html), CC-BY-SA-3.0 (www.creativecommons.org/licenses/by-sa/3.0/) or CC-BY-SA-2.5-es (www.creativecommons.org/licenses/by-sa/2.5/es/deed.en)], via Wikimedia Commons
The Flavor of the Docks
The smell of fish and the river pretty much dominates here.  The sound of the falls can also be heard all the time, but the further one is away from it, the softer the sound is.  Also, depending one which side of the river you are on, the larger than life statues of Zeus (on the Hellenic side of the cateract) and Buddha (on the Vedic side of the cateract) carved into the escarpment dominate the skyline.  There are dozens of seagulls in the air, each of them trying to find food.  The wooden buildings of the docks is stained with grime, but not necessarily salt.   The district boasts few new buildings; with several old buildings that should be condemned and torn down.

The streets bustle from daybreak to midnight with sailors and all manner of folk that support the shipping industry.  Basically, dockworkers and shipwrights, carpenters and warehouse laborers, harlots and strumpets and innkeepers, and so on.  These are hardworking folks with rough demeanors living roughened lives. Most are looking for strong drink and entertainment when not working, especially sailors who are off the ships getting their land legs back.  The two sides are not a place for those who love to be offended or people who worry about little details.  It's really no coincidence that the Hellenic and Vedic Nobles live on top of the escarpment that is responsible for the cataract falls in the first place.  They are as far from the docks as anyone can get, both vertically and literally.

Many types of ships come into the harbor.  Zebecs, dhows, biremes, triremes, reed barges from fabled Khemet, galleys, galley barges, baghlahs, and other ships.  These ships carry passengers and cargo.  Cargo to trade, passengers to buy or sell or to settle and make a living.  Large ships often drop anchor in the river and rely on smaller ships to transfer their cargo.  However, this is rare and it is to avoid the daily user fees for docking.

The Docks were constructed on either side during the Vedic occupation of the site.  Which is why they are connected to the Old City in the Hellenic Quarter.   Since the conquest of the Hellenes, the docks on the Hellenic Quarter was razed as a matter of course, and was built according to the manner of the Hellenes.  The Vedic docks still retain their distinctive flavor.

by Raja Ravi Varma (1848-1906)
One the Hellene side, a temple to the god Poseidon dominates the merchant roads of this district.  While on the Desert side a temple to Varuna was constructed.  That temple had fallen into disrepair.  The temple to Varuna was eventually demolished and a temple was built to the Desert Elves' One God, forcing Hinduism to retreat from the Docks.  Despite this, though, Middle Kingdom immigrants built a small Taoist shrine in the Docks to take advantage of the Feng Shui of the region.

(end of Part 1)

Saturday, June 4, 2011

Warlock Infernal Companions

([I was going to force people to pick up the World of Warcraft Monstrous Manual, but it's no longer available on Drivethru and possibly RPGnow.  Since Blogger doesn't like tables, I will try to work around that with information on which infernal companions are popular and which can't be summoned.  Definitely Balors and Pit Fiends can't be summoned -- although a Warlock worth his salt might try to put them in chains.]

Warlocks tend to summon infernal companions as part of their repretoire.  Although, in theory, any Warlock of sufficient power can summon and bind a demon to him, there are a number of demons and devils that don't mind the service.

The format is this: name: ; Warlock Level: ; Advancement Level (roughly corresponds to Level Adjustment); Level of Spell Slots Sacrificed

Darkhound --> Warlock Level: 1; Advancement level: 0; Level of spell Slots Sacrificed: 1
Imp --> Warlock Level: 1; Advancement Level: 0; Level of Spell Slots Sacrificed: 1
Void Demon --> Warlock Level 5; Advancement Level: -4,  Level of Spell Slots Sacrificed: 3
Succubus --> Warlock Level 9; Advancement Level: -8; Level of spell Slots Sacrificed: 5
Barghest --> Warlock Level 11; Advancement Level: -10; Level of Spell Slots Sacrificed: 6
Nightmare --> Warlock Level 13; Advancement Level -12; Level of Spell Slots Sacrificed: 3
Horned Devil --> Warlock Level 15; Advancement Level -14; Level of Spell Slots sacrificed: 8

------------
(Monsters in the original, 3.5 format)

DARKHOUND
Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Agy, +1 natural), touch 14, flatfooted 12
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., resistance to fire 5, scent,
demon traits
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 13, Agy 17, Sta 15, Int 3, Spt 12, Cha 6
Skills: Jump +9, Listen +8, Spot +8, Stealth +8 (+12
hiding), Survival +6*
Feats: Bloodletter, Skilled (Listen and Spot), TrackB
Environment: Temperate Forest
Area: Tirisfal Glades
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: 1


Darkhounds are purple wolves with two horns sprouting from their heads and another two horns sprouting from their shoulders. 

Combat
Darkhounds stalk their prey, shadowing it for hours until a suitable ambush spot presents itself. They then dart out, attempting to bring down their victim with overwhelming numbers and sharp teeth.

Skills: Darkhounds gain a +4 racial bonus on Jump checks.
*Darkhounds gain a +4 racial bonus on Survival checks when tracking by scent.
-----------------------------------

VOID DEMON

Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers, consume shadows, damage reduction 2/good and truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10, Knowledge (the planes) +7, Listen +5, Spot +5, Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.

A void demon is similar to a shadow demon, except it's hulking and blue.  A void demon is also less intelligent than a shadow demon.

Combat
A voidwalker does not hesitate to follow even the most suicidal commands its master gives. A void demon's master often sends it to block a threat leaving the master free to cast spells or use other abilities without interference. A void demon takes its orders literally; when out of communication with its master, it continues to obey its last command, even if that command is tactically unsound.

Tormenting Strike (Su): The touch of a void demon brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a void demon’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the void demon for 1 full round.  The save DC is Charisma-based.

