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Thread: Heap of Approved Content
Saturday, 13th November, 2004, 11:50 PM #1
Acolyte (Lvl 2)
Saturday, 13th November, 2004, 11:51 PM #2
Acolyte (Lvl 2)
EXOTIC WEAPONS Cost Dmg (S) Dmg (M) Crit Rng Inc Weight Type Ranged Boomerang 15 gp 1d3 1d4 x2 30 ft. 1 lb. Bludgeon
In addition, since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a boomerang as a melee weapon.
A boomerang is a light weapon.
-Created by GnomeWorks
Saturday, 13th November, 2004, 11:53 PM #3
Acolyte (Lvl 2)
Delmontes Technique: Piercing Whip
You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.
Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage.
Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
Delmontes Technique: Advanced Piercing Whip
You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage.
Prerequisites: BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).
Delmontes Technique: Whip Mastery
You have perfected the Delmontes Technique of wielding a whip.
Prerequisites: Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: Your damage with a whip is increased to 1d8 (1d6 for Small characters).
When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.
When using a whip, you threaten a distance of 10 feet.
-Created by GnomeWorks
Saturday, 13th November, 2004, 11:54 PM #4
Acolyte (Lvl 2)
Lady of the Mists, Glimmer, Will-o-wisp, The Scribe
Symbol: A bare footprint on a field of any color.
Home Plane: Varies.
Portfolio: Wisdom, mystery, diplomacy, language, study, writing.
Worshippers: Scholars, Messengers, Orators, Diplomats, Students, Bards, the wise Aged.
Cleric Alignments: NG, LN, TN, CN, NE.
Domains: Knowledge, Magic, Communication
Favored Weapon: Dagger.
Russna is one of the Seven Sisters.
The only daughter of Antonidas, Russna is the mists that shroud the dawn and twilight. She is the mystery that fogs legend and forbidden knowledge. She is the wisdom of long years, the ear that listens, the hand that writes. She tends Antonidas during his experiments, keeping things orderly for the elder god. Her voice is calm and quiet and any who listen to her are soothed. She often serves as a go between amongst the gods and all respect her careful neutrality.
Priests of Russna are devoted to many different aspects of study and communication. There is no small amount of debate within her temples about the origins of her holy symbol, though most agree that her portfolio and domains have evolved over the ages and the symbol, while still associated with the goddess, is a remnant of past times when she was thought to have been a tricksome, secretive goddess of mist and mystery. Many these days embrace the footprint icon as symbolic of the hunt for wisdom and a reminder to follow Russna's humble ways.
Temples to the goddess, in urban settings, are often found near or in libraries or within embassies. Those in the wild are often lonely towers occupied by wizened clerics and wizards who have cloistered themselves for some purpose of study or meditation. A rare mystery cult is devoted to a more primitive worship of the goddess as a guide through secret places and the bearer of souls to the afterlife.
Russna is rather plain, as goddesses go, though her mouth is well-shaped and her face expressive. Her eyes are often downcast, though she has a fierce stare when moved to rare demonstrations of anger. Those who have run afoul of the goddess often find themselves tongue-tied and confused. Those who have pleased her experience crystalline clarity of mind and tongue. Ancient images of the goddess depict her tall, bare-footed and wreathed in mist. More modern images depict her seated, with ink-stained fingers, downcast eyes and a slight mysterious smile.
New Domain: Communication
Domain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check. Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills. Add Message to the list of Orisons.
1st - Comprehend Languages
2nd - Speak with Animals
3rd - Sending/Tongues
4th - Speak with Dead
5th - Sending
6th - Speak with Plants
7th - Stone Tell
8th - Project Image
9th - Demand
-Created by Sparky
Saturday, 13th November, 2004, 11:56 PM #5
Acolyte (Lvl 2)
To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Masterwork Items, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs equal to one-half the item's market price (this replaces the normal material cost for crafting an item). For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).
Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.
To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat (such as Craft Masterwork Item for creating a masterwork chain shirt) or assist someone who does (see Assisting, below). Crafting nonmasterwork armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.
For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, on the enworld server.
