STORY HOUR: Winter is Coming

Sidran

First Post
APPENDIX 1A


MHPHB Endan
One of the Fey elves that remained when the Elder races left the Maidens hearth for other lands. The Endan were once numerous in the lands of the world. But after years of persecution, and war, the Endan have slowly grown back to a number capable of sustaining their numbers. Now more than ever though the Clutch worries for its young, and adventurous nestlings. Many of the Endan young men have left the Clutch lands to wander the world

Personality: Calm, kind people the Endan are always conscious of the emotions of others and attempt to please all they deal with. Some (mostly among the young) view the world with resentment due to the persecution that they witnessed as younglings.

Physical Description: Endan are similar to their ground side cousins with only two exceptions. They have large wings that are capable of flight that vary in color from a dapple grey to midnight black, or snowy white. Also there is a chance that an Endan will have crest feathers instead of hair. Their eyes range from a metallic silver tone to maroon.

Endan typically live for a period of three hundred and fifty years, one in ten live to the age of Six hundred and thirty years. Endan with longer life spans are considered the Archons of their people and as such are found usually in places of power.

Relations: Endan as outcasts have few friends, but what friends they do find usually come from outside the elven lands. After the fall of Myrdathnor many of the groundling elves grew wary of the Endan, and some of the more fanatical hunted them down. Now days they have been excepted back into the fold of the Elven society. They get along best with Halflings, Wildlings, and Humans. All Endan have a fear of the Inquisition due to the fact that they were once the target of the religious persecution.

Alignment: Endan are typically a highly peaceful people but like their ground side cousins lean towards a chaotic alignment. Endan are neither good nor evil in general but their are notable in history that have shown that Endan have great potential for good, and for evil.

Endan lands: Endan mainly nest in the Forest of the Elders in the south of Mor Duilion. Though they have outlying clutches in the Llyrwyd, and Along the wooded coast of the Sea of Tears

Religion: Like most of the Elves of the Maidens hearth, the Endan worship Aryandwë the triple aspect of the Maiden, the Mother, and the Crone, though in some out lying clutches they worship Enadan the King of the Eagles.

Language: Endan speak a highly unique form of Elvish know by them as ata-tam “the word” and they also speak Auran fluently from a young age

Names: Endan pick names that are reminiscent of the windy world of the sky, as well as the names typical of the groundling elves.


Endan racial traits
.+2 Con -2 Str. Endan have high stamina but are more frail than normal elves due to the sensitivity of their wings
. Medium sized; as medium sized creatures Endan have no bonuses due to size.
. Endan base speed is 30 ft. Fly 60 Ft (poor)
. Immune to magical sleep spells and effects
. +2 racial saving throw bonus against Enchantment spells or effects.
. Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. . Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow.
. +2 racial bonus on Listen, Search, and Spot checks
. Automatic Languages: Common, Elven (Auran). Bonus Languages: Auran, draconic, dwarven, halfling, goblin, orc, Aquan, and Sylvan.
. Favored class: Ranger


Andari Racial Abilities
Andrael

* Str-2, Dex+4, Int +4, Chr+6, Con -4
* Medium sized; as medium sized creatures Andari have no bonuses due to size.
* Elven base speed is 30 feet.
* Immune to magical sleep spells and effects.
* +2 racial saving throw bonus against Enchantment spells or effects.
* Spell-Like Abilities: 1/day-change self, entangle, and invisibility (self only). These abilities are as the spells cast by a 6th-level sorcerer. Also Andari are capable of entering and leaving the fey realm this spell like ability is equivalent to the spell like ability Ethereal Jaunt
* Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
* Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow.
* +2 racial bonus on Listen, Search, and Spot checks.
* Woodland Stride; An Andrael may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. Also, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion do not affect the Andari.
* Trackless Step: Andari leave no trails in natural surroundings and cannot be tracked.
* Favored class: Ranger
* Suggested ECL +4

Half Andari Same as Andari with following changes

* Str-2, Dex+2, Int +2, Chr+4, Con -2
* looses Trackless step
 
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Inquisitor Core Class

Adventures: Inquisitors often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its strongest a Inquisitors is there.

Characteristics: Inquisitors are proficient with all simple weapons and martial ones. A Inquisitors skill focuses on combat and tracking down magical prey. Inquisitors are tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells in combat. They are known to have an allergic reaction to magic items and never use such devices.

Alignment: Inquisitors can be of any alignment but most are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil Inquisitors seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a Inquisitors and they tend to be neutral.

