The Player Guides are slightly outdated, but still give accurate feels for what each land is about. I'll have to go back and edit them after the blog is completely updated.
PDFs of The Kingdom (now The Holy Nors Empire, and only covering the Othyrian Heartland), Atha, Etheria and Saspien are available.
When things are nice and updated, I'll see about continuing the guides.
Saturday, October 4, 2008
Thursday, September 18, 2008
The Great Powers
The Old Gods (dead)They were the first, the Creators of early myth who battled against the Far Ones for the fate of all existence. They were each of them slain or sacrificed to ensure Creation continued, but rested their Divine Sparks (the seeds that could germinate new gods with their portfolios) in the races. Generation after generation these sparks jumped, only coming to fruition in the last twenty years with the birth of the New Gods. South of Atha, the world has largely forgotten this pantheon, due in no small part to the efforts of the Church of Nor.
The Far Ones (dead)
In the beginning, the Void was perfect and without form. Then came the advent of light, life, and meaning, which sickened and defiled it. The omnipotence known by countless names, including Chrysaor Abhorrent, began a systematic destruction of every last solar system. It unleashed god-like entities with which to enact the chain of Armageddons, beings known as Far Ones. By Zerthimon's account, all succeeded save one contingent: Laz and his daughter, the Mother of Demons.
Despite such horrible inventions as aging, sickness, death, and undeath, the Old Gods managed to preserve the Rayan System (known also as the Kalindian System). With the Far Ones' destruction, it was hoped the Nine Worlds would escape Chrysaor's wrath...
The New Gods (dying or joined)
Inheritors of the Old Gods' power, these young deities were Divine Sparks realized by the heroic deeds of their parents: The Saviors of the North. After a legendary battle twenty years ago against Kultuss and Krysarok, the premature gods fell dormant, biding their time until they could reawaken. However, the approach of Chrysaor Abhorrent and the rise of the Ythlords tainted all Creation, poisoning them in their chrysalises. On the brink of death, the Chosen of nearly half these gods decided to boldly join sparks, allowing for unexpected rebirths.
The Patriarch
God-hero of the holy empire, Nor was a rebellious slave under the elves of the Gloriandeline Empire who grew into divine power a little over a thousand years ago. He fought his way to freedom, toppling the elves in the process. He made Gloriandelines low and created a new empire where men could be free and proud. He ascended into Valoria where he watches over his chosen Nors, hoping they might one day unite all the races of men under one banner.
The Imprisoned
Just as the New Gods were inheritors of past divine power, so too was Krysarok, god-thing born of Delilah's demonic vessel Shalraza and the ancient dragon god Kultuss. Birthed in the prison plane of Carceri, he would have burst the walls of reality itself and led all the primeval demons and dragons trapped since the God War to victory. However, before he could fully mature, the Saviors and their infantile New Gods managed to defeat and imprison him.
The Primal Spirits
Ancient spirits of the First World predating the races and many of the Old Gods, they embody the various aspects of nature, having endured the God War and all other near-cataclysms into the modern day. While each is vastly different from the other, all are united in the cultivation and protection of Creation.
The Primordials
With the fall of the Old Gods, divine power was streaked across the cosmos in bloody torrents, feeding the raw vortex of elements known as the Maelstrom and birthing a race of legendary beings known as Primordials. Living embodiments of the planes, their bones and bodies were of rock and crystal, braids of flame, teeth of glacial ice, acidic breaths, and root-lashed tongues, elementals of godly proportion.
They warred with the Primal Spirits for dominion over nature and the First World, their conquest interrupted by the advent of the Abyss and the resurfacing of demonkind. They forged a pact with their hated foes to end the threat, in the process losing scores of their number to the seemingly endless ranks of demon lords. Still the infinite Pit was eventually barred and what remained of the Titans cast into deep sleeps by the treachery of the Primal Spirits. So long did they sleep, forests and mountains formed over their persons, and so they were forgotten... until the threat of Chrysaor Abhorrent and the rise of a new Archwarden led to their reawakening.
The Outer Gods
With the revelation the old gods are no more, rumors tell of new demigods and dark entities being worshiped across the world. They are collectively dubbed the Outer Gods, though little more is spoken openly of them.
- Raya, goddess of Creation, sun, stars, and elves
- The Mother (Loranna), goddess of nature and humans
- Altan, god of hope, honor, and dwarves
- Thorm, god of storms, battle, and giants
- The Dark Six, lords of vice, creators of Hell and devils:
- Superbia, goddess of Pride
- Luxuria, goddess of Lust
- Ira, god of Wrath
- Pigritia, god of Gluttony
- Invidius, god of Envy
- Acedia, god of Sloth
The Far Ones (dead)
In the beginning, the Void was perfect and without form. Then came the advent of light, life, and meaning, which sickened and defiled it. The omnipotence known by countless names, including Chrysaor Abhorrent, began a systematic destruction of every last solar system. It unleashed god-like entities with which to enact the chain of Armageddons, beings known as Far Ones. By Zerthimon's account, all succeeded save one contingent: Laz and his daughter, the Mother of Demons.
