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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 5862" data-attributes="member: 63"><p>As part of an ongoing supplement to this storyhour, I'll be presenting some rules information with every chapter of the storyhour, ranging from the world's rules for character creation to stat blocks, magical items, spells, and possibly even prestige classes.</p><p></p><p><strong><span style="font-size: 12px">High Fantasy Campaign Setting</span></strong></p><p></p><p>The High Fantasy Campaign Setting details the same world that we all live in, Earth, but includes information on the world of magic that coexists with us, unseen by most. Known as Gaia (as opposed to the mundane world of Terra), the Faerie Realm can be accessed easily by those who accept its existence, but others are sometimes drawn into this world by sheer happenstance, or by the maliciousness of its inhabitants.</p><p> </p><p> </p><p><strong>Races:</strong></p><p>The following races are available for player characters. Note that in <em>Savannah Knights</em>, all PCs were initially restricted to humans because they did not yet know about the Bureau or the Faerie World. Races marked with an asterisk (*) have high Equivalent Character Levels, and thus are limited to more high-level games.</p><ul> <li data-xf-list-type="ul">Humans.</li> <li data-xf-list-type="ul">Elves. Elves are considered Middle Fey. Though they have access to magical powers without the aid of spirits, they are still considered Humanoids for the sake of spells and such. Their favored class is Sorcerer or Ranger.</li> <li data-xf-list-type="ul">Svart Alves. These are the 'dark Elves' of Northern European folklore, typically with dark skin and hair, glowing eyes, and a disturbing aura around them. They receive +2 Dex, -2 Con, and -2 Cha. They have Darkvision 60 ft and vibration-based Blindsight 5 ft. They also gain a +2 racial bonus to Climb, Listen, and Spot checks. Their creature type is Humanoid. Their favored class is Sorcerer or Ranger.</li> <li data-xf-list-type="ul">Orcs. Orcs are Low Fey, the most mundane of the inhabitants in Gaia. They are statistically identical to the Orcs listed in the Monster Manual, and are considered Humanoids. Their favored class is Berserker or Fighter.</li> <li data-xf-list-type="ul">Ogres.* </li> <li data-xf-list-type="ul">Trolls.*</li> <li data-xf-list-type="ul">Dwarves. Dwarves are also Low Fey, but they are considered Humanoids. They are a very secluded people, but not necessarily unimposing. Thus, they get +2 Con, -2 Dex instead of +2 Con, -2 Cha. Their favored class is Fighter or Wizard.</li> <li data-xf-list-type="ul">Goblins. Goblins are considered Middle Unseelie Fey, but are still Humanoids, and are identical to Monster Manual Goblins. Their favored class is Rogue or Fighter.</li> <li data-xf-list-type="ul">Hobgoblins. Hobgoblins differ from their traditional Dungeons & Dragons presentation. These creatures are the more historical ‘house goblins’ of Europe. They are small Fey.</li> <li data-xf-list-type="ul">Pixies.</li> <li data-xf-list-type="ul">Brownies. Brownies resemble halflings in size and appearance (and stats), but have even more playful demeanors. They are considered Middle Fey, and thus have the creature type Humanoid.</li> <li data-xf-list-type="ul">Satyrs.</li> <li data-xf-list-type="ul">Centaurs.*</li> </ul><p>Additionally, the following templates are available, but only to higher level characters.</p><ul> <li data-xf-list-type="ul">Blood of the High Fey. A template for characters with blood of the true, High Fey. Characters of this variety tend to have wings and a powerful presence, but suffer some of the vulnerabilites of the High Fey (such as to cold iron).</li> <li data-xf-list-type="ul">Ghost. Also available is the Spirit template, which is a less vicious version of the Ghost template. Spirits are bonded ghosts, and so don't have much use as PCs on their own, but they <em>are</em> available.</li> <li data-xf-list-type="ul">Half-Dragon.</li> <li data-xf-list-type="ul">Lycanthrope.</li> <li data-xf-list-type="ul">Seelie Beast. This template is similar to the celestial template.</li> <li data-xf-list-type="ul">Unseelie Beast. This template is similar to the infernal template.</li> <li data-xf-list-type="ul">Vampire. Not all vampires are evil. Some are just victims of foul circumstance.