Lore of the Gods - Final preview today

Thanks Steve. I'll quote you when I get around to submitting something for Bastion Press. So, do me a favor and remember my name. You'll be hearing from me eventually :)
 

log in or register to remove this ad

Crothian said:
I'd make a sidebar that basically says playing characters of divine rank may not be the best idea since they are very powergful, but let the DMs choose if they want to do it.
Some rules for playing gods could be great fun, like Birthright on steroids: instead of just tracts of land and people, bloodlines and the occasional lines of magical power, you have all of that multiplied across any number of worlds, plus whole domains, types of magic, planes, societies of worshippers across entire continents and planets and beyond. It would make a great game in itself, especially if there were good reasons for gods coming into direct conflict with one another besides the basic competition over worshippers, something like being able suck the divinity out of one another in battle (come up with a dozen and you're ready to start playing).
 

Here's an odd content request - how about resurrecting a god that's been killed? (Sort of the post-Requiem for a God)

I assume it will at least get touched on with the Egyptians...
 

Saturday's Sneak Preview from Chapter Seven

Well, I didn't plan on posting until late tonight or even tomorrow but since I am now stuck in bed with pneumonia, here's your Saturday sneak peek.

Magical Creations & Divine Artifacts
Magical items and relics are always a key component to fantasy role-playing games. Some of the items presented in this section are the direct result of divine creation and are not subject to the rules governing magic item creation found in the core books. Simply put, they are unique and mere mortals are not capable of creating items such as these. Divine artifacts possess incredible power and should be used sparingly in any campaign. Game masters who allow their players to use a divine artifact should be cautious and not allow the item to become an instrument of abuse that upends game balance and the overall enjoyment of their players. However, whenever appropriate, the necessary prerequisites for creating items that are not divine artifacts have been included.

Artemis’ Ivory Bow
Prized by Artemis, this elegant pure ivory +5 longbow is a twin to Apollo’s Silver Bow. It carries the following magical and divine properties (as cast by a 20th-level caster where applicable):
* No range limitations. If the wielder can see the target, it is subject to being hit.
* The wielder can cast true strike and improved invisibility at will.
* Icy burst quality upon a successful critical hit.
* Can turn a normal non-magical arrow into an arrow of slaying (any type) – 1/day.
* Once per day, before making an attack, the wielder may choose to forgo the damage and inflict a baleful polymorph spell upon the target instead. There is no saving throw but spell resistance does apply.
Strong evocation; CL20th, Weight 3lbs

Caduceus, Rod of Hermes
The Caduceus is a white rod with two winged serpents intertwined about its head. Originally created by Apollo and carried by Hermes, this +5 rod deals 1d6 points damage if used in melee combat. It grants the wielder the following powers (as cast by a 20th-level caster where applicable):
* The wielder can cast the following spells at will: freedom of movement, haste, heal, mislead, neutralize poison, remove curse.
* Greater dispelling – 3/day
* Major image – 3/day
* Reverse gravity – 3/day
* Time stop – 3/day
* True resurrection – 3/day
* Gate – 3/day
Strong transmutation [Chaotic]; CL20th, Weight 1lb

Crown of the Plain
This device, known as the Shugurra in Sumerian, appears as a small seven-pointed copper star inlaid with lapis lazuli. The Crown was the first item taken from Ishtar at Ganzir, the First Hellgate leading into Kur. It bonds instantly to Ishtar’s skin and can only be removed with her hand or a successful Strength check (DC 25). She most often places the star in the center of her forehead, where it glows brightly. It has the following powers (as cast by a 20th-level caster where applicable):
* Project a blast of searing light (5d8 maximized for 40 points of damage) – 7/day
* True seeing in constant effect
* Daylight at will (the Crown itself only, indefinitely)
* Greater scrying – 3/day
* Prismatic sphere – 1/day (DC 24)
Strong divination; CL20th, Weight 3lbs

Girdle of Rapture
The girdle resembles a light sash made of the finest gold weave interweaved with a variety of precious stones including diamonds, sapphires, rubies, emeralds and topazes. This divine artifact carries the full power of Aphrodite’s allure, charm, and irresistible attraction. The wearer of this item is granted the following benefits (as cast by a 20th-level caster where applicable):
* +10 reaction bonus to all Charisma based skill checks.
* Mists of ecstasy – 3/day (No saving throw allowed – The wearer is completely immune to all effects, even if in telepathic contact with the victim.)
* True resurrection – 1/day
* Mass charm – 3/day (No saving throw allowed.)
Strong enchantment; CL 20th, Weight 1lb

