Sidran's Homebrew notes

Sidran

First Post
D20 World Ideas.

Basics


* Detail Thaumaturgy School of magic based of WoD
* Detail Monotheistic religion. (For the Combine)
* Detail the Secret Society of Magic ( and the one Orthodox School of magic)
* The Religious Combine of Kingdoms (Elven)
* The Bredaean League
* The Broken spine.
* The Clans
* The Isle of the Ravens
* The Isle of the Sea Kings
* The Vale of Korunne
* The Lost Mountain
* Draymarth
* The Byremog

Races

Humans
---Halflings
*---Durgeans ( Dragon Lords)
*---Bredaeans
*---Corsairs
*---Downesmen
*---S’hiti Shan
*---Avyronne
Elves
----Wildlings
---Wild Elves
---Sea Elves
---Fair Elves
---High Elves
---Dark Elves
---Tree Elves
Dwarves
---Deep Dwarf
---Stoutkin Dwarf
---Darkenkin Dwarf
---Gnomes <maybe>
Orcs & Ogres
---High Orcs
---Half Orcs
---Half Ogre ( Much more like the WoT Ogier)
Fey
---Nymph
---Ganta
---Shandiyar
---Dohr

Classes PHB Classes and


Gypsy ( Wanderer)
Monte Cooks Bard Variant ( Also Skalds in the Broken Spine)

Prestige Class Inquisitor (NPC Prestige Class and dreaded by Wizards)
Prestige Class Confessor ( Women, Idea from Terry Goodkind)
Prestige Class Hunter for the Dead ( Normal Prominent in the Lost Kingdom of Myrdathnor, and the Broken Spine)
Prestige Class Spirit Dancer ( Prominently taken by Gypsies)
Prestige Class NPC, Veteran Guard
Epic Level ( or Legendary) Prestige Class Sacred Druid
 
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Faith long and still not finished

K this isn't the full of it but I am working on a world that is based of Divine magic working by faith. and the like here goes


Faith

Faith is the strongest ally that the elves of Aryande have against the great blight. Characters who start within the lands of the Elven Combine automatically start with a faith rank of 4, Clerics, Druids, and Paladins start with a faith rank equal to their level + their wisdom modifier. Other classes start with 0 faith.

Characters who start with ranks in faith have innate abilities not available to characters who gain the faith after the beginning of game play ( except through great deeds). Faith is the flowering of the divine at the core of humanity. It can inspire, it can motivate, it can heal, It can bring new life to an ailing soul. It should be noted that I do not talk about faith as a faith in a holy office, or in a particular religions teachings, but faith in the Divine, that which is higher than mortality.

Faith works like a feat it can gain ranks and gets additional modifiers from piety, or religious acts, and once a player has at least one rank in faith they gain their Wisdom modifier also.

Faith is one of the strongest weapons in the arsenal of a character, with it he can push back the hordes of undead that swarm, bring justice to the evil of the world, and sanctify cursed lands.

Those with faith may attempt to heal another’s wounds by “laying on of the hands” and praying. However the power of the Divine is fickle and not every wound will be healed every time. When a Character attempts to heal a subject they must specify the number of their hit points they are willing to transfer into the injured. If the faith check DC 15 is successful that number of hit points is transferred into the subject. If the check fails the character may try again but each time he does so the DC raises by +2. Healing by faith is an act of self sacrifice and has raised many to martyrdom.

The faithful will find that it is much easier to draw upon their faith on holy ground or on the holy days of their religion. In these locations, or on the Holy days a Character receives a DC one less than the normal standard on all faith related rolls.

When two or more faithful are together their is a chance that they can pool their faith to accomplish a greater divine act. They must come from the same religious tradition ( I. E. a Lutheran, a Catholic, and a Baptist all are of the Christian tradition). When characters attempt to pool faith they must join a circle and pray to their deity, requesting the divine link of power. A success occurs when each individual succeeds at a Faith check ( DC 20). Once linked they will remain so until either the link is broken by the death of one of the linked, or until one of the linked chooses to sever the tie.