</li> </ul><p></p><p></p><p><strong>Jenny Windgrave:</strong> Female human Pal1; Medium-size Humanoid (human); HD 1d10; hp 10; Init –1; Spd 30 ft.; AC 9 (Dex); Atk shortspear +1 melee (1d8/crit x3) or rapier +1 melee (1d6/crit 18) or automatic pistol +0 ranged (1d10/crit x3); SQ detect evil, divine grace, lay on hands (3 hp), divine health, ghostbond; SV Fort +6, Ref +2, Will +8; Str 11, Dex 8, Con 10, Int 13, Wis 14, Cha 17.</p><p></p><p><em>Skills and Feats:</em> Diplomacy +5, Knowledge (Native American history) +3, Knowledge (Christianity) +3, Perform +9, Sense Motive +5, Speak Language (French), Spot +3; Artist <span style="font-size: 9px">(+2 to Perform and Craft (costumes))</span>, Iron Will.</p><p><span style="font-size: 9px">Note: All Knowledge skills, Perform, and Speak Language are class skills for Jenny because of her Performing Arts education. Sense Motive and Spot are her floating class skills.</span></p><p></p><p><em>Ghostbond Abilities:</em> Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, +1 to Will and Fortitude saves, and a +2 bonus to resist level drains and death effects.</p><p> </p><p> </p><p><em>Background:</em></p><p>Jenny’s family has never lived on a reservation, but in a small community in Virginia that consisted singly of the ancestors of the Powhatan and Algonquin Indians as well as several other neighboring tribes that were displaced by English settlers to Jamestown. She managed to nab a scholarship for her acting talent (and only partially for her race) to the Savannah College of Art & Design. </p><p></p><p>Her parents (and most of her home community) were Christian, but she only remained at the private Catholic high school her parents sent her to for a few weeks. She quit and returned to public school when several classmates mocked her as “Pocahontas.” In the years since she’s taken the name as a frustrating nickname, but admits that at least the girls got the right tribe. She is directly descended from Pataman, a shaman a year too young to have known the famous Pocahontas before she left for England. </p><p></p><p>At the public school she attended, she received somewhat less attention for her race, and actually had a few Native American friends. Her interest kindled in her culture, she rediscovered all the things her parents had taught her that she had ignored. At first it was merely a diversion, but she discovered half-way through high school that most of her friends did not share her Christian faith, and for almost a year she took refuge in her ancestry (even at one point trying to gain acceptance by using her “Native American” status to garner herself some peyote online; peyote was never used by Powhatan Indians). </p><p></p><p>Her church restored her faith when she was invited to play Mary Magdalen in a Passion Play. She won the audition and was able to form closer ties to others who shared her faith. She credits God primarily with letting her win the role; it was certainly a miracle that acting as bad as hers was at the time was allowed in a semi-professional play. </p><p></p><p>With renewed vigor she began to speak to her friends from high school about her faith. Though she did not achieve anything like a conversion, she realized that most of her friends did not condemn her for her beliefs, any more than they feared she would scalp them because she was an Indian. She continued to pursue acting, and actually became good enough that her audition tape landed her in the first class to be offered a major in theatre arts at the Savannah College of Art & Design.</p><p></p><p><em>Jenny’s Ghost:</em></p><p>Pataman lived to the age of thirty-seven, and was killed by an armed group of Christian settlers. The settlers had attempted to clear a swath of forest that had been the chief’s favored hunting grounds. Nothing religious, but the Christians assumed the Indians were refusing because of their ‘primitive and uncivilized’ religion. Pataman led three fellow priests to explain the conflict; words flew (only half-understood by either side), tempers flared, and Pataman stated he and his priests would attack any settler who crossed into the forest. </p><p></p><p>As they turned to leave, one of the settlers lowered his pants and began to piss at their feet. Appalled at the insult, Pataman tried to punch the settler. Fearing the savages would kill their friend, the settlers jumped into the battle, so Pataman's fellow priests joined the fight as well--four Indians against a half-dozen settlers. Pataman found himself fighting for his life against the settler he’d first attacked, and in defense he wrenched the man’s gun away and shot him. As the settler fell to the ground, another Englishman shot Pataman. Both sides broke away to tend to their wounded, and neither Pataman nor his victim survived.