Despite such horrible inventions as aging, sickness, death, and undeath, the Old Gods managed to preserve the Rayan System (known also as the Kalindian System). With the Far Ones' destruction, it was hoped the Nine Worlds would escape Chrysaor's wrath...
- Kultuss [corrupted], god of greed and dragons
- Laz [Voidborn], sire of death, entropy, and undeath
- Mother of Demons [Voidborn], goddess of destruction, madness, and demons
The New Gods (dying or joined)
Inheritors of the Old Gods' power, these young deities were Divine Sparks realized by the heroic deeds of their parents: The Saviors of the North. After a legendary battle twenty years ago against Kultuss and Krysarok, the premature gods fell dormant, biding their time until they could reawaken. However, the approach of Chrysaor Abhorrent and the rise of the Ythlords tainted all Creation, poisoning them in their chrysalises. On the brink of death, the Chosen of nearly half these gods decided to boldly join sparks, allowing for unexpected rebirths.
- Kalinda [joined], goddess of the sun, summer, joy, and hope; Raya's heir
- Hecate [joined with Altan's spark], goddess of Hell and punishment; The Dark Six's heir
- Sigafrid and Freyjar [dying], twin gods of storms, strength, honor, and song; Thorm's heirs
- Mother (Tez) [joined], goddess of nature, spring, and freedom; Mother's reincarnation
- Gabriel (Voidborn), god of death, balance, winter, and the night; Laz's heir, corrupted
The Patriarch
God-hero of the holy empire, Nor was a rebellious slave under the elves of the Gloriandeline Empire who grew into divine power a little over a thousand years ago. He fought his way to freedom, toppling the elves in the process. He made Gloriandelines low and created a new empire where men could be free and proud. He ascended into Valoria where he watches over his chosen Nors, hoping they might one day unite all the races of men under one banner.
- Nor, god-king of the empire, unity and civilization
domains: Civilization, Creation, War
The Imprisoned
Just as the New Gods were inheritors of past divine power, so too was Krysarok, god-thing born of Delilah's demonic vessel Shalraza and the ancient dragon god Kultuss. Birthed in the prison plane of Carceri, he would have burst the walls of reality itself and led all the primeval demons and dragons trapped since the God War to victory. However, before he could fully mature, the Saviors and their infantile New Gods managed to defeat and imprison him.
- Krysarok, god-thing of demons and dragons
domains: Destruction, Madness, Vengeance
The Primal Spirits
Ancient spirits of the First World predating the races and many of the Old Gods, they embody the various aspects of nature, having endured the God War and all other near-cataclysms into the modern day. While each is vastly different from the other, all are united in the cultivation and protection of Creation.
- Yggdrasil [missing], the World Tree; spirit of the forests; king of trees; [a guardian of Creation]; chose Tyvis Waylan as his Archdruid
- The Great Eagle, spirit of the sky and storms; king of birds
- Deep Sashelas, Old Man River; spirit of oceans, rivers, and lakes; Dew's "father"
- Kharrush, the Stalker; spirit of the hunt and moon; king of wolves; alpha of the Celestial Pack; [hunter of Yith aberrations]; chose Curck as a packmate (promoted Archdruid)
- Etashiss, the Shadow Serpent; spirit of the darkness, patience, and secrets
- Ticharis, the White Fox, Three-Tails; spirit of foxes, chases, and shelter
- Ssuth, Coiler of Worlds; spirit of venom, toxins, and poisons; a primal aspect of Death; freed by the Archwardens
- Ikezrin, the Skybreaker, Lord of Lightning; spirit of lightning; enemy of Ssuth
The Primordials
With the fall of the Old Gods, divine power was streaked across the cosmos in bloody torrents, feeding the raw vortex of elements known as the Maelstrom and birthing a race of legendary beings known as Primordials. Living embodiments of the planes, their bones and bodies were of rock and crystal, braids of flame, teeth of glacial ice, acidic breaths, and root-lashed tongues, elementals of godly proportion.
They warred with the Primal Spirits for dominion over nature and the First World, their conquest interrupted by the advent of the Abyss and the resurfacing of demonkind. They forged a pact with their hated foes to end the threat, in the process losing scores of their number to the seemingly endless ranks of demon lords. Still the infinite Pit was eventually barred and what remained of the Titans cast into deep sleeps by the treachery of the Primal Spirits. So long did they sleep, forests and mountains formed over their persons, and so they were forgotten... until the threat of Chrysaor Abhorrent and the rise of a new Archwarden led to their reawakening.