Golden Fleece
This artifact of legend is the head and hide of a large male ram. The horns are of pure gold and the fleece itself is of a metallic golden hue. It is large enough to completely cover a medium-sized creature, but its powers can be used on a creature of any size. The fleece has the following powers and qualities:
* All toxins and diseases (including magical diseases) are purged from those who are covered by the fleece.
* By covering the target creature and making a successful Wisdom check (DC 20), the user may invoke resurrection – 1/day
* By covering the target creature and making a successful Wisdom check (DC 20), the user may invoke regenerate – 3/day
* By covering the target creature and making a successful Wisdom check (DC 20), the user may invoke heal – 5/day
Moderate conjurartion [healing]; CL 20th, Weight 3 lb

Necklace of the Morning & Evening Star
This necklace appears to be nothing more than a string of nine lapis lazuli beads, which was the third artifact to be deprived from Ishtar upon entering Kur. Its powers resemble the effects of these Ioun stones:
* Clear spindle (sustains creature without food and water)
* Pale blue rhomboid (+2 enhancement bonus to Strength)
* Scarlet and blue sphere (+2 enhancement bonus to Intelligence)
* Incandescent blue sphere (+2 enhancement bonus to Wisdom)
* Pink rhomboid (+2 enhancement bonus to Constitution)
* Dark blue rhomboid (Alertness feat)
* Vibrant purple prism (stores six levels of spells, usually two lightning bolts)
* Iridescent spindle (sustains creature without air)
* Pale green prism (+1 competence bonus to attack rolls, saves, and checks)
Strong transmutation; CL 20th, Weight 1lb

Sandals of the Voyager
These are an ordinary-looking pair of leather, roman-style sandals. After slipping them on however, the wearer feels (but does not actually) as if she is floating an inch above the ground. While worn, the possessor may tread upon any surface as if on solid ground. The wearer may negate this ability at will. Favored by Njord, the Sandals of the Voyager have the following powers (as cast by a 20th-level caster where applicable):
* The wearer is immune to the effects of high winds.
* The wearer is always sure-footed and gains a +10 competence bonus to Balance and Tumble checks.
* The wearer can cast the following spells at will: blur, cat’s grace, endurance, expeditious retreat, freedom of movement, jump, pass without trace, and whispering wind.
* Dimension door – 5/day
* Find the path – 5/day
* Teleport without error – 2/day
Strong conjuration; CL 20th, Weight 1lb

Thyrusus, Minor
An oaken staff with a pinecone shapped top and twined, silver ivy with the following powers:
* Acts as a +4 quarterstaff.
* Wielder can cast inflict moderate wounds 3/day, as a 12th level cleric.
* Wielder can cast animate dead 5/day, as a 12th level cleric.
* Wielder can cast transport via plants 3/day, as a 12th level druid.
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and Armor, animate dead, command, inflict moderate wounds and transport via plants invisibility; Price: 112,000 gp.

Vorpal Scythe of Death
Thanatos’ favored weapon, this scythe is reason to run in fear should one ever be presented with it. A black, gleaming eversharp blade imbued with incredible magic gives this weapon a +5 bonus in addition to the following properties (as cast by a 20th-level caster where applicable):
* Vorpal, wounding, ghost touch, and chaotic qualities
* Fear active at all times in a 10ft. radius.
* Slay living at will
* Create greater undead at will
* Summon monster IX – 3/day
* Unholy aura – 3/day
Strong necromancy [evil]; CL 20th, Weight 10lbs

And these are just a few of the magic items and artifacts from this chapter. ;)
 

BastionPress_Creech said:
Well, I didn't plan on posting until late tonight or even tomorrow but since I am now stuck in bed with pneumonia, here's your Saturday sneak peek...