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5862, member: 63"] As part of an ongoing supplement to this storyhour, I'll be presenting some rules information with every chapter of the storyhour, ranging from the world's rules for character creation to stat blocks, magical items, spells, and possibly even prestige classes. [b][size=3]High Fantasy Campaign Setting[/size][/b][size=3][/size] The High Fantasy Campaign Setting details the same world that we all live in, Earth, but includes information on the world of magic that coexists with us, unseen by most. Known as Gaia (as opposed to the mundane world of Terra), the Faerie Realm can be accessed easily by those who accept its existence, but others are sometimes drawn into this world by sheer happenstance, or by the maliciousness of its inhabitants. [b]Races:[/b] The following races are available for player characters. Note that in [i]Savannah Knights[/I], all PCs were initially restricted to humans because they did not yet know about the Bureau or the Faerie World. Races marked with an asterisk (*) have high Equivalent Character Levels, and thus are limited to more high-level games. [list][*]Humans. [*]Elves. Elves are considered Middle Fey. Though they have access to magical powers without the aid of spirits, they are still considered Humanoids for the sake of spells and such. Their favored class is Sorcerer or Ranger. [*]Svart Alves. These are the 'dark Elves' of Northern European folklore, typically with dark skin and hair, glowing eyes, and a disturbing aura around them. They receive +2 Dex, -2 Con, and -2 Cha. They have Darkvision 60 ft and vibration-based Blindsight 5 ft. They also gain a +2 racial bonus to Climb, Listen, and Spot checks. Their creature type is Humanoid. Their favored class is Sorcerer or Ranger. [*]Orcs. Orcs are Low Fey, the most mundane of the inhabitants in Gaia. They are statistically identical to the Orcs listed in the Monster Manual, and are considered Humanoids. Their favored class is Berserker or Fighter. [*]Ogres.* [*]Trolls.* [*]Dwarves. Dwarves are also Low Fey, but they are considered Humanoids. They are a very secluded people, but not necessarily unimposing. Thus, they get +2 Con, -2 Dex instead of +2 Con, -2 Cha. Their favored class is Fighter or Wizard. [*]Goblins. Goblins are considered Middle Unseelie Fey, but are still Humanoids, and are identical to Monster Manual Goblins. Their favored class is Rogue or Fighter. [*]Hobgoblins. Hobgoblins differ from their traditional Dungeons & Dragons presentation. These creatures are the more historical ‘house goblins’ of Europe. They are small Fey. [*]Pixies. [*]Brownies. Brownies resemble halflings in size and appearance (and stats), but have even more playful demeanors. They are considered Middle Fey, and thus have the creature type Humanoid. [*]Satyrs. [*]Centaurs.*[/list] Additionally, the following templates are available, but only to higher level characters. [list][*]Blood of the High Fey. A template for characters with blood of the true, High Fey. Characters of this variety tend to have wings and a powerful presence, but suffer some of the vulnerabilites of the High Fey (such as to cold iron). [*]Ghost. Also available is the Spirit template, which is a less vicious version of the Ghost template. Spirits are bonded ghosts, and so don't have much use as PCs on their own, but they [i]are[/i] available. [*]Half-Dragon. [*]Lycanthrope. [*]Seelie Beast. This template is similar to the celestial template. [*]Unseelie Beast. This template is similar to the infernal template. [*]Vampire. Not all vampires are evil. Some are just victims of foul circumstance. [/list] [b]Jenny Windgrave:[/b] Female human Pal1; Medium-size Humanoid (human); HD 1d10; hp 10; Init –1; Spd 30 ft.; AC 9 (Dex); Atk shortspear +1 melee (1d8/crit x3) or rapier +1 melee (1d6/crit 18) or automatic pistol +0 ranged (1d10/crit x3); SQ detect evil, divine grace, lay on hands (3 hp), divine health, ghostbond; SV Fort +6, Ref +2, Will +8; Str 11, Dex 8, Con 10, Int 13, Wis 14, Cha 17. [I]Skills and Feats:[/I] Diplomacy +5, Knowledge (Native American history) +3, Knowledge (Christianity) +3, Perform +9, Sense Motive +5, Speak Language (French), Spot +3; Artist [size=1](+2 to Perform and Craft (costumes))[/size], Iron Will. [size=1]Note: All Knowledge skills, Perform, and Speak Language are class skills for Jenny because of her Performing Arts education. Sense Motive and Spot are her floating class skills.