To roll a craft check, you use the vb tags [ dice=1 ] 20 [ /dice ] without the spaces around the brackets. This rolls one twenty sided die, and stores the result in the post on the server (where it cannot be changed). This way, the dice rolls are secure, and public.
Sample Crafted Items Item Market Price Craft Cost _ Arrows, 100* 10 gp 5 gp, 1 craft Acid 10 gp 5 gp, 1 craft Lock, simple* 20 gp 10 gp, 2 craft Scroll of cure light wounds 25 gp 12.5 gp, 1 xp, 2 craft Greatsword* 50 gp 25 gp, 5 craft Chainmail* 150 gp 75 gp, 15 craft Masterwork Chainmail 300 gp 150 gp, 30 craft Potion of cure moderate wounds 300 gp 150 gp, 6 xp, 30 craft Masterwork greatsword 350 gp 175 gp, 35 craft +1 chainmail~ 1,000 gp 500 gp, 40 xp, 100 craft Ring of protection +1 2,000 gp 1,000 gp, 80 xp, 200 craft +1 greatsword~ 2,000 gp 1,000 gp, 80 xp, 200 craft Wand of fireball 11,250 gp 5,625 gp, 450 xp, 1,125 craft Gloves of Dexterity +4 16,000 gp 8,000 gp, 640 xp, 1,600 craft +5 chainmail~ 25,000 gp 12,500 gp, 1,000 xp, 2,500 craft +5 greatsword~ 50,000 gp 25,000 gp, 2,000 xp, 5,000 craft Robe of the archmagi 75,000 gp 37,500 gp, 3,000 xp, 7,500 craft Tome of understanding +5 137,500 gp 68,750 gp, 5,500 xp, 13,750 craft Staff of power 200,000 gp 100,000 gp, 8,000 xp, 20,000 craft *Does not require a Craft feat ~The market price and craft costs for these items assume that you already have the masterwork item to be enhanced
In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.
Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.
The primary creator must contribute at least half of the craft points required to create an item.
It doesn't matter who contributes the gold piece cost that goes towards creating the itme. Only the primary creator can contribute experience points toward the creaton of a magic item.
GAINING CRAFT POINTS
A 1st-level character has 100 craft points. With each class level gained, he gains a number of craft points equal to his new levelx100. A 2nd level character can have as many as 300 craft points, and so forth, all the way up to 20th-level character, who would have a total of 21,000 craft points (assuming he never spent any).
Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A mind flayer (8 HD), for instance, has the craft points of an 8th-level character. If that mind flayer gained a class level, it would gain an additional 900 craft points-despite being at least reasonably intelligent, a griffon or pegasus is unlike to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.
Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.
Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.
Craft Points Gained by Level Character Craft Points Total Craft Level Gained Points* 1st 100 100 2nd 200 300 3rd 300 600 4th 400 1,000 5th 500 1,500 6th 600 2,100 7th 700 2,800 8th 800 3,600 9th 900 4,500 10th 1,000 5,500 11th 1,100 6,600 12th 1,200 7,800 13th 1,300 9,100 14th 1,400 10,500 15th 1,500 12,000 16th 1,600 13,600 17th 1,700 15,300 18th 1,800 17,100 19th 1,900 19,000 20th 2,000 21,000 *Subtract any crat points already spent form this total, and add any craft points gained from feats.
Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You dont' have to spend these craft points on items appropriate to the feat-you can spend them on any item. For example, Craft Masterwork Weapon grants a bonus of 100 craft points, which you can use to craft weapons, armor, potions, or any other item.
In addition to the item creation feats found in the System Reference Document, this variant includes a number of feats dedicated to the creation of nonmagic items. The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.