Religion: Inquisitors worship Aryandwë, Alizarin, and the Men of Eld, They are wary of the Fairy kingdom. and they actively persecute clerics of the god of magic for they are often allied with their greatest foes. A few Inquisitors worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it.

Background: Unlike some other classes Inquisitors are born with their abilities. Some are born with a mark of the hunter, while others grow into their abilities later in life. Some have formal training while others stumble their way through life and are self-taught. All Inquisitors have a common bond, a dislike for magic. They frequently join groups or Cenaculum to help support the hunt for the Mages of the world.

There are different sects within the Religious organization of the Society of Marand, the official Inquisition. These orders believe separate beliefs that very widely from one sect to the next. Some feel that all magic is bad, and will not tolerate even Druids, and Clerics. Others actively hunt down and destroy magical Items, or monsters. The original order of Marand believes however that only Sorcererous blood is evil and will only hunt Sorcerers. The Inquisition knows that bards have arcane abilities but are unsure of the nature of the magic.

Races: Elves are the race most commonly found as an Inquisitor while it goes against their magical nature, and natural lean towards the arts of magic Elves have a racial fear of Sorcerers, and Wizards. Humans are the next most common Inquisitor while they to lean towards the arts of the Arcane most humans have learned to focus this in divine magics. Rarely one of the other races of the Maidens hearth are found hunting spell casters. The only race that will not hunt mages are dwarves who have built their kingdoms through the Sorcererous arts ( Dwarves that are found as Inquisitors are usually loners, and fall into a Cenaculum rarely if ever)

Other Classes: Inquisitors cooperate with other classes as circumstances dictate, but they always hunt wielders of magic. When seeking company or help Inquisitors most often look for fighters and rogues. Fighters help them combat magic and rogues have a knack for getting into places Inquisitors want to be. Wary of all forms of magic, they avoid associating with the spell casting classes unless forced by circumstance. They will tolerate clerics and druids, since they see them as having some benefit to the world with their healing magic. Bards, Sorcerers, and Wizards on the other hand are prey to be hunted.

Game Rule Information

Inquisitors have the following game statistics:

Abilities: Constitution is important for Inquisitors because it gives them a higher stamina, and a higher pain tolerance which is quantified by more hit points, which they need for combat. Dexterity is important for Inquisitors who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the Inquisitors class skills and their will saves.
Hit Die D8
Starting Gold: 6d4 x 10.


Code:
TABLE: The Inquisitor 
               Base       Fort  Ref  Will   
·       Level   Attack Bonus                  Faith    Special
·       -----   ------------   ---- ---- --- -----      -------
·           1       +0           +0    +0   +2  +4   Favored Arcanum, Sense Arcanum
·           2       +1           +0    +0   +3  +5   Track Arcanum, Resistance +1
·           3       +2           +1    +1   +3  +5 	                                               
·           4       +3           +1    +1   +4  +6   Slippery Mind, Powerful Presence +1 
·           5       +3           +1    +1   +4  +6   Favored Arcanum
·           6       +4           +2    +2   +5  +7   Pierce Illusion, Resistance +2      
·           7       +5           +2    +2   +5  +7  
·           8       +6/+1        +2    +2   +6  +8   Powerful Presence +2  
·           9       +6/+1        +3    +3   +6  +8   Commanding Stare
·           10      +7/+2        +3    +3   +7  +9   Favored Arcanum, Resistance +3 
·           11      +8/+3        +3    +3   +7  +9   Spell Drain 
·           12      +9/+4        +4    +4   +8  +10  Powerful Presence +3 
·           13      +9/+4        +4    +4   +8  +10  
·           14      +10/+5       +4    +4   +9  +11  Favored Arcanum, Resistance +4  
·           15      +11/+6/+1    +5    +5   +9  +11  
·           16      +12/+7/+2    +5    +5   +10 +12  Powerful Presence +4 
·           17      +12/+7/+2    +5    +5   +10 +12  Anti Magic Blast
·           18      +13/+8/+3    +6    +6   +11 +13  Favored Arcanum, Resistance +5
·           19      +14/+9/+4    +6    +6   +11 +13  
·           20      +15/+10/+5   +6    +6   +12  +14  Greater Sense Arcanum, Rebound Spell



Class skills

An Inquisitors class skills, and the key ability for each are; Bluff (Cha), Climb (Str), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features


Weapons and Armor Proficiency A Mage Hunter is proficient with all simple, and martial weapons. In addition they gain one special bonus feat at first level that can be used only for an exotic weapon of the players choice. They are proficient with light armor, medium, and heavy armor and shields.