[/size] [I]Ghostbond Abilities:[/I] Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, +1 to Will and Fortitude saves, and a +2 bonus to resist level drains and death effects. [I]Background:[/I] Jenny’s family has never lived on a reservation, but in a small community in Virginia that consisted singly of the ancestors of the Powhatan and Algonquin Indians as well as several other neighboring tribes that were displaced by English settlers to Jamestown. She managed to nab a scholarship for her acting talent (and only partially for her race) to the Savannah College of Art & Design. Her parents (and most of her home community) were Christian, but she only remained at the private Catholic high school her parents sent her to for a few weeks. She quit and returned to public school when several classmates mocked her as “Pocahontas.” In the years since she’s taken the name as a frustrating nickname, but admits that at least the girls got the right tribe. She is directly descended from Pataman, a shaman a year too young to have known the famous Pocahontas before she left for England. At the public school she attended, she received somewhat less attention for her race, and actually had a few Native American friends. Her interest kindled in her culture, she rediscovered all the things her parents had taught her that she had ignored. At first it was merely a diversion, but she discovered half-way through high school that most of her friends did not share her Christian faith, and for almost a year she took refuge in her ancestry (even at one point trying to gain acceptance by using her “Native American” status to garner herself some peyote online; peyote was never used by Powhatan Indians). Her church restored her faith when she was invited to play Mary Magdalen in a Passion Play. She won the audition and was able to form closer ties to others who shared her faith. She credits God primarily with letting her win the role; it was certainly a miracle that acting as bad as hers was at the time was allowed in a semi-professional play. With renewed vigor she began to speak to her friends from high school about her faith. Though she did not achieve anything like a conversion, she realized that most of her friends did not condemn her for her beliefs, any more than they feared she would scalp them because she was an Indian. She continued to pursue acting, and actually became good enough that her audition tape landed her in the first class to be offered a major in theatre arts at the Savannah College of Art & Design. [I]Jenny’s Ghost:[/I] Pataman lived to the age of thirty-seven, and was killed by an armed group of Christian settlers. The settlers had attempted to clear a swath of forest that had been the chief’s favored hunting grounds. Nothing religious, but the Christians assumed the Indians were refusing because of their ‘primitive and uncivilized’ religion. Pataman led three fellow priests to explain the conflict; words flew (only half-understood by either side), tempers flared, and Pataman stated he and his priests would attack any settler who crossed into the forest. As they turned to leave, one of the settlers lowered his pants and began to piss at their feet. Appalled at the insult, Pataman tried to punch the settler. Fearing the savages would kill their friend, the settlers jumped into the battle, so Pataman's fellow priests joined the fight as well--four Indians against a half-dozen settlers. Pataman found himself fighting for his life against the settler he’d first attacked, and in defense he wrenched the man’s gun away and shot him. As the settler fell to the ground, another Englishman shot Pataman. Both sides broke away to tend to their wounded, and neither Pataman nor his victim survived. [/QUOTE]
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