Item Creation Feats Craft Points Feat Prerequisites Gained Brew Potion Caster level 3rd 1,500 Craft Cognizance Crystal Manifester level 3rd 1,500 Craft Construct Magic Arms and Armor, Wondrous Item 3,000* Craft Dorje Manifester level 5th 2,500 Craft Magic Arms and Armor Caster level 5th 2,500 Craft Masterwork Item None 100 Craft Psicrown Manifester level 12th 6,000 Craft Psionic Arms and Armor Manifester Level 5rd 2,500 Craft Psionic Construct Psionic Arms and Armor, Universal Item 3,000* Craft Rod Caster level 9th 4,500 Craft Staff Caster level 12th 6,000 Craft Universal Item Manifester level 3rd 1,500 Craft Wand Manifester level 5th 2,500 Craft Wand Caster level 5th 2,500 Craft Wonderous Item Caster Level 3rd 1,500 Forge Ring Caster level 12th 6,000 Imprint Stone Manifester level 1st 500 Scribe Scroll Caster level 1st 500 Scribe Tattoo Manifester level 3rd 1,500 Talented Crafter Any other item creation feat 500
You are trained in the creation of masterwork and alchemical items.
Benefit: You gain 100 craft points. You can make masterwork versions of any non-weapon, non-armor item (ie, thieves' tools, etc), so long as you meet any prerequisites of the item being created. In addition, certain skills provide additional benefits.
If you have 4+ranks in Craft (alchemy), you may spend your craft points to create alchemical items or substances at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (armorsmithing), you may spend your craft points to build masterwork armors or shields at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (bowmaking), you may spend your craft points to build masterwork ranged weapons or ammunition at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (weaponsmithing), you may spend your craft points to build masterwork melee or thrown weapons at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
Normal: Characters without this feat can only craft nonmasterwork items.
Talented Crafter [General]
You have an extraordinary talent for item creation.
Prerequisites: Any item creation feat.
Benefits: You gain 500 craft points, which may be used to craft items of any kind.
Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Derived from OGC
Last edited by Brother Shatterstone; Monday, 13th June, 2005 at 05:40 PM.
Saturday, 13th November, 2004, 11:58 PM #6
Acolyte (Lvl 2)
The Desert Heretic, Lord of Assassins, Last Raven, First Scythe
Symbol: A curved cold iron blade grasped in the talons of a bleeding raven
Home Plane: The Abyss.
Alignment: Neutral Evil.
Portfolio: Assassins, darkness, death, poison, and traps.
Worshippers: Evil assassins, rangers, rogues, shadowdancers, and nomads.
Cleric Alignments: Any Evil.
Domains: Darkness, Death, and Evil.
Favored Weapon: The shortscythe and the halfscythe (see below).
The bleak deserts of the wastelands and the burning mountains of the south meet in between the dark and lifeless lands surrounding the negative energy tower of the South Pole. Between the sandstone and the igneous rocks, the undead rise without ever being called. Occasionally, the nomads of the deserts and the windswept plains venture into these lands to search for lost treasures and to hide after raiding settlements and farms. More than one tribe has been completely wiped out by the darkness enveloping that land, sometimes forgotten for ages.
True worshippers of Seto believe that his origins are founded in a similar loss. Seto is believed to have been the last of the most vicious and unforgiving desert tribes, called The Raven's Children. They were hunted to extinction by the thieves’ guild out of Ignussus, known as the Curved Blade of Arcton, for damaging the infrastructure upon which the guild was dependant. Slowly being killed off, the peoples of the Raven's Children were forced further and further towards the bleak desolation of the south pole. They fought a gorilla war that they could never truly win, and slowly their people were forced into slavery or murdered by the Curved Blade of Arcton.
Seto was believed to be a young boy, forced into the lands of the undead by those that hunted his family. Stories say that he came of age when he was trapped in the shadows of the tainted grounds, where he learned the ebb and flow of darkness. Hiding from both the bounty hunters and the undead, he grew into a grim visage of a man, taking the appearance of something that can only be likened unto a necrotic experiment. His diet of corpses and the lack of sunlight turned his skin white, then a sickly pale blue, and he became like a skeleton only draped in flesh. The only truly human appearance that he retained was that of his glimmering long black hair that was part of the namesake of his former tribe.
When the time came, Seto set out to forage across the deserts and reclaim his former hunting grounds. He stalked the most cunning prey he could find, the assassins, thieves, and bounty hunters of the Curved Blades of Arcton. He worked his way closer and closer to the Sultan, the "Desert Snake King" who commanded the law and the crime of Ignussus. The objective of his spiteful affection, the guilds master, learned the true bitterness of fear. His men at arms were killed one by one in order to give the Sultan a tinge of the hate that Seto hungered on with. None of the defenses that the title of Sultan afforded the guild master was enough to quell revenge.
