tag:blogger.com,1999:blog-58194761895727179872024-03-05T04:42:34.157-05:00Ludus CarcerumA D&D test kitchen.Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.comBlogger163125tag:blogger.com,1999:blog-5819476189572717987.post-68706951577235814172024-01-12T00:01:00.006-05:002024-01-18T16:20:47.712-05:00The "Every NPC Is Miles O'Brien" PrincipleMy best recent session in terms of player engagement was one where NPCs (whom the players like) suffered a bunch.<br /><br />You can inflict all sorts of terrible stuff on NPCs that it's not cool to do to PCs. E.g., the PCs in one game I'm currently running are students at a school, so inflicting annoying bullying on them is cruel and unusual and potentially triggering of real-life trauma, but inflicting bullying on their NPC girlfriends was perfectly kosher (and then the PCs get to be Big Damn Heroes about it and rescue their girlfriends from the bullying).<br /><br />Killing beloved NPCs is, of course, a drastic, uncreative, and cliche step. This is most notorious as a phenomenon where every PC begins as an orphan, so the DM can't mess with their family, because some DMs absolutely will have the Big Bad murder every PC family at the earliest opportunity.<br /><br />But imagine your PC gets word from home that your parents are being extorted, threatened, or have been kidnapped -- at least as effective a motivator of PC action and investment as having the family killed, plus they get the satisfaction of saving their family at the end of the adventure.<br /><br />It all boils down to a principle I've come to call "Every NPC Is Miles O'Brien", where any time engagement is flagging you throw an "O'Brien Must Suffer" session at the party. (Named after the writers' habit from <i>Star Trek: Deep Space Nine</i> of writing an "O'Brien Must Suffer" episode at least once a season, because Miles O'Brien was the most likeable everyman in a cast full of alien lizard spies and cops made of goo and goofy capitalist aliens and whatnot.)<br /><br><img border="0" data-original-height="512" data-original-width="512" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-xlMSa-wK5U9VrNbXas18uHPzuj0uVIG5G6y7eTqiu_hDyUEjv4e8qva0aQ9oSACaZbS2g4PyVspZuRt359NgsYPO0Z3x46V-R9HXhIBADM4jowUnewDuQ6ZeHoT9yjDRkfWSQPz9c0fI1Z5zADbm1y9YHK1Tf5cF4tJcIZKmWBZmMEg7mwYL2uL3pKs/w320-h320/miles-obrien-colm-meaney-suffering-crying-watercolor-trending-on-artstation-sharp-focus-studio-.png" width="320" />Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com1tag:blogger.com,1999:blog-5819476189572717987.post-75276098523830003272024-01-04T00:01:00.005-05:002024-01-04T00:01:00.131-05:00Ettin Newcanon<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgwWsBZGMe8POHdKpH1l8Op5CZvhsCaotYo-JYPmXTJozU7FAKWtmShYlJ4OIDJgSQEs-kvj8NLRHSaMFG8fDheYImtEPRgqT5vwQ3JogrxBzC4fWLlupgwtmDQEq0GHND-L-oKWQNUK6Gv6V_Pk0-FQTWClhDMbFJsvok87hjQ5_7YdKzUCCg9cMDFE0A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="768" data-original-width="768" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgwWsBZGMe8POHdKpH1l8Op5CZvhsCaotYo-JYPmXTJozU7FAKWtmShYlJ4OIDJgSQEs-kvj8NLRHSaMFG8fDheYImtEPRgqT5vwQ3JogrxBzC4fWLlupgwtmDQEq0GHND-L-oKWQNUK6Gv6V_Pk0-FQTWClhDMbFJsvok87hjQ5_7YdKzUCCg9cMDFE0A" width="240" /></a></div><p></p><p>Ettins, ubues, and other giants with extra heads or limbs, are all results of a semi-rare disorder in trolls, sometimes arising spontaneously, sometimes resulting from slashing blows that land in just the right place, where an extra head and/or one or more extra limbs are "re"generated. Such creatures generally lack the natural keen regenerative abilities of trolls, as their natural regeneration is too busy keeping them alive as these abominations to keep up with incoming damage as effectively.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-78960331918298162382023-12-12T00:01:00.057-05:002023-12-12T00:01:00.124-05:00On Fish-People<p>I have long complained that, of all the array of fish-people and seafolk available in D&D, they're all kind of <i>samey</i>. Let's see, we've got...</p><p></p><ul style="text-align: left;"><li>Merfolk are people with a fish tail</li><li>Tritons are people who live underwater and are just kind of slightly fishy -- in earlier editions, they were at least Outsider(native)s, which is something to latch on to. (Although it does make them kind of overlap with water genasi -- but without it, they instead overlap with, like sea elves.)</li><li>Locathah are just kind of generically fishy, although in earlier editions they kind of looked like the Creature from the Black Lagoon</li><li>Sahuagin are just kind of generically fishy, albeit with a telepathic connection to sharks</li><li>Kuo-toa are just kind of generically fishy, albeit also slimy</li></ul><div>So let's see what I did with that to make it a little less boring (and also options for player characters, because my setting is so heavy on seafolk)...</div><div><br /></div><div><br /></div><div><b><u>Merfolk</u></b></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg_epZsFIVgJiCLZycF6YJBf0hjgvHGuv1TJqC9bEwcaquIV5PQCNFbbmLLIph7EPFmVDtqyfqC0RXE6MyXSUWQUfWrCidl11FQxw8f8xivhnIteMnPjGU1TawU6Z0zAUwMdxKi5wrRI38CrF2iI38iKMOFvBcWGOfWfVv4UVdW8y14G6UkLhmId0DWySU" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="768" data-original-width="768" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEg_epZsFIVgJiCLZycF6YJBf0hjgvHGuv1TJqC9bEwcaquIV5PQCNFbbmLLIph7EPFmVDtqyfqC0RXE6MyXSUWQUfWrCidl11FQxw8f8xivhnIteMnPjGU1TawU6Z0zAUwMdxKi5wrRI38CrF2iI38iKMOFvBcWGOfWfVv4UVdW8y14G6UkLhmId0DWySU" width="240" /></a></div><b><div><b><br /></b></div>Species Traits</b></div><div><div><ul style="text-align: left;"><li>Ability Score Increases: Your Dexterity score increases by 2, and your Charisma score increases by 1.</li><li>Type: Your type is Humanoid.</li><li>Size: Your size is Medium.</li><li>Speed: You have a land speed of 10 feet and a swim speed and a swim speed of 40 feet. You begin play with a free Combat Wheelchair, which grants a land speed of 25 feet.)</li><li>Amphibious: You can breathe both air and water.</li><li>Versatility: You gain one free skill proficiency of your choice and one free tool proficiency of your choice.</li><li>Languages: You can read, write, and speak Common and Aquan.</li></ul></div></div><div><br /></div><div><b><u>Triton</u></b></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEggQDmj9ozhRI2jR3cKlWS4ux1-4_4pCsKb3UV1ZrN7QSD_IGAcLcyG0Ym9ix_telbqI08DEXLcJ5Fpalez67_cKlT_NplYXhgbPwyXzc_zxu1uhLyNKV0BWKENw3bvLjFGfIcGVaPbJBi4n4cYl9G2POP12sn_NPVm5q9GCe0jhzS5z8pQslcg59691EQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="768" data-original-width="768" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEggQDmj9ozhRI2jR3cKlWS4ux1-4_4pCsKb3UV1ZrN7QSD_IGAcLcyG0Ym9ix_telbqI08DEXLcJ5Fpalez67_cKlT_NplYXhgbPwyXzc_zxu1uhLyNKV0BWKENw3bvLjFGfIcGVaPbJBi4n4cYl9G2POP12sn_NPVm5q9GCe0jhzS5z8pQslcg59691EQ" width="240" /></a></div><br />In previous editions, tritons were native outsiders. In mine, they're still immigrants from the Hellish Plane of Water. So...</div><div><br /></div><div><b>Species Traits</b></div><div><b><br /></b></div><div>As in <i>Mordenkainen Presents: Monsters of the Multiverse</i>, except:</div><div><ul style="text-align: left;"><li><a href="https://luduscarcerum.blogspot.com/2022/11/dual-types.html">You have the Humanoid and Elemental
types</a>. If any favorable effect would affect either of your types, it
affects you. If any unfavorable effect would affect one of your types
but not the other, you can be affected by it but you have advantage on
saves against it. If any effect would affect neither of your types, you
are immune to it. If any effect would affect both of your types, you do
not gain immunity or resistance to it from your types. </li></ul></div><div><br /></div><div><b><u>Sahuagin</u></b></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh0CeMSLzbTsKwakFYTY17Zv_4mA7b_X5V_DfmM_ESf2V5VZ-uvfRIzpDnPUEhKq_kEr6oi7UhRBAgeTH7Mx6mLWPHaQ88aZ6ncyxGI6xx1mPuK3WG6aKEs6zjveAvoGXAW60nyq0m_OwByUjf28wkGbzJr3YMGJXhzW4EpQ2M9kg371-ZuSWeeZpBu2KE" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="512" data-original-width="512" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEh0CeMSLzbTsKwakFYTY17Zv_4mA7b_X5V_DfmM_ESf2V5VZ-uvfRIzpDnPUEhKq_kEr6oi7UhRBAgeTH7Mx6mLWPHaQ88aZ6ncyxGI6xx1mPuK3WG6aKEs6zjveAvoGXAW60nyq0m_OwByUjf28wkGbzJr3YMGJXhzW4EpQ2M9kg371-ZuSWeeZpBu2KE" width="240" /></a></div><br /></div><div>Notwithstanding recent efforts to make them, like, green and lizardy, Sahuagin can just be shark-people.</div><div><br /></div><div><b>Species Traits</b></div><div><div><ul style="text-align: left;"><li>Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.</li><li>Type: Your type is Humanoid.</li><li>Size: Sahuagin are larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.</li><li>Speed: You have a base land speed of 30 ft, and you have a swim speed equal to your land speed.</li><li>Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</li><li>Limited Amphibiousness: You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.</li><li>Frenzy: On your turn when you reduce a creature to 0 hit points, you can use a bonus action to move up to your speed and make an additional weapon attack against another creature you can target.</li><li>Shark Telepathy: You can telepathically speak to any shark within 120 feet of you.</li><li>Claws and Bite: Your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing (claws) or piercing (bite) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</li><li>Languages: You know Common and Sahuagin.</li></ul></div></div><div><br /></div><div><b><u>Kuo-Toa</u></b></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjDuUtM3Tit3EleaIqGOsFh8Z-4gd6b25Bu8L2btA-U_0U476P3J4Bxw_HkIVVy_F81iBPeEQao_J_f6AXNDCyI8w1hVzQZ0EIheIT6abhp_lqVs8w8KEhneA4RUW0VQ21pMIBCuMbVXp0TD54pZQA-WDnuJm3-vz877OteqqPMsU3aWm64r5sCB7Yv8_o" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="600" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjDuUtM3Tit3EleaIqGOsFh8Z-4gd6b25Bu8L2btA-U_0U476P3J4Bxw_HkIVVy_F81iBPeEQao_J_f6AXNDCyI8w1hVzQZ0EIheIT6abhp_lqVs8w8KEhneA4RUW0VQ21pMIBCuMbVXp0TD54pZQA-WDnuJm3-vz877OteqqPMsU3aWm64r5sCB7Yv8_o" width="240" /></a></div><br /></div><div>Kuo-toa shall be anglerfish, complete with anglerfish sexual dynamics: </div><div><div><ul style="text-align: left;"><li>Males are Tiny Beasts with 1 Intelligence (using the Quipper statblock).</li><li>Females are Medium Humanoids (using the Kuo-Toa statblock, or the species traits here).</li></ul><div>Biologically female Kuo-Toa have six genders (Up, Down, Charm, Strange, Top, and Bottom), which they borrowed from the sexual hexamorphism of the Aboleths they chill with. It's not well-understood by surface-dwellers how romantic combinations of these genders works.</div></div></div><div><br /></div><div><div><b>Species Traits</b></div><div><ul style="text-align: left;"><li>Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.</li><li>Type: Your type is Humanoid.</li><li>Size: Your size is Medium.</li><li>Speed: You have 30 foot land speed and swim speed equal to your land speed.</li><li>Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</li><li>Amphibious: You can breathe air and water.</li><li>Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.</li><li>Otherworldly Perception: You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.</li><li>Slippery: You have advantage on ability checks and saving throws made to escape a grapple.</li><li>Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</li><li>Languages: You know Common and Kuo-Toan.</li></ul></div></div><div><br /></div><div><b><u>Locathah</u></b> </div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg-gcG1k-1mEgHO0E9TkkguP3rp6FN0UR7VwdY-aQG5CCVSkp6kSFhev-mRmxF6uN2l0ov4XOQXUniISYI5qybuveVlEB4Awz4j_ttj2OxlGwlPiSeZP8lgAl1H9YIO2ZSchjIp5zYYIJJjchjR_fSiT526m9c014K5y0D13kUTlQ9_1K2ARd3y8qIduVI" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="512" data-original-width="512" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEg-gcG1k-1mEgHO0E9TkkguP3rp6FN0UR7VwdY-aQG5CCVSkp6kSFhev-mRmxF6uN2l0ov4XOQXUniISYI5qybuveVlEB4Awz4j_ttj2OxlGwlPiSeZP8lgAl1H9YIO2ZSchjIp5zYYIJJjchjR_fSiT526m9c014K5y0D13kUTlQ9_1K2ARd3y8qIduVI" width="240" /></a></div></div><div><div><br /></div><div>I decided Locathah should be axolotl-folk.</div><div><br /></div><div>The main deal with axolotls is that they are actually the tadpole form of a salamander which just never metamorphoses, just grows to an adult size instead. Thyroid hormone can be administered to induce metamorphosis into a salamander that hasn't been seen in the wild for millions of years. So, naturally, axolotl-folk can do that with magic.</div></div><div><br /></div><div><b>Species Traits</b></div><div><b><br /></b></div><div>As <a href="http://dnd5e.wikidot.com/lineage:locathah" target="_blank">in Locathah Rising (Extra Life 2019)</a>, except:</div><div><ul style="text-align: left;"><li>Replace the listed Limited Amphibiouisness trait with:</li><ul><li>Limited Amphibiousness. You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.</li></ul></ul><div><b><br /></b></div><div><b>Feat: Metamorphosed</b></div><div><div><div><br /></div><div>A Locathah shaman can cast the <i>Ceremony</i> spell on another Locathah to induce metamorphosis into a super-adult stage.</div><div><br /></div></div><div><u>Prerequisites</u></div><div><ul style="text-align: left;"><li>Locathah species.</li><li>You must be under the effects of the Coming of Age <i>Ceremony</i> cast by a Locathah shaman at time of feat selection.</li></ul></div><div><u>Effect</u></div><div><ul style="text-align: left;"><li>You lose the effect of your Limited Amphibiousness trait, and are now fully amphibious -- you can breathe both air and water, and do not need to be submerged in water to gain the benefits of a Short or Long Rest.</li><li>You have Resistance to Poison damage.</li><li>Your skin turns a vivid color and begins to secrete a poisonous toxin. If you are hit by a Bite attack, the attacker takes 1d6 Poison damage. If you are subject to the Swallow Whole ability, the creature that swallows you takes xd6 poison damage on your turn every round you are swallowed, where x is equal to your Constitution modifier (minimum 1).</li><ul><li>You can harvest your own poison as per the rules in the Dungeon Master's Guide, except you do not need to be incapacitated or dead; you are not immune to your own poison, but you remain Resistant to its Poison damage. The harvested poison can be used as-is or refined:</li><ul><li>When used as-is, this is an Ingested poison that deals 2d6 Poison damage, Constitution save negates. A dose of this poison lasts for 24 hours before it becomes inert.</li><li>Refining the poison follows the Crafting rules, but you have unlimited access to the ingredients. When refined, it becomes a dose of Pale Tincture poison, which lasts indefinitely until use.