- Athog, the Shadow Over the World; an earthen primordial of stone, forest, storm and flame like a sentient embodiment of the Wyld; from his shattered kingdom in the floating fragments of the moon Erudiran, he reestablishes his ancient dominion; chose Rogar Thagnbrood as his Archwarden of Destruction
- Grim'agol, the Living Massacre; an mountainous primordial of stone, river, storm and acid and a famed slayer of demons; chose Kiri-Raina as his Archwarden of Massacre
- Kaileh-Pela, Queen of Calamities; entombed beneath the Blood Moon (Cadavera); chose Kiri-Auro as her Archwarden of Calamity
- Torvog, the King Who Crawls; hobbled in the Underdark (Othyr)
- Talo-Talok, Ender of Ages; ???
- Eur-Sibia, Walker of Sorrow; ???
- Miska the Wolfspider, Death's Hunger: freed!
- Paal Crius, the World Shaper: plummeting endlessly through the Imix Nebula (Elemental Maelstrom; fire)
- Lelantos, the Labyrinthine: chained in the core of the Sentinel Moon (Carceri)
The Outer Gods
With the revelation the old gods are no more, rumors tell of new demigods and dark entities being worshiped across the world. They are collectively dubbed the Outer Gods, though little more is spoken openly of them.
- The Green God, 'Chernobog' worshiped as God of Fey and the Wyld by most fey; Darkdruid Sev Torban
domains: Earth, Poison, Wilderness
- Umrat-Tawil, worshiped as God of Time by derro
domains: Fate
The Greater Gods
With heavy hearts, the Chosen of the New Gods decided to ritualistically combine their failing divinities or face a world without gods. The results were... unexpected. Shedding certain portfolios, gaining power in others, two New Gods together became a Greater God, both and yet neither, possessed of strength enough to withstand the coming of the Devourer. Living gods with wills and active agendas, they've chosen their home planes and work towards establishing themselves in the mortal worlds through direct interventions and the massing of loyal followings. They are each, roughly, twice as powerful as a New or Old God, some of the most powerful beings ever to dwell in the system.
- Kalia, goddess of motherhood, rebirth, and passion; chosen plane of Othyr (Etheria)
Saturday, September 13, 2008
Race Stats
Here's the custom races of Othyr: Raptoran, Half-Raptoran, Goblin, Boggart, Gnoll, Fetch, Orc, Morloch and Urias.
Raptoran
Average Height: 5'5"- 6'0"
Average Weight: 130 - 160 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Movement: 6 Squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Perception
Raptoran Weapon Proficiency: You gain proficiency with footbows.
Natural Divinity: You have the Channel Divinity feat corresponding to your flock god as a daily power whether or not you have the Channel Divinity class feature.
Avian Grace: You gain a +10 racial bonus to checks made for jumping.
Glide: When falling, you are considered to have Fly 4 (hover) speed, except you cannot use this movement to fly upward. At level 11, you gain Fly 7 (hover) and Overland Flight 12.
Notes: Channel Divinity feats for the new pantheon will be released with the new pantheon list/descriptions. Footbow stats will also be released with the final information draft of Raptoran. As of now, I'm basically thinking of a shortbow wielded with the feet for a slightly increased cost that also leaves the hands free (not giving two attacks, but saving you a feat like quickdraw, since you can always have the footbow ready while also having a held weapon).
Half-Raptoran (Ethrey if you're of a good flock, Gehney if you're from an evil flock)
Average Height: 5'7"- 6'2"
Average Weight: 155 - 190 lb.
Ability Scores: +2 Con, +2 Wisdom
Size: Medium
Movement: 6 Squares
Vision: Normal
Languages: Common, Elven
Skill Bonuses: +2 Endurance, +2 Perception
Dual Heritage: You can take feats that have either raptoran or human as prerequisites (as well as those for half-raptorans), as long as you meet any other requirements.
Natural Faith: At first level, choose a cleric or paladin at-will power. You may use it as an encounter power.
Avian Swiftness: You gain a +5 racial bonus to checks made for jumping and +1 bonus to Reflex.
Fledgling's Glide: When falling, you are considered to have Fly 4 (clumsy), except you cannot use this movement to fly upward. At level 11, you gain Fly 6 (hover) and Overland Flight 10.
Notes: Just a quick note on appearance. Half-Raptorans looks a lot like classical angels, but for smaller, stunted wings and feathers replacing all instances of hair on a human body. Their features also tend to be long and angular.
Goblin
Average Height: 3'4" - 3'8"
Average Weight: 40 - 55 lb.
Ability Scores: +2 Dex, +2 Int
Size: Small (see Halfling entry in the PHB)
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Stealth, +2 Thievery
Fodder's Legacy: +1 Fort and Reflex defenses.
Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
Slink: You may use Slink as an at-will power.
Slink, Goblin Racial Power
At-Will
Immediate Reaction, Personal
Trigger: You are missed by an attack.
Effect: You shift 1 square.
Boggart (Half-Goblin)
Average Height: 3'8" - 4'
Average Weight: 50 - 90 lb.