Once the execution was finally finished, Seto fled the deserts and returned to the dreary place of his childhood. Despite its auspices, it had in fact become his home and even felt as though it was his teacher. Seto lived, almost completely unthreatened, for many unlit nights before he would be disturbed again.
One dreary evening a woman named Mercurias, daughter of the former Desert Snake King, came to his den in the Corpsewoods seeking both revenge and a mentor in the dark arts. She saw some form of twisted beauty in the hate that was embedded in Seto's form, and she wished to gain the same power so that one day she might be able to have vengeance. In this way, Mercurias is famed as the first high priestess of the church of Seto, and the first to lead the Raven's Scythe Assassins. In time, it is believed that Seto passed on, or at least passed on to something far greater in power and scope than his mortal body could handle. A strong sect of the cult even believes that Mercurias had her revenge, and in turn each new priest and priestess is recruited in the hopes that one day they will kill their master and bring even greater strength to themselves and their god. This is why each priest recruits the strongest and most talented students they can find by destroying their families, friends, and lives. Each generation is intended to be stronger than the last, and in turn to strengthen their mentors in death.
The Raven's Scythe split from the Cult of Seto at some point in the past. The most common theory is that the two groups became disjoined when the high priest took two pupils, and each took a part in their master's murder. The Raven's Scythe is the assassin's guild, and while smaller in number, they are more renowned and feared due to their strength and directness in action. The Raven's Scythe are the attested enemies of the Curved Blades of Arcton. They are dedicated to the slaying of the Curved Blades, who control most of the Fire Mountain Range and especially the city of Ignussus.
The Cult of Seto is made up of Clerics who worship Seto as a god. They follow in his ways, and are masters of controlling darkness and channeling negative energy. They favor the weapons believed to have been used by Seto on his quest for vengeance, and they make use of these tools in all of their rituals. They are also considered the most pious and vicious cult in the southern hemisphere, gleaning new members from the survivors of the families they murder. Though their numbers do not purport to include many Necromancers, they are not entirely without the calling of the undead. The undead that the Cult of Seto are commonly associated with are shadows and wights.
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1 Obscuring mist
4 Armor of darkness
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
8 Power word, blind
9 Power word, kill
Armor Of Darkness
Level: Darkness 4
Components: V, S , D F
Casting Time: 1 action
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
Level: Darkness 3, Sor/Wiz 3
Components: V, S , M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.
Footnotes: Domain and Spells are from the SRD and Complete Divine.
Martial Light Melee Weapon
Cost: 6 gp
Dmg (S): 1d3
Dmg (M): 1d4
Range Increment: None
Weight: 2 lb.
Piercing or Slashing
A shortscythe is a small curved blade affixed to a one-handed grip similar to a kukri, however, it is curved much further at first and then the blade straightens out into a sharp point. Both sides of the blade are sharp, with the interior blade commonly being serrated like a saw blade.
Martial One-Handed Melee Weapon
Cost: 12 gp
Dmg (S): 1d4
Dmg (M): 1d6
Range Increment: None
Weight: 4 lb.
Piercing or Slashing
The Halfscythe has a handle the same length as one on a longsword, but with no form of guard between the haft and the blade. The blade of a halfscythe is curved like a scythe and double edged, with the interior blade often being designed with serrated edges.
Footnotes: Mechanically, these are the same as a light and heavy pick, but are 50% more expensive, 33% lighter, and deal piercing or slashing damage like a Scythe.
-Created by Creamsteak
Sunday, 14th November, 2004, 12:01 AM #7
Acolyte (Lvl 2)
Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.
Hit die: d8
to qualify to become a Brightstriker, a character must fulfill all the following criteria.
Alignment: any good
Base Attack Bonus: +4
Skills: Knowledge (religion) 8 ranks
Feats: Weapon Focus (heavy mace)
Special: Able to turn undead
Special: Death Taint. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.