Bracers (Su): Void demons, whether summoned to Galatea or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the infernal realms, tying the voidwalker to Galatea and allowing it to exist outside of the infernal realms. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the infernal realms.

A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the infernal realms as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina.  Only a limited wish, wish, reality revision, or miracle can reverse this penalty.

Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.

Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend a full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).

A voidwalker may consume shadows in shadowy illumination but heals only half this amount.  If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.

Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).


Spell Resistance: A voidwalker has spell resistance equal to 11 plus 1/2 its outsider Hit Dice (13 in the case of the voidwalker presented above).



-------------

OGL Section 15:
 Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment

Orc Sorcery

Except for orc Warlocks, orcs have a hard time learning arcane magic -- especially wizard magic.  If the power of the Warlock wasn't so seductive, an orc would not learn arcane magic so formally.   However, that is not to say that orcs cannot practice magic through instinct and improvisation.  Sometimes, magic can erupt from several different bloodlines.

Orcs capable of sorcery display the Abyssal bloodline, and are probably descendents of Orc tieflings or orc warlocks mating with their succubi.   Although a small percentage manifests an elemental bloodline connected to fire.  But a rare few can trace their magic back to the legendary chieftains that led their people into the World when they crossed over to conquer it.  These powerful sorcerers have the pure ancestral bloodline connected to the Ancient Lionmane Clan -- the Ancient Royal Dynastic Clan that was blessed by Nwali himself.

Orc Bloodline
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.

Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), Naskil's transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).
 

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

------

OGL Section 15

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Orcs of Galatea. Copyright 2011 by Elton Robb.  Not all rights are reserved, see the Creative Commons License shown above.

Friday, June 3, 2011

The NPC Races of Phoenicia

The following races are typically reserved only for NPCs in Phoenicia. Players who want to play one of these races should ask their DM for special permission.  For full details on these races, one should consult the Pathfinder Bestiary.

Aasimars

Aasimars are the result of a Celestial bloodline mixed with a human one.  Although following this logic, all humans are aasimars, the Celestial bloodline is often made stronger by a Celestial becoming mortal enough.  Aasimars who are recognized as Aasimars command respect and awe.  Most aasimars often reinforce their reputations by committing acts of Benevolence and Heroism.  And it is said that some of Humanity's greatest heroes are Aasimars.   Virtually all aasimars are good aligned.  They typically are spread out among the population and may be as much a beggar as they are a noble.

Drow (Dark Elves)

By myself, of course

The Fifth elvish race are known as the Drow (pronounced Drau as in "cow") most everywhere except in the Hordelands and parts of the Northlands where they are known as the svartálfar (or black elves).   They have a reputation for being evil, wicked, and fiendish.  Their culture, although extremely individualistic and clannish, is in opposition to human and elven culture.  They have a reputation of being crafty, duplicitous, and nasty.  It is said that they value deception and guile and scoff at honesty. There were times in the past when these fears were confirmed when two drow armies tried to invade Phoenicia before the Hellenes conquered the city.

They succeeded once, but were driven back and destroyed and they never succeeded again.  Phoenicia under the rule of the dark elves was a place of near anarchy; except when the dark elves at the time laid a heavy hand.  Whether or not dark elves now are virtuous or kind its not up to debate.   There is a law that has been in place before the Hellenic Occupation that if any dark elf is discovered then they are to be arrested and imprisoned or executed without trial.

Deep in Phoenicia I, the Dark Elf Madame Ssapinitra Kennett maintains a haven for her kind.  So far, it's secret and no one knows how deep it is.


Half-Dragons

Half dragons are the result of unions or magical experimentation between a humanoid and a dragon.  Dragons typically live a long time, and young dragons have been known to dally with "mortals" (humanoids) or most anything.  Or, crazy wizards may do breeding experiments to produce a particular monstrous result.  What ever the case, half-dragons have been known to be the result.

Half-dragons of a humanoid nature in Phoenicia usually come from Silver Dragon, Red Dragon, or Gold Dragon stock.  While silver dragons are the friendliest and gold dragons are often caught up with humanoids, Red Dragons have been known to play with their food if it's intelligent (or sometimes even fall in love with them).

Half dragons are both respected and feared.  They are rare and tend to be more humanoid than not.  The humanoid types, though, form small communities in the poor sector and call themselves the "Dragonborn" in response to racism.  Generally though, the population is law abiding despite any tendencies individuals have towards committing evil.


Orcs

Orcs are beyond the Dragonwall and come from the Hordelands.  Although exceptions such as the Desert Viper Clan exists, most orcs live in the Hordelands and typically do not bother anyone in Phoenicia.  Orc Myth say that they were born of a forgotten orc god -- which they call the Creator or Nwali.  Nwali, however, is not worshipped and the orcs revere their ancestors or practice animal reverence (through Heathen Shamanism).

Although there is no question that the Orcs brought a codified demon magic through Warlocks into the world; the orcs are generally honorable if slightly antagonistic towards humans.  Although a full scale war between humans and orcs was committed years ago, racial tension is there and every once in a while war erupts between the two races somewhere on the planet.

Generally, the relationship between Phoenicia and the Desert Viper clan is cool.   Every once in a while the orcs raid the city.  The city has never been conquered and it has never been destroyed by orcs.  But no quarter of the city has not felt the orc torch.


Tieflings

If aasimar exists, so do tieflings.  Tieflings are the result of infernal blood being mixed in to human(oid) bloodlines.   A tiefling is typically the descendant of a human-infernal union -- either through a succubus/human mating or a horned demon/human mating.  Tieflings of elven and orc stock are typically called something else.  Tieflings are either warriors, spellcasters (of these, they are typically Warlocks), rogues, or clerics of evil gods.  Most tieflings are evil, and some are chaotic.  It is rumored that one noble family is all tieflings.

Thursday, June 2, 2011

The Races of Phoenicia -- Minor Races

The minor races are so named not because of their stature, but because of their Rarity. It's up to the GM to decide if these races can be played by player characters or not.