Ability Scores: +2 Con, +2 Dex
Size: Small (See Halfling entry in the PHB)
Speed: 6 squares
Vision: Low-light
Skill Bonuses: +2 Stealth
Frogtosser: You are proficient with improvised weapons other than unarmed attacks. You recieve a +2 proficiency bonus for them. When you are wielding such a weapon, its damage die increases by one size.
Scatterbrained: You gain +2 on saving throws against fear and charm effects.
Boggart Shenanigans: You may use Boggart Shenanigans as an encounter power.
Boggart Shenanigans, Boggart Racial Power
Encounter
Interrupt, Personal
Effect: Force an attacker to reroll a successful attack on you. Use the second roll.
Gnoll
Average Height: 7'0''-7'6''
Average Weight: 280-320 lb
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 7 Squares
Vision: Low-light
Languages: Abyssal, Common
Skill Bonuses: +2 Intimidate, +2 Stealth
Bloodfury: While you're bloodied, you get +2 damage on all rolls. Increase to +4 at 21st level.
Pack Offensive: Whenever two or more allies are adjacent to an enemy, you gain a +1d6 damage bonus on successful hits against that enemy.
Ferocious Charge: You may use Ferocious Charge as an encounter power.
Ferocious Charge, Gnoll Racial Power
Encounter
Standard Action, Personal
Effect: You charge and deal an extra 2 damage on a successful attack.
Increase extra damage to 4 at 11th and 6 at 21st.
Fetch (Half-Gnoll)
Average Height: 6'0''-7'0''
Average Weight: 280-320 lb
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 Squares
Vision: Normal
Languages: Abyssal, Common
Dual Heritage: You can take feats that have either gnoll or human as prerequisites (as well as those for fetches), as long as you meet any other requirements.
Skill Bonuses: +2 Perception
Canine Sense: You gain +2 to initiative checks and +1 Reflex.
Feral Offensive: You may use Feral Offensive as an encounter power.
Feral Offensive, Fetch Racial Power
Encounter
Standard Action, Personal
Effect: If two or more allies are adjacent to an enemy, you gain a +1d6 damage bonus on a successful attack on that enemy.
Increase to 2d6 damage at 11th and 3d6 at 21st.
Orc
Average Height: 6'0''-6'5''
Average Weight: 200-230 lbs
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 Endurance
Weaponmaster: You have an additional +1 proficiency bonus on any weapon you wield.
Fearless: +5 on savings throws against fear effects.
Ire: You may use Ire as an encounter power.
Ire, Orc Racial Power
Orcish wrath's a bloody bath.
Encounter
Minor Action, Personal
Special: You must be bloodied to use this power.
Effect: Until the end of your next turn, or until rendered unconscious, you gain a +4 to damage rolls.
This bonus increases to +8 at 11th and +12 at 21st.
Morloch (Half-Orc)
Average Height: 6'0''-6'5'
Average Weight: 200-230 lbs
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 Insight
Dual Heritage: You can take feats that have either orc or human as prerequisites (as well as those for morlochs), as long as you meet any other requirements.
Tested Mettle: +1 to Fort and Will defenses.
Toughness: You gain an additional +1 hp per level.
Violent Legacy: At first level, choose a martial at-will power. You may use it as an encounter power. This choice remains permanent for the rest of the character's life.
Jotun
Average Height: 12'- 14'
Average Weight: 580 - 700 lbs
No longer a player race.
Urias (Half-Jotun)
Average Height: 8'0"- 10'
Average Weight: 300 - 500 lbs
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Giant
Skill Bonuses: +2 Athletics, +2 Insight
Dual Heritage: You can take feats that have either giant or human as prerequisites (as well as those for urias), as long as you meet any other requirements
Oversized Wield: When wielding melee weapons, you deal an extra +1 damage for one-handed weapons and an extra +2 damage with two-handed weapons.
Jotun Hide: You have resistance Cold 5 + 1/2 your level.
Descended from Titans: At first level, choose either Awesome Throw or Sweeping Strike as a racial encounter power. This choice is permanent.
Awesome Throw, Jotun Racial Power
With great skill and strength, you pick something up, and put the "oh!" back in "throw!"
Encounter
Standard Action
Ranged 5 (Special, see below)
Effect: You pick up an adjacent medium or smaller sized ally or unattended object and throw it into a square within range. If the chosen square is occupied, an attack is made. If an ally is being thrown, then he or she may make a basic melee attack against the square's occupant, and land in an adjacent square. If an object was thrown, make a basic ranged attack with that improvised weapon.
Special: If the thrown ally or object was small sized or smaller, the range for this power is instead 10.
or
Sweeping Strike, Jotun Racial Power
Encounter
Standard Action, Melee Weapon
Target: One or Two creatures (see Special below)
Attack: Strength +2 vs. Reflex
Hit: Weapon damage + Strength and target is pushed back 2 squares.
At 11th level, increase to Strength + 4 and the target is also knocked prone. At 21st level, increase to Strength + 6.
Special: At level 21, Sweeping Strike can hit up to three targets.
