Ersadia - the world of Arbiters Apostate

Velenne

Explorer
In this thread, I'll be posting the myriad house rules, prestige classes, races, and setting details which pertain to my story hour with the hope that it brings further insight into the world and the story.
 

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As two of my PC's chose to play Felin characters, I thought I'd start with them...

Felin

The felin are nomadic creatures that roam every climate found in nature. They shy away from magic with intense fervor. They believe that such matters are natural and the manipulation of such natural weaves can only lead to disaster. Given the choice between mundane and magical weapons, the goodly felin will choose the mundane weapon, hand-over-fist. Priestly magic, however, is viewed well in the tribes of the felin. Such magics show that the tribe is in the favor of their god/goddess and the tribe is protected against dangerous spell-castings by the power of the deity. They love battle, but only those that are for a goodly cause. Slaying evil monsters, stopping macabre undead, and battling lowly cutthroats are all examples of what the felin would consider a good cause.

Personality: The felin (FEE`lin) are usually benevolent creatures. Still, the felin pride themselves in their ability to do battle. Yet despite the occasional battle-lust, the felin live in relative peace with everyone around them, unless the creatures are trespassers in a location that they deem as sacred grounds. Felin welcome visitors, should they happen to come across their camp and are the friendly sort. Felin also welcome the tools, weaponry, and armory of merchants that come. Though they understand that magical weapons are sometimes necessary to slay magical beings—they will not use such weaponry on non-magical creatures. Felin tend to shy away from magic use, but there are a few scrappers who pursue the magic-using field.

The tribe is not under the rule of any one individual, but a shaman of their nature-based deity guides them along the right paths. The male felin take most responsibility in teaching a child in the ways of survival, the mother takes care of most of the rest in joint effort with the father. Each family is free to do as they please, but one act or talent must be given to the tribe in order to make it stronger. Females construct portable shelters, called poms, from the skins of the natural animals they kill and eat. No part of a slain animal goes to waste, though, for they find use for everything the animal gives them. Bones make excellent pestles to grind herbs together for healing.

Upon the change of the season, the felin pack their things and move to warmer climate and let the animals in the area repopulate. Guests that visit the felin during these times are genuinely greeted with warm welcome. It is the tradition of these cat-like creatures to present the visitor(s) with gifts to show the hospitality of the followers of the deity of the forest, not to mention the deity itself. Should the guest insult the felin in some way, the gifts are not taken back, but they are sent with the guest, away from the tribe. If the guests do not leave, then they will feel the holy wrath of their nature deity by way of force.

Respect. This sums up the felin society in essence. “You do not respect yourself until you respect others” is one of the common creeds of the felin. A felin’s word is a solemn vow, a full backing of the intention to honorably execute the vow they have made. Felin are eager to aide those in need, particularly their brethren. A felin would gladly give his life to ensure that another would live on. Any tribe will not stay in the same place for more than four months. Felin tend to not enjoy cities, but will go if necessary. They speak their own language.

Physical Description: The felin are bipedal, cat-like creatures. They have a thin, but concentrated fur, like that of a lioness. They have the head of a large hunting cat and hair like that of a human, usually found at least down to their shoulder blades. The fur differs with the type of hunting cat they are descendant from: cheetah, jaguar, panther, lion, or tiger (also to note, a felin’s Ability Bonus differs from each type of hunting cat). The hair ranges anywhere from tawny to black and their eyes are either yellow or green with slitted pupils.

Relations: The felin to not hate any peaceful creature, but the halflings do not typically enjoy their company because the short-folk see them as “nature’s poor attempt of combining grace and rugged beauty”. Beside this slight animosity, the felin are generally viewed as tolerable company. They earn the respect of elves because of the fact that they are nomads, the dwarves love them because of their dedication to battle, and humans find their herbal potions and such quite helpful to any individual cause.

Alignment: Though any random felin will be good, they tend to lean more towards neutrality. A few bad eggs do surface every now and again, who become evil felin, but this is a rarity.

Lands: All of nature is prime felin territory. They are wanderers, nomads who go from climate to climate, forest to desert, in search of a perfect union with the environment around them. They travel in a tribe of no more than 30-50 members. They hunt as a tribe, love as a tribe, and follow their deity as a tribe.