The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier
lvl BAB Fort Ref Will Special 1 +1 +2 0 0 detect undead 2 +2 +3 0 0 Lifetouch 1/day 3 +3 +3 +1 +1 Weapon Specialization (heavy mace) 4 +4 +4 +1 +1 Lifetouch 2/day 5 +5 +4 +1 +1 Extra Turning 6 +6/+1 +5 +2 +2 Smite Undead 7 +7/+2 +5 +2 +2 Lifetouch 3/day 8 +8/+3 +6 +2 +2 Lifeflare 9 +9/+4 +6 +3 +3 Lifetouch 4/day 10 +10/+5 +7 +3 +3 Lifeshield
Weapon and Armor Proficiency: Brightstrikers gain no additional proficiency with any weapon or armor.
Turning Undead: Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead.
Detect Undead (Sp): At will, a Brightstriker can utilize detect undead as a spell-like ability.
Lifetouch (Su): Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.
Weapon Specialization (Heavy Mace): At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite.
Extra Turning: at 5th level, Brightstrikers receive Extra Turning as a bonus feat.
Smite Undead (Su): Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).
Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.
Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).
-Created by Dungannon
Sunday, 14th November, 2004, 12:06 AM #8
Acolyte (Lvl 2)
The Wanderlust Inn (Minor Artifact)
The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.
Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.
In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.
On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.
Strong conjuration; CL 20th.
-Created by Pbartender
Sunday, 14th November, 2004, 12:27 AM #9
Acolyte (Lvl 2)
Sairundan is a land far to the southwest of the city of Orussus, a loose federation of several seminomadic tribes, supposedly founded by djinni.
Currently, 13 tribes exist, each named after a storm or wind. These are the Aeolus, Bayamo, Boreas, Coromell, Etesian, Haboob, Hurakan, Kadja, Kohilo, Monsoon, Notus, Sirrocco and Zephyr.
Two tribes that have existed a long time in the past, but joined with other tribes are the Typhoon, who joined the Hurakan, and the Eurus, who joined the Monsoon.
Sairundani tend to be open-minded and friendly, and embrace change in a way that can be confusing to outsiders, but is actually a tradition for them. They love singing and dancing, and they enjoy travel and excitement.
Sairundani usually have a large and slender build, and fair or tanned skin. Brown and black hair is the most common, with occasional streaks of white or blue, while eyes are usually gray or blue. Sairundani of Sirocco descent often have red hair or brown eyes.
The language of the Sairundani is based on Auran, the language of air creatures. It is a soft, flowing language that lends itself to song and poem, and, like Auran, uses the Draconic alphabet.
Sairundani do not use clan or last names. Instead, they name themselves after their parent - usually their father. Males use ai (son of), and females yn (daughter of). Great heroes are sometimes awarded the honor to be called a son/daughter of their tribe, such as ai Monsoon. A few legendary heroes have been called ai Sairundan.
History and Legends
Ages ago, according to the legends, the djinn ruled the lands surrounding the Tower of Air, not by force, but by advise. Fourteen nobles were the advisors of fourteen human tribes, and the humans aimed to emulate both the power and the kindness of the genies. Other djinn similarly advised the other races that lived in the region. The advise given usually prevented large scale combat, but small skirmishes still happened.
Then, from the hobgoblins arose warlord Kar’Talagh, and he rallied most goblinoids under his banner, with the goal to overthrow the djinn and their “random tyranny of kindness”. The goblinoids marched against the djinn, but were utterly defeated, and scattered into all directions. Kar’Talagh, however, did not want to give up so easily, and tried to gather a new force from the east. He failed to enlist any new ercruits, however, and in his desperation, continued ever farther to the east, and into the desert surrounding the Tower of Fire. Miraculously, he managed to get closer to the Tower than any mortal before, and the Efreet of the Tower granted the dying warlord a single wish. With his dying breath, Kar’Talagh muttered “Revenge...Djinn... .” Bound by the wish, but also gleeful to get a chance to fight their hated cousins. Transporting armies of humans to Sairundan, the Efreet gained early advantages, but long, there was no decisive victory for either side.