</li></ul></ul></ul></div></div></div><p></p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-26228176743288054572023-10-30T17:37:00.017-04:002023-12-11T10:53:11.622-05:00The Year Hoobynoob Unaccountably Contrived to Come on Freday the 13th of Octember<p></p><h2 style="clear: both; text-align: center;"><a href="https://scontent-lga3-2.xx.fbcdn.net/v/t39.30808-6/391602682_10102510465309356_7140613046877328597_n.jpg?_nc_cat=111&ccb=1-7&_nc_sid=5f2048&_nc_ohc=PuEgnGbL8PwAX9SLpxH&_nc_ht=scontent-lga3-2.xx&oh=00_AfCyhbLXaglRCV3DB_mOu2FQQBnl8gJ7BWpzJK1hIaPxfQ&oe=65453ABD" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"></span></a><span style="background-color: #20124d; color: white; font-family: georgia;"><div class="separator" style="clear: both; text-align: center;"><a href="https://scontent-lga3-2.xx.fbcdn.net/v/t39.30808-6/391602682_10102510465309356_7140613046877328597_n.jpg?_nc_cat=111&ccb=1-7&_nc_sid=5f2048&_nc_ohc=PuEgnGbL8PwAX9SLpxH&_nc_ht=scontent-lga3-2.xx&oh=00_AfCyhbLXaglRCV3DB_mOu2FQQBnl8gJ7BWpzJK1hIaPxfQ&oe=65453ABD" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiM9sV5-tGaPkw2CDiimKSz0CsetZQahfiOw4-AkEAeKOrYndHF6agjLP1GtEp3xONDODNEzA2hXVJVv3Ixjo9gwDXArADmGuHzFaHTSeN5WkwSrLwMrN91kX0ObsnJUxR-SSZVjYr5BZAYrogEAx7qRELki7Gfz8Hya98NIHCZJfT0dyTsnEt43Nzp7AE" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="512" data-original-width="768" height="213" src="https://blogger.googleusercontent.com/img/a/AVvXsEiM9sV5-tGaPkw2CDiimKSz0CsetZQahfiOw4-AkEAeKOrYndHF6agjLP1GtEp3xONDODNEzA2hXVJVv3Ixjo9gwDXArADmGuHzFaHTSeN5WkwSrLwMrN91kX0ObsnJUxR-SSZVjYr5BZAYrogEAx7qRELki7Gfz8Hya98NIHCZJfT0dyTsnEt43Nzp7AE" width="320" /></a></div></span></h2><span style="background-color: #20124d; color: white; font-family: georgia;"><span style="font-size: 15px;">Through some celestial mishap or accounting error, for some reason, Hoobynoob falls on Freday the 13th of Octember, in this, the 47th year of the Subsidence. Normally, of course, Hoobynoob falls on the 30th, the last day of Octember. The 13th of Octember doesn't normally even fall on a Freday -- it is typically a Munday.</span></span><p style="text-align: left;"></p><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">This calendrical irregularity is known for certain: all the experts agree on this unusual occurrence -- the astrologers; the astronomers; the druids and rangers of Sequoia (who counts the months and weeks, the planets and stars, under her purview); the calendricians and calendrometers; we even asked the janitor, as they know of these things.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">Amongst the populace, once the confusion is overcome -- or at least set aside -- the yearly observance of Hoobynoob proceeds as usual, albeit on the 13th. In Endeesy, capital of Gus: gourds are carved; nuts are harvested; costumes are prepared; candies and sweets are purchased or crafted in bulk in preparation for the traditional mass extortion, on threat of prankery, by children.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuIX89x8sVA-g_oAqdUe_FyYD0Ua2uRHk5TuhmQZm3zhSxTY3s9ePl6dFO2FdkbPmLdC8YhyphenhyphenUENChrvLAy_bbvlRd7fEHvVEr3r1pfj0ENtZE4EB2McKUX6S-BT4pKOsQv8NzeGckyACA9ggGYW2G7a0lvMSrcBQ7i3meTxdOGhZsfATR0TSiXTTIZUUI/s768/2%20endeesy.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="The cit of Endeesy in the fog" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuIX89x8sVA-g_oAqdUe_FyYD0Ua2uRHk5TuhmQZm3zhSxTY3s9ePl6dFO2FdkbPmLdC8YhyphenhyphenUENChrvLAy_bbvlRd7fEHvVEr3r1pfj0ENtZE4EB2McKUX6S-BT4pKOsQv8NzeGckyACA9ggGYW2G7a0lvMSrcBQ7i3meTxdOGhZsfATR0TSiXTTIZUUI/w400-h266/2%20endeesy.png" width="400" /></span></a></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">When the 13th of Octember arrives -- on a Freday, just as (unusually) ordained -- the morning sneaks into Endeesy foggily. The day slugs by: children growing increasingly excited, adults growing increasingly wary of danger, the weather growing increasingly foggy and moist-smelling.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">When treat-or-tricking time arrives, it is nigh impossible to find one's way in the fog. But, through some divine Dalyan providence, unusually alert priests of Dalya, and widespread use of the Buddy System, no children are separated from their guardians for long.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">The children return to their homes, feast on junk food, and repair engorgedly to their beds. After the foggy day and foggier evening, it looks like it has been another successful Hoobynoob, profitable for the children and fun for all ages! Parents go to bed. Bar crawlers begin the process of acquiring their holiday drunkenness.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">Midnight approaches.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">The clock tower in the Cathedral of Quasxthe in the Crown District of Endeesy ticks over from 11:59, and the mighty bell begins its twelvefold tolling: BO-o-...</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">The bell, having tolled half of once, trails off, as if it has forgotten how to bell.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">Mournful moans are heard through the increasingly farty-smelling fog.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtjDIPl5IQSKbtJ6qTjvwtv1ZHOSA5aIvWRPaE1o_-8vIMxr61uGjigYIEpJGRdVGHoSgLIHt4PHOefYJUd26js6_kwy1kLaP5lpwv_5KIUix-txbrSD6MVUoSvU4yBJ9Yt_aOZ0_et-8qsB9hycJZarAMPPka5BqhEyNQ4apv4ks6fI3rZp766UpGiYA/s768/4%20Zombies.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Zombies!" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtjDIPl5IQSKbtJ6qTjvwtv1ZHOSA5aIvWRPaE1o_-8vIMxr61uGjigYIEpJGRdVGHoSgLIHt4PHOefYJUd26js6_kwy1kLaP5lpwv_5KIUix-txbrSD6MVUoSvU4yBJ9Yt_aOZ0_et-8qsB9hycJZarAMPPka5BqhEyNQ4apv4ks6fI3rZp766UpGiYA/w400-h266/4%20Zombies.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">Zombies! Some of whom are fresh, some of whom are decaying and dirt-encrusted.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">Following the trail of zombies leads the party north, to a graveyard in the Resentment Ward. The zombies are discovered to be animated by worms squirming under their skin (a miniboss zombie acts as Spawn of Kyuss).</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOyCnnMjMUwe8q5GeuyokYvRBMz9L3g2kX2TqT816BEJdkKZQ3cHXNL5w9VFkWPcg0nco23e-F9XbVeUJhCT1k86olQoAGynmZGbObD9qkEf0IQJR40eBcQAgjnDvnrFZC7YhHiW0cRAV8V_ljBNGBM_RZidNGpRP7MCv1kLVjjkUh5M_ptOxrMM9h37U/s768/5%20graveyard.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="A graveyard with a mausoleum" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOyCnnMjMUwe8q5GeuyokYvRBMz9L3g2kX2TqT816BEJdkKZQ3cHXNL5w9VFkWPcg0nco23e-F9XbVeUJhCT1k86olQoAGynmZGbObD9qkEf0IQJR40eBcQAgjnDvnrFZC7YhHiW0cRAV8V_ljBNGBM_RZidNGpRP7MCv1kLVjjkUh5M_ptOxrMM9h37U/w400-h266/5%20graveyard.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">A 400-year-old mausoleum, dating to the early centuries of the Inundation, proves to be the resting place of the Mermaid Queen Riefya I Arielid "the Black".</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpPCAnHoU0k5QxC1Zspo0J6p7I_WHZamDkqRNcb0A6PNt_umV4RSxVAb2HeDJzGtOU98cZo-XE2a3qLfsrRLw7mDI_N_t30xocobwq_Vsbpv_eYVo5u6-CwPjPRVVAgtIUiOVaZ7EFu_FCSYrOlDFWwaOs8DSM1ufT9IotsF8El_FpkuGzSexiyaX6CQ/s768/6%20riefyasign.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Damaged engraving identifying the tomb" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpPCAnHoU0k5QxC1Zspo0J6p7I_WHZamDkqRNcb0A6PNt_umV4RSxVAb2HeDJzGtOU98cZo-XE2a3qLfsrRLw7mDI_N_t30xocobwq_Vsbpv_eYVo5u6-CwPjPRVVAgtIUiOVaZ7EFu_FCSYrOlDFWwaOs8DSM1ufT9IotsF8El_FpkuGzSexiyaX6CQ/w400-h266/6%20riefyasign.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">A party member recollects a fact about Riefya "the Black": that she was found, after her death, to have secretly been a cultist of Asya, goddess of all that is disgusting.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="font-size: 15px; margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><span style="background-color: #20124d; color: white; font-family: georgia;">The lock on the door, being 400 years old and having been underwater most of that time, has become more of a jam. But somebody has already broken the jam. But somebody subsequently cast an <i>arcane lock</i> on the door. But the rogue breaks the <i>arcane lock</i>.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word; text-align: left;"><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="background-color: #20124d; color: white; font-family: georgia;"><span><span style="font-size: 15px;">Within the tomb, reality is distorted. T</span></span><span style="font-size: 15px;">he air is fetid and moist. The stairs down are greasy. Th</span><span style="font-size: 15px;">e walls are fleshy and moist. It is not a throat, but it desperately wants to be a throat.</span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="font-size: 15px;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqnM-U0FTPrZuiBJfpoWSUNH88CN1Cnqh_Bs0D0fjqq3-JHLORZLRwpUd_j6UZD-ULmMdVzfT701q-kH-5bu1mjGffFqfJ_yqdkCm0tjOkq4np8IheFW1hcjy7A7B9erwmVbhmsKhDBetZjxmA3b5PZ0eT-d27FAMx0TErq28ZHcYdW4pWHx-NLooMpvI/s768/7%20enterthetomb.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Stairs down into a tomb" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqnM-U0FTPrZuiBJfpoWSUNH88CN1Cnqh_Bs0D0fjqq3-JHLORZLRwpUd_j6UZD-ULmMdVzfT701q-kH-5bu1mjGffFqfJ_yqdkCm0tjOkq4np8IheFW1hcjy7A7B9erwmVbhmsKhDBetZjxmA3b5PZ0eT-d27FAMx0TErq28ZHcYdW4pWHx-NLooMpvI/w400-h266/7%20enterthetomb.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /><span style="font-size: 15px;">At the bottom of the stairs, the tomb of Riefya has expanded from a small room to a large acid-lake cavern, as if it wants to be a stomach.</span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4nanQHZ7gwZnIwkQ-Kb4Erk0dcxq0x_dx3xpAC55zdluPYQFtNhcxoZv469PG7UXdmdRbInr38ZlnVBID6gQRaprGPzaBrNzjW_DacpFpNbzXEoLSNUzki19wNEVmddNORq8PRzdyoZa0SbINVSfMKnFmWJf3U9o_dvgdCcchnhmfdHaFY4rXEqM-cOQ/s768/8%20Lake.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Tomb with a lake of acid" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4nanQHZ7gwZnIwkQ-Kb4Erk0dcxq0x_dx3xpAC55zdluPYQFtNhcxoZv469PG7UXdmdRbInr38ZlnVBID6gQRaprGPzaBrNzjW_DacpFpNbzXEoLSNUzki19wNEVmddNORq8PRzdyoZa0SbINVSfMKnFmWJf3U9o_dvgdCcchnhmfdHaFY4rXEqM-cOQ/w400-h266/8%20Lake.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="font-size: 15px;"><span style="background-color: #20124d; color: white; font-family: georgia;">A sarcophagus stands on a raised dais in the middle of the acid lake. A mage stands by the sarcophagus, incanting a ritual.</span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="font-size: 15px;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXSJdgi43ur7j-oK4JbZcRKWJouchKBATWlZi3vXB8Mz-e7TJPhxsZsOiNCqy0J6HfRz09YCwTsRDuvpEZJHMrM2I4IT0PtZPANR8zi-tMGuPDAqsUFrxFFcjYquvq90nqVyAe9b5E3YLOJ0CvhPD5_Ht6gI6nL2IudpFOa2xbrZFRWw8v6ZCt5MM-npI/s768/10%20Vyndoc.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Ooze mage Vyndoc Hogkt" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXSJdgi43ur7j-oK4JbZcRKWJouchKBATWlZi3vXB8Mz-e7TJPhxsZsOiNCqy0J6HfRz09YCwTsRDuvpEZJHMrM2I4IT0PtZPANR8zi-tMGuPDAqsUFrxFFcjYquvq90nqVyAe9b5E3YLOJ0CvhPD5_Ht6gI6nL2IudpFOa2xbrZFRWw8v6ZCt5MM-npI/w400-h266/10%20Vyndoc.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><br /><span style="font-size: 15px;">He is Vyndoc Hogkt, a descendant of the Hogkt family that ruled the Asya-worshipping Plaguelord nation while it existed in the first century before the Inundation. (He is a Mage, with spells swapped out for poison- and acid-related spells.)</span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="font-size: 15px;"><span style="background-color: #20124d; color: white; font-family: georgia;">His ritual concludes, and an oozely incarnation of Asya possessing the corpse of Queen Riefya joins combat. (She uses the stat of a Black Pudding, except she can throw acid gobbets -- her Pseudopod has a 60' range.)</span></span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikYftVKpg4d0iJJAjM8x-M5ItAHkilysYIInzfZKa4u6M3D3ohOAHFlh6ZqOjcHEbIEWN2E5DlJAcoT6UBoZh21mSmk5QUgKt0D6vLqEuBKc8-1FHTVwuhBTvwLlBvhp3OeVYero0P7JkHVOHR8y4PNlG5Cv5QYkJbh17ksO4UQOh78gd-0k0z8po0Cdo/s768/11%20riefyaasya.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Oozey Asya incarnated into the corpse of Riefya I" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikYftVKpg4d0iJJAjM8x-M5ItAHkilysYIInzfZKa4u6M3D3ohOAHFlh6ZqOjcHEbIEWN2E5DlJAcoT6UBoZh21mSmk5QUgKt0D6vLqEuBKc8-1FHTVwuhBTvwLlBvhp3OeVYero0P7JkHVOHR8y4PNlG5Cv5QYkJbh17ksO4UQOh78gd-0k0z8po0Cdo/w400-h266/11%20riefyaasya.png" width="400" /></span></a></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="background-color: #20124d; color: white; font-family: georgia;"><br /></span></div><span style="background-color: #20124d; color: white; font-family: georgia;">If the party kills Riefya!Asya first, Vyndoc sacrifices himself to regenerate and empower her. If the party kills Vyndoc first, Riefya!Asya eats his corpse and is regenerated and empowered. Either way, it is a two-stage boss fight. (The amalgamation boss has a combination of the abilities of its components, and then some.)</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipuXTqk6R7ApX9Q75cPEm9oWApGdq7eEIZ-5SUEkvCXN46v-Hw7LjNNEl6LfDyboDc4TltOIf9lD2ezSHw5zXMclMF23Gkj5YOYCAzJKNJZgiKy-RAeZYeUl1Cu_dOiQS96f8LZJJgca8DF9elM4aNw-mGM689i9h3qEqqLE28whciRf73-V7DHAlOPIA/s768/12%20amalgamated%20ooze%20boss.png" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #20124d; color: white; font-family: georgia;"><img alt="Amalgamated ooze boss monster thing" border="0" data-original-height="512" data-original-width="768" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipuXTqk6R7ApX9Q75cPEm9oWApGdq7eEIZ-5SUEkvCXN46v-Hw7LjNNEl6LfDyboDc4TltOIf9lD2ezSHw5zXMclMF23Gkj5YOYCAzJKNJZgiKy-RAeZYeUl1Cu_dOiQS96f8LZJJgca8DF9elM4aNw-mGM689i9h3qEqqLE28whciRf73-V7DHAlOPIA/w400-h266/12%20amalgamated%20ooze%20boss.png" width="400" /></span></a></div><span style="background-color: #20124d; color: white; font-family: georgia;"><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span><br /></span></div>The party defeats Vyndoc, Riefya, and Asya, and prevents Bad Things from happening.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="background-color: #20124d; color: white; font-family: georgia;">Time progresses from midnight once they emerge from the tomb.</span></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s" style="margin: 0.5em 0px 0px; overflow-wrap: break-word;"><span style="background-color: #20124d; color: white; font-family: georgia;">Hoobynoob did not come on Freday the 13th because of Vyndoc (that's an unsolved mystery), but since it did, and both 13 and Hoobynoob are sacred to Asya, he took it as auspicious to enact his plan.