Religion: As wanderers, the felin love nature in all aspects. The typical felin will follow any deity having to do with any aspect of nature, be it forests, the sun, water, or even the life and death process. One tribe follows one deity wholeheartedly and faithfully, though they may be in good favor with several deities at once. A shaman, called Va Pamnad (or, The Pure), leads the tribe as a whole. All questions regarding nature or their deity are spoken to him/her then relayed to their deity. This person is elected based on such factors as age, wisdom, leadership, and goodness.

Languages: Felin speak their own language with the capability of reading and writing. They may learn any language found in their particular clime. For example, if elves are their neighbors, then they have a chance at learning Elven, but they would most likely never learn to speak the language of underground creatures, such as the duergar.

Names: Usually, names are given to felin individuals by an emotion they provoke, an action that they perform, or a deed they accomplish. Through a young felin’s life, he/she will be called “taul” or “taul`ud”, meaning “young” or “young one”. As an example, a taul`ud who is not easily over-balanced in combat might be called “Adjun”, meaning “Mountain”. See the creator of this race for the recorded felin language.

Adventurers: Felin may have a desire to become an adventurer for many reasons. One may have the desire to attempt to sate his/her unquenchable desire to roam the world, to spread the good of their deity, to slay evil creatures, or, for the less jovial felin, for love of money and power. Felin who go out to spread the glory of their deity find the respect of their tribe upon their shoulders, and for those that go because of money, the tribe does not mourn their lack of presence.

Felin Racial Traits

- Ability Adjustments (See Table 1-10 below)
- Medium-size: As medium-size creatures, Felin have no special bonuses or penalties due to their size.
Felin base speed is 40 feet. Cheetah Felin have a base speed of 60.
- +2 racial bonus to Move Silently and Hide checks for their agility.
- +2 racial bonus to Spot and Listen skills
- Dark Vision 60’.
- Natural Weapons: 2 Claws 1d4, or Bite 1d8.
- +2 racial bonus to Reflex saves due to agility
- Leap (Ex): Felins are prodigious natural jumpers. Their jumping distance is not limited by their height.
- Languages: Common, Felin. Bonus Languages: Any (other than secret languages, such as Druidic. See Table 4-6 in the PHB for a comprehensive list.)
- Favored Class: Ranger. A multi-classed Felin’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the PHB).

Table 1-7: Age
Adulthood: 16 yrs
Barbarian, Rogue, Sorcerer: +3d4 years
Bard, Fighter, Paladin, Ranger: +2d6 years
Cleric, Druid, Monk, Wizard: +4d4 years

Table 1-8: Aging Effects
Middle Age: 100 years
Old: 150 years
Venerable: 200 years
Maximum Age: +2d% years

Table 1-9: Random Height and Weight
Male 60” +1d12 115 lbs. x(2d8) lbs.
Female 60” +1d10 100 lbs. x(2d4) lbs.


Table 1-10: Sub-Race Ability Adjustments
Cheetah: -2 STR, +2 DEX
Jaguar: -2 CON, +2 INT, +2 WIS, -2 CHA
Lion: +2 STR, -4 WIS, +2 CHA
Panther: +4 DEX, -2 INT, -2 CHA
Tiger: +2 STR, -2 DEX, +2 CON, -2 INT, -2 WIS
 
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Both Blight and Puma are psions, while Puma is a psychic warrior. Our group has modified these classes and the existing psionic rules to suit our setting and our tastes as follows.

General

Our group uses the 'Psionics Are Different' house rule wherein psionics do not effect spells or vice versa. Dispel Magic and Antimagic Field are 4th and 7th level Psion powers respectively while Negate Psionics and Null Psionic Field are 4th and 7th level spells respectively.

We have also removed the use of Psionic Combat which we felt was cumbersome and a bit confusing. Ideas had been tossed about as to how we might simplify the system and still keep it around, but nothing ever satisfied so we adopted the rules below.