As I stated above characters with True or Natural faith gain abilities that are not open to those that convert to the faith later.
Examples of these abilities are listed below.

Fast Healing [1-3]

Faithful with this ability heal faster than they normally could. Lost limbs will slowly reattach over time. Characters who have this ability are immune to common poisons such as hemlock, or arsenic

Radiance [4-6]

Characters with this ability emit a holy aura that rallies allies to his cause. In addition undead, and demons shy away from a character with this ability. Creatures who are damaged by sunlight such as vampires take 1d6 damage from the radiant light.

Gift of Life [7-8]

Once per month a character with this feat can bring back a recently deceased ally if they are willing to return from the dead.
This ability works like the true resurrection spell, except that after its use the Character who uses the abilities power feels diminished and insubstantial for a period of four hours. While in this period they themselves receive a -2 to hit, and to Fort, and reflex saves.

Power of Truth [9-10]

Characters with this ability can automatically discern lies, and with a successful Will check (DC 15+ targets Wisdom Modifier) he can compel a targeted subject to tell the truth.

To others these abilities seem like miracles and because of this some NPC's may fear or be jealous towards the characters who wield these powers.


Code:
[b]Table 1 Examples of works by Faith[/b]

    Deed                                                        		        DC
    ------                                                       ---	
Removing a curse                &nbsp                         14  
Sanctifying holy ground                        15
Turning a Zombie                  &nbsp                       17
Cure Moderate Wounds                            19
Walking on Water                                         22
Turning a Vampire                                     26
True Restoration                        30
Summoning a Celestial            35

These are examples of how faith can work abilities that are considered class abilities such as Laying on Hands, or Turning Undead may receive additional DC modifiers depending on the wishes of the DM, and the level of the Character

Characters with faith have more protection against sorcerous beings, and foul magics. As such a character with four or more points of faith can on a successful check (DC 10 + Base DC of Spell) counter spells, spell like abilities, and effects. This is a supernatural ability.

Loosing faith

Faith can be earned, and faith can be lost. Faith is lost when a character does something that goes against the prescripts of his faith, Or is considered Anathema to the teachings of his Religion. ( It is up to the DM to determine when and how a character looses faith). Faith that is lost in this way can be regained through prayer and supplication, or through acts of good will.



Code:
[b] Table 2: Examples of how faith is lost [/b]

    Deed                               Faith 
   -------                              Lost

A Close NPC dies as a result of the            
PC's Mistakes. Leaving the PC feeling    -1
guilty, and bereft.                   


Close to completing his life's goal the 
end is torn from him by an act that      -2
seems of God.

The PC fails a trial set by his Elders   -1

A PC's Attempt at "laying on hands" 
Fails at an inopportune time.             -1

The PC Fails at an attempt to save 
A fellow PC from final death.            -3

Faith should not be lost at every turn for the worst, but when the stress of the world threatens to overwhelm the Character questioning his Deity, or his personal faith is a possible occurrence. Any time where a player questions his faith he should loose -1 point of faith, due his crisis of faith.
 
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The Inquisition Vrs. The Nox Arcanum

hounded by the Inquisitors for their inborn talents the Council of Arcana founded the school of Battle Magic, and began training their Arcanum Knights to combat the Inquisitor.


Relic Seaker A new arcane class thats purpose is to seek out and destroy the Holy Relics of the Inquisition before they can be used against the Nox Arcanum


Arcanamas The Son of Engiddon the Red, Arcanamas has rapidly grown in the power of the Nox Arcanum. Recently he has begun training the elite Infiltration packs that are meant to pose as Inquisitors these non magical troops will in the end take out the Inquisition for good.