</span></div></div>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-31237676842756086432023-01-02T12:01:00.024-05:002023-01-02T12:01:00.204-05:00How the Bonelord Stole Driftmas<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI8rCyrMQXZE0HWA7X6R80maXn25iB0ux_CDD7CD3FlXSWjxVsZLnBg8mNkau8Ckq02VRBwGDbMxHIa-Zut53m52HyDGOf5gGtoyE5WAZMSyMBOp6j8eOyyPtN2ekHlZYIMAjaV81WYvzgwbnjYZU_d4AUJzmt9vQ3tXlkZyRVtva9BSVwE-arIGRy/s768/elfportalSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="754" data-original-width="768" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI8rCyrMQXZE0HWA7X6R80maXn25iB0ux_CDD7CD3FlXSWjxVsZLnBg8mNkau8Ckq02VRBwGDbMxHIa-Zut53m52HyDGOf5gGtoyE5WAZMSyMBOp6j8eOyyPtN2ekHlZYIMAjaV81WYvzgwbnjYZU_d4AUJzmt9vQ3tXlkZyRVtva9BSVwE-arIGRy/s320/elfportalSD.png" width="320" /></a></div><p>On the last day of the year, three Guildmasters of the Endeesy Adventurer's Guild -- Ruthmin Tern the Assassin Rogue, Christopher the Paladin, and Lyra the Stars Druid -- were chilling in the Guildmasters' Lounge when seven driftmas fey popped through a portal, begging for their assistance. It turned out that Saint Usla, in charge of Driftmas, had been kidnapped by fire creatures.</p><p>The Guildmasters tracked the scorch-trail from the Driftmas Demiplane, to the Transitory Holiday Demiplane, to the Hoobynoob Demiplane.</p><p>They found (and broke into) a laboratory guarded by salamanders, where Saint Usla had recently been, but she (and the Professor, one of Hoobynoob's people) had already been stolen by disgusting creatures.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAmCiuEJcgIU5tu58QTj2Zd05We4rDSztnj0GNOXA9Vt4zQP3vC4hRD4cJArwzZbCwtoEQPkEmLr76y8Qthgr2D_aSPB3ewlqvWZxray-TP6Co7HBJ628rW26vFmbXJ2kqUdCnA6CsR-f27E9nJi-42jq7Ww2FGYKJz5kN9sCHKGz8HhbBrxbDsPew/s768/professorSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAmCiuEJcgIU5tu58QTj2Zd05We4rDSztnj0GNOXA9Vt4zQP3vC4hRD4cJArwzZbCwtoEQPkEmLr76y8Qthgr2D_aSPB3ewlqvWZxray-TP6Co7HBJ628rW26vFmbXJ2kqUdCnA6CsR-f27E9nJi-42jq7Ww2FGYKJz5kN9sCHKGz8HhbBrxbDsPew/s320/professorSD.png" width="320" /></a></div><p>In the laboratory greenhouse, they found a construct named Sam, who was very concerned that Jaq the Gourd Duke, in charge of Hoobynoob, had been acting very strangely, including with this peculiar plan for Saint Usla.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLB7CkBQxtYKGqgHUuZWWBcWC0Sip8HXMNM9Ri2-iwBhr8wDkE4HBYTLbXEdalaI7zYbgqFj-NmQg4eereAI5DYEElP10mjLR7WO7_WR6oiIQLlOj5UukzCYnUcJL_hxLAUpt9MOgXQeQ86Tny9TVsQbFL6Aj841f8DPsB_GaPxrrz5aFwWW30uq7q/s768/SamSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLB7CkBQxtYKGqgHUuZWWBcWC0Sip8HXMNM9Ri2-iwBhr8wDkE4HBYTLbXEdalaI7zYbgqFj-NmQg4eereAI5DYEElP10mjLR7WO7_WR6oiIQLlOj5UukzCYnUcJL_hxLAUpt9MOgXQeQ86Tny9TVsQbFL6Aj841f8DPsB_GaPxrrz5aFwWW30uq7q/s320/SamSD.png" width="320" /></a></div><p>They went to Jaq's mansion, where they were hired by Jaq to recover the Professor. Jaq's theory was that Neepkag the Bogeyperson, who had been in charge of Hangadh-Buain-Noiche before the Burning Hate took it from Asya and put Jaq in charge as the Incandescent Bonelord of Heckbound Night (long before Dalya took over, renamed it to Hoobynoob, and made Jaq the Gourd Duke), wanted to carry out Jaq's own plan, but to their own benefit.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtxRLJnKVooiW7ENwvnSQkkrBkdTCFciX-Gy_UOKm2BZHgGCxduyc4TmvrbMF1IFLTu2nmSD89t4dt93DxNCvxpQ-0DsjylBKkPsV-qJXzvGenQCUOmd7kZGzcj_7Ox_76UjNkDeoz5zj32YMz-arAsW37SnAU_O6DKli2-poKXl3wcmKujjh_U5kX/s768/BonelordSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtxRLJnKVooiW7ENwvnSQkkrBkdTCFciX-Gy_UOKm2BZHgGCxduyc4TmvrbMF1IFLTu2nmSD89t4dt93DxNCvxpQ-0DsjylBKkPsV-qJXzvGenQCUOmd7kZGzcj_7Ox_76UjNkDeoz5zj32YMz-arAsW37SnAU_O6DKli2-poKXl3wcmKujjh_U5kX/w320-h320/BonelordSD.png" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEFekwS2fJjrmtYSZVyfas1WBZUol8PrLYMb9VHCWQf8wzvhSkip3EeuNK2Gd3Wa7FXtL5GZ5eGJWIuthCjd77xC0wMCL_INMBGsbrTVCCknx5CjNNSBE5WvhoatqU_JflH2pBspwhglrKba2l2WdgyBazWBO85mpmgk1EqkSvSm_Mloh2QFjVXyff/s768/GourdDukeSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEFekwS2fJjrmtYSZVyfas1WBZUol8PrLYMb9VHCWQf8wzvhSkip3EeuNK2Gd3Wa7FXtL5GZ5eGJWIuthCjd77xC0wMCL_INMBGsbrTVCCknx5CjNNSBE5WvhoatqU_JflH2pBspwhglrKba2l2WdgyBazWBO85mpmgk1EqkSvSm_Mloh2QFjVXyff/w320-h320/GourdDukeSD.png" width="320" /></a></div><p>(Jaq's plan was to split his two personalities -- the Incandescent Bonelord following the Burning Hate, and the Gourd Duke following Dalya -- putting one into Saint Usla, so that each could be in charge of their own holiday. The Professor had all the details, it involved a plant that had been grafted with black dahlias and orange lilies, which through the laws of similarity could split the two personalities if ungrafted, and then graft the orange lilies onto a sunflower, representing Saint Usla's Numiel.)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1SatcAf2AAx5QuHbzHUusVSf6g_h-Hp_vxaGe_c46FOl4THOrhTdsKoUKCeQSdkzAaIMPokiI4pt66OulWg0d2kB8E-Wu5Acldzpwx8FakIGLg77u3mumY_B7LUjeMjihzuyVcNYCH0KuNLGomdrVdzUbY45us-CQjm17_UsuDbbPlq9u0yil0o8-/s768/NeepkagSD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1SatcAf2AAx5QuHbzHUusVSf6g_h-Hp_vxaGe_c46FOl4THOrhTdsKoUKCeQSdkzAaIMPokiI4pt66OulWg0d2kB8E-Wu5Acldzpwx8FakIGLg77u3mumY_B7LUjeMjihzuyVcNYCH0KuNLGomdrVdzUbY45us-CQjm17_UsuDbbPlq9u0yil0o8-/s320/NeepkagSD.png" width="320" /></a></div><p>The Guildmasters went to the Bogeyperson's cave, defeated them, rescued Usla, and were declared Nice and deserving of many presents by Usla. They returned the Professor to Jaq, who now owes them an unspecified favor.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-21868861615669339342022-11-22T01:50:00.012-05:002022-11-22T01:50:00.226-05:00Dual Types<p>I have heard tell that, early in the development of 5e, the notion of creatures/races with two Types was thrown around, and eventually ruled against. I don't know how it was meant to work at the time, but it does fill a much-needed gap.</p><p>Early on in published 5e, PCs could only be Humanoid. The <i>Eberron </i>book made Warforged simply Humanoid, rather than the old 3.5e jerry-rig of Construct(living construct) that made them technically Constructs but also work for PC purposes (mostly resurrection).</p><p>Then, later on, they abandoned that principle and started publishing races that are other Types, such as the Fairy in <i>Wild Beyond the Witchlight</i>. They had realized it's not super important for PCs to be Humanoid -- although there are still no properly Undead options (the three Lineages in <i>Van Richten's Guide to Ravenloft</i> are Humanoid, but with various Undead-esque properties). I hear tell there is or will be an actual Construct option (the Autognome?).</p><p>My solution to there being no Undead PC options, Warforged being nonsensically Humanoid, and so on: bring back dual Types!</p><ul style="background-color: white; border: 0px; box-sizing: inherit; color: #3a3a3a; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Some races -- including warforged (humanoid/construct), tiefling (humanoid/fiend), aasimar (humanoid/celestial), dragonborn (humanoid/dragon), kobold (humanoid/dragon), and <a href="https://highseas.fandom.com/wiki/Alithi" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline;" title="Alithi">alithi</a> elves (humanoid/plant) -- have dual creature type.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If any favorable effect would affect either or both of your types, it affects you.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If any effect would affect neither of your types, you are immune to it.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.</li></ul><p style="text-align: left;">The one peculiarity here is: what happens if you have an effect that has a positive effect on one of your Types and a negative effect on your other Type? I'm not sure if there are any actual effects that heal a living thing but do radiant damage to Undead, but a character with both the Humanoid and Undead Types would have to deal with it if it does. My instinct is that you are affected by both -- you are, in that example, healed <i>and</i> take radiant damage (albeit with advantage on any saves against it). But this is a rare enough circumstance that I'd leave it up to individual DM adjudication.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-140526259682317832022-11-12T00:01:00.013-05:002022-11-12T00:01:00.206-05:00Random Regnal Nickname Table v3.0So we have random regnal nickname tables <a href="https://luduscarcerum.blogspot.com/2020/05/random-regnal-nickname-table.html" target="_blank">v1</a> and <a href="https://luduscarcerum.blogspot.com/2020/09/random-regnal-nickname-table-v20.html" target="_blank">v2</a>. The first one creates very realistic, <i>Crusader Kings</i>/real history nicknames. Having now tried the second one, it turns out to create some very bizarre nicknames -- most rulers in real history don't have multiple nicknames, but this one generates mostly 2-3 nickname rulers. If you want a nice balance, consider:<div><br /></div><div>Roll d20:</div><div>* 1-6 not noteworthy enough to have a nickname </div><div>* 7-10 "the <a href="https://www.randomlists.com/nouns?dup=false&qty=1" target="_blank">Noun</a>" </div><div>* 11-14 "the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1" target="_blank">Verb</a>er" </div><div>* 15-18 "the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1" target="_blank">Adjective</a>" </div><div>* 19 Roll on <a href="https://luduscarcerum.blogspot.com/2020/05/random-regnal-nickname-table.html" target="_blank">Table 1</a> </div><div>* 20 Roll on <a href="https://luduscarcerum.blogspot.com/2020/09/random-regnal-nickname-table-v20.html" target="_blank">Table 2</a>
</div>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-83422475742737789142022-11-10T00:01:00.001-05:002022-11-10T00:01:00.208-05:00Old Bounties<p> Currently posted on the corkboard in the Adventurer's Guild, the glorified tavern near the heart of the wretched hive of scum and villainy that is Endeesy, there is a map and a number of notes (in order from oldest to newest):</p><p><br /></p><p>---</p><p><br /></p><p>Map</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_-4pNSYi8x5WzMLUhKLpO003SULE_ZcRZf9pn9zlm9f32SqWKF9Wh71uqoEcCqgV9yfVISlUOArWzqPz4-iMPGIKqnzj9MZBpxjtnkMtmqpiy-fJtU5HCr4mq6VIV6fK_LX7wTWyn4KL3nnqBtmVkZzV1ZaSB3WhZ43V9kfn8KEacHFzyG6ymsHm6/s1022/Gusmap%5B1%5D.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1022" data-original-width="973" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_-4pNSYi8x5WzMLUhKLpO003SULE_ZcRZf9pn9zlm9f32SqWKF9Wh71uqoEcCqgV9yfVISlUOArWzqPz4-iMPGIKqnzj9MZBpxjtnkMtmqpiy-fJtU5HCr4mq6VIV6fK_LX7wTWyn4KL3nnqBtmVkZzV1ZaSB3WhZ43V9kfn8KEacHFzyG6ymsHm6/w609-h640/Gusmap%5B1%5D.gif" width="609" /></a></div><br /><p><br /></p><p>PLEASE DO NOT TAKE THIS MAP, IT IS PROVIDED AS A COURTESY TO ALL OUR CUSTOMERS</p><p><br /></p><p>---</p><p><br /></p><p>A Bride For The King</p><p>By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:</p><p><br /></p><p>The king desires, to be brought before him for marriage, the most beautiful woman to be found in the all the reaches of the cosmos, whomsoever she may be. The reward to any man who brings such a woman to the King shall earn the eternal gratitude of the kingdom and ten thousand platinum coins, or some equivalent favour.</p><p><br /></p><p>Addendum from the Dowager Queen: This woman must additionally be clever, competent, capable of defending herself in battle, and should preferably bring an alliance to some powerful nation. If these conditions are met, the queen will see to it that he who completes this task shall have his greatest desire fulfilled to the greatest extent of possibility.</p><p><br /></p><p>---</p><p><br /></p><p>Coded Message</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0XEVazQnS8ID5wEM2HGVM1eXu4dYVvMah-N-K3_3zfsivjYWJETXRqJQ6cgxSFE1bD5YXSM5hg8IhOaIr3HXS7w-JESsdtA6nJR4bhhAiMjorgEcAD3u0ySEVGDCP2mA1aSQ6PdN-kDLAtpTUC8Fp2aaBxUteFAZ6lYiwcfGu-jZ7bSwcyI-LAcfk/s727/Codedmessage%5B1%5D.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="470" data-original-width="727" height="414" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0XEVazQnS8ID5wEM2HGVM1eXu4dYVvMah-N-K3_3zfsivjYWJETXRqJQ6cgxSFE1bD5YXSM5hg8IhOaIr3HXS7w-JESsdtA6nJR4bhhAiMjorgEcAD3u0ySEVGDCP2mA1aSQ6PdN-kDLAtpTUC8Fp2aaBxUteFAZ6lYiwcfGu-jZ7bSwcyI-LAcfk/w640-h414/Codedmessage%5B1%5D.png" width="640" /></a></div><p><br /></p><p>---</p><p><br /></p><p>Dragon Hunt</p><p>Sir Randolph of the Kingsguard offers the following standing bounties:</p><p><br /></p><p>1,000 gold for the head or plate and horns of a brass dragon.</p><p>1,500 gold for the head or horns and frill of a silver dragon.</p><p>2,000 gold for the head or horns of a copper dragon.</p><p>2,500 gold for the head or crest of a bronze dragon.</p><p>7,500 gold for the head or barbels of a gold dragon.</p><p>Juvenile or younger dragons shall earn half the listed bounty, while old and older dragons shall earn twice the listed bounty. Additionally:</p><p><br /></p><p>500 gold for the head of a metallic half-dragon of any race.</p><p>250 gold for the head of an individual of any race partially descended from a metallic dragon.</p><p>750 gold for the head of any Dragonborn of Numiel, who are always metallic.</p><p>Moreover:</p><p><br /></p><p>2,500 gold for a live chromatic half-dragon individual of any race.</p><p>1,250 gold for a live individual of any race partially descended from a chromatic dragon.</p><p>ADDENDUM: By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:</p><p><br /></p><p>The Dragonborn known as Scarecrow is to be left alone, and not targeted for this bounty.</p><p><br /></p><p>---</p><p><br /></p><p>Engineer Headhunting</p><p>By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:</p><p><br /></p><p>As befits a state of war between two nations, the king offers a standing bounty for the destruction, capture, or other removal from engineer hands, of any engineer-controlled submarine.</p><p><br /></p><p>This shall earn a captain a letter of marque and official status as a privateer for the kingdom of Gus, with all the rights and responsibilities due thereto. Additionally, a reward of 1,500 platinum coins per submarine shall be granted. Additionally, engineers, sea- or war-forged, or githzerai, captured while working for or with the engineer nation against Gus, shall earn a bounty of 25 platinum coins per captive. The heads of engineers, sea- or war-forged, or githzerai, killed while working for or with the engineer nation against Gus, shall earn a bounty of 10 platinum coins per head.