Psychic Warrior

· Psychic Warriors (hereafter referred to as PsW’s) receive bonus power points based on the ability score of their choice. Reference table 1-2 of the Psionics Handbook for bonus power points. Once chosen, this can never be changed.
· At levels where a Psionic Combat Mode is given (1,3,7,9,10,12,13,15,16), the PsW instead receives one bonus Power Known of any level he may currently manifest. The Power must be of the same discipline as the ability score from which he receives bonus power points.
· PsW’s have Fortitude AND Will saves as better saves
· At levels where a Bonus Feat is given (1,2,5,8,11,14,17,20), the PsW may choose from any Psychic feat in addition to the feats listed on page 14 and 15 of the Psionics Handbook
· PsW’s receive fighter base attack bonus.

We agreed long ago that Psychic Warriors seemed to lack a big of gusto when compared to the other fighting classes, exemplified best in their lack of Fighter BAB. To us, it made more sense to make them more like fighters than subpar clerics since that's what the class seems to suggest.

Psions

· Since psionic combat has been done away with, Psions now receive their choice of the following at 1st level: the Encode Stone feat, any metapsionic feat, or any Psionic feat. Every 4 levels thereafter (4,8,12,16,20) they may choose any item creation feat, any metapsionic feat, or any Psionic feat.
· The following should be added to Table 1-5 as a level 1 Special Ability of the Psicrystal: Encode Psicrystal: If a Psion has the Encode Stone feat, he may choose to encode his psicrystal without paying the XP cost. The psicrystal may then manifest the power on its own (or at the Psion’s command). The encoding process still takes 1 full day to accomplish per level of the power encoded. The Psion pays the power point cost each day of the encoding. The psicrystal may hold a number of power levels equal to its Intelligence.

Again, just some minor tweaking to adjust for the lack of Psionic Combat. They get the wizard bonus feat progression and the option of Encode Stone which is a rather handy feat when you've got a lot of psychic-types around. Luckily, none of my players looked into that one. :D
 

Here is Wrath's race, the Titanotrope. Based on a Jim Lee character from the comic WildCATs, they have the ability to alter their size and strength at the expense of their mind...

Titanotropes

Personality: Titanotrope males typically dual among themselves to prove their superiority. The race has a deep sense of pride in themselves and their work. They live in a clan setting with approximately 75-100 members in any one area.
Titanotrope culture can be viewed as somewhat brutal. The truth is, it is rooted deeply in tradition and while barbaric to the average watcher, the Titanotropes themselves view combat as an elegant art form perfected throughout their centuries beneath the mountains.

Physical Description: Most members of this race range from 1' tall to as massive as 30 feet. Many maintain a size around 8 or 9 feet. They have violet skin that ranges from darker to lighter hues. Typically they have sandy brown to blondish red hair. Their natural lifespan is approximately 300 years.

Relations: Titanotropes maintain a close relationship with both dwarves and gnomes. Subterranean races also deal commonly with them, but with mixed results.

Alignment: Titanotropes tend to be neutral and are usually good. Evil members of the race are not uncommon but tend to be weeded out.

Religion: Titanotropes worship the Ersadian earth-deity, Terraj. Ceremonies are held and sacrifices of precious items given to the god before extraction begins of a newly found vein of ore. The Titanotropes exemplify the slowly-changing, sturdy principles of Terraj and make excellent clerics of the deity.

Lands: A Titanotrope clan will inhabit a labyrinth of caves beneath a given mountain. Non-earth-dwelling creatures find these caves extremely complex and difficult to navigate. Working mines are found deep within the labyrinth while homes, commons, and other public areas are found near the surface.

Languages: Titanotropes speak Terran, a language spoken by those close the earth and stone. Xorn and other creatures speak this language as well, and deal frequently with the Titanotropes.

Names: Family names are uncommon in this culture. The name of the Clan is given to a Titanotrope upon becoming clan leader and is passed down two generations. Proper names are usually a combination of the parent’s names.

Male Names: Eldarth, Omaron, Tomak, Burlergh, Tighe, Tamburo
Female Names: Clennen, Rolan, Stirke, Clamane, Moioe

Adventurers: Titanotrope adventurers are usually smaller or meeker than typical Titanotropes. This is a typical reason for leaving a clan, but sometimes they are merely trying to prove themselves or have been banished for some act of dishonor.