Elans
An Elan, by me.

The Elans are humans that have changed themselves to take advantage of the psionic energy around Phoenicia and it's sister cities -- Syracuse and Sybaris.  Elans have changed their physiology so that they will never age and never die of disease or of "natural causes."  Their bodies are capable of converting psionic energy into bio-energy; to the point of sustaining the biological functions of their body -- enough to stave off entropy.

The result is that they have psionic talents beyond those of the regular human.  The ritual for creating an Elan is similar to that of creating a psionic lich.  But there are enough differences that an elan is not an undead.  Still, an Elan is an aberration because the transformation changes how the body processes energy.   The ritual is guarded and considered sacred, almost to the point that the society of elans are often considered to be a secret society or a mystery cult (like those that worship the Spirit of Truth).  The fact is, there are only three known places in the world where Elans can be created.  These three places are Phoenicia, Syracuse, and Sybaris.

What is unusual that the religion of the Elan doesn't seem to change.  An elan would worship the gods she or he worshipped in life before becoming an Elan.  He would have all of his life experience as a personality -- but the transformation results in a forgetting.  A forgetting of knowledge and skills.  In a strange twist of fate -- a new Elan knows everything about himself, just in the area of profession and skill he's like a newborn baby.  The people who developed the ritual still don't understand why, but they are unable to figure it out to the satisfaction of perfection.  They write it off as being "born again" or "born anew" as the new Elan has cast off his old life to begin a new life.

Elans are brimming with energy, psychic energy.  This energy is drawn from the world around them and simultaneously converted into biological energy. Their eyes seem to shine, their skin seems to sparkle, and their hair seems to be made of strands of color in the wind. Elans typically resemble humans in size and weight, with males typically slightly taller and heavier than females.  Their appearance is diverse, as elans will adopt whatever type of dress and physical style of the society they are in.

Racial Traits

  • +2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
  • Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
  • Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elans have a base speed of 30 feet.
  • Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
  • Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
  • Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Maenads
Maenad  (placeholder)

The Maenads are a dichotomous race created from humans by an accident.  From far out to the west in the known world, the accident that created them stemmed from experimenting with psionic lichdom.  Rumor has it that an explosion was involved in their creation.  Very rare, the Maenads are said to be under the curse of Dionysus by the superstitious, since they have strong emotions.  Emotions that take a great deal of discipline to control.  As a result, Maenads have become philosophers, poets, artists, and warriors.

Standing slightly taller than humans, roughly shoulder to shoulder with half-orcs, maenads are physically impressive. Male maenads are usually equal in height, but slightly heavier than females. They have thick, dark hair on their heads, but lack any other hair on their body; instead their skin is covered in flecks of sparkling crystals, giving them a peculiar sparkle. The coloration of these crystals define the look for each individual maenad, ranging from pale white to jet black, and many believe that the coloration is determined by their most powerful emotion. Maenads are naturally graceful and have fine features, possessing an elf-like beauty. They prefer heavier clothing, and wear armor if available, but tend to go barefoot, especially when aboard a ship.

Maenads are attracted to religions that soothe their emotional spirits, and many are attracted to the Spirit of Truth.  Most maenads are lawful, seeing the structure of rules as helpful toward maintaining composure and self-control. Generally, they seek to help others also maintain their own self-control, and have a tendency toward good alignment as a result.

Racial Traits
  • +2 to one ability score: Maenads gain a +2 bonus to one ability score chosen at creation, to represent their varied nature.
  • Medium: Maenads are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Maenads have a base speed of 30 feet.
  • Naturally Psionic: Maenads gain the Wild Talent feat as a bonus feat at 1st level. If a maenad takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Maenad Psionics: Maenad gain the following psi-like ability. 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. The manifester level is equal to 1/2 Hit Dice (minimum 1st). The DC for this power is equal to 10 + the power’s level + the maenad’s Charisma modifier.
  • Sonic Affinity: Maenads add a +1 to the DC of any spell or power with the sonic descriptor.
  • Outburst: Maenads can dampen their mental processes for an increase in raw power called an outburst. As a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength. The character must spend one power point at the beginning of each round during an outburst and may stop an outburst at any time.
  • Inner Rage: Maenads are able to rage one additional round per day should they have the rage ability and they gain an additional round per day every odd character level. In addition to using these rounds for rage, maenads may use them to fuel their outburst, instead of power points.
  • Ordered Rage: Maenads may take levels in the barbarian class even if they are of the lawful alignment.
  • Natural Sailors: Maenads have a +2 bonus to Swim and Profession (sailor) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on sailing ships.
  • Weapon Familiarity: Maenads are proficient with flails. Maenads treat any weapon with the word “maenad” in the name as a martial weapon rather than an exotic one.
  • Psionic Aptitude: When a maenad takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.

Half Giants
Half-Giant (placeholder)

Somewhere in the deep deserts the Half-Giants came.  The result of experimentation in mating between humans and giants, half-giants were created as a slave race by deranged sorcerer kings that rule their desert city states.  Now they escaped, and they live in tribal societies.   The most important thing to Half-Giants is their liberty.  A half-giant is individualistic, and he will fight for his life, his liberty, and his property against those who would use force against him. Some myths claim that the half-giants were spawned from fire giants, while others say that they were spawned from sand giants. Regardless of the truth, half-giants are more resilient to heat, a trait that serves them well in the present, as they have a tendency to dwell in arid lands and deserts.

Standing over eight feet tall, half-giants are the largest of the common races, towering above even half-orcs, with males slightly taller and heavier than females. Their size makes them imposing but slow to react. Their skin ranges from nearly complete black to a deep tan, while their hair is almost always black. Their eyes typically range from blue to green, but a fair number have red eyes, making them stand out against other races. Most half-giants tend to wear little clothing, or very heavy armor, depending on the situation; in a social gathering, their tribal clothing covers very little to account for their tendency to reside in hot lands, and most half-giants are proud of their bodies and physical looks and prowess. In combat, they prefer to wear heavy armor, taking advantage of their natural strength and stature.