</p><p><br /></p><p>---</p><p><br /></p><p>Oliphaunt Snax</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjslLexrX0GZ8r3BGRCbleCJKtDFm1b3ADCScB_CCAgZLJwM6zRyujbp-nhOwV7fr1ZKcOKUMBS7xGhqaixw4Z_9M-THMm66Y02-o7qb1HWNbL5R7zEodiYbvMTIFSmM_VV2sIvIMMB7h4VX6zV60KQ5RtggeqhluFBTpPgDXvhjJXjjW3-phdiiZYW/s750/5940730773_9752efdb9f_b%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="393" data-original-width="750" height="335" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjslLexrX0GZ8r3BGRCbleCJKtDFm1b3ADCScB_CCAgZLJwM6zRyujbp-nhOwV7fr1ZKcOKUMBS7xGhqaixw4Z_9M-THMm66Y02-o7qb1HWNbL5R7zEodiYbvMTIFSmM_VV2sIvIMMB7h4VX6zV60KQ5RtggeqhluFBTpPgDXvhjJXjjW3-phdiiZYW/w640-h335/5940730773_9752efdb9f_b%5B1%5D.jpg" width="640" /></a></div><br /> <p></p><p>---</p><p><br /></p><p>Demon Infestation</p><p>As many may already be aware, the countryside has been plagued by foul and fiendish beasts, issuing forth from the caves and mines of Mount Dis. As a protector of the Realm, I feel it my duty to investigate, but other duties keep me occupied between N.D.C. and the Omorashi border. As such, I issue the following bounties:</p><p><br /></p><p>For concrete, verifiable information regarding the ultimate source of the infestation: 2,500 gold</p><p>For a detailed map leading from the surface to the ultimate source of the infestation: 5,000 gold</p><p>For the temporary or permanent stoppage of the infestation, by any means: 50,000 gold</p><p>Bounty posted by Sir Nakazawa of the Kingsguard</p><p><br /></p><p>---</p><p><br /></p><p>Pumayyaton's Statue</p><p>Seeking the following effects, in any form – spell, scroll, wand, wish or limited wish, or miscellaneous:</p><p><br /></p><p>Animate Object</p><p>Permanency</p><p>Stone to Flesh</p><p>Awaken Construct</p><p>See Pumayyaton the Sculptor. Rewards include a powerful elephant statuette, a taciturn yet loyal Dread Guard, a snarky yet effective sword, or elegant custom-crafted statuary.</p><p><br /></p><p>---</p><p><br /></p><p>Justice For Prior Trakis</p><p>REWARD:</p><p><br /></p><p>Information sought leading to the whereabouts of a band of evil adventurers who broke into the monastery on Perch Hill, terrorized the monks, and murdered Prior Trakis, a paladin of the faith. See Abbot Waxter at the Monastery with any information. Be on the lookout for a group consisting of:</p><p><br /></p><p>an orc-descended man, in possession of a horse</p><p>an engineer man</p><p>an Omorashi human woman</p><p>an elf by the name of Aramil Silverleaf, with a scar over one eye</p><p>two additional human or elf men</p><p>Be warned: these individuals are armed and extremely dangerous. They may be in league with an evil erinyes devil – this creature is very powerful and should not be engaged without proper training.</p><p><br /></p><p>They may also be in possession of copies of several volumes of the Evil Encyclopedia of Evil – if found, these books should not be read and may be returned to the Monastery for an additional reward of 250 gold pieces each.</p><p><br /></p><p>Authorized by Numiel’s Archbishop of Shell, Jov Sauart</p><p><br /></p><p>---</p><p><br /></p><p>The Evil Encyclopedia of Evil</p><p>Interested parties seek copies of any volumes from the Evil Encyclopedia of Evil. Bring these documents to the Cathedral of Quasxthe; ask for Viblet Kewne. The reward shall be 1,000 gold pieces per volume.</p><p><br /></p><p>---</p><p><br /></p><p>Ruins in the Mines</p><p>The proprietors of the Tiv-Beckett Cold-Iron Mine no longer need the mines cleansed of centipedes, as they have been thoroughly dealt with. However, as a notice to the public, we have struck ancient ruins of an underground civilization in our digging. We offer no reward for exploring these ruins, but adventurous types may choose to investigate nonetheless.</p><p><br /></p><p>---</p><p><br /></p><p>Join The Adventurer's Guild</p><p>Becoming a Member of the Adventurer’s Guild carries a flat fee of 25gp. Among other benefits, Members get a 50% discount on rooms, food, and drinks at the Guild, and may request rescue party insurance for each mission they undertake.</p><p><br /></p><p>A member of the Adventurer’s Guild may become a Journeyman if he finds and returns one of the five Journeyman’s Keys, hidden somewhere in the caves and dungeons of Mount Dis. Among other benefits, Journeymen get free room and food at the Guild, and receive a 5% discount at participating adventurer supply stores.</p><p><br /></p><p>A Journeyman may become a Guild Master upon completion of some special quest for the Guild Masters. Among other benefits, the discount at participating adventurer supply stores increases to 10% for a Master.</p><p><br /></p><p>Members of all levels must pay dues of 5gp per month.</p><p><br /></p><p>---</p><p><br /></p><p>Join The Mage's Guild</p><p>Levethixi, vorastrixi, vur lyrik xiekivi svaust klae wer suiaerl auneli, usv tikilvi sweekmonir ekess xkhat mishun: siofme voranir ekess wer hertan di hewi. Drekim vin kamati persvek wer hertan ui aaiovew aurix vur asildk aurix rinovup welun. Nezcaubolic re vi cuaili sva wer hertan, zadl ekess shio yorir ini hertan ankini, zadl ekess wer kivan korshim ihk tija kirmipri, vur zadl ekess kemir vur vdri cuailiri.</p><p><br /></p><p>Translation for characters who can read Draconic: <Wizards, Sorcerers, and other Wielders of the arcane Arts, or any One seeking to become Such: consider joining the Mage’s Guild. Apprenticeship in the Guild is 50gp plus 10gp per Month. Benefits include a Room at the Guild, Access to all Lectures by Guild Teachers, Access to the vending Machine for material Components, and Access to Training and Meditation Rooms.></p><p><br /></p><p>---</p><p><br /></p><p>Mad Druidry</p><p>The Mad Druid Seye Ipivi demands components for a mad ritual of his own devising:</p><p><br /></p><p>the spleen of a seven-horned sheep</p><p>seven leaves from seven treants</p><p>the acidic saliva of a green dragon</p><p>seven vials of anarchic water</p><p>seven ears from seven elves</p><p>a topaz, a sapphire, a ruby, a pearl, an opal, a diamond, and an aquamarine</p><p>The Mad Druid shall well reward bringers of these things, to the tune of 100 gold for each individual item!</p><p><br /></p><p>---</p><p><br /></p><p>Rename the Endeesy Five</p><p>On a bounty board in an inn in Noodleton:</p><p><br /></p><p>For Sale: Right to the Name of this Fab Five, formerly known as 'Endeesey Five'. You can purchase and we'll call our group in the name of your choice! Justine's Justice League? Noodleton Noodlers? You pay the money, you pick the name! Contact the Man in Red for more info.</p><p><br /></p><p>---</p><p><br /></p><p>Slay Sewer Monsters</p><p>By Order of Sir Nelson of the Kingsguard:</p><p><br /></p><p>To increase safety for the workers in the sewers, the Crown offers 1 platinum coin for every destroyed monster in the sewers under the Crown District.</p><p><br /></p><p>---</p><p><br /></p><p>Ingredients for Sir Winden</p><p>Sir Winden of the Kingsguard will pay one thousand gold pieces for a live troll, which he seeks for medical experiments.</p><p><br /></p><p>Additionally, he requires at least one vial of the blood of some petrifying creature -- a medusa, cockatrice, basilisk, or the like. For this he will pay five hundred gold pieces.</p><p><br /></p><p>---</p><p><br /></p><p>Retrieve Wizard’s Familiar</p><p>A Mage of the Mage’s Guild, Dr. Paul Wal-Dover, has lost his beloved cat familiar, Papageno. He suspects he was kidnapped for the exotic menagerie of Wang Port in the Omorashi Empire. He can afford to pay with his half-expended Staff of the Woodlands if Papageno is returned to him.</p><p><br /></p><p>While you’re at it, bringing Dr. Wal-Dover any interesting live magical beasts from the menagerie for study would be rewarded with gratitude, though he cannot afford to pay for this service.</p><p><br /></p><p>---</p><p><br /></p><p>Vigilante Justice</p><p>By Order of Sheriff Clarissa Ten-Jones:</p><p><br /></p><p>An individual known as the Violet Shadow has been gruesomely and extrajudicially killing criminals and stringing them up in public places. Pay no attention to the popular esteem for this vigilante; her executions are not the justice of the Crown, and a stop must be put to them.</p><p><br /></p><p>REWARD</p><p><br /></p><p>For information leading to the arrest of the Violet Shadow: 1,000gp</p><p>For the death of the Violet Shadow: 2,500gp</p><p>For bringing the Violet Shadow in alive for trial: 5,000gp</p><p><br /></p><p>---</p><p><br /></p><p>Protect an Eladrin from an Inevitable</p><p>I, Sir Joseph of the Kingsguard, have taken under my protection a tiny Coure Eladrin. This poor celestial creature, having inadvertently violated ancient pacts and natural laws in her fight against Evil, finds herself on the run from a Zelekhut Inevitable bent on enforcing the Law.</p><p><br /></p><p>For the defeat of this Inevitable, or otherwise helping me to protect this Eladrin from it, I offer up to 5,000 gold.</p><p><br /></p><p>---</p><p><br /></p><p>Supplies for Repair</p><p>The crew of the Mango Mango, a [scribbled out] ship, currently parked in Worchestershire, seeks supplies to repair their [scribbled out]</p><p><br /></p><p>We seek:</p><p><br /></p><p>boots of levitation, winged boots, broom of flying, or carpet of flying, 7000gp</p><p>a fan feather token, 250gp</p><p>an anchor feather token, 40gp</p><p>salve of slipperiness, 900gp</p><p>sovereign glue, 2000gp</p><p>universal solvent, 40gp</p><p>some small chunks of elementum, (keyed to any element is fine) or dragonshards, 5000gp</p><p><br /></p><p>---</p><p><br /></p><p>Koprulu Invasion of Romus</p><p>News has filtered in from Romus that the Fylkir of Inglip, Latya Koprulu, having received mysterious instructions from her god, has gathered an army of gropagas (priests) and slaads (Outsiders from the Chaotic Plane of Air) and launched an invasion of eastern Romus.</p><p><br /></p><p>Numiel's Archbishop of Shell and the local Abbot of the Monastery of Numiel at Perch Hill have sent out word that all true Numielites are encouraged to join the fight against the forces of chaos.</p><p><br /></p><p>Contrariwise, the local gropagas of Inglip at the Inglip Temple and Arena Complex have sent out word that all followers of Inglip are encouraged to join the fight on the side of chaos.</p><p><br /></p><p>---</p><p><br /></p><p>Slay the Enormous Bententacled Monstrosity</p><p>Sir Nelson has been told that at the center of the top level of dwarven ruins under Mount Dis dwells trapped an enormous betentacled undead monstrosity of truly prodigious size. Though trapped, this creature remains a dangerous menace to all life. Destroy this creature and I am authorized to grant a reward of a single book or scroll of your choice from the Royal Library or a single article of your choice from the Royal Armory.</p><p><br /></p><p>---</p><p><br /></p><p>A Bride for Viscount Appleton</p><p>Mardero Haight, the Viscount Appleton desires the affections of a certain Kathleen, wench at the Hungry Owlbear tavern in Appleton, but she has thus far spurned him. If anyone were to coerce her to return the Viscount's affections, by any means necessary, he would reward them with a fully functioning and profitable apple orchard, complete with servants and workers, recently seized for non-payment of taxes.</p><p><br /></p><p>If anyone brings up this bounty in the presence of anybody prone to gossip, one discovers that the Viscount Appleton is a man of fearsome reputation, his appearance and appetites described as each more terrible than the other. No telling what truth there is to these rumors.</p><p><br /></p><p>---</p><p><br /></p><p>Ask Your Cleric About Nerzohexoate</p><p>Do you feel sad sometimes? Do you suffer from angst? Does unbearable existential dread get you down? Are you plagued by a persistent feeling of doom or despair? Ask your cleric if Nerzohexoate is right for you!</p><p><br /></p><p>(Side-effects of Nerzohexoate may include, but are not limited to: light sensitivity, erectile dysfunction, inflammation of the splanch, constipation, anal leakage, polydactylism, sneezing, eructation, projectile vomiting, hypochondria, thirst, sinus or ear infection, mild electrocution, albinism, dizziness, nymphomania, sensory overload, cardiac arrest, and death.)</p><p><br /></p><p>---</p><p><br /></p><p>Billiam & Billiam, Attys at Law</p><p>Hurt by adventurers? Adventurer-related medical bills piling up? Victim of theft or robbery by adventurers? Had your perfectly legal business or religious practices disrupted by adventurers?</p><p><br /></p><p>Contact Billiam and Billiam, Attorneys at Law, Licensed Knave's Guild Affiliates!</p><p><br /></p><p>---</p><p><br /></p><p>Put Down Peasant Revolt</p><p>By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:</p><p><br /></p><p>It has come to our attention that an insurrectionist known to the people as Milla Hillthorn has been rallying the peasants of the Northeast in revolt. When the guards of Reachham seek her, she is nowhere to be found, perhaps warned of her pursuers in advance.</p><p><br /></p><p>REWARD</p><p><br /></p><p>For information leading to the arrest of Milla Hillthorn: 1,500gp</p><p>For the death of Milla Hillthorn: 3,000gp</p><p>For bringing Milla Hillthorn in alive for public punishment: 6,000gp</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-47746362889264923472022-10-14T00:01:00.034-04:002022-10-14T00:01:00.208-04:003.5e Lizardfolk and Myconid Monster Classes<b>Lizardfolk Racial Traits</b><div><b><br /></b><div><table border="1" style="box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px;"><tbody style="box-sizing: inherit;"><tr style="box-sizing: inherit;"><th style="box-sizing: inherit;">Level</th><th style="box-sizing: inherit;">BAB</th><th style="box-sizing: inherit;">HD</th><th style="box-sizing: inherit;">Fort</th><th style="box-sizing: inherit;">Ref</th><th style="box-sizing: inherit;">Will</th><th style="box-sizing: inherit;">Class Features</th></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">1d8</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">+1</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+3 natural Armor, +2 Balance, +2 Jump</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">+1</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+0</td><td style="box-sizing: inherit;">+5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim</td></tr></tbody></table><br /></div><div><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Automatic Languages: Common, Draconic.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Bonus Languages: Aquan, Goblin, Gnoll, Orc.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Favored Class: Druid</li></ul><div><span face="rubik, helvetica, arial, sans-serif" style="color: #3a3a3a;"><br /></span></div></div></div><div><h3 style="border: 0px; box-sizing: inherit; font-family: var(--theme-page-headings-font),rubik,helvetica,arial,sans-serif; font-size: 18px; line-height: 1.25; margin: 24px 0px 12px; overflow-wrap: break-word; padding: 0px; vertical-align: baseline;"><span class="mw-headline" id="Myconid_Racial_Traits" style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Myconid Racial Traits</span></h3><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Racial Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Tiny Plant</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">-2 Str, +2 Dex, -2 Int, +2 Wis.