Titanotrope Racial Traits

- +4 STR, +2 CON, -2 CHA
- Darkvision: 60 feet
- +2 to spot and search checks: Titanotropes have developed very keen eyesight
- +4 to intimidate checks: Due to years of winning battles simply by intimidating their opponents into submission, Titanotropes know exactly how to combine size and muscle to inspire fear.
- Automatic Languages: Common and Terran. Bonus Languages: Dwarven, Gnome, Undercommon, Derro, Duergar
- Favored Class: Fighter. Titanotrope culture extols the virtues of the warrior and indeed, it is how they prove themselves in rites of adulthood.
- Embrace the Brute - A Titanotrope may yield to his inner beast, gaining massive amounts of raw power and losing touch with his mental faculties. As a Full-Round Action, he may increase his size by one category, incurring the normal bonuses and penalties thereof. This ability requires great inner focus, and thus a Titanotrope who attempts to use this ability while threatened draws attacks of opportunity and loses his Dexterity modifier to AC until his next turn.
For each point of Strength gained in this way, the Titanotrope loses 1 point in his Wisdom score. His Wisdom may never drop below 1 in this way, and should he lack enough Wisdom to place him into the next size category without dropping it below 1, he cannot grow to that size. Regardless of his Wisdom, a Titanotrope cannot grow beyond size Huge.
Upon dropping a size rating, a Titanotrope will lose the extra Hit Points granted to him by increased Constitution. If this should drop him below 0 hit points, he falls unconscious. If this should drop him below –10 hit points, he must pass a Fortitude save (DC 20) to remain stable at –9 hit points. Failure means an instant death.
Finally, a Titanotrope must make a Will save (DC 10+1 per point of Wisdom below normal) if his Wisdom falls below 8 or be stunned for 1 round. His mental faculties have decreased so greatly that they can no longer support his body. The subsequent round, he must pass the same Will save or be stunned again for 1 round. This process continues until the Titanotrope succeeds at which point he may act normally. Any type of strenuous activity (such as combat, all-out running, or lifting more than your light load) causes the process to repeat.
- Tame the Brute - Conversely, a Titanotrope may seek to quell his rage and focus his mind. As a Full-Round Action, he may decrease his size by one category, incurring the normal bonuses and penalties thereof. This ability requires great inner focus, and thus a Titanotrope who attempts to use this ability while threatened draws attacks of opportunity and loses his Dexterity modifier to AC until his next turn.
For each point of Strength lost in this way, the Titanotrope gains 1 point in his Wisdom score. His Strength may never drop below 1 in this way, and should he lack enough Strength to place him down into the next size category without dropping it below 1, he cannot shrink to that size. Regardless of his Strength, a Titanotrope cannot shrink below size Tiny.
- Level Adjustment: +2

Age
Adulthood: 45 years
Barbarian, Rogue, Sorcerer: +3d6 years
Bard, Fighter, Paladin, Ranger: +5d6 years
Cleric, Druid, Monk,Wizard: +7d6 years

Aging Effects
Middle Age: 140 years
Old: 200 years
Venerable: 250 years
Maximum Age: +5d10 years

Random Base Height and Weight
Male 72” +2d12 230 lbs. x(2d4) lbs.
Female 68” +2d8 190 lbs. x(1d6) lbs.
 

Ersadian Cosmology

Hoo-boy, this is a complicated topic. I try to stay away from such talk whenever it comes up at the table; pantheonic cosmologies tend to be convoluted and a bit irrational and this one is no different (at least in my mind).

As the limits of this board's protocol prohibit from inserting the picture here, you may have to continually refer to the image below when I reference it. For that, I'm sorry but there's nothing I can do.

I designed this cosmology using the Manual of the Planes. If you're not familiar with that, you may want to skip down to the Deities section. :o

My group and I approached this daunting task with a few fundamental principles in mind. First, direct travel from an upper plane to a lower plane is not possible. This forces beings from these planes to involve the Prime or some other coterminous medium in order to resolve their goals. For example, looking at the image below you will note that a Planetar wishing to pay a visit to the Abyss must first travel to the Astral, then the Ethereal, then Shadow, and finally to his destination. A Prime-dweller must travel to the Ethereal in order to reach one of the neutral planes (Mechanus, for instance, is LN), but can go directly to the Plane of Fire as it resides essentially within the Prime.