Half-giants most commonly organize themselves into nomadic and shifting tribes, following charismatic and wise leaders for brief periods. Many half-giants have a tendency to drift into and out of tribes over time, while a portion of a tribe may split out and start a new tribe, which may later merge with a larger tribe. When enemies gather, empires rise, or war looms, the half-giant tribes might unite under their strongest and wisest leaders, protecting each other from the threat of oppression. In times of peace, they splinter into hundreds of individual tribes, enjoying the freedom they hold so dear. As societies go, the half-giants are generally composed of nomadic hunters, taking down the giant sandworms of the desert or hunting elephants across the savannah and plains. Half-giants enjoy dancing, drinking and games of physical prowess such as wrestling, running, and spear throwing.

Worshiping gods relating to freedom, nature, summer, and the hunt, half-giants are devout but very naturalistic. They manifest their worship with totem poles, believing the gods to be pleased with depictions of their power, thus protecting the tribe from evil. Most half-giants tend to be neutral or chaotic good, striving to help both the tribe and others as well as they can, although their belief in following the law to avoid incarceration can result in lawful half-giants. This does not mean that a half-giant won’t resort to violence at the slightest sign of evil. Indeed, to most half-giants, jail, incarceration, and slavery are all seen as equally evil and to be fought to the last breath.

Racial Traits
  • +2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
  • Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
  • Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-giants have a base speed of 30 feet.
  • Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
  • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.

    Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

    A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as
    grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
  • Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Survivor: Half-giants gain a +4 racial bonus to Survival checks.
  • Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

Half - Ogres
Francisco Bayeu [Public domain], via Wikimedia Commons

The Half-Ogres in Phoenicia are of Psychic Ogre stock rather than regular ogre or ogre mage stock.  They are incredibly rare, and are born of rape between an ogre and a human, an orc, or an elf.  Usually, there is a dichotomy in the ratio of ogre males to females -- instead of 55% female to male in humans, it's 45% female to males in ogres.  So the ogres that are incapable of getting mates often go out to capture a pretty elf, human, or orc to breed with.

In very rare instances, half-ogres are bred to serve in a particularly vicious army. In either case, a half-ogre’s upbringing is rarely a happy one, as they are tolerated for their usefulness and shown little love. Those half-ogres that do manage to survive to adulthood with their sanity intact are solitary creatures, putting their muscles to use while understanding that most civilized folk will give them a wide berth. The half-ogre much prefers the country to the city, where urban architecture rarely accommodates their bulk. Half-ogres have miserable tempers and are quick to anger, but those that show one kindness will never have a more loyal friend.

While technically medium creatures, most half-ogres straddle the line at around 8 feet tall. Like dwarves, half-ogres are stocky creatures for their size. From a distance, a half-ogre can pass as a large human, and many ancient legends about extraordinarily large human warriors probably referred to half-ogres. Up close, the wild stare and unkempt appearance, in addition to his larger height, unmistakably mark one as a half-ogre.

The Psychic stock of the Half Ogres of Phoenicia (and Sybaris and Syracuse) allows the Half-Ogre a great deal of psychic potential.  Once, the ogres were the Titans.  Most titans, except those associated with the Planets, were deposed by the Olympians and then cursed to walk the earth, cursed to reflect the ugliness inside themselves.  While some ogres are definitely Beautiful and Handsome, others are incredibly ugly.  Some have horns,  others are afflicted with a great many warts.  Some look like apes, some look like ugly humans.  Some are terrible to behold and to look upon.  All are regarded as enemies due to their appearance.  Now, they walk the earth as living monstrosities, most of the time breeding true, and at other times breeding with other humanoids. 

Half-ogres get along well with half-orcs, especially since they share similar life experiences. Half-ogres also get along with humans who find their strength useful for labor and military purposes. The smaller races tend to be intimidated by half-ogres and the feeling is mutual; half-ogres fear that gnomes or halflings can play tricks on them or steal their stuff without getting caught. Half-ogres don’t enjoy the company of elves or half-elves, as they often have the beauty, grace, and acceptance that was denied to the half-ogre.

Racial Traits:

  • +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom: Half-ogres are immensely strong and hardy, but somewhat slow-witted and brash.
  • Medium: Half-Ogres are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-ogres have a base speed of 30 feet.
  • Darkvision: Half-Ogres can see in the dark up to 60 feet.
    Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Imposing Figure: Half-ogres are intimidating without trying. They get a +2 racial bonus to Intimidate checks.
  • Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race.
  • Languages: Common, Giant. Half-ogres with high Intelligence scores can choose any of the following: dwarven, goblin, orc, or giant.

Monday, May 30, 2011

The Races of Phoenicia -- Major Races

The races of the population of Phoenicia are in many ways standard to the races found in the Pathfinder Core.  However, there are a few aspects that are unique to each race that tailor them to the setting.  Also, a few new races and a few "monsters" can also make acceptable PC races. 

Pathfinder Gamemasters and Dungeons and Dragons DMs should decide which races they should allow in their version of Phoenicia.  For your convenience, this post goes into more detail about the races in the player's primer.  They are still divided into Major Races, Minor Races, and NPC races.  The latter are races found in the City of Psionics that are not appropriate for play without consideration on the GM's or DM's part. 

As always, information in the Pathfinder Core Rulebook as well as information in the various Dungeons and Dragons core rule books, should take precedent unless information here contradicts them.   You should also consult the Player's Primer.

Major Races

The major races of Phoenicia are those found in the Pathfinder Core Rulebook, and the Dungeons and Dragons Player's Handbook.  For the Phoenicia setting, they require some changes.   In theory, you -- the GM -- should allow all of these races in your Phoenicia campaign.