Raptoran
Average Height: 5'5"- 6'0"
Average Weight: 130 - 160 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Movement: 6 Squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Perception
Raptoran Weapon Proficiency: You gain proficiency with footbows.
Natural Divinity: You have the Channel Divinity feat corresponding to your flock god as a daily power whether or not you have the Channel Divinity class feature.
Avian Grace: You gain a +10 racial bonus to checks made for jumping.
Glide: When falling, you are considered to have Fly 4 (hover) speed, except you cannot use this movement to fly upward. At level 11, you gain Fly 7 (hover) and Overland Flight 12.
Notes: Channel Divinity feats for the new pantheon will be released with the new pantheon list/descriptions. Footbow stats will also be released with the final information draft of Raptoran. As of now, I'm basically thinking of a shortbow wielded with the feet for a slightly increased cost that also leaves the hands free (not giving two attacks, but saving you a feat like quickdraw, since you can always have the footbow ready while also having a held weapon).
Half-Raptoran (Ethrey if you're of a good flock, Gehney if you're from an evil flock)
Average Height: 5'7"- 6'2"
Average Weight: 155 - 190 lb.
Ability Scores: +2 Con, +2 Wisdom
Size: Medium
Movement: 6 Squares
Vision: Normal
Languages: Common, Elven
Skill Bonuses: +2 Endurance, +2 Perception
Dual Heritage: You can take feats that have either raptoran or human as prerequisites (as well as those for half-raptorans), as long as you meet any other requirements.
Natural Faith: At first level, choose a cleric or paladin at-will power. You may use it as an encounter power.
Avian Swiftness: You gain a +5 racial bonus to checks made for jumping and +1 bonus to Reflex.
Fledgling's Glide: When falling, you are considered to have Fly 4 (clumsy), except you cannot use this movement to fly upward. At level 11, you gain Fly 6 (hover) and Overland Flight 10.
Notes: Just a quick note on appearance. Half-Raptorans looks a lot like classical angels, but for smaller, stunted wings and feathers replacing all instances of hair on a human body. Their features also tend to be long and angular.
Goblin
Average Height: 3'4" - 3'8"
Average Weight: 40 - 55 lb.
Ability Scores: +2 Dex, +2 Int
Size: Small (see Halfling entry in the PHB)
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Stealth, +2 Thievery
Fodder's Legacy: +1 Fort and Reflex defenses.
Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
Slink: You may use Slink as an at-will power.
Slink, Goblin Racial Power
At-Will
Immediate Reaction, Personal
Trigger: You are missed by an attack.
Effect: You shift 1 square.
Boggart (Half-Goblin)
Average Height: 3'8" - 4'
Average Weight: 50 - 90 lb.
Ability Scores: +2 Con, +2 Dex
Size: Small (See Halfling entry in the PHB)
Speed: 6 squares
Vision: Low-light
Skill Bonuses: +2 Stealth
Frogtosser: You are proficient with improvised weapons other than unarmed attacks. You recieve a +2 proficiency bonus for them. When you are wielding such a weapon, its damage die increases by one size.
Scatterbrained: You gain +2 on saving throws against fear and charm effects.
Boggart Shenanigans: You may use Boggart Shenanigans as an encounter power.
Boggart Shenanigans, Boggart Racial Power
Encounter
Interrupt, Personal
Effect: Force an attacker to reroll a successful attack on you. Use the second roll.
Gnoll
Average Height: 7'0''-7'6''
Average Weight: 280-320 lb
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 7 Squares
Vision: Low-light
Languages: Abyssal, Common
Skill Bonuses: +2 Intimidate, +2 Stealth
Bloodfury: While you're bloodied, you get +2 damage on all rolls. Increase to +4 at 21st level.
Pack Offensive: Whenever two or more allies are adjacent to an enemy, you gain a +1d6 damage bonus on successful hits against that enemy.
Ferocious Charge: You may use Ferocious Charge as an encounter power.
Ferocious Charge, Gnoll Racial Power
Encounter
Standard Action, Personal
Effect: You charge and deal an extra 2 damage on a successful attack.
Increase extra damage to 4 at 11th and 6 at 21st.
Fetch (Half-Gnoll)
Average Height: 6'0''-7'0''
Average Weight: 280-320 lb
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 Squares
Vision: Normal
Languages: Abyssal, Common
Dual Heritage: You can take feats that have either gnoll or human as prerequisites (as well as those for fetches), as long as you meet any other requirements.
Skill Bonuses: +2 Perception
Canine Sense: You gain +2 to initiative checks and +1 Reflex.
Feral Offensive: You may use Feral Offensive as an encounter power.
Feral Offensive, Fetch Racial Power
Encounter
Standard Action, Personal
Effect: If two or more allies are adjacent to an enemy, you gain a +1d6 damage bonus on a successful attack on that enemy.
Increase to 2d6 damage at 11th and 3d6 at 21st.