Fencibles Created by blood mages the Fencible has proven to be one of the most vile of magics known to the world of men. When the comand word is stated three times the fencible begins to glow a soft crimson. Aplying the cattle iron like head to the body of a subject the blood mage is able to transfer +1 ability point per level of the caster from the victim to a chosen benefactor. Ability points stolen in this way are permenant, the victim of the fencibles power is weakened and the benefactor is strengthened.

There is a fencible for each of the prime abilities, and two or three fencibles that are able to transfer feats, and skills to the benefactor.

These Items where made by the dwarven Blood Mage Artificer Daxan Nebular for his Liege King Heldar Runfaald

The ability to make the fencibles has since been lost but amongst the rune lords who are brave enough or cruel enough to use them they are the most precious of magics and are horded secretly.

Prestige Class Dwarven Rune Lord.
Prestige Class Dwarven Beast Lord ( Rune Lords who steal abilities from monsters, and animals)
Prestige Class Dwarven Blood Mage
 
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Forcible

Created by the Dwarven Blood Mage Daxan Nebular for his Liege King Heldar Runfaald in the time before the coming of man the forcible has proven to be one of the most vile of magics known to the world of men. When the command word is stated three times the forcible begins to glow a soft crimson.

Applying the cattle iron like head to the body of a Dedicate the blood mage is able to transfer ability points from the victim to a chosen benefactor. Ability points stolen in this way are permanent, the Dedicate who is chosen for forcibles iron is weakened and the benefactor is strengthened. forcibles leave noticeable marks on the bodies of both participants of the transfer. For the Dedicate it is the loss of one of his faculties, For the benefactor it is the numerous searing scars that cover his body.

In the Age of the Dwarven Rune Lords, the Benefactor was under obligation to take care of his dedicates, and was to pay their families a just share of money per year off of the benefits earned. In modern times it is hard to enforce laws of this nature as the Blood Mages and the forcibles they use have gone underground and those who purchase there powers keep the facts well hidden.

There are six types of forcible one for each of the prime abilities, and the four more rare types that are able to transfer feats, skills, and special qualities to the benefactor. The most rare of forcibles are those that allow one to make a bridge between an individual and his liege lord thus allowing for the Dedicate to except the transfer of numerous other Dedicates and then bridge them through to their liege lord without him being present.

The Forcible of Braun Braun is one of the most sought after of the six forcibles, and usually one of the easiest to find. An unsuccessful farmer may sell his strength for a few coins, Criminals are becoming great sources of the forcible market since most of the hard criminals are strong and are manipulateable. A forcible of strength is marked by a rune that shows a man raising a house, beneath it should be a Arcane mark for Ogres strength. When these forcibles are placed against the flesh of the Dedicate they glow a forest green, and as with other forcibles remove -2 strength points from the Dedicate and are able to be transferred to the Benefactor.

Dedicates effects The theft of Braun weakens a Dedicate to the point where he can no longer lift objects of even the lightest weight, indeed most often they are unable to even support their own body weight long enough to walk even to the bath, or lavatory.

The forcible of Metabolism These forcibles were made with the purpose of transferring the gift of speed from a Dedicate to their liege lord. This forcible appears with the arcane rune for haste scrolled across the flat of the blood iron. When the incantation that releases the magic is finished the forcible glows a hungry golden color, the iron is placed against the Dedicate( who experiences a world of pain), and the Blood Mage incants another phrase, the Dedicate looses -2 points of his dexterity permanently. The forcible is then applied to the benefactor who gains +2 points of dexterity permanently.
In addition the Dedicates ability to push out toxins or disease is transferred to the Benefactor giving him a +2 permanent bonus to his Fortitude saves

Dedicates effects The theft of metabolism weakens a Dedicate to the point where he can not move, and they are more susceptible to poisons, disease, and cold.