DWARVES

The Dwarves come from another world, but were made up of six different tribes.  The Pale Ones, the Gold Ones, the Iron Ones, the Wild Ones, the Dark Ones, and the Desert Ones.  The Pale Ones migrated to the extreme North East, looking for a way to live their isolated, seal hunting ways.  The Pale Ones eventually became the Snowdown Clan.  The Wild Ones migrated into the extreme south of Vedan Lands and became known as the Jungle Dwarves.  The Gold Ones migrated into the extreme southwest, going beyond the fabled land of Khem and beyond human exploration.  This left the Desert Ones, the Dark Ones, and the Iron Ones.

The three of them maintained what little contact they had and formed a tri-clanship.  The Desert Ones became the Wildstone Clan, the Iron ones became the Ironhammer Clan, and the Dark Ones became the Vulcan Clan.  The Clans then split up.  The Wildstone Clan found rich copper ore deposits to the east and settled in the southern hills and valleys of the Dragonwall Mountains.  They would eventually teach Mankind how to make bronze swords with a stone mold.

The Ironhammer Clan moved into the North and West of the Dragonwall, finding rich iron deposits and eventually mastering the Riddle of Steel.  The Ironhammer Clan became a white and delightsome people, though unfortunately they learned the recipe of beer brewing from the fabled Khemites.  They eventually perfected the making of beer into a variety of ales, lagers, and beers (some with impressive heads).  People often wonder if the Ironhammers are just either making steel or getting drunk.  Those assumptions aren't true, of course.  Only a small percentage of Ironhammer dwarves really touch any sort of alcoholic drink.

The Vulcan Clan moved to an active volcanic island and colonized the island.  The Island, said to be the Forge of Hephaestus, became the home of the Vulcan Clan of Dwarves.  Their skins, a dark gray, was as suited to the hot environment they tunneled into as everywhere else.  The Vulcan Clan constructed a great fortress over the lava lake in the mouth of the volcano, and constructed a small city in the mountain itself.  However, living on an active volcano is one thing; and living in one is quite another.  Still, they mastered the art of forging ferroplasm, probably due to the high incidence of psionic talent among them.

Both of the Ironhammer Clan and the Wildstone clan uses the regular Dwarf creation rules found in the Patfinder Core Rulebook.  Wildstone Dwarf PCs, however, may select the Desert Runner elf trait in lieu of one of the regular Dwarf traits.

The Vulcan clan of Dwarves use the Duergar character creation guidelines in Psionics Unleashed.


ELVES

The Elves of Phoenicia come from five tribes that crossed from their world.  The five tribes include the Pelasgiri elves -- who were led by the Pelagsus dynasty; the Fair Elves, the Sea Elves, the Desert Elves, and the Drow.  However, splitting of the tribes have happened numerous times.  The Sea Elves settled and now live in the Great Sea, the nefarious Drow were mostly driven into caves, and the Desert Elves eke out an existence in the deserts and semi-arid areas of the land.  Their history will be described later.  As for the Pelasgiri and the Fair Elves ---

The Fair Elves and the Pelagsiri Elves lived beyond the Dragon Wall in what would become the domains of men.  The Fair Elves created the kingdom of Arcadia and the Pelagsiri split into dozens of barbarian tribes that lived in the central lands.

Pelagsus taught his barbarian people the secrets of making a rough garment, hunting, and basic agriculture -- although they were barbarians.  The Fair Elves, however, built a fledging civilization in Arcadia and started colonies throughout the World: Colonies such as Massalia, Syracuse, Tyr,  Asconia, and Verdania.   One such colony, Arcanus, traded with the Pelasgus elves of the Mountains above Arcadia.

However, the Pelagsiri became enamored with Fair Elf culture, and eventually became jealous when the Arcadians became petty and cruel in their eyes.  In the Middle Bronze Age, the Pelagsiri launched an invasion into Arcadia -- Elf slaying Elf and enslaving elf.

Using the Power of Storm of Vengeance and Waves of Vengeance, entire Arcadian cities were totally destroyed by fire or by sea.  Many Fair Elves were put to the sword or caught in chains.  In five short years, many strong Fair Elven populations were slaughtered and what was left was scattered to the five winds or enslaved.

The Pelagsiri conquered all of Arcadia and the land of Arcadia had become known as the Grey Realm.  Angered as to what happened, the Fair Elves in Massalia gathered together and it was agreed that invasion must be answered.  Building ships of war, the Massalians launched a naval war that caused a rift between the two Elf tribes forever.

While some cities, such as Asconia and Verdania, were eventually retaken; many Massalian Fleets were sunk in the depths of the Sea by the forces of the Pelagsiri's command of Magic -- which they inherited from the destruction of Arcadia.  The magnificent city of Tyr was eventually razed to the ground by Massalian elves after they couldn't retrieve specific texts from the Library of Magic.  Eventually, however, the war was one of a stalemate -- the Massalian Elves had to stop fighting the Pelagsiri Elves in order to preserve their economy.   And the Pelagsiri elves were left weakened.

However, without realizing it, the Massalian Elves got the last laugh as Man soon conquered and colonized Arcadia -- shrinking the Pelagsiri city holdings to just five cities.   The remaining Pelagsiri elves in Arcadia renamed themselves the High Elves, and their lands the Grey Kingdom after their Grey Queen.   And the Massalian Elves called themselves the Massalian Elves; although they hold that their nation is the only Fair Elf nation (which is untrue).

Eventually, slightly weakened, the Massalian nation was invaded by powerful feral trolls.  Faced again with the destruction of their culture, the Massalian elves had made pacts with demons for the power to drive the trolls out.  Once the pact was made, the Massalian Elves with their new found powers have pushed most of the trolls out of their borders.  Currently, several Eastern and Northern forests are in dispute.

As Man expands and form colonies, however, the Elven Range seems to be weakening.  Massalia is looking for new lands to start new colonies, so as to ensure that the Fair Elf race and culture can continue.

Both the Massalian Elves and the High Elves are created according to the Elf entry in the Pathfinder Core Rulebook.  In Dungeons and Dragons, the two groups are considered Eladrin.  However with some differences.