Orc
Average Height: 6'0''-6'5''
Average Weight: 200-230 lbs
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 Endurance
Weaponmaster: You have an additional +1 proficiency bonus on any weapon you wield.
Fearless: +5 on savings throws against fear effects.
Ire: You may use Ire as an encounter power.
Ire, Orc Racial Power
Orcish wrath's a bloody bath.
Encounter
Minor Action, Personal
Special: You must be bloodied to use this power.
Effect: Until the end of your next turn, or until rendered unconscious, you gain a +4 to damage rolls.
This bonus increases to +8 at 11th and +12 at 21st.
Morloch (Half-Orc)
Average Height: 6'0''-6'5'
Average Weight: 200-230 lbs
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 Insight
Dual Heritage: You can take feats that have either orc or human as prerequisites (as well as those for morlochs), as long as you meet any other requirements.
Tested Mettle: +1 to Fort and Will defenses.
Toughness: You gain an additional +1 hp per level.
Violent Legacy: At first level, choose a martial at-will power. You may use it as an encounter power. This choice remains permanent for the rest of the character's life.
Jotun
Average Height: 12'- 14'
Average Weight: 580 - 700 lbs
No longer a player race.
Urias (Half-Jotun)
Average Height: 8'0"- 10'
Average Weight: 300 - 500 lbs
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Giant
Skill Bonuses: +2 Athletics, +2 Insight
Dual Heritage: You can take feats that have either giant or human as prerequisites (as well as those for urias), as long as you meet any other requirements
Oversized Wield: When wielding melee weapons, you deal an extra +1 damage for one-handed weapons and an extra +2 damage with two-handed weapons.
Jotun Hide: You have resistance Cold 5 + 1/2 your level.
Descended from Titans: At first level, choose either Awesome Throw or Sweeping Strike as a racial encounter power. This choice is permanent.
Awesome Throw, Jotun Racial Power
With great skill and strength, you pick something up, and put the "oh!" back in "throw!"
Encounter
Standard Action
Ranged 5 (Special, see below)
Effect: You pick up an adjacent medium or smaller sized ally or unattended object and throw it into a square within range. If the chosen square is occupied, an attack is made. If an ally is being thrown, then he or she may make a basic melee attack against the square's occupant, and land in an adjacent square. If an object was thrown, make a basic ranged attack with that improvised weapon.
Special: If the thrown ally or object was small sized or smaller, the range for this power is instead 10.
or
Sweeping Strike, Jotun Racial Power
Encounter
Standard Action, Melee Weapon
Target: One or Two creatures (see Special below)
Attack: Strength +2 vs. Reflex
Hit: Weapon damage + Strength and target is pushed back 2 squares.
At 11th level, increase to Strength + 4 and the target is also knocked prone. At 21st level, increase to Strength + 6.
Special: At level 21, Sweeping Strike can hit up to three targets.
Friday, August 29, 2008
Vampires and Dhampir
Vampires
Vampires have experienced a series of dramatic changes since the Demon War and the close of the Third Cycle.
No longer holding any ties with Laz, the race has inherently changed, losing the Lich God's undead blessing and in essence becoming mortal. Many vampires perished during the Change, only humanoid vampires surviving. Once a people created and sustained by conversion to undeath, varied as all the world's races, vampires now reproduce as any other race and have inherited a more unifying set of traits. Vampires appear as humans with strong cheekbones and chins, heavy-lidded eyes that occasionally reflect light like a predatory animal, and ashen skin which mutes whatever coloring they once held. Their fangs elongate when triggered by adrenaline, usually before a kill, when entering battle or when aroused.
These dramatic changes to the fundamental makeup of the race as a whole might have brought about the end of vampire civilization if not for the quickness of Hell to fill the power and worship gap. With Torment's envoy Dante sitting Saspien's throne and the Dark Gods' clergy having already had a presence in the city, speedy moves were made to ensure the continued alliance between Houses and the increase of Hell's power on Othyr.
All the better for Hecate (pronounced Heh-ka-tee), deific offspring of Serren and Tazjaree, who inherited Invidious' spark to become the new dark goddess of envy, lies and politics. Being the only dark god present in Torment, she is worshiped exclusively as Queen of Hell by the majority of the vampires and all but the eldest of devils still loyal to their creators. Much of the dark gods' clergy has converted to Hecate, uniting into a faith of unspeakable power and resources the likes of which separate they could never have dreamed. Old religious hatreds between dark god worshipers have changed to cutthroat rivalries, each of the former faiths now homogeneous sects of Wrath, Lust, Pride, Envy, Gluttony, Sloth and even Greed with no regard to the former dark gods embodying them. The seven sects endlessly vie for Hecate's favor, employing cruel and merciless politicking which pleases her greatly.
The Church of Hecate is a staunch supporter of King Dante and together Saspien has prospered like in the days of old, becoming an unshakable monarchy with heavy theocratic leanings.