The Sairundani, always lovers of freedom, did their best not to kill their opponents, but to free them from the grasp of the Efreet. More and more, they suceeded in doing so, and along with warriors of other tribes, the freed people became known as the fifteenth human tribe - the Sirocco. It was the Sirocco who realized that this tactic could be decisive in the war against the Efreet - as an old saying goes, “Fire is the most dangerous element because it cannot be destroyed. Fight fire not by fighting it, but by fighting its fuel.”
It did not take long after that, and the fifteen tribes marched together, united by a powerful war song, known as the “Song of the Storms United”. The Efreet and their armies were scattered as the goblinoids had been, and they retreated to the east. However, the Djinn also had suffered great casualties, and left Sairundan, supposedly to the Tower of Air.
The loss of their advisors hit the Sairundani, but they quickly adapted to the new situation. Over time, a few tribes joined or new tribes were formed. Only once was the Song of the Storms United sung again, as the tribes united against an orc horde that emerged from underground 700 years ago.
Outlook and Society
For a Sairundani, life is an adventure waiting to happen. Many Sairundani seek change and excitement, and travel the near lands. They do keep close ties to their tribes and families, but otherwise value their freedom and grant others their right of freedom, too. The most exemplar of this style of life might be the dervishes, who even sever the ties to their tribes.
Sairundani tribes are usually represented by a patriarch or matriarch who is aided by a small group of advisors. Anyone can become an advisor, and any advisor might be appointed to be patriarch should the current patriarch step down or die. Many patriarchs enjoy political bickering with their peers, stalling little, non-vital decisions in patriarchical council, but usually have the sense to quickly decide vital actions.
While many tribes travel the lands of Sairundan, a few tribes live in the cities that survived the wars against the Efreet. The largest city, Helatia, currently houses the Hurakan, while the Zephyr live in Baras, a small town. As it might be expected, several tribes have left a city they lived in for the change this step brings, and a tribe that leaves a city invites another tribe into the city. Most times, the invited tribe passes the invitiation to a different tribe, and so on, until a tribe does accept and moves into the town. Only a few tribes refuse to live in the cities entirely, namely the Sirocco and the Boreas.
The Sirocco have retained a few tendencies for stability from their enslavement to the Efreet, and their patriarch Harmattan may well be the oldest and longest-“ruling” of all patriarchs. Their education puts more emphasis on the value of freedom than the joy of life, and some Sairundani regard this as a flaw.
Sairundani have a long tradition of combat, and of the battle-related classes, fighters are the most common, quickly followed by rangers. These two classes are the most likely to pick up the traditional fighting style of the Sairundani dervishes, blending dance and fighting with two scimitars. Barbarians are a bit rarer, and paladins and monks almost non-existant, except among the Sirocco. Clerics and druids are equally uncommon, and most rever deities or forces of air and storm. Rogues and bards are quite common among the Sairundani, as scouts, advisors, emissaries and warsingers. Especially bards are well-liked as advisors. Wizards and sorcerers are rarer today than during the age of the djinn, with sorcerers being somewhat more common.
Magic, Lore, Superstitions and Faith
While arcanists are much rarer these days in Sairundan than they were during and shortly after the era of the Djinn, there is still a healthy tradition of elementalism among the wizards and sorcerers of Sairundan. Most spellcasters choose spells of air, cold and electricity natures, and sometimes sonic spells. Spellcasters wielding primarily fire spells are rare, and frowned upon. The druidic spellcasters share many likes and dislikes of the arcanists, but are usually faster to use fire spells as long as they don’t hurt the surrounding area.
The bardic tradition is propably the largest tradition of spellcasters in Sairundan, and several of their songs have spread over the world. The most widely traveled song is propably the Song of the Winds United, which some people mistake for the Song of the Storms United. Some people wonder why the Song of the Storms United is not sung except in great wars, and the typical answer is that the songs means too much to use it frivolously, but there is also the fact that the song cannot be sung with only a few people and do it justice.