PCs belonging to both groups can choose to have blood feud with each other -- They may take Eternal Grudge, which is directed at one or the other.  The differences between the two are cosmetic.  Most Massalian Elves have eyes that glow brightly green or have emerald green eyes (others have brown, blue, or hazel eyes).   The High Elves have eyes that are blue, brown, grey, orange, or red.  The conflict between them is fifteen hundred years old, although both the Grey Queen and the Massalian Council are tired of the smouldering war.  Both elves are fair, although the Mediterranean Climate of the Massalia has given some of the Massalians a slight uniform tan.


GNOMES

Gnomes are the rarest of the Major Races, and typically live on the islands of the Great Sea.  The Gnomes are typically lovers of magic, music, and the sea.  They partake of the bounty of the sea, and generally are seen as dwarf elves (although most elves would deny the connection).  Some gnomish societies have dealings with the sea elves.


HALFLINGS

Halflings are so human looking that they are thought to be human crosses of either Ironhammer Dwarves or gnomes.  However, this isn't true as Halflings are their own race.  They frequently live among humans, but are seen as wanderers through most lands.  The Halflings avoid the Hordelands; though.   They don't find the term "Halfling" to be derogatory, but they do have a name for themselves in their own tongue which translates to "the People."


HUMANS

The humans are probably seen as children by the Dwarves and the Elves and other races.  However, if they were to know the humans' actual history on the planet, the Dwarves and the Elves will realize that they are the "younger" races.  The Human's range -- known as the World -- is slowly expanding.  However, as the real original race of the planet; humans have colonized virtually everywhere. No changes are needed to the humans from both Pathfinder and the Player's Handbook. 

Saturday, May 28, 2011

Shaman Spells

The following Spell list is composed from the World of Warcraft Roleplaying Game, Pathfinder, Horde Player's Guide, and More Magic and Mayhem.

0 level Shaman spells --- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
 

1st level Shaman spells --- Bane, Bless, Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Evil/Chaos/Good/Law, Detect Undead, Doom, Earth Shock, Endure Elements, Identify, Inflict Light Wounds, Lesser Lightning Guardians, Lesser Lightning Strike, Protection from Chaos/Evil/Good/Law, Remove Fear, Roar, Stasis Trap, Summon Nature's Ally I, War Drums


2nd Level Shaman spells --- Augury, Ancestral Communion, Bear's Endurance, Blessing of Courage and Life, Bull's Strength, Calm Emotions, Call of the Spirits, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Flaming Sphere, Flame Shock, Frost Armor, Gentle Repose, Ghostbane Dirge, Gust of Wind, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Lesser Frost Shock, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, Share Language, Silence, Soothing Word, Summon Nature's Ally II, Weapon of Awe, Wolf Spirit

3rd Level Shaman Spells -- Bear Spirit, Bestow Curse, Blindness/Deafness, Blood Biography, Call Lightning, Channel the Gift, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Elemental Speech, Earthbind Totem, Elemental Speech, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Lightning Strike, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Summon Nature's Ally III, Unravel Destiny, Water Walking

4th Level Shaman Spells --- Ancestral Gift, Blessing of Fervor, Control Water, Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Divine Power, Eagle Spirit, Fire Nova Totem, Frost Shock, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Repel Vermin, Restoration, Spiritual Ally, Summon Nature's Ally IV, Tongues

5th Level Shaman Spells -- Breath of Life, Cleanse, Commune, Disrupting Weapon, Flame Strike, Earth Strike, Greater Gust of Wind, Greater Lightning Strike, Healing Wave, Mass Heroic Fortune, Pillar of Life, Raise Dead, Scrying, Smite Abomination, Snake Staff, Summon Nature's Ally V, Symbol of Pain, Symbol of Sleep, Tremor Totem, Wall of Stone


6th Level Shaman Spells -- Cure Moderate Wounds: Mass, Eagle's Splendor: Mass, Find the Path, Geas/Quest, Greater Frost Shock, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Inflict Wounds, Mass Owl's Wisdom, Strength of Earth Totem, Summon Nature's Ally VI, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall


7th Level Shaman Spells -- Ancestral Shield, Control Weather, Astral Recall, Fire Storm, Greater Scrying, Healing Stream Totem, Mass Cure Serious Wounds, Rampart, Refuge, Reincarnate, Resistance Totem, Sirroco, Stone Tell, Summon Nature's Ally VII, Vortex

8th Level Shaman Spells -- Discern Location, Earthquake, Euphoric Tranquility, Grounding Totem, Magma Totem, Rift of Ruin, Seamantle, Storm Bolts, Summon Nature's Ally VIII, Whirlwind

9th Level Shaman Spells -- Clashing Rocks, Cure Critical Wounds: Mass, Elemental Swarm, Exorcise, Foresight, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Windfury Weapon

Thursday, May 26, 2011

The Shaman

Orc society are an animist society that does not worship an actual deity, but venerates many spirits -- ancestral spirits, animal spirits, plant spirits, elemental spirits, and so on.

The Wise among them are not witches, nor warlocks, but people called shamans.  Shamanism among the Orcs is also called Heathenism around certain circles.  Shamans guide others in their spiritual matters and act as a bridge from the physical world and the spirit world.  While seemingly serene, the shaman can unleash the power of his totem spirits.

The Shaman is a variant of the cleric.  A variant on this class is perfect for low magic campaigns, see the Genius Guide to The Shaman for details, and here for the OGC.

Game Mechanics

Alignment: Shamans from human, wild and jungle elf clans, the Wildstone dwarves, and the Orcs can typically be of any alignment; although the human shamans tend to be Lawful (since they follow the ancient laws).  Other shamans tend to be chaotic because they follow their hearts.

Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Class Skills: The shaman’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Linguistics (Int), Perform (ritual) (Cha)g, Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks Per Level: 2 + Int modifier. 