Hey, get well soon Steve. Rest up. You've got a lot going on, and we need you at your best. Keep your strength up. Won't do us any good if you can only work half days. :D

I'm curious... Since the Celtic pantheon didn't make the cut for its own chapter, do any of the iconic Celtic figures show up anywhere in the book? Heros maybe?
 

sjmiller said:
That's not it, but I think I figured it out. Draw a line from the middle of the shoulder straight down to the bottom of the picture. See how far forward the hips are from the shoulders? It's like his back is curved backward, or the shoulders are pulled back in an exaggerated fashion. That is what does not look right to me. I can't recall ever seeing someone stand in such a manner naturally.

The hammer is on his shoulder and pulls his torso back a bit. :heh:
 

Greylock said:
Hey, get well soon Steve. Rest up. You've got a lot going on, and we need you at your best. Keep your strength up. Won't do us any good if you can only work half days. :D

I'm curious... Since the Celtic pantheon didn't make the cut for its own chapter, do any of the iconic Celtic figures show up anywhere in the book? Heros maybe?

Thanks, Greylock. The last 8 months have been rather rough on me healthwise. Everytime I think I'm out of the woods and better, something else hits me hard. At some point my immune system has to start recovering (you would think).

As far as the Celtic pantheon goes, there's nothing in the book on them. Kevin and I have had discussions about doing another book with Celtic, Native American, and maybe one other pantheon, but a lot depends on how successful this book is and what all other projects we have in the fires. If the book sells a couple thousand copies, then we'll probably look at doing a second one sooner. This one literally took us two years though, so don't expect it right away. ;)
 

BastionPress_Creech said:
The last 8 months have been rather rough on me healthwise. Everytime I think I'm out of the woods and better, something else hits me hard. At some point my immune system has to start recovering (you would think).

Hope you're feeling better soon, Steve!
 


Sunday's preview

For today, I give you a sample of some of the prestige classes but without the progression tables (too much work) in a series of individual posts.

Bersark
Among the tribes of the norsemen are legends of warriors whose fierceness is so profound that it physically transforms them unto primal raging beasts. The most familiar of these warriors are known as Bersarks, which roughly translates into the phrase “bear shirt”. Those that embody different creatures are known by other titles (such as the Ulfhednar, or “wolf coat”), but these are less common. Regardless of their totem animal, their behaviors, traits, and powers are of similar nature.
Bersarks live for battle, they are addicted to it and it triggers a euphoric madness that has been known to blind them to the reality of foes and friends. They are formidable combatants, notorious wading thorough battlefields by hacking huge swaths through the ranks of whatever stands before them. Norse society has mixed feelings about bersarks, and many are stigmatized for their apparent lack of humanity.
Bersarks typically come from the ranks of martial classes, barbarians or fighters, but bersark spellcasters are not uncommon.

Hit Dice: d10
Requirements: To qualify to become a Bersark, a character must meet the following requirements:
Alignment: Any chaotic
Base Attack Bonus: +5 or better
Base Fortitude Save: +6 or better
Feats: Power Attack, Weapon Focus (any bludgeoning or slashing weapon)
Class Skills: A Bersark’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Class Features
Weapons and Armor Proficiency: The bersark is proficient with all simple and martial weapons, all types of light armor and shields. Armor penalties are applicable for any armor heavier than leather.
Rage (Ex): Rage is the essence of the bersark. At first level, a bersark gains the ability to Rage like a barbarian as described in chapter 3 of the Player’s handbook. If the bersark already has Rage as a class ability, he gains an additional daily use of the ability.
Berserkergang Ability (Ex): When a bersark rages he undergoes a terrible transformation, the release of animal instinct culminating with extreme anger and violent insanity brought on by battle or physical stress. The transformations that occur during the Berserkergang is slightly different for every bersark. At 1st, 4th, 7th, 10th level a bersark may choose from any of the following options, however some of them have prerequisites as noted in their descriptions.
Beast Hide (Ex): A berserk with the Bestial Transformation ability can further enhance the toughness of his hide. For the duration of the berserkergang, he gains a +4 natural AC bonus. The bersark can also attempt to increase this bonus at the expense of his sanity. The bersark does this by declaring his desired natural armor bonus at the start of his rage. For the duration of the rage he gains the desired AC bonus however, maintaining sanity requires a Will save (DC 20 + the total desired bonus). The maximum natural armor bonus he can attain is +10 (DC 30). If he fails, the bersark loses all control of his sanity and attacks the nearest living target (friend or foe) until either he or his opponent is dead or subdued. If his insanity attack lasts for longer than his natural rage ability, the recovery time is increased to1 minute of rest per each round the rage was extended, during which time the bersark is considered fatigued.
Bestial Howl (Ex): While raging the bersark can usher forth an unsettlingly primal howl that leaves opponent’s Shaken for 1 round. The opponent can negate the effect with a successful Will save (10+ Bersark PrC level). Using the bestial howl is a move equivalent action.
Beast Size (Ex): While berserkergang, the character can increase in size by one increment. (for example, a medium creature can grow to the shape of a large creature). The bersark gains all the appropriate modifiers for the size increase for the duration of the encounter. Beast size is a full-round-action that provokes attacks of opportunity.
Bestial Transformation (Ex): During the berserkergang, the characters physical features become more prominent and primal. He undergoes a thickening of the brow, and his lower jaw elongates. Body and facial hair lengthen by several inches and turn coarse and black. Overall, his appearance is feral and frightening and he gains a bonus to Intimidation Skill checks equal to his Bersark class level.