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Land speed 20 feet.</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Plant Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Low-light vision.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Immunity to poison, sleep effects, paralysis, polymorph, and stunning.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Not subject to critical hits.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Plants breathe and eat, but do not sleep.</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.</li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.</li></ul><div><table border="1" style="box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px;"><tbody style="box-sizing: inherit;"><tr style="box-sizing: inherit;"><th style="box-sizing: inherit;">Level</th><th style="box-sizing: inherit;">HD</th><th style="box-sizing: inherit;">BAB</th><th style="box-sizing: inherit;">Fort</th><th style="box-sizing: inherit;">Ref</th><th style="box-sizing: inherit;">Will</th><th style="box-sizing: inherit;">Skill Points</th><th style="box-sizing: inherit;">Age Range</th><th style="box-sizing: inherit;">Special</th></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">1st</td><td style="box-sizing: inherit;">1d8</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">(2+INT)x4</td><td style="box-sizing: inherit;">4-8</td><td style="box-sizing: inherit;">Feat, slam 1d3, Tiny</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">2nd</td><td style="box-sizing: inherit;">1d8</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;"></td><td style="box-sizing: inherit;">4-8</td><td style="box-sizing: inherit;">+2 Dex, +2 Cha, distress spores</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">3rd</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">0</td><td style="box-sizing: inherit;">(2+INT)</td><td style="box-sizing: inherit;">8-12</td><td style="box-sizing: inherit;">+2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">4th</td><td style="box-sizing: inherit;">3d8</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">(2+INT)</td><td style="box-sizing: inherit;">12-16</td><td style="box-sizing: inherit;">Feat, +2 Str, -2 Dex, slam 1d6, Medium</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">5th</td><td style="box-sizing: inherit;">3d8</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;"></td><td style="box-sizing: inherit;">12-16</td><td style="box-sizing: inherit;">+2 Cha, +2 Wis, rapport spores</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">6th</td><td style="box-sizing: inherit;">4d8</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">4</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">(2+INT)</td><td style="box-sizing: inherit;">16-20</td><td style="box-sizing: inherit;">+2 Str, +2 Con, pacification spores</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">7th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">4</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">(2+INT)</td><td style="box-sizing: inherit;">20-24</td><td style="box-sizing: inherit;">+2 Str, +2 natural armor, slam 1d8, Large</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">8th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">3</td><td style="box-sizing: inherit;">4</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;">1</td><td style="box-sizing: inherit;"></td><td style="box-sizing: inherit;">20-24</td><td style="box-sizing: inherit;">+2 Con, +2 Wis, hallucination spores</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">9th</td><td style="box-sizing: inherit;">6d8</td><td style="box-sizing: inherit;">4</td><td style="box-sizing: inherit;">5</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">2</td><td style="box-sizing: inherit;">(2+INT)</td><td style="box-sizing: inherit;">24+</td><td style="box-sizing: inherit;">Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores</td></tr></tbody></table><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Proficiencies: Slam attack only. Not proficient with any armor.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.</li></ul></li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.</li></ul></li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">confusion</i> spell for 1 hour.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.</li></ul></li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.</li></ul></div></div>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-7959536214191878692022-10-12T00:01:00.029-04:002022-10-12T00:01:00.208-04:003.5e Outsider Monster Classes<h3 style="border: 0px; box-sizing: inherit; font-family: var(--theme-page-headings-font),rubik,helvetica,arial,sans-serif; font-size: 18px; line-height: 1.25; margin: 24px 0px 12px; overflow-wrap: break-word; padding: 0px; vertical-align: baseline;"><span class="mw-headline" id="Ghaele_Racial_Traits" style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Ghaele Eladrin Racial Traits</span><span class="mw-editsection" style="border: 0px; box-sizing: inherit; font-weight: 500; margin: 0px 0px 0px 12px; padding: 0px; unicode-bidi: isolate; vertical-align: baseline;"><a class="mw-editsection-visualeditor" href="https://highseas.fandom.com/wiki/Outsiders?veaction=edit&section=2" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline; white-space: nowrap;" title="Edit section: Ghaele Racial Traits"></a><a href="https://highseas.fandom.com/wiki/Outsiders?section=2&veaction=editsource" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline; white-space: nowrap;" title="Edit section: Ghaele Racial Traits"><svg class="wds-icon wds-icon-tiny"><use xlink:href="#wds-icons-pencil-tiny"></use></svg></a></span></h3><p style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; line-height: 1.75; margin: 0px 0px 24px; overflow-wrap: break-word; padding: 0px; vertical-align: baseline;">As in <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Monster Manual I</i>/<a class="external text" href="http://www.d20srd.org/srd/monsters/ghaele.htm" rel="nofollow noreferrer noopener" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline;" target="_blank">the SRD</a>, or:</p><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Racial Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Starting Ability Score Adjustments: None.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Speed: Ghaele land speed is 50 feet.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Subtypes: A ghaele has the Chaotic and Good subtypes.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Low-Light Vision: Ghaeles 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.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Saves: +4 racial bonus on saving throws against poison.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Favored Class: Whatever class you take for your first base class level.</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Outsider Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Darkvision: Ghaeles can see in the dark up to 60 feet.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.</li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).</li></ul><table border="1" style="box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px;"><tbody style="box-sizing: inherit;"><tr style="box-sizing: inherit;"><th style="box-sizing: inherit;">Level</th><th style="box-sizing: inherit;">HD</th><th style="box-sizing: inherit;">BAB</th><th style="box-sizing: inherit;">Fort</th><th style="box-sizing: inherit;">Ref</th><th style="box-sizing: inherit;">Will</th><th style="box-sizing: inherit;">Skill Points</th><th style="box-sizing: inherit;">Special</th></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">1st</td><td style="box-sizing: inherit;">1d8</td><td style="box-sizing: inherit;">+1</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">(8 + Int mod) x 4</td><td style="box-sizing: inherit;">Feat, lesser ghaele powers 1/day</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">2nd</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Dex, spells, natural armor</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">3rd</td><td style="box-sizing: inherit;">3d8</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">Feat, +2 Int, spell resistance (8+level)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">4th</td><td style="box-sizing: inherit;">4d8</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Str, Tongues</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">5th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Wis, Lesser ghaele powers 3/day, resistance (fire 5, cold 5, electricity 5)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">6th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Cha, Ghaele powers 1/day, protective aura (<i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">magic circle against evil</i>)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">7th</td><td style="box-sizing: inherit;">6d8</td><td style="box-sizing: inherit;">+6/+1</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">Feat, +2 Str, Alternate form, light rays 2d6, gaze (5 ft., 1 HD)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">8th</td><td style="box-sizing: inherit;">7d8</td><td style="box-sizing: inherit;">+7/+2</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Int, Lesser ghaele powers at will, Ghaele powers 1/day or 3/day, immunities (electricity, petrification)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">9th</td><td style="box-sizing: inherit;">7d8</td><td style="box-sizing: inherit;">+7/+2</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Wis, DR 5/evil or cold iron, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">10th</td><td style="box-sizing: inherit;">8d8</td><td style="box-sizing: inherit;">+8/+3</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Str, +2 Int, Light rays 2d8, Ghaele powers 1/day or at will</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">11th</td><td style="box-sizing: inherit;">8d8</td><td style="box-sizing: inherit;">+8/+3</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Str, +2 Cha, Resistances (fire 10, cold 10), gaze (30 ft., 5 HD), Greater ghaele powers 1/day</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">12th</td><td style="box-sizing: inherit;">9d8</td><td style="box-sizing: inherit;">+9/+4</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">Feat, +2 Str, +2 Wis, Light rays 2d12, gaze (60 ft., 5 HD)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">13th</td><td style="box-sizing: inherit;">9d8</td><td style="box-sizing: inherit;">+9/+4</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">+6</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Con, greater ghaele powers 1/day or 3/day</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">14th</td><td style="box-sizing: inherit;">10d8</td><td style="box-sizing: inherit;">+10/+5</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Str, +2 Cha, DR 10/evil and cold iron</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">15th</td><td style="box-sizing: inherit;">10d8</td><td style="box-sizing: inherit;">+10/+5</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">+7</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2</td></tr></tbody></table><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Proficiencies:</b> Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Feats:</b> All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Lesser Ghaele Powers (Sp):</b> A ghaele can use the following spell-like abilities once per day each: <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">aid</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">alter self</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">color spray</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">comprehend languages</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">continual flame</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">cure light wounds</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">dancing lights</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">detect evil</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">detect thoughts</i>, and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">see invisibility</i>. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Spells:</b> Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Natural Armor (Ex):</b> Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Spell Resistance (Ex):</b> At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Tongues (Su):</b> Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Resistance (Ex):</b> At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Ghaele Powers (Sp):</b> Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">chain lightning</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">charm monster</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">dispel magic</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">hold monster</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">improved invisibility</i> (self only), <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">major image</i>, and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">wall of force</i>. At eighth level he can use any of these except <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">chain lightning</i> and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">wall of force</i> three times per day, and at tenth level he can use any of them except <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">chain lightning</i> and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">wall of force</i> at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Protective Aura (Su):</b> Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">magic circle against evil</i> (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">lesser globe of invulnerability</i>. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Alternate Form (Su):</b> Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Light Ray (Ex):</b> A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Gaze (Su):</b> At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">fear</i> spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Damage Reduction (Ex):</b> Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">and</i> cold iron.