Changes:

Spontaneous Casting: Good-aligned shamans can spontaneously cast cure spells, while evil-aligned shamans can spontaneously cast inflict spells. Neutral shamans must choose either cure or inflict spells at 1st level, and the choice cannot be reversed later.
 
Turn or Rebuke: Shamans can turn or rebuke elementals. At 1st level, the shaman chooses a favored
element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
 
Domains: Shamans gain access to domains associated with their particular Totem animal.  See below.

Aura and Channel Energy is exchanged for the following abilities ---

1st Level—Augur (Sp): The gift of the sight is a curse for many, but the shaman has long since mastered the ways of readings omens, signs and portents. Using the skill bestowed upon him by the spirits, the shaman can see into the spirit world and prophesy. He has the ability to cast the spell augury once per day as a spell-like ability; his caster level equals his shaman path level.

Totem Animal (Sp): The Shaman gains a totem animal to guide him through life.  This is selected by the player.  The Shaman's spirit animal is his or her spirit guide through the Spirit World and can lead him to hidden knowledge.  It can also offer certain bonuses for certain skill checks. 

Sample Totem Animal list ---
 
Wolf -- Wolf is the family totem, and is associated with duty towards family, their ferocity in battle, and their ability to travel.  Orcs breed and use wolves for mounts.  Wolf totems offer +2 to Intimidate and Survival checks.  Shamans who are wolf shamans gain the Community, Strength, and Travel domains.  Associated sub-domains include: Family, Ferocity, and Exploration.

Eagle -- Eagle is a leader's totem.  Eagles are associated with leadership, pride, and exaltant thoughts.  Eagle totems offer +2 to Diplomacy and Knowledge (politics) checks and also the Leadership feat.  Eagle Shamans have access to the Air, Glory, Nobility, and Travel domains.  Subdomains include: Wind, Honor, Leadership, and Trade.

Dog -- Dog is known for his loyalty to family, tribe, clan, or nation.  Dog will be loyal even unto death.  Dog totems offer +2 to Diplomacy and Sense Motive checks.  Dog Shamans have access to Community, Good, and Protection domains.  Subdomains include: Family, Archon, and Defense.

Dolphin -- Dolphins are known for their friendliness towards all humanoids (except sahuagin).  They are also well known for their sexual appetites, and will protect a man and save him from drowning.  Dolphin totems offer +2 to Swim and Perform (sexual techniques).  Dophin shamans have access to Community, Charm, Good, Protection, and Water domains.  Subdomains include: Family, Love, Azata, Defense, and Ocean.

Lion -- Lion is another leader's totem.  Lions do not compete with Eagle, but represent power, strength, glory, and nobility.  Lion is the King of Beasts.  Lion shamans gain +2 on Diplomacy and Knowledge (nobility) checks and also the Leadership feat.  Lion grants the Animal, Glory, Nobility, and Strength domains.  Subdomains include: Fur, Honor, Leadership, and Resolve.

Coyote -- Coyote, the great trickster.  Coyote is independent and typically does anything it wants.  Coyote grants +2 on two skills of the Shaman's choosing but the Shaman must be Chaotic in alignment.  Coyote grants access to all the domains but no sub-domains.  Favored weapon is the Shaman's own choosing.

Snake -- Snake is a healer's totem rather than a fighter's totem.  Snake shamans are expert healers, and are typically very wise.  Snake offers access to the Good, Healing, Knowledge, and Scalykind domains.  Subdomains include: Azata, Thought, and Restoration. 

Dienonychus -- also called Raptor or Carver, Dienonychus is a pack animal that is incredibly clever.  The dienonychus are superb hunters and are typically maintained by orcs for taming purposes.  Dienonychus offers +2 on perception checks and the track feat.  Dienonychus offers access to the Knowledge, Scalykind, and Travel domains.  Subdomains include: Memory, Saurian, and Exploration.

4th Level—Flametongue/Frostbrand (Su): A shaman learns to capture an elemental spirit within a weapon he wields. By sacrificing any prepared spell slot of 1st level or higher, a shaman can imbue a weapon with either the flaming or frost special weapon properties. A weapon cannot bear both elemental weapon properties at once, and it loses its special property if it leaves the shaman’s hands.  A shaman can imbue a weapon this way once per day. Doing so is a standard action that provokes attacks of opportunity. The property lasts for a number of rounds equal to 1 + his Spirit modifier (minimum 1 round). This property can be suppressed for 1d4 rounds by a dispel magic targeted on the weapon. The shaman gains an additional use of this ability per day at 8th and 12th level.  A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
 
8th Level—Ghost Totem (Su): The shaman gains the ability to turn himself into the animal of his totem with a ghostly white appearance.  For instance, if his totem animal is a wolf, he turns into a wolf with a ghostly white pelt. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until the shaman changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
 
12th Level—Purge (Su): The shaman has learned how to snuff out the threads of magic that fuel spells empowering other creatures. The shaman can make a dispel check (1d20 + shaman’s caster level, maximum +10) against any beneficial transmutation spell currently in effect on a target (e.g., bull’s strength). The DC for this dispel check is 11 + the spell’s caster level. If the shaman succeeds, the spell is dispelled; if he fails, the spell remains in effect, and the shaman cannot make
another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any).
 
16th Level—Rebirth (Su): By sacrificing a prepared spell slot of 5th level or higher, the shaman can bring a dead comrade back to life. This ability functions exactly like the spell resurrection, with the following exceptions. The slain comrade cannot have been dead for more than 8 hours and must have the same affiliation or alignment as the shaman. A shaman may do this once per day at 16th level and twice per day at 20th level.

-----------------------------------------------------

Shaman Spells.
Shamans depend on an entirely different spell list than the Cleric.

----------
OGL section 15:
 
World of Warcraft Roleplaying Game.  Copyright 2005 by Blizzard Entertainment
More Magic and Mayhem. Copyright 2005 by Blizzard Entertainment.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Wednesday, May 25, 2011

Orc Feats of Cunning and Daring!