The Forcible of Stamina Rune Knights of the dwarven lands where once known for their gargantuan amounts of Stamina in battle. they were required to have no less than thirty two runes of stamina upon their bodies, and the most famous of them Erator Dagas was said to have over three hundred. The Arcane rune that is carved on the blood iron depicts a mans muscled arm and the arcane symbol for Great Fortitude. When used the Dedicate looses -2 Constitution and the Benefactor gains that amount. In addition he gains a more healthier body capable of sustaining damage better over a longer period of time

Dedicates effects The theft of Stamina weakens a Dedicate to the point where he can no longer move over long distances without becoming short of breath. He can not do strenuous acts, and sometimes he may be unable to breathe do to over exertion.

The Forcible of Charisma The most famous of the Dwarven Rune Knights was indeed the Diplomat lady Gerona Luric who was known as the most beautiful women of the Dwarven lands, With over four hundred dedicates for Charisma Gerona was able to talk two opposing armies into peace, talk a general out of a long siege of a castle, and convince a city guardsmen to let her army through the gates to take the city. Her voice was that of the sirens, her beauty that of the nymph. She was able to bring walls tumbling with her scream, and deafen the ears of men. It was said that she could even turn undead by the shear bounty of her face. A Forcible of charisma carries the arcane mark of a rose like other forcibles it takes -2 points of charisma from the dedicate, and gives +2 to the recipient.

Dedicates effects The transfer of Charisma turns even the most beautiful of girls into shriveled old hags, Dedicates who give charisma are susceptible to suicide from self loathing. The prefer to cover their faces but otherwise live out normal lives.


The Forcible of Wit Orriginally one of the few that were banned by the High Thaumaturgest Gregorivich Luric ( the founder of the Blood Mages) It became so highly demanded that the ban was ignored. The Arcane mark that will appear on a forcible of wit are an olive branch, or a scroll engraved on the forcibles handle. Like the other forcibles when applied this forcible takes -2 points of wisdom from the Dedicate, and transfers it to the Benefactor.

Dedicates effects The transfer of Wisdom turns the even the most wise of scholars into the most idiotic of the dimwits. Dedicates chosen for this forcible forget the basic things such as walking, breathing, or even the ability to chew.



The Forcible of Intellect Forcibles of Intellect where made illegally by the order of corrupt blood mages that served the Beast Lord Mordicai Rahl, through the power of these evil items he was able to steal the process of reasoning, and rational thought from over a thousand Dedicates ( Not all of which were humanoid). The Arcane mark found on these is either a magnifying glass or a open book. Like the other forcibles when applied this forcible takes -2 points of intelligence from the Dedicate, and transfers it to the Benefactor.

Dedicates effects The transfer of Intellect turns even the most intelligent of scholars into the most simple minded of men. Dedicates chosen for this forcible forget how to speak, read and write.

Caster Level: 19th; Weight: 3 lb.
 
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The Son of the Andrael, Fenyaronde, Llyrandwyn “ Lir” Thorenath is one of the most enigmatic NPC’s on my world born of Fenyaronde by the Avatar of Aryandwë, Eaichen In the dawning of the Third Age he was still little when the Sorcerer proclaimed Arazûn, Rajaha Mahal, Began his slaughtering rampage that ended with the fall of Myrdthanor and the breaking of the Seal of Gedor. Llyrandwyn would grow up to take on his father in the Snow wood with the help of the Wildlings Fael, Daen, and the Blizzard wolf Winterbite. He was also present at the Rebirth of Ariandraine the Grey, and with her at the Battle of the Silver Spires where the Famed Warrior Dreyarn ap Gwyddon died at the hands of the Dhor. There is also a mention of him in the Tales of the Five Where it is mentioned that in his younger days he was great friend of the Dragon Faeraug who may or may not be responsible for his bastard son Ritharn ( Now a shadowy leader of the Nox Arcanum, and with the help of Faeraug one of the most dire dangers to the Inquisition), Also mentioned are the Elf Stones of Enadan. He is believed to have died on his quest through the Vale of Korunne, but this is an unsubstantiated rumor.