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Greater Ghaele Powers (Sp):</b> Beginning at eleventh level, a ghaele can use <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">prismatic spray</i> and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">greater teleport</i> (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">greater teleport</i> three times per day, and at fifteenth level he can use <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">greater teleport</i> at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.</li></ul><div><h3 style="border: 0px; box-sizing: inherit; font-family: var(--theme-page-headings-font),rubik,helvetica,arial,sans-serif; font-size: 18px; line-height: 1.25; margin: 24px 0px 12px; overflow-wrap: break-word; padding: 0px; vertical-align: baseline;"><span class="mw-headline" id="Succubus_Racial_Traits" style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Succubus Racial Traits</span><span class="mw-editsection" style="border: 0px; box-sizing: inherit; font-weight: 500; margin: 0px 0px 0px 12px; padding: 0px; unicode-bidi: isolate; vertical-align: baseline;"><a class="mw-editsection-visualeditor" href="https://highseas.fandom.com/wiki/Outsiders?veaction=edit&section=4" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline; white-space: nowrap;" title="Edit section: Succubus Racial Traits"></a><a href="https://highseas.fandom.com/wiki/Outsiders?section=4&veaction=editsource" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline; white-space: nowrap;" title="Edit section: Succubus Racial Traits"><svg class="wds-icon wds-icon-tiny"><use xlink:href="#wds-icons-pencil-tiny"></use></svg></a></span></h3><p style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; line-height: 1.75; margin: 0px 0px 24px; overflow-wrap: break-word; padding: 0px; vertical-align: baseline;">As in <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Monster Manual I</i>/<a class="external text" href="http://www.d20srd.org/srd/monsters/demon.htm#succubus" rel="nofollow noreferrer noopener" style="border: 0px; box-sizing: inherit; line-height: inherit; margin: 0px; padding: 0px; text-decoration-style: solid; transition: color 0.3s ease 0s; vertical-align: baseline;" target="_blank">the SRD</a>, or:</p><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Racial Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Starting Ability Score Adjustments: +2 Dex, +6 Cha</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Speed: Succubus land speed is 30 feet.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">A succubus has the Chaotic and Evil subtypes.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Poison Immunity: Succubi are native to a plane where poison is omnipresent.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Skills: +8 racial bonus on Listen and Spot checks</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Favored Class: Whatever class you take for your first base class level.</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Outsider Traits:<ul style="border: 0px; box-sizing: inherit; list-style: disc; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Darkvision: Succubi can see in the dark up to 60 feet.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.</li></ul></li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.</li></ul><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).</li></ul><table border="1" style="box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px;"><tbody style="box-sizing: inherit;"><tr style="box-sizing: inherit;"><th style="box-sizing: inherit;">Level</th><th style="box-sizing: inherit;">HD</th><th style="box-sizing: inherit;">BAB</th><th style="box-sizing: inherit;">Fort</th><th style="box-sizing: inherit;">Ref</th><th style="box-sizing: inherit;">Will</th><th style="box-sizing: inherit;">Skill Points</th><th style="box-sizing: inherit;">Special</th></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">1st</td><td style="box-sizing: inherit;">1d8</td><td style="box-sizing: inherit;">+1</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">(8 + Int mod) x 4</td><td style="box-sizing: inherit;">Feat, 2 claws 1d3, change shape (1), natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, spell resistance (6+RHD)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">2nd</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Int, lesser succubus powers 1/day, telepathy 100 ft</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">3rd</td><td style="box-sizing: inherit;">2d8</td><td style="box-sizing: inherit;">+2</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Cha, fly 50 ft. (average), change shape (3)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">4th</td><td style="box-sizing: inherit;">3d8</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">+3</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">Feat, +2 Con, +2 Int, lesser succubus powers 3/day</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">5th</td><td style="box-sizing: inherit;">4d8</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Cha, energy drain 1/day, change shape (any humanoid)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">6th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">+2 Wis, +2 Int, lesser succubus powers at will, resistances (acid 10, cold 10, electricity 10, fire 10)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">7th</td><td style="box-sizing: inherit;">5d8</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">+4</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Wis, +2 Cha, succubus powers 1/day, spell resistance (12+RHD)</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">8th</td><td style="box-sizing: inherit;">6d8</td><td style="box-sizing: inherit;">+6/+1</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">8 + Int mod</td><td style="box-sizing: inherit;">Feat, +2 Cha succubus powers 3/day, electricity immunity</td></tr><tr style="box-sizing: inherit;"><td style="box-sizing: inherit;">9th</td><td style="box-sizing: inherit;">6d8</td><td style="box-sizing: inherit;">+6/+1</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">+5</td><td style="box-sizing: inherit;">--</td><td style="box-sizing: inherit;">+2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">summon vrock</i> (30%)</td></tr></tbody></table><ul style="border: 0px; box-sizing: inherit; font-family: rubik, helvetica, arial, sans-serif; font-size: 16px; list-style-image: initial; list-style-position: initial; margin: 6px 0px 18px 36px; padding: 0px; vertical-align: baseline;"><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Proficiencies:</b> Succubi are proficient with all simple and martial weapons but not with armor or shields.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Feats:</b> All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Claws:</b> A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Tongues (Su):</b> A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Spell Resistance (Ex):</b> A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Change Shape (Su):</b> At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Resistances (Ex):</b> At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Natural Armor (Ex):</b> A succubus has natural armor equal to her succubus level.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Telepathy (Su):</b> At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Lesser Succubus Powers (Sp):</b> At second level, a succubus can use the following spell-like abilities once per day each: <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">detect good</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">detect thoughts</i>, and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">suggestion</i>. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Flight (Ex):</b> At third level, a succubus gains a fly speed of 50 with average maneuverability.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Energy Drain (Su):</b> A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">suggestion</i> spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">suggestion</i> and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Succubus Powers (Sp):</b> Beginning at seventh level, a succubus can use <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">charm monster</i>, <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">ethereal jaunt</i> (self plus 50 pounds of objects only), and <i style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">greater teleport</i> (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Electricity Immunity (Ex):</b> At eighth level, a succubus is immune to electricity.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Damage Reduction (Ex):</b> At ninth level, a succubus gains DR 10/cold iron or good.</li><li style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><b style="border: 0px; box-sizing: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Summon Vrock (Su):</b> At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.</li></ul></div>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-86133631523954094722022-02-14T01:06:00.003-05:002022-02-14T01:06:56.937-05:00Arossiel and Lily<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">In the
long ago, in time that was, before the quarrels of today’s centuries: there was
a human woman. Her hair was black and short and her skin was pale as teeth, and
the name that she was called by her friends, and that we shall call her today, was
Lily – the overseers had a different name for her, or more precisely an alphanumeric
code, the specifics of which are of little importance and have been lost to us.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">The
Archbishop of Banor at the time had been raised to her position through promising
a tremendous plan to defeat Calabia. Seven times Banor had tried to conquer Calabia,
seven times the bloodlords’ military superiority and judicious political
alliances had rebuffed the holy wars. Eight is not an auspicious number to the
Numielites of Banor, but the Archbishop made grand promises, much grander than
the portents allowed for. Her plan was thus: she prayed to Numiel to send
angels to free all the food from the stockpens, so that the food might rise in
revolt and Banor might sweep in as conquering heroes.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">So it was
that, as Lily was getting ready for sleep in the stockpen, the celestial angel
Arossiel came to her, a frightful whirlwind of wings and eyes, intoning in a
terrible and awful voice, “FEAR NOT”.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">Utterly
disregarding Arossiel’s perfectly clear instruction, Lily gave a terrified
squeak and dropped her hairbrush.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">The angel
did his best to tone down his terrifying affect somewhat, apologizing and begging
Lily’s forgiveness. He was between Lily and the door, and there were no windows
in the stockpens that one might dive out of, so she could not flee; she could
only cower in terror.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">Arossiel
sensed that his holy mission to free the food and raise them up in revolt was already
going poorly, barely having started at all. He shrunk down further, modulated
his voice and his apologies, trying to calm Lily.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">Eventually,
Lily grew less terrified and more curious, just while Arossiel grew more distraught
and panicked about how far behind he was already running on his mission. The
armies of Banor were thundering towards Calabia, and he hadn’t even freed a
single food.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">In a few hours,
Lily calmed Arossiel with soothing words and gentle touch; in that same time, the
angel fell in love with the human, and grew distracted from his mission. If one
food needed this much attention before she might act, how much time would
myriads of them take? Arossiel decided it could not be done, and stayed with
Lily instead. It took some days before Lily returned Arossiel’s feelings, but
in time she did.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">Battle
was soon joined in the fields of Calabia, and the Archbishop’s armies soon lay derelict
and ruined. The fate of the eighth Banor invasion of Calabia was decided before
it began.<o:p></o:p></p>
<p class="MsoNormal" style="line-height: 150%; margin-bottom: 6.0pt; margin-left: 0in; margin-right: 0in; margin-top: 6.0pt; text-align: justify; text-indent: .5in;">Arossiel the
angel fled Calabia with Lily, fled from his duties and from Numiel’s service,
fell from grace and lost his wings, and the two wandered the world for at least
some decades before falling from the pages of history.<o:p></o:p></p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-62896120949552514592022-01-18T00:01:00.005-05:002022-01-18T00:01:00.222-05:003.5e Homebrew Feats<p> =Revised Feats=</p><p><br /></p><p>===Able Learner [General]===</p><p>As in ''Races of Destiny'', except:</p><p><br /></p><p>Special: This feat may be taken at any level. It does not apply retroactively to skill points already spent.</p><p><br /></p><p>===Battle Blessing [General]===</p><p>As in ''Complete Champion'', except:</p><p><br /></p><p>Prerequisite: Ability to cast paladin (any variant), ranger, hexblade, sohei, or blackguard spells.</p><p><br /></p><p>Choose [[Ranger]], [[Hexblade]], [[Paladin]], [[Sohei]], or [[Blackguard]] spells. The benefit applies to spells cast as that class from that class's list (so it doesn't apply to Cleric spells cast by a Prestige Paladin or Druid spells cast by a Prestige Ranger).</p><p><br /></p><p>Special: This feat can be taken more than once. Each time, select a new class from the list for the benefit to apply to.</p><p><br /></p><p>===Dodge [Fighter]===</p><p>Prerequisite: Dex 13.</p><p><br /></p><p>Benefit: You receive a +1 dodge bonus to Armor Class.</p><p><br /></p><p>A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.</p><p><br /></p><p>For effects of other feats and class features that key off the target of your dodge, you must still pick one foe and can re-designate your target on any action.</p><p><br /></p><p>Special: A fighter may select Dodge as one of his fighter bonus feats.</p><p><br /></p><p>===Extra Spell [General]===</p><p>As in ''Complete Arcane'', except:</p><p><br /></p><p>You may choose a spell from any class list. If the spell you choose isn't on your class list, then use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.</p><p><br /></p><p>===Non-Living Meldshaper [Monstrous]===</p><p>Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.</p><p><br /></p><p>Prerequisites: Intelligence 3, Constitution nonability</p><p><br /></p><p>Effect: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. For the purpose of all [Incarnum] and other meldshaping-related feats (including all feats in ''Magic of Incarnum'') and meldshaper prestige classes, any Constitution prerequisites are instead Wisdom prerequisites for you.