Second, a deity's plane has two exits on it at any time which lead to the planes corresponding to that deity's alignment. The planes of Good, Law, Chaos, Evil, and Neutrality reside outside the cosmology altogether and are essentially the living "bodies" (if you will. See the Deities section below for more on this.) of the deities that represent them. These two-sided Gates can be crossed by anyone with enough gumption to try it, but it's not recommended. :D

Finally, the souls of mortal Believers who die on the Prime are whisked away to their deity's plane. There is no purgatorial place of waiting or judgement for them, they just arrive to whatever welcoming is appropriate to that god. Non-believers are judged according to their deeds (vis a vis alignments) by Zess and just as quickly sent to their final dwelling plane. Typically for a non-believer, this is a lower plane but there are exceptions. This is where things get very cumbersome and vague so I'll move on for the sake of keeping my head on straight.



Deities

Five gods (or, "Over-gods"- an absolutely lamentable term, but a fitting one in this case) preside over all pantheons. These represent the alignmental axes:

Optimen - Good
Lexidon - Law
Medicree - Neutrality
Incanditus - Chaos
Antithos - Evil

While some worship these deities directly, true worship of such abstract concepts is difficult. It is far easier for a goodly person to serve Justice, Healing, or Peace (all Good concepts) in a meaningful and apparent way than simply Goodness. In doing so, they indirectly worship Optimen anyway.

All deities answer to these Five according to their own aligments. Equitus (you will notice the Latin theme in the names of the Human gods), the God of Justice, is Lawful Good. He therefore purports to serve Good and Law in his endeavors of spreading Justice.

A deity's home plane is determined by its position on the Good/Evil axis:

Good: Upper (Coterminous with Astral)
Neutral: Neutral (Coterminous with Ethereal and closest to the Prime)
Evil: Lower (Coterminous with Shadow)

Most races have their own gods they worship, representing the different pantheons. These are not, in fact, different gods from one another. For instance, Melbireth and Keytenye are both gods of War from the human and elven pantheons respectively. These are different incarnations of the same diety, manifest differently as it best suits the attitudes of those races. Their portfolios reflect the subtle changes, but suffice to say that a worshipper of Melbireth is usually welcome in any temple of Keytenye.

That's probably enough of my prattling on this subject for now; you get the idea. If you have questions, feel free to ask. Only, remember that this subject can get very vexing in a hurry so try not to think about it too hard. ;) I'll post the pantheons at a later date.
 
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Forgot to include the cosmology pic. :/
 

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In order to make Knowledge skills more applicable and represent some sort of study against the foes one may commonly encounter his adventuring career, our group instituted a Monster Lore house rule. This is detailed below...

The 3E monster Types are divided according to their most applicable Knowledge skill as follows:

Knowledge (arcana) - aberrations, constructs, dragons, ooze, shapechanger

Knowledge (history) - giants, humanoids, monstrous humanoids

Knowledge (nature) - animals, beasts, fey, magical beasts, plants, vermin

Knowledge (the planes) - elementals, outsiders

Knowledge (religion) - undead

Type of Knowledge----------DC
Common Knowledge---------5+CR
Basic Knowledge-----------10+CR
Specific Knowledge--------15+CR

Common Knowledge would usually include what the creature is, and what its usual reaction to people is.

Basic Knowledge would be a general physical description of a creature, its general level of intelligence, basic ecology, and general habitat.

Specific Knowledge would include strengths, weaknesses, and a detailed knowledge of about every trait of the most common example of the creature in question. (IE, a Monster Manual description.)

Ranks and successful knowledge checks in these skills represent information resulting from study, stories, and training. They do not include first hand experiences.

Also, in areas where creatures are more prevalent, specific traits of some creatures may be basic knowledge or even common knowledge. A border country constantly pushing back orcish hordes would know of the adverse affect of bright light on orcs. This trait would be common knowledge there. But to those in lands where orcs are a far off nuisance, only study would reveal this trait and it would be considered specific knowledge.
 

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