The Change also heralded the return of three lost houses thought destroyed ages ago: House 'Dir, House Mallus and House Ruiz. They were once but minor families charged by the ancient King of the Night to expand his empire. Not long after their departure, the Sylvan War erupted, leveling much of the world and breaking Pangeal into continents. Now the missing three are returned to find all the minor houses long-since consumed by the surviving four houses: Il'spana, Lorein, Al'Zareef and Calalas. They've rightfully taken their place among them, the long centuries away from Saspien having tempered their foreign families into equals, if not superiors, to their Othyrian contemporaries.
Not only do they bring added strength to Saspien, they've also established a vampire presence on the tip of a continent deep in the southwest deeps of the Atlantia Ocean, a dark, jungle realm dubbed Tir'Buk.
And so a new identity is forged for the ancient race, changed but more powerful than ever, an Umbral Empire under the leadership of the current King of the Night, Dante Il'spana, and the seven sects of the Church of Hecate.
* See the upcoming History of Othyr for the origins and ancient history of the Vampires.
Vampire Facts:
- Vampires still require blood to live as normal races require food and water.
- Vampires need sleep, what they call torpor, of the amount normal races require for extended rests. This must be done out of direct sunlight or they receive no resting benefits. Most rest during the day, but this is not required.
- Vampires now speak Infernal as their native tongue, but also know Common, largely because of Hell's strong presence in Saspien.
- Classic vampire weaknesses do not work on Othyrian vampires, nor does anything that effects undead. They are a mortal race with an age akin to elves, capable of living for thousands of years.
- More and more vampires are calling Saspien the City of the Night and its more ancient name Cliffside thanks in part to the slang brought back from Tir'Buk. Call it whatever you like best, though.
Vampire
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Dex, +2 Cha
Size: Medium
Speed: 6
Vision: Darkvision
Languages: Common, Infernal
Skill Modifiers: +2 Intimidate, +2 Stealth
Bloodhunt: You gain a +1 bonus to attacks against bloodied creatures.
Graveborn: You have resist Necrotic 5 + 1/2 your level, and vulnerability 5 Radiant.
Shadowy Origin: Your ancestors came from the shadow plane of Cadavera, thus you are considered a shadow creature for the purpose of effects that relate to creature origin.
Child of Night: Once per encounter, you can use either blood drain or overwhelming gaze:
Blood Drain (Vampire Racial Power)
You sink your fangs into an defenseless victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Attack: Str, Dex or Con +2 vs. Reflex
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
House Heritage: You also receive extra bonuses depending on what family you're from.
Il'spana
+2 Knowledge Checks involving Shadow creatures and places and an additional +1 Stealth.
Il'spana is a house of spies, assassins and warlocks of the darkness pact, the Black Web as they're sometimes called, with a long history of shadow powers and ties to the ancient Vampire home plane of Cadavera. In recent years they have gained much prominence, as King Dante is of this House. The current leader is Preyth Myfang, a spymaster of the highest order.
Lorein
+2 Knowledge Checks involving Undead creatures and places and +1 Intimidate.
Once the most powerful family in Saspien, whose influence sprung from their mastery of necromancy and undeath, the full abandonment of Laz and the Change has left them scrambling to retain their seats of power. They were the first to convert to Hecate and have produced the most new clerics and paladins since. Their current leaders are the incestuous twins Soziel and Naphira, both of whom hold little love of their king.
Al'Zareef
+2 Knowledge Checks involving Immortal and Elemental creatures and places.
The house of summoners, based in the labyrinthine lurks of the great Ziggurat, are almost exclusively wizards and warlocks. Their trade, as ever, is the binding, dealing and combating of extraplanar creatures, specifically immortal and elemental creatures, more specifically devils and demons. The imprisonment and divine prevention of demon conjuring has taken a toll on the house, but has been counterbalanced by the increased correspondences with Hell and its denizens. Their current leader is the High Pacter Husifar, a supporter of Dante and friend of the Saviors.
Calalas
+2 Knowledge Checks involving Fey and Plant creatures and places.
Led by the Western Archdruid Dabian, House Calalas is a family of druids, rangers and warlocks of fey pacts. They maintain a strange balance between natural and unnatural with their dealings and were the first supporters of the King. They feel vindicated by becoming a mortal race as it brings them closer to the natural way of things. This has also turned the family into a collection of nymphomaniacs, reveling in the new-found joy of sex. Calalas has subsequently produced the most dhampir.
'Dir
+2 Knowledge Checks involving Wars, Battles and Military History and +1 Acrobatics.
In the depths of Tir'Buk, the three families had need of protection, for many dangers and indigenous peoples stood in their way. House 'Dir answered that call, led by their ancestral hero Ver'Dir. They are a family of rangers and fighters equaled by few, specializing in covert missions and guerrilla warfare. They have ever been loyal to the King of the Night, even after all these ages, and were the driving impetus to return to Saspien once effected by the Change. In Saspien, 'Dir comprises most of the army, replacing what once was filled by scores of Lorein undead troops, earning 'Dir their hatred. The house is currently led by The Engineer, Palan'Dir, an accomplished warrior and inventor of a wicked weapon known as the warshear.
