Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
World of Kulan
[v.3.5] Janardûn: The Psionic Lands
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 4423881" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">OGRE MAGE OF JANARDÛN</span></strong></p><p><strong>Large Giant (Psionic)</strong></p><p><strong>Hit Dice:</strong> 5d8+15 (37 hp)</p><p><strong>Initiative:</strong> +4 (Improved Initiative)</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 40 ft. (good)</p><p><strong>AC:</strong> 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +3/+13</p><p><strong>Attack:</strong> Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)</p><p><strong>Full Attack:</strong> Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, psi-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy</p><p><strong>Saves:</strong> Fort +7, Ref +1, Will +3</p><p><strong>Abilities:</strong> Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)</p><p><strong>Skills:</strong> Concentration +11, Listen +10, Spellcraft +10, Spot +10 </p><p><strong>Feats:</strong> Combat Expertise, Improved Initiative</p><p></p><p><strong>Continent/Region:</strong> Janardûn</p><p><strong>Environment:</strong> Cold or temperate hills, mountains, forests, and islands</p><p><strong>Organization:</strong> Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings)</p><p><strong>Challenge Rating:</strong> 10</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Usually lawful evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +8</p><p></p><p>The ogre mages of Janardûn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardûn have developed psionics and, in fact, their distant kin cannot even develop psionic potential.</p><p></p><p>Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardûn. However, unlike these other races, the ogre mages of Janardûn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardûn.</p><p></p><p>The ogre mages of Janardûn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardûn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.</p><p></p><p>Ogre mages speak Ogren and Morian.</p><p></p><p><strong>Combat</strong></p><p>Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.</p><p></p><p>More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardûn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.</p><p></p><p><em>Spell-Like Abilities</em>: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.</p><p></p><p><em>Flight</em> (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.</p><p></p><p><em>Psi-Like Abilities</em>: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based.</p><p></p><p><em>Regeneration</em> (Ex): Fire and acid deal normal damage to an ogre mage.</p><p></p><p>An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.</p><p></p><p><em>Telepathy</em> (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.</p><p></p><p><strong>The Society of Ogre Mages of Janardûn</strong></p><p>The ogre mages of Janardûn are the masters of the highlands of Janardûn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.</p><p></p><p>Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardûn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardûn. The clans rarely work together and often war amongst each other.</p><p></p><p>This is the only thing that has saved the Republic through 3,000 years of history.</p><p></p><p>The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.</p><p></p><p>There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.</p><p></p><p>The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.</p><p></p><p>Surprisingly, the ogre mages of Janardûn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.</p><p></p><p><strong>Ogre Mages as Characters</strong></p><p>Ogre mages of Janardûn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.</p><p></p><p>Ogre mages of Janardûn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardûn.</p><p></p><p>The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4423881, member: 2012"] [B][COLOR="DarkOrange"]OGRE MAGE OF JANARDÛN[/COLOR][/B] [B]Large Giant (Psionic)[/B] [B]Hit Dice:[/B] 5d8+15 (37 hp) [B]Initiative:[/B] +4 (Improved Initiative) [B]Speed:[/B] 40 ft. (8 squares), fly 40 ft. (good) [B]AC:[/B] 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 [B]Base Attack/Grapple:[/B] +3/+13 [B]Attack:[/B] Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5) [B]Full Attack:[/B] Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Spell-like abilities, psi-like abilities [B]Special Qualities:[/B] Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy [B]Saves:[/B] Fort +7, Ref +1, Will +3 [B]Abilities:[/B] Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3) [B]Skills:[/B] Concentration +11, Listen +10, Spellcraft +10, Spot +10 [B]Feats:[/B] Combat Expertise, Improved Initiative [B]Continent/Region:[/B] Janardûn [B]Environment:[/B] Cold or temperate hills, mountains, forests, and islands [B]Organization:[/B] Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings) [B]Challenge Rating:[/B] 10 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Usually lawful evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +8 The ogre mages of Janardûn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardûn have developed psionics and, in fact, their distant kin cannot even develop psionic potential. Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardûn. However, unlike these other races, the ogre mages of Janardûn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardûn. The ogre mages of Janardûn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardûn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks. Ogre mages speak Ogren and Morian. [B]Combat[/B] Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardûn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it. [I]Spell-Like Abilities[/I]: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based. [I]Flight[/I] (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. [I]Psi-Like Abilities[/I]: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based. [I]Regeneration[/I] (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. [I]Telepathy[/I] (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner. [B]The Society of Ogre Mages of Janardûn[/B] The ogre mages of Janardûn are the masters of the highlands of Janardûn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order. Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardûn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardûn. The clans rarely work together and often war amongst each other. This is the only thing that has saved the Republic through 3,000 years of history. The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers. There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent. The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens. Surprisingly, the ogre mages of Janardûn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however. [B]Ogre Mages as Characters[/B] Ogre mages of Janardûn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters. Ogre mages of Janardûn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardûn. The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
World of Kulan
[v.3.5] Janardûn: The Psionic Lands
Top