</p><p><br /></p><p>Special: This feat updates and replaces Undead Meldshaper (''Magic of Incarnum'').</p><p><br /></p><p>===Open Minded [General]===</p><p>You are naturally able to reroute your memory and skill expertise.</p><p><br /></p><p>Benefit: You gain 5 skill points. For every Hit Die you possess beyond 5, you gain an additional 1 skill point. If you have more than 5 Hit Dice, you gain +1 skill point whenever you gain a Hit Die (such as when you gain a level). Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.</p><p><br /></p><p>Special: You cannot gain this feat multiple times.</p><p><br /></p><p>===Vow of Poverty [General]===</p><p><br /></p><p>As in [http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix this fix], except that bonuses accrue by HD instead of by ECL.</p><p><br /></p><p>=New Feats=</p><p><br /></p><p>==General Feats==</p><p><br /></p><p>===Adept Shaman [General]===</p><p><s>You have learned to merge two aspects of the dragon.</p><p><br /></p><p>Prerequisite: dragon shaman level 3, dragonfire adept level 3, Knowledge (arcana) 8 ranks</p><p><br /></p><p>Benefit: Your levels in dragon shaman and dragonfire adept stack for the purpose of dragonfire adept breath weapon damage (but not breath effects), draconic invocations known (but not level of invocation known), and draconic auras known.</p><p><br /></p><p>Special: When you take this feat, you lose your Dragon Shaman breath weapon and any advances to it you may have gained.</s></p><p><br /></p><p>===Average Size [Racial]===</p><p>You are closer to the line between Medium and Small than most of your kin.</p><p><br /></p><p>Prerequisite: Engineer, Dwarf throwback, or Gnome throwback, 1st level only</p><p><br /></p><p>Benefit: If you are an Engineer or a Gnome throwback, you gain the benefits of Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</p><p><br /></p><p>If you are a Dwarf throwback, you gain the benefits of Slight Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.</p><p><br /></p><p>=== Daguna/Ataratheh [Racial] ===</p><p>You are patrilineally descended from the great [[Locathah]] hero Dagon Daguna or matrilineally descended from the Locathah heroine Atargatis Ataratheh, giving you greater rights and prestige in Locathah society.</p><p><br /></p><p>Prerequisite: Locathah or Seafolk Heritage(Locathah), father is Daguna or mother is Ataratheh</p><p><br /></p><p>Benefit: You gain a +5 circumstance bonus to Diplomacy when interacting with Locathah. If your father is Daguna, you are Daguna, giving you the right to be elected Tanist. If instead your mother is Ataratheh, you are Ataratheh, giving you the right to vote at the Tanistmoot.</p><p><br /></p><p>Special: If your father is Daguna ''and'' your mother is Ataratheh, you may gain this feat twice. The circumstance bonus to Diplomacy when interacting with Locathah stacks with itself, and you are both Daguna and Ataratheh, allowing you both to be elected Tanist and to vote at the Tanistmoot.</p><p><br /></p><p>===Draconic Marshal [General]===</p><p><s>You have merged two different aura traditions.</p><p><br /></p><p>Prerequisites: 4 draconic auras known, 2 minor auras known, 1 major aura known, knowledge (arcana) 5 ranks, knowledge (history) 5 ranks</p><p><br /></p><p>Benefit: Your marshal and dragon shaman levels stack for the purpose of determining minor, major, and draconic auras known. Any time you could select a new draconic aura, you may select from the major aura list; any time you could select a new major aura, you may select from the draconic aura list. Your aura bonus for both major and draconic auras is the higher of your two aura bonuses (for example, a level 2 marshal, level 5 dragon shaman has an aura bonus of +2 for both their major and draconic auras).</p><p><br /></p><p>Normal: A marshal may select draconic auras for their major auras, but not vice versa.</s></p><p><br /></p><p>===Eldritch Adept [General]===</p><p><s>You have learned to merge two invocation traditions. </p><p><br /></p><p>Prerequisite: eldritch blast 2d6, Dragonfire Adept breath weapon 2d6, knowledge (the planes) 5 ranks, knowledge (arcana) 5 ranks </p><p><br /></p><p>Benefit: Your Warlock and Dragonfire Adept levels stack for the purpose of determining the level of invocation you can learn at a new level, and the damage dice for your eldritch blast and dragonfire adept breath weapon.</p><p><br /></p><p>In addition, any time you would learn a new Warlock invocation, you may instead learn a new Dragonfire Adept invocation. Any time you would learn a new Dragonfire Adept invocation, you may instead learn a new Warlock invocation. </s></p><p><br /></p><p>===Enginesoul [Racial]===</p><p>You have spent so much time in the engine rooms of submarines that repairing them is second nature to you.</p><p><br /></p><p>Prerequisite: Engineer race</p><p><br /></p><p>Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day – ''mending'', ''repair minor damage'', ''repair light damage''.</p><p><br /></p><p>Special: You may select this feat multiple times. Each time you do, you may use each spell-like ability one additional time per day.</p><p><br /></p><p>===Extra Favored Class Bonus [Racial]===</p><p>Benefit: You gain the other [[Favored Class Bonuses|favored class bonus]] for your racial favored class, in addition to the one you already selected.</p><p><br /></p><p>===Grounded [Racial]===</p><p>Due to their dwarf heritage, engineers have a natural resistance to spells and spell-like abilities, as indicated by their racial bonus to saves. Occasionally, some fluke of engineer genetics causes this magic resistance to be more powerful than usual.</p><p><br /></p><p>Prerequisite: Engineer race, base Fortitude save +5</p><p><br /></p><p>Benefit: You gain spell resistance equal to 5 + your total hit dice.</p><p>If you already have spell resistance from some other source, your existing spell resistance increases by +2.</p><p><br /></p><p>===Meditator Psicrystal [Psionic]===</p><p><br /></p><p>Prerequisite: Psicrystal Affinity, Psicrystal Containment, your psicrystal must be a [psionic] creature, manifester level 5th</p><p><br /></p><p>Benefit: Your psicrystal can take an action (normally a full-round action, or a move action if the psicrystal has the Psionic Meditation feat) to make a Concentration check at the usual difficulty (DC20) to focus for you the psionic focus you can store inside it. Focusing your psionic focus and focusing its own psionic focus are still separate actions for your psicrystal.</p><p><br /></p><p>Normal: If you have Psicrystal Containment and your psicrystal is a [psionic] creature, but you do not have this feat, your psicrystal can use its action to focus only its own focus, not yours.</p><p><br /></p><p>===Mer-Descended Triton [Racial]===</p><p>There is more Merfolk blood in your lineage than that of most Tritons.</p><p>Prerequisites: Triton race, first level only</p><p><br /></p><p>Effect: Your type becomes Humanoid and you lose the Native subtype. Your Outsider hit dice become Humanoid hit dice.</p><p><br /></p><p>You lose your Darkvision but retain Low-Light Vision. Your Base Attack Bonus from racial HD drops from +3 to +2. Your base Reflex save from racial HD remains +3, but your base Fortitude and Will saves drop to +1. Your skill points from racial HD drops from 8+int per level to 2+int per level.</p><p><br /></p><p>Additionally, your Level Adjustment drops from +1 to +0.</p><p><br /></p><p>===Part of That World [Racial]===</p><p>Increased interactions and interbreeding with other races (particularly yuan-ti and the rare selkies) have given some merfolk the innate ability to, with practice, work minor transformations on themselves.</p><p><br /></p><p>Prerequisite: Merfolk race or Mer-Descended Triton.</p><p><br /></p><p>Benefit: An innate talent for magic grants you the following spell-like ability at a caster level equal to your hit dice: 1/day - alter self.</p><p><br /></p><p>Special: You may select this feat multiple times. Each time you do, you may use the spell-like ability one additional time per day.</p><p><br /></p><p>===Polearm Precision [Fighter]===</p><p>Prerequisite: Weapon Focus with any reach weapon.</p><p><br /></p><p>Benefit: You can strike with a reach weapon past a square containing a creature without taking the standard –4 penalty on your attack roll.</p><p><br /></p><p>Special: A fighter may select Polearm Precision as one of his fighter bonus feats.</p><p><br /></p><p>===Split Spell-Like Ray===</p><p>You can affect two targets with a single spell-like ray.</p><p><br /></p><p>Prerequisite: character level 3, at least one qualifying spell-like ability</p><p><br /></p><p>Benefit: Choose a single spell-like ability that specifies a single target, makes a ranged touch attack, and does damage. You can cause this spell-like ability to fire one additional ray beyond the number normally allowed. You can split this spell-like ability up to three times per day. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.</p><p><br /></p><p>===Triton-Descended Mer [Racial]===</p><p>There is more Triton blood in your lineage than that of most Merfolk.</p><p><br /></p><p>Prerequisite: Merfolk race, first level only</p><p><br /></p><p>Benefit: Your type becomes Outsider and you gain the Native subtype.</p><p><br /></p><p>You gain Darkvision 60 feet.</p><p><br /></p><p>===Unholy Toughness===</p><p>Prerequisite: Undead type, must not have Unholy Toughness from another source</p><p><br /></p><p>Benefit: You gain a bonus to your hit points equal to your Charisma bonus (minimum +1) times your Hit Dice.</p><p><br /></p><p>===Versatile Alignment [General]===</p><p>You’ve picked up enough habits outside your alignment that you are able and willing to behave in ways that conflict with your true alignment, and can take levels in classes you otherwise wouldn’t due to your alignment.</p><p><br /></p><p>Prerequisite: +3 Base Attack Bonus</p><p><br /></p><p>Benefit: Choose one class or prestige class. You may take levels in this class even if your alignment is one step different on one axis than the requirement for that class. You never lose class features for being the wrong alignment in this class, as long as you are within one step of the correct alignment.</p><p><br /></p><p>For example: You may take levels in the barbarian, bard, or druid class with this feat if you have any alignment. You may take levels in the monk class with this feat as long as you are not chaotic.</p><p><br /></p><p>You may take levels in the cleric class if you are one additional step from your god. For example, a cleric of a lawful good god may now be chaotic good, neutral, or lawful evil, in addition to lawful neutral, neutral good, or lawful good. When doing a god’s work, you must still adhere in practice to that god’s alignment or risk losing your cleric powers.</p><p><br /></p><p>You may take levels in the paladin class if you are neutral good or lawful neutral, but you must still adhere in practice to a lawful good code of conduct or lose your paladin powers.</p><p><br /></p><p>Special: You may take this feat more than once. Each time you do, it applies to a different class.</p><p><br /></p><p>==Mongrelfolk Feats==</p><p>===Aberrant Mongrel [Racial, Aberrant]===</p><p>Prerequisite: Mongrelfolk race, Aberration Blood (''Lords of Madness'')</p><p><br /></p><p>Benefit: Pick any any aberration. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, you gain the Aberration type and the [Augmented Humanoid] subtype. You gain darkvision 60.</p><p><br /></p><p>===Aligned Heritage [Racial]===</p><p>Your aligned heritage is particularly strong.</p><p><br /></p><p>Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Chaotic, Evil, Good, or Lawful)</p><p><br /></p><p>Benefit: You gain all the traits of your alignment subtype. Any effect that depends on alignment affects you as though you have your subtype's alignment, no matter what your alignment actually is. You also suffer effects according to your actual alignment. You overcome damage reduction as if your natural weapons and any weapons you wield are aligned to your subtype.</p><p><br /></p><p>===Built Heritage [Racial]===</p><p>You are descended from giants, ogres, minotaurs, or some other oversized creature.</p><p><br /></p><p>Prerequisites: Mongrelfolk, Monkey Grip</p><p><br /></p><p>Effect: Pick any Large or Huge aberration, dragon, fey, giant, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, you have a Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with effects of powers, abilities, and spells that change the subject's size category.</p><p><br /></p><p>Special: This ability to use weapons designed for a creature one sized larger than your own does not stack with your Monkey Grip feat. You may not take both this feat and Small Heritage.</p><p><br /></p><p>===Draconic Mongrel [Racial, Draconic]===</p><p>Prerequisite: Mongrelfolk race, Dragonblood subtype</p><p><br /></p><p>Benefit: Pick any any Dragon. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, you gain the Dragon type and the [Augmented Humanoid] subtype. You gain darkvision 60, low-light vision, and immunity to magic sleep effects and paralysis effects.</p><p><br /></p><p>===Elemental Heritage [Racial]===</p><p>Your elemental heritage is particularly strong.</p><p>Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Air, Cold, Earth, or Fire)</p><p><br /></p><p>Benefit: If you have Mongrel Subtype Heritage (Air), you gain a glide speed equal to your land speed. (You never take falling damage. When falling, you may move your glide speed horizontally for every 10 feet you fall.)</p><p><br /></p><p>If you have Mongrel Subtype (Cold), you gain cold resistance 10 and vulnerability to fire.</p><p><br /></p><p>If you have Mongrel Subtype (Earth), you gain a burrow speed of 5 feet. You can burrow only through substances with the consistency of loose dirt.</p><p><br /></p><p>If you have Mongrel Subtype (Fire), you gain fire resistance 10 and vulnerability to cold.</p><p><br /></p><p>===Extra Arm [Racial]===</p><p>Prerequisite: Mongrelfolk or Myconid race</p><p><br /></p><p>Benefit: You have an extra arm.</p><p><br /></p><p>Special: You may take this feat more than once. Each time you do, you sprout an extra arm.</p><p><br /></p><p>===Extra Leg [Racial]===</p><p>Prerequisite: Mongrelfolk or Myconid race</p><p><br /></p><p>Benefit: You have an extra leg. You can carry loads as a quadruped. You gain +2 to ability checks to resist being tripped when standing on the ground.</p><p><br /></p><p>Special: You may take this feat more than once. Each time you do, you sprout an extra leg and gain an additional +2 to your checks to resist being tripped. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose some of your legs for any reason, you still count as a quadruped as long as you have at least three legs.