Among the Sairundani, four small poems sum up the superstitions many feel regarding the elements. Many are aware that most of it is superstition, tinted with believes of genie habits, but will still tend to quote these poems in appropriate (or unappropriate) situations.
Wind is strong, not smart.
It is swift, not enduring.
It is persuasive, and easily persuaded.
Wind is the most dangerous element because it cannot be contained.
Fight wind by being more enduring than the wind, by being as hard as rock.
Endure the strikes of the wind as it tries to persuade you to leave, and you will be victorious.
Wind is whimful, but life-giving. Without wind, there would be no air to breathe.
Fire is smart, not strong.
It is swift, and easily persuaded.
It is enduring, not persuasive.
Fire is the most dangerous element because it cannot be destroyed.
Fight fire not by fighting it, but by fighting its fuel.
Cause fire to hunger and follow your commands, and you will be victorious.
Fire is life-giving, but insidious. Knowing its necessity, it will try to burn your tents when you are careless.
Earth is strong, not smart.
It is enduring, not swift.
It is strong of will, not persuasive.
Earth is the most dangerous element because it cannot be avoided.
Fight earth by being swift, always a step ahead.
Be as the wind as earth strikes against you, and you will be victorious.
Earth is wrathful, but live-giving. Without earth, food could not be grown.
Water is strong, not smart.
It is enduring, not persuasive.
It is swift, and easily persuaded.
Water is the most dangerous element because it cannot be predicted.
Fight water not by fighting it, but by controling it.
Cause water to regard you as itself, and you will be victorious.
Water is live-giving, but careless. It will wash you away as quickly as it quenches your thirst.
Among the Sairundani, deities of Air and Battle are held in the highest esteem, and Phyrah and Grendath are among the most revered gods. Among the first Sirocco, Mongrel was very popular, and continues to be a major deity today. Taka has a number of hidden worshipers, and it is not uncommon for them to assume the position of an advisor. Sairundani also revere Chennet’, as he shows one great way to control the insidious powers of fire and turn them into weapons.
The displaced Sirocco introduced the Sairundani to a few deities as well, namely Ayratha and Geoth, but only Geoth gathered much worship. Some people say that Geoth, Mongrel and Phyrah were especially concerned about the fate of the Sirocco, and created what is today known as the Wanderlust Inn as a way for those who wanted to meet their family and friends again to do so.
A few people pay respect to the Delanor, Antonidas and Shurassa, who embody aspects the Sairundani respect, but are overall not as important to their daily life. Some people silently invoke Jareth before a game of Dervish, but it is more common to invoke Grendath or the Green Eyed Lady.
Perhaps surprisingly, Sairundani have a traditionally good relation to dwarves of all kinds, and it seems likely that the dwarves introduced the Sairundani to Chennet’ and Grendath. Dwarves also are the only small race common to Sairundan. Gnomes and halflings are practically unheard of. While not particularly common, elves are a welcome sight in Sairundan, and a few tribes have a sizeable population of half-elves. Since their invasion 700 years ago, orc have grown more and more common, and are being accepted into society, but not really liked. Half-orcs are rather uncommon.
Goblinoids of all kinds have kept away from Sairundan ever since the Djinn drove them out, and most Sairundani only know them from highly inaccurate Dervish pieces.
Several creatures of elemental air make their home in Sairundan, due to the proximity of the Tower of Air, and storm and cloud giants sometimes deal with the tribes. Djinn are virtually gone, but every once in a while, rumors spread that a particular patriarch, advisor or hero is in fact a djinni.
Equipment and Animals
Sairundani prefer to travel light, and refrain from overly heavy equipment. Armorwise, they usually keep towards leather armor and chain shirts, and mithral armor is considered a blessed possession. The traditional weapon of the Sairundani is the scimitar, and most warriors possess at least one. Those who seek to become dervishes train at a young age to wield two scimitars at once. Besides the scimitar, archery is a very popular combat style, praying to Phyrah to let the wind guide the arrow.