Bite Attack (Ex): A bersark with the bestial transformation ability gains the bite of a vicious animal. During the bersark’s transformation, his jaws grow huge and terrible and his teeth grow into gaping fangs. For the duration of the berserkergang, the bersark gains an additional bite attack that does + 1d6 damage.
Extreme Fierceness (Ex): During the berserkergang, the bersark ignores the pain of his wounds and can fight below zero hit points without suffering any penalties. At the expense of his sanity, a bersark can fight through his death throes, and the most brutal of them are said to have strangled opponents with their own entrails. If the bersark makes this choice, he is automatically slain at the end of his rage, When the bersark is reduced below –10 hit points he can make a Will save (DC 20 + the amount of damage suffered below –10 hp) to keep fighting until his rage subsides. The result of this action causes him permanent loss of 1 Wisdom (provided he is able to be brought back from the dead).
Bersark Bonus Feats: Bersarks learn feats that complement their raw and unbridled fury; they gain bonus feats at 2nd, 5th, and 8th levels. Bersarks can choose from any of the following bonus feats: Cleave, Die Hard, Endurance, Great Cleave, Improved Bullrush, Improved Sunder, Toughness.
Attempt Additional Rage (Ex): At 3rd level, the bersark can attempt to rage an additional time during the day, but places his sanity at risk in the process. Retaining sanity during an additional rage requires a successful Will save (DC 25). If he fails, the bersark loses all control of his sanity and attacks the nearest living target (friend or foe) until either he or his opponent is dead or subdued. If his insanity attack lasts for longer than his natural rage ability, the recovery time is increased to 1 minute of rest per each round the rage was extended, during which time the bersark is considered fatigued. The berserk can attempt more than one additional rage per day, however the Will save to retain insanity continues to increase by +5 per attempt (1st additional rage DC 25, 2nd additional rage DC 30, 3rd additional rage DC 35, etc).
Heighten Rage (Ex): At 6th level, a bersark can increase the power of his physical abilities during a rage, though he places his sanity at risk by doing so. At the start of his rage, the bersark declares a desired bonus between +1 and +5 to be applied to both his Strength and Constitution. For the duration of the rage he gains the desired ability bonus however, maintaining sanity requires a Will save (DC 20 + the total desired bonus). If he fails, the bersark loses all control of his sanity and attacks the nearest living target (friend or foe) until either he or his opponent is dead or subdued. If his insanity attack lasts for longer than his natural rage ability, the recovery time is increased to1 minute of rest per each round the rage was extended, during which time the bersark is considered fatigued.

Prolong Berserkergang (Ex): At 9th level, a bersark can extend his rage beyond its normal duration, however his sanity becomes more threatened with each additional round he rages. In order to attempt to extend his rage, the Bersark must make a Will save (DC 20) to retain control of his actions. If he is successful, he can extend his rage for one additional round. If he fails, the rage is still extended, however the bersark loses all control of his sanity and attacks the nearest living target (friend or foe) until either he or his opponent is dead or subdued. A bersark is allowed to make successive attempts to prolong his rage, however the DC for each successive attempt increases cumulatively by +2. For example, the Will save for extending a rage for three additional rounds is DC 24 (20 + 2 +2). The recovery time for an extended rage is 1 minute of rest per each round the rage was extended, during which time the bersark is considered fatigued.
 

Remove ads

Top