Mallus
+2 Knowledge Checks involving animals and +1 Nature.
Tamers and beast masters, Mallus is a strange family with close, personal (and some say sexual) relationships with apes, bears and lions. They're competent bushmen besides, scouts, hunters and shaman. They're very close with 'Dir, but dislike the mercurial Ruiz. They're led by Vivictus Mallus, a tamer of apes and fearsome berserker.
Ruiz
+2 Knowledge Checks involving sailing and oceans and +1 Athletics.
Pirates, sailors, brigands and swashbucklers, Ruiz is a house likened to the sea, mercurial, bold but quick to anger. They are a charismatic and cunning lot comprising the Tir'Buk, and now Saspien, navy. All their most important members own a ship, or act as first mates, though every one of them is part of a crew. They're led by the young, voracious Sharkson, a competent seductor and a very competent fight, to say nothing of a brilliant seaman.
Dhampir
While dhampir were once shunned oddities concieved by one in a handful of terrible ways, half-vampires' reception has grown more positive in Saspien (and by extension Northern society) thanks mostly to the vampire's dhampir king. Dunpiel frequency is also increasing due to vampires' newly-gained ability to conceive with humans. Thus a young minority of hopeful dhampir (none older than 17) has risen across the North, though almost exclusively within Saspien.
Dhampir appear as humans with commanding auras, reflecting the stronger features of the vampire race in their posture, chins and cheekbones. They possess a slightly-ashen complexion and disarming stares. Their canines are slightly overdeveloped and they tend not to tan, but otherwise appear nothing more than odd humans.
It is guessed dhampir age at a rate consistent with vansi, considering what has been seen of their aging, with suspected lifespans of around 125 years. Similarly, preexisting dhampir, having lost their undead-like aspects, are finding their once near-endless lives catching up to them, even killing those beyond 125. This has serious implications for the future of Saspien, as King Dante has a limited rule.
Dhampir
Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.
Ability Adjustment: +2 Con and +2 Cha
Size: Medium
Speed: 6
Vision: Low-light
Languages: Common, Infernal
Skill Adjustments: +2 Endurance, +2 Intimidate
Dual Heritage: You can take feats that have either vampire or human as a prerequisite (or dhampir-specific feats), granted you meet any other requirements.
Gravekin: Your vampiric ancestry affords you a +1 bonus to Fortitude defense and +2 bonus to savings throws against necrotic effects.
Child of Twilight: You may choose either blood drain or overwhelming gaze as a racial encounter power. The choice remains throughout your character's life.
Blood Drain (Vampire Racial Power)
You sink your fangs into an immobile victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Hit: You heal 1d6+Con and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
or
Overwhelming Gaze (Vampire Racial Power)
Your wide-eyed, piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Sustain Minor: You sustain the power's effect.
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.
Regional Heritage: You also receive extra bonuses depending on where you're from, chosen from a region list of bonuses forthcoming.
Feats
Besides the general feats in the PHB, vampires also qualify for these feats even if they don't meet the prerequisites: Hellfire Blood and Light Step.
In addition, vampires and dhampir also have access to several custom heroic feats.
Elemental Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on elemental creatures.
Immortal Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on immortal creatures.
Aberrant Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on aberrant creatures.
Shadow Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on shadow creatures, including other vampires.
Undeath Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on undead creatures.
Slowing Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: You can choose for a successful overwhelming gaze attack to slow a target instead.
Nightmare Gaze
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: Every round your gaze is successfully sustained, it deals 1d6 psychic damage to the target.
Psychic Waltz
Prerequisites: Vampire, overwhelming gaze racial power
Benefit: When you successfully hit with overwhelming gaze, you can shift the target 1 square in addition to keeping him dazed. Every round the target remains under your control, you can push him 1 square.
Lich-Loved
Prerequisite: Vampire
Special: Necrophilia on a regular basis
Benefit: Mindless undead regard you as one of their own, ignoring you unless provoked. Provocation includes the undead being attacked while you are in their threat range or you attacking the undead.
Graveborn
Prerequisite: Dhampir, gravekin racial trait
Benefit: You replace your gravekin racial trait with a vampire's graveborn.
Night Stalker's Sight
Prerequisite: Dhampir, low-light vision
Benefit: You now have darkvision.
Skill Muse
Prerequisite: Hybrid Race
Benefit: Choose one skill you are trained in or racially adjusted towards. You grant all allies within 5 squares of you a +1 bonus to that skill. This skill choice can be switched after a short or extended rest while in combat or a strenuous situation, or at will otherwise.
Photoreflex
Prerequisite: Hybrid Race
Benefit: Choose one skill you have seen performed since your last extended rest. You gain a +2 bonus to that skill until your next extended rest, even if it's untrained.
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