Llyrandwyn Thorenath, male elf (high) Drd15/Sor5: CR 20; Size M (5 ft., 0 in. tall); HD 15d8-15 + 5d4-5; hp 52; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+4 Dex, +3 Druids Cloak, +2 Key); Attack +16/+11/+6 melee, or +16/+11/+6 ranged;SV Fort +9, Ref +9, Will +16; AL NG; Abilities Str 16, Dex 18, Con 9, Int 12, Wis 17, Cha 13.
Languages Spoken: Common(Rhysan), Druidic, Draconic, Elven (All regions), Auran, Terran, Sylvan.
Skills; Alchemy +7, Animal empathy +12, Appraise +1.5, Concentration +13, Craft +8, Diplomacy +16, Handle animal +4.5, Hide +3, Knowledge (arcana) +5, Listen +5, Move silently +3, Scry +18, Search +3, Speak language +4, Spellcraft +6, Spot +5;
Feats Combat casting, Craft rod, Craft wand, Heighten spell, Improved initiative, Improved unarmed strike, Maximize spell, Silent spell.
Possessions: The Dew Staff, the Star of Rhys, and the Phial of Ariandraine , The Sword Aryandril The Elf Stone’s of Enadan ( +2 to Dex), The Druids Cloak (+3 AC)
The Key of Roswyddan ( +2 protection when worn on neck)
Druid Spells Per Day: 6/6/6/6/4/4/3/2.
Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Ray of Frost. 1st -- Change Self, Chill Touch, Identify, Silent Image. 2nd -- Blur, Invisibility.

Dragons of the Maidens Hearth

Dragons are legendary creatures in the Maidens Hearth ( their are only four known Great Wyrm’s in all of the world.) Of them Faeraug the Gold, and Hemslaas the Red lair in the Draugen Mountains, and of the two Hemslaas has not been sighted for nigh three hundred years . There are lesser dragons ( Lesser includes White, Black Dragons, And Green) Which lair in the North lands, the Byremog, and the Llanwood respectively, and psuedo, and fairy dragons abound throughout the lands.

The Dragon Gryvaug is one of the upstart bronze dragons that is coming to power at the beginning of the Fourth Age. Also in the Mistlands the Lichdragon Dordrech has been sighted from time to time Their are only Two Titanic dragons in all of the World
Maladith, and Vjordnechv (Va-Jord in ick-av) Both Grey Dragons, All dragons morn the loss of the Five ( Imlash, Guilar, Hormindas, Rachtaug, and Smaurang) at the Battle of the Lost River.

Some game rule information

Dragons Aligments very

A Gold can be evil, and a Red can be good ther are no All Red dragons are of Evil alignment, or All Silver Dragons of Good.

Hemslaas the Red is a NG dragon
Faeraug the Gold is a CN dragon

The Tale of Hemslaas, and Llyrandwyn Thorenath

Llyrandwyn believed to be dead some three hundred years and the missing Great Red Wyrm Hemslaas both have travelled beyond the vale of Korrunne and have journeyed to the Fabled land of Krynn Where they have spent the last three years ( for them) exploring that land. They might return to find that the world has gone by one hundred years for every one they were gone. Fenyaronde threatens in the north, The Inquisiton has gathered the backing of the Elven Combine, and the Nox Arcanum falls deeper into the Dark ways of the Arazûn.

The beasts of the North are breaking over the Firewall, and the snow wood has been overrun by Ice Trolls, and Gnolls The Ancient Black Dragon Nisphtaust has taken the Control of the Byremog from the Silver City, and the City itself begins to appear tarnished.

Rhys is in turmoil over the assassination of the Green Lady Aranhrod, And the Whist ( The tree of life) Is begining to show signs of whilt. Will a new Ice age rule the land? ( There a little bit of how the world is at this point)
 
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Love the Faith rules. Pretty similar to some stuff that's been bouncing around in my head. Do you have written up anywhere outside of these messageboards?
 

My hard drive and a notebook, not much else ( I orriginally had the idea while reading the Inquisition Sourcebook for WoD) The rules are ever expanding however so as they get more complete I post them here.
 

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