From Orcs of Golarion and the Horde Player's Guide

Amplified Rage (Teamwork)When adjacent to other raging allies, your rages become even more powerful.
Prerequisite: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Blood Vengeance
Seeing an ally fall in combat fills you with berserk fury.

Prerequisite: Half-orc or orc, non-lawful
Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.

Brutal Grappler (Combat, Teamwork)
When helping your ally grapple, you can do damage to the target.

Prerequisites: Half-orc or orc.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.
 
Craft Totem [Item Creation]
You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit:
You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price
in experience points and use up raw materials costing 1/2 of this base price.

When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.

A totem is a small wooden object, usually painted with fearsome shamanic or voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem’s magic activates, just as if you had cast the spell. The magical effect stops when the spell’s duration expires. The totem can be used only once.

Double Totem [Totemic]
You can combine two totems into one.
Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell.
Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides
the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities.

Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with Totemic Protection (see below).

Enduring Totems [Totemic]
Your totems last longer.
Prerequisite: Extend Spell, ability to cast at least one totem spell.
Benefit: Totems you create last double the listed duration.

Evasive Totems [Totemic]
Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability. Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.  
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases
by +2, and the totem receives a +2 bonus on Reflex saves.

If you take this feat twice, totems you create have improved evasion, which means that they take no
damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.

Ferocious Tendency (Combat)
You spit in the face of death.


Prerequisites: Half-orc or orc, ferocity racial trait, rage class feature.

Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point.

For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.


Fetish Spell [Metamagic]
You can use totems to increase the power of your spells.

Prerequisite: Ability to cast three totem spells.

Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence,
vampiric aura or war drums. Your totem feats affect the fetish spell just as they do other totems.

A fetish spell uses up a spell slot the same level as the spell’s actual level.

Follower of the Ancestors [General]
You have pursued advanced training in the shamanistic traditions of your people and can tap into the spiritual strength of your ancestors.
Prerequisites: Wisdom 15, Follower of the Totem, Vision Quest (see below), orc, human, Jungle elf, Wildstone dwarf, or character level 8+.
Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier (minimum 1 round). You may still activate your Follower of the Totem feat once per day, although the
bonuses do not stack.

Gore Fiend (Combat)

Horrible wounds on your enemies or yourself makes your blood sing.

Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage.


Penetrating Totems [Totemic]
Your totems are exceptionally effective at overcoming an opponent’s defenses.

Prerequisite: Ability to cast at least one totem spell.

Benefit: The save DC to resist the effects of your totems is +1 point higher. Furthermore, when you attempt to penetrate an opponent’s spell resistance with one of your totems, you receive a +2 bonus. These benefits stack with similar bonuses, such as the Spell Penetration feat.

Shamanistic Inspiration [General]
Your connection to the spirits allows you to have an inkling of what the future holds.

Prerequisites: Wisdom 15, Follower of the Totem, human, jungle elf, Wildstone dwarf, or character level 8+.

Benefit: You can use augury as a spell-like ability once per day.

Skittering Totems [Totemic]
Your totems have the ability to move.

Prerequisite: Totem Throwing (see below), ability to cast at least one totem spell.

Benefit: Your totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move.
Normal: Totems cannot move.

Snake Dancer [General]
You know the ritualized snake dance of your tribe.

Prerequisites: Perform (dance) 5 ranks, Tumble 5 ranks, Shadowclan or Desert Vipers.
Benefit: Your skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Tumble checks. You can try to tumble past or through enemies at full speed by accepting a –5 penalty on your Tumble check.
Normal: Accelerated tumbling imposes a –10 penalty on the Tumble check.

Solid Totems [Totemic]
Your totems are exceptionally resistant to damage.
 
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points.
Normal: Totems normally have hardness 5 and 2 hit points per caster level.

from Mongoose Publishing
Speaker of the Earth [General]
Through meditation and expert training, you have learned to speak with the Earth.

Prerequisites: Wisdom 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below).
Benefit: Once per day as a free action, you may channel
the spirit of the Earth. You gain a +8 sacred bonus on
Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Fang [General]
Through meditation and training, you have learned to speak with the spirits of predatory animals.
Prerequisite: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred
bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Hoof [General]
Through meditation and training, you have learned to speak with the spirits of grazing animals.

Prerequisites: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10-
foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per
point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Seed [General]
Through meditation and advanced training, you have learned to speak with the spirits of plants.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant’s
resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Sky [General]
Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain
resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the
type of energy resistance upon activating this ability.

The resistance lasts for 1d4 rounds, +1 round per your Spirit modifier (minimum 1 round). This is a
supernatural ability.

Sympathetic Rage (combat)

Seeing an ally enter a rage causes you to enter a rage-like state.
 
Prerequisites: Half-orc or orc, non-lawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued.



Totem Expansion [Totemic]
You are adept at creating larger and more effective totems.
Prerequisite: Ability to cast at least one totem spell. Benefit: Totems you create increase their range by +10 feet.

Totem Throwing [Totemic]
You can create totems a short distance away from yourself.
Prerequisite: At least one other totemic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, “Throw Splash Weapon”). If the attack misses, the attack deviates like other splash weapons,
but not more than 1 square. Thrown totems have a range increment of 5 feet.
Normal: Totems may only be created at a grid intersection at one of the corners of your square.

Totemic Protection [Totemic]
You can protect your totems with a defensive spell applied at the time of casting.
Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on
the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area.

You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots.

Vision Quest [General]
You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world.
Prerequisite: You must have successfully completed a vision quest ( to be described later).
Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against
enchantment spells.

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OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document.
Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing

World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem
Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery
Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide
Copyright 2007, Blizzard Entertainment
World of Warcraft: Alliance Player’s Guide
Copyright 2006, Blizzard Entertainment
World of Warcraft: Horde Player’s Guide
Copyright 2006, Blizzard Entertainment
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve
Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.