The Sairundani enjoy a game named Dervish, which is based on chess, but has been changed to fit the tastes of the tribes. It is played on a 10x10 board, with 20 pieces for each player, chosen from a total of 30 unique pieces. The game is won by scoring a number of points, either by killing or capturing the enemy pieces. The rules of the game can rapidly change from round to round, depending which pieces are on the board and which are not, and what happens to various pieces. For example, the Patriarch allows pieces to capture other pieces, but if captured itself, it gives so many points that it is hard to recover; the Dervish can use any movement rules of its allied pieces, and the Hobgoblin can bring in one of the ten remaining pieces if captured or killed.
The Sairundani love animals that exemplify freedom and the wind, and often keep cats, falcons and horses in their tribes, who usually are allowed to do as they please. They would rather not limit their movement, but they make sure that the animal is properly trained to return to the tribe. A number of more excentric Sairundani, especially among the Hurakan, have attempted to train arrowhawks, but few have managed to realise that arrowhawks are as intelligent as humans, and made them friends.
-Created by Knight Otu
Last edited by Knight Otu; Tuesday, 2nd August, 2005 at 02:21 PM.
Sunday, 14th November, 2004, 12:38 AM #10
Acolyte (Lvl 2)
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 leather armor, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Full Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Lowlight vision, mountain goblin traits
Saves: Fort +3, Ref +0, Will +0*
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Diplomacy +2, Knowledge (architecture and engineering) +3, Knowledge (history) +3, Listen +2, Spot +3
Environment: Any mountains
Organization: Solitary, gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), or monastery (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level and 1 leader of 6th–8th level)
Challenge Rating: 1/2
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0
Mountain goblin traits: Mountain goblin characters possess the following racial traits.
— –2 Strength, +2 Wisdom
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A mountain goblin’s base land speed is 20 feet.
—Natural Builder: Mountain goblins have natural skill in architecture, and gain a +2 racial bonus to Knowledge (architecture and engineering).
— +2 racial bonus to Diplomacy and Knowledge (history)
— +1 racial attack bonus against goblinoids
—* +2 racial bonus on saving throws against mind-affecting spells. Mountain goblins are remarkably rational and clear-thinking, and therefore have an above-average resistance to magic that would alter that process.
—Weapon Familiarity: Mountain goblins may treat goblin ranseurs as martial rather than exotic weapons.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Orc, Sylvan.
—Favored Class: Ranger.
The mountain goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Personality: Mountain goblins tend to be reserved and clear-thinking. They prefer a careful plan of action over spontaneity, which occasionally becomes limiting when quick thinking is called for. Mountain goblins value a spartan lifestyle, which is somewhat at odds with their artistic ability and architectural outlook.
Physical Description: Mountain goblins at first glance look alike to the regular goblin, but there are a few key differences. Mountain goblins are slightly taller, perhaps because they stand upright rather than hunched over, and often possess an austere demeanor. Like standard goblins, they have leathery skin, but it ranges from deep green to a royal red. Additionally, mountain goblins are usually well-groomed and well-dressed, and many wear a silver hammer earring as a sign of devotion to Shural.
Relations: Mountain goblins have long become accustomed to being mistaken for the usual bloodthirsty goblins, and generally will soon correct this misjudgement through their deed and word - few lower goblins are so polite or eloquent in speech.
Alignment: Often lawful and rarely evil.
Lands: Mountain goblins possess a disjointed culture focused in a mountain range, with no large towns or cities, but instead many small communities based around nearby monasteries. They are few in number.
Religion: Almost exclusively devoted to the worship of Shural, though a few mountain goblins have been known to follow other deities, especially those of law or creation.
Language: Mountain goblins speak a dialect of Goblin which is clearly distinguishable from the guttural tongue of lower goblins. Indeed, there are many words of peace in their language that are not present in the tongue of the lower goblins.
Names: Usually a first name only, though some are granted epithets (such as "The Wise," or "The Just") by their communities. Mountain goblin names are usually two or three syllables, and can be slightly harsh-sounding. Examples: Jazakhar, Xiah.
Adventurers: Mountain goblins leave their towns for various reasons, ranging from wanderlust to trade. Though they are more isolated than other cultures, most reasons that would drive an elf or a dwarf to adventure might similarly motivate a mountain goblin.
-Created by Knight Otu and WizWrm
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