Favored Arcanum; At 1st level, and every four levels after an Inquisitor may select one of the eight schools of magic as a Favored Arcanum . Due to his extensive study of that one branch of magic and training in the proper techniques for combating that one school, the Inquisitor gains a +1 bonus to his Fort, reflex, and will saves vs. spells of their chosen Arcanum. Likewise, the Inquisitor gets a +1 bonus to weapon and damage rolls against Mages who specialize in the chosen school . An Inquisitor also gets the damage bonus with ranged weapons, but only against targets within 30 feet.
Sense Arcanum; At will, an Inquisitor is capable of sensing the sorcerous presence of a spellcaster within 20 feet of the inquisitor’s person. Inquisitors can detect magic at will, as per the spell.

Track Arcanum; Inquisitors are trained to track magical creatures and magic users across most types of terrain by the distinct traces of magical residue they leave behind. Inquisitors train hard, and long in the ways of tracking magical residues. With a successful search check ( DC 15) Inquisitors can pick up and track a spellcaster for up to one hour, after that time he may retry his check (DC 17).

Resistance Bonus; Inquisitors typically deal with wizards, as such, they must stand against a spellcasters in combat. At 2nd level and every 4 levels afterwards, an Inquisitor receives +1 resistance bonus to any saving throws a against spells, Item effects, or spell like abilities.

Slippery Mind; This extraordinary ability, gained at 4th level, represents the Inquisitor ability to wriggle free from magical effects that would otherwise control or compel him. If the Inquisitor is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects proceed normally.

Powerful Presence; At 4th level, and every four levels after the Inquisitor has enough of a presence that enemy Spellcasters find it hard to concentrate on casting spells when in the Inquisitors presence. The DC of the Spellcasters spells is raised by +1 at 4th level, +2 at eight, and so on.

Commanding Stare; As the inquisitor reaches the upper levels of ability he can force almost anyone to heed his command for pause, even when he says nothing. Once per day, the inquisitor can invoke a 30 foot gaze attack that holds all living creatures. Those affected must make a Will save (DC 10 + inquisitor level + charisma bonus) or be held for 1 round /inquisitor level. This is considered a supernatural ability.

Pierce Illusion; At the 6th level the Inquisitor has the ability to see through illusions if he touches an illusion or a creature or object affected or shrouded in illusions. The Inquisitor then makes a caster level check as per dispel magic against the illusion. If successful, the illusion is dispelled. Add the Inquisitor’s faith bonus to the final check.

Spell Drain: Starting 11th level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a Mage Hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The Mage Hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. This ability increases to 2 times per day at 16th level and to 3 times per day at 20th level.

Anti Magic Sphere; At 17th level the Inquisitor gains the extraordinary ability to create an area devoid of magic. This Sphere spreads out 20 ft from the Inquisitor, and effects everyone within its range. Spells sputter out and die within the sphere, and Magic Items refuse to work. Inquisitors can release the Anti Magic Sphere three times per day.

Greater Sense Arcanum; At the 20th level Inquisitors gain the ability to sense magical auras just by looking at them. They are capable of knowing where and how many magical sources there are within their view. They can track magical creatures by the residual Aura even if it has been more than one hour since the creature last past.

Deflect Spells; At the 20th level an Inquisitor gains the Supernatural ability to reflect spells that he is the target of. When the Inquisitor becomes the target of an arcane spell that falls under his Favored Arcanum the Inquisitor can choose to reflect the spell back upon the caster. Spells that are not apart of his Favored Arcanum can still be reflected back with a successful faith check (DC 32).
 

Monsters & Villains

APPENDIX 1b


Blizzard Wolf
Large Animal (long)
Hit Dice: 4d8 +8 ( hp 31)
Initiative: +2 (+2 dex, +4 Improved Initiative)
Speed: 60ft.
AC: 14 (+2 Dex, -1 size, +3 natural armor)
Attacks: Bite +6 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Low light vision, Scent
Special Attacks: Rake
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 14, Cha 10.
Skills: Hide listen move silently, spot, wilderness lore
Feats: Improved Initiative, Weapon Finesse (Bite)
_________________________________________________
Climate/Terrain: Any cold forests, plains, or mountains, or underground
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 3
Treasure: None
Alignment: Usually Chaotic neutral
Advancement: 5-7 HD (Large), 8-10 HD (Huge)

COMBAT


Trip (Ex): A blizzard wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the blizzard wolf.

Skills: as a subtype of wolf, Blizzard wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scen
 

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