</p><p><br /></p><p>===Fey Mongrel [Racial]===</p><p>Prerequisite: Mongrelfolk race</p><p><br /></p><p>Benefit: Pick any any Fey. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits. In addition, your type changes to Fey, and you gain the [Augmented Humanoid] subtype.</p><p><br /></p><p>===Large Heritage [Racial]===</p><p>You are descended from giants, ogres, minotaurs, or some other oversized creature.</p><p><br /></p><p>Prerequisites: Mongrelfolk, Built Heritage, Monkey Grip</p><p><br /></p><p>Effect: You lose the benefits of your Powerful Build and Monkey Grip feats, but you are naturally Large sized. Your height is doubled and your weight is multiplied by 8. You gain the following size modifiers: -1 to attack and armor class, +4 to Grapple, -4 to Hide, +2 to Strength, -2 to Dexterity (to a minimum of 1). You have a space of 10 feet and a natural reach of 10 feet. Your unarmed strikes do 1d4 instead of 1d3 damage. You use larger equipment, which is correspondingly more expensive, but your weapons also do more damage because of their size.</p><p><br /></p><p>Special: Strongarm Bracers (Magic Item Compendium) ''do'' function with your new Large size category, and allow you to wield weapons of up to Huge size without penalty.</p><p><br /></p><p>===Mongrel Subtype Heritage [Racial]===</p><p>You are descended from some specific manner of creature.</p><p><br /></p><p>Prerequisite: Mongrelfolk race</p><p><br /></p><p>Benefit: Choose any subtype, and choose a creature with that subtype. You are descended from that creature for the purpose of your Emulate Race and Diffuse Blood racial traits. You gain no traits of the subtype, but you are treated as possessing that subtype for all other purposes. (Unlike many mongrelfolk feats, you may not take this feat more than once.)</p><p><br /></p><p>===Monstrous Mongrel [Racial]===</p><p>Your blood contains traces of something weird. There is no need to speculate on the exact mechanics of how it got there.</p><p><br /></p><p>Prerequisite: Mongrelfolk race, level 1 only</p><p><br /></p><p>Benefit: Pick any any aberration, animal, dragon, elemental, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, your type changes to Monstrous Humanoid, and you gain the [Augmented Humanoid] subtype. You gain no new traits or features.</p><p><br /></p><p>===Outsider Mongrel [Racial]===</p><p>Prerequisite: Mongrelfolk race, level 1 only</p><p><br /></p><p>Benefit: Pick any any Outsider. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, your type changes to Outsider, and you gain the [Augmented Humanoid] and [Native] subtypes. You gain Darkvision 60. You can be raised, reincarnated, or resurrected as other living creatures can be. You still need to breathe, eat and sleep.</p><p><br /></p><p>===Seafolk Heritage [Racial]===</p><p>You count one of the races of the sea among your ancestors. This can manifest even late in life.</p><p><br /></p><p>Prerequisite: Mongrelfolk race</p><p><br /></p><p>Benefit: Pick any creature with the [aquatic] or [water] subtype. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, you can breathe both air and water. You gain the [aquatic] subtype. You gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.</p><p><br /></p><p>Special: You may take this feat more than once. Each time you do, you are descended from an additional seafolk race. You recieve no other benefits for taking this feat more than once.</p><p><br /></p><p>===Small Heritage [Racial]===</p><p>You are descended from kobolds, halflings, fey, or some other undersized humanoid.</p><p><br /></p><p>Prerequisites: Mongrelfolk, 1st level only</p><p><br /></p><p>Effect: Pick any Small or Tiny aberration, dragon, fey, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.</p><p><br /></p><p>In addition, you are naturally Small sized. Your height is halved and your weight is divided by 8. You gain the following as size modifiers: +1 to attack and armor class, -4 to Grapple, +4 to Hide, -2 to Strength (to a minimum of 1), +2 to Dexterity. Your unarmed strikes do 1d2 instead of 1d3damage. You use smaller equipment, which is correspondingly less expensive, but your weapons also do less damage because of their size. </p><p><br /></p><p>Special: You may take this feat more than once. If you do, you may choose a second creature from which you are descended. You receive no other benefits for taking this feat more than once. You may not take both this feat and Built Heritage.</p><p><br /></p><p>==Initiate Feats==</p><p><br /></p><p>===Initiate of the Ancestor Spirits [Initiate]===</p><p>Prerequisites: Cleric level 3rd, patron Ancestor Spirits</p><p><br /></p><p>Benefit: Add Iaijutsu Focus and Autohypnosis to your list of cleric class skills.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Trance (OA)</p><p><br /></p><p>2: Ancestral Vengeance (OA)</p><p><br /></p><p>3: Castigate (OA)</p><p><br /></p><p>3: Terra Cotta Warrior (OA)</p><p><br /></p><p>5: Advice (OA)</p><p><br /></p><p>===Initiate of the Burning Hate [Initiate]===</p><p>Prerequisites: Cleric level 6th, patron Burning Hate</p><p><br /></p><p>Benefit: You can rebuke or command [Fire] creatures as an evil cleric rebukes or commands undead. You may do this a number of times per day equal to 3 + your Charisma modifier.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Burning Hands</p><p><br /></p><p>2: Scorching Ray</p><p><br /></p><p>3: Fireball</p><p><br /></p><p>4: Blast of Flame (SpC)</p><p><br /></p><p>5: Inferno (PGtF)</p><p><br /></p><p>===Initiate of Dalya [Initiate]===</p><p>Prerequisites: Cleric level 3rd, patron Dalya</p><p><br /></p><p>Benefit: You gain a +4 sacred bonus to saves against ingested poisons. In addition, you add Perform to your list of cleric class skills.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Goodberry</p><p><br /></p><p>2: (Tasha’s) Hideous Laughter</p><p><br /></p><p>3: Plant Growth</p><p><br /></p><p>4: Confusion</p><p><br /></p><p>7: (Otto’s) Irresistible Dance</p><p><br /></p><p>===Initiate of Hafgufa [Initiate]===</p><p>Prerequisites: Cleric or Druid level 3rd, patron Hafgufa</p><p><br /></p><p>Benefit: You gain the ability to hold your breath for a number of rounds equal to 8 x your constitution score before you risk drowning.</p><p><br /></p><p>In addition, you may add the following spells to your cleric or druid spell list:</p><p><br /></p><p>2: Fog Cloud</p><p><br /></p><p>2: Gust of Wind</p><p><br /></p><p>2: Swim (OA)</p><p><br /></p><p>5: Control Winds </p><p><br /></p><p>7: Waterspout (SpC)</p><p><br /></p><p>===Initiate of Inglip [Initiate]===</p><p>Prerequisites: Cleric level 3rd, patron Inglip</p><p><br /></p><p>Benefit: You deal an extra +1d4 damage when wielding a falchion.</p><p><br /></p><p>Additionally, if you have the Madness domain, add +2 to your Insanity score.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Lesser Confusion</p><p><br /></p><p>2: Touch of Madness</p><p><br /></p><p>4: Chaos Hammer</p><p><br /></p><p>4: Confusion</p><p><br /></p><p>7: Insanity</p><p><br /></p><p>===Initiate of Mirk [Initiate]===</p><p>Prerequisites: Cleric or Archivist level 3rd, patron Mirk</p><p><br /></p><p>Benefit: Add all Knowledge skills to your list of cleric class skills. In addition, you cast [Darkness] spells at +2 caster level.</p><p><br /></p><p>In addition, you may add the following spells to your cleric or archivist spell list:</p><p><br /></p><p>1: (Nystul’s) Magic Aura</p><p><br /></p><p>2: Detect Thoughts</p><p><br /></p><p>2: Identify</p><p><br /></p><p>3: Clairaudience/Clairvoyance</p><p><br /></p><p>6: Probe Thoughts (SpC)</p><p><br /></p><p>===Initiate of Numiel [Initiate]===</p><p>Prerequisites: Cleric or Paladin level 6th, patron Numiel</p><p><br /></p><p>Benefit: You treat your level as 2 higher for the purpose of determining if undead are Destroyed rather than Turned when you use Turn Undead.</p><p><br /></p><p>In addition, you may add the following spells to your cleric or paladin spell list:</p><p><br /></p><p>1: Disrupt Undead</p><p><br /></p><p>1: Nimbus of Light (SpC)</p><p><br /></p><p>2: Deific Vengeance (SpC)</p><p><br /></p><p>3: Good Hope</p><p><br /></p><p>4: Voice of the Dragon (SpC)</p><p><br /></p><p>===Initiate of Quasxthe [Initiate]===</p><p>Prerequisites: Cleric level 6th, patron Quasxthe</p><p><br /></p><p>Benefit: You can rebuke or command Oozes as an evil cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Grease</p><p><br /></p><p>2: (Melf’s) Acid Arrow</p><p><br /></p><p>4: (Evard’s) Black Tentacles</p><p><br /></p><p>4: Crushing Despair</p><p><br /></p><p>4: Unholy Blight</p><p><br /></p><p>===Initiate of Sequoia [Initiate]===</p><p>Prerequisites: Cleric or Druid level 3rd, patron Sequoia</p><p><br /></p><p>Benefit: If you are a cleric, you may use Wild Empathy on Plant creatures as a druid can on Animals, treating your cleric level as your druid level.</p><p><br /></p><p>If you are a druid, you may use your Wild Empathy on Plant creatures, and you also don’t take the -4 penalty when using Wild Empathy on Magical Beasts.</p><p><br /></p><p>In addition, you may add the following spells to your cleric or druid spell list: </p><p><br /></p><p>2: Brilliant Energy Arrow (CoR)</p><p><br /></p><p>2: Moonbeam (SpC) </p><p><br /></p><p>3: Dominate Animal</p><p><br /></p><p>3: Moon Blade (SpC)</p><p><br /></p><p>4: Blinding Beauty (BoED)</p><p><br /></p><p>4: Command Plants</p><p><br /></p><p>5: Moon Path (SpC)</p><p><br /></p><p>===Initiate of Urmaggr [Initiate]===</p><p>Prerequisites: Cleric level 6th, patron Urmaggr</p><p><br /></p><p>Benefit: You may rebuke or command Constructs as a normal cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.</p><p><br /></p><p>In addition, you may add the following spells to your cleric spell list:</p><p><br /></p><p>1: Create Trap (RotD)</p><p><br /></p><p>4: Minor Creation</p><p><br /></p><p>5: Fabricate</p><p><br /></p><p>5: Major Creation</p><p><br /></p><p>6: Fantastic Machine (SpC)</p><p><br /></p><p>==Leadership Feats==</p><p>Without the following feats, cohorts and thralls are limited to Aristocrat, Warrior, Commoner, or racial hit dice (and level adjustment). Followers and believers are always limited to those classes. Cohorts and thralls may always take any prestige class for which they qualify; followers and believers may never take prestige classes. Cohorts, thralls, followers, and believers otherwise follow the usual character creation rules.</p><p><br /></p><p>===Improved Cohort I===</p><p>Prerequisite: Must have a cohort or thrall</p><p><br /></p><p>Benefit: Your cohort or thrall may take levels in Samurai, Expert, Magewright, Battle Dancer, Monk, Mountebank, Soulknife, Truenamer, Hexblade, or Sohei</p><p><br /></p><p>===Improved Cohort II===</p><p>Prerequisite: Improved Cohort I</p><p><br /></p><p>Benefit: Your cohort or thrall may take levels in Barbarian, Fighter, Ninja, Rogue, Scout, Savant, Adept, Shadowcaster, Paladin, Ranger, or Spellthief</p><p><br /></p><p>===Improved Cohort III===</p><p>Prerequisite: Improved Cohort I-II</p><p><br /></p><p>Benefit: Your cohort or thrall may take levels in Warmage, Wild Shape Ranger, Bard, Factotum, Jester, Crusader, Swordsage, Warblade, Shugenja, Binder, Dragonfire Adept, Warlock, Duskblade, or [[Healer]]</p><p><br /></p><p>===Improved Cohort IV===</p><p>Prerequisite: Improved Cohort I-III</p><p><br /></p><p>Benefit: Your cohort or thrall may take levels in Beguiler, Dread Necromancer, Spirit Shaman, Urban Druid, Death Master, Sorcerer, Evangelist, Favored Soul, Mystic, or Spontaneous Cleric</p><p><br /></p><p>===Improved Cohort V===</p><p>Prerequisite: Improved Cohort I-IV</p><p><br /></p><p>Benefit: Your cohort or thrall may take levels in Archivist, Artificer, Cleric, Druid/Spontaneous Druid, Sha'ir, Wizard, Shaman, or Wu Jen</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-18250691853945453492022-01-16T00:01:00.001-05:002022-01-16T00:01:00.207-05:003.5e Homebrew Items<p> ==Armor==</p><p>*Diving Suit</p><p>This is an articulated suit of armor which contains a high-pressure oxygen tank and can be pressurized to maintain one atmosphere of pressure for the wearer. Normal movement is extremely difficult in this suit, but it has the advantage of protecting the wearer from hostile environments, particularly the depths of the ocean. While wearing this suit, a character can always breathe normally and takes no damage from water pressure. If the diving suit is punctured, for example by a piercing or slashing weapon which does damage through the suit, then its pressure-resistant properties are lost.</p><p>A diving suit costs 2,750 gp, has an armor bonus of +7, a max dexterity of +1, an armor check penalty of -10, an arcane spell failure chance of 75%, a speed of 20 (for a character whose base land speed is 30) or 15 (for a character whose base land speed is 20), and weighs 150 lbs.</p><p><br /></p><p>==Wondrous Items==</p><p>*Baggie of Holding</p><p>Baggies of Holding, sometimes called Bags of Holding Type 0 and -1, act as normal bags of holding, but are even smaller and cheaper.</p><p>Bag<span style="white-space: pre;"> </span>Bag Weight<span style="white-space: pre;"> </span>Contents Weight Limit<span style="white-space: pre;"> </span>Contents Volume Limit<span style="white-space: pre;"> </span>Market Price</p><p>Lesser Baggie of Holding<span style="white-space: pre;"> </span>2<span style="white-space: pre;"> </span>20<span style="white-space: pre;"> </span>2<span style="white-space: pre;"> </span>250</p><p>Greater Baggie of Holding<span style="white-space: pre;"> </span>7<span style="white-space: pre;"> </span>90<span style="white-space: pre;"> </span>10<span style="white-space: pre;"> </span>1000</p><p><br /></p><p>*Helm Of Opposite Alignment, Greater</p><p>As Helm of Opposite Alignment, but functions 10 times before running out of charges, and save DC is 17.</p><p>Strong transmutation; CL 12th; Craft Wondrous Item, creator must be 12th level; Price 50,000 gp; Weight 3 lb.</p><p><br /></p><p>*Questmaster's Box</p><p>This ornately-decorated 12"x7"x4" wooden box is frequently used by guildmasters to send items to random places, so that low-ranking guild members may be tested by requiring them to find the item.</p><p>The front of the box has two buttons and a dial. The buttons are labeled "Send Object" and "Retrieve Locating Stone"; the dial is labeled "Radius" and may be set to 5 feet, 50 feet, 500 feet, 1 mile, 10 miles, 100 miles, and 1000 miles. If the box is closed and "Retrieve Locating Stone" button is pressed, the locating stone (a non-magical and otherwise uninteresting pebble) appears inside the box. If the box is closed and "Send Object" is pressed, anything inside the box is sent to a random location within the dial-specified radius of the locating stone. The locating stone can be sent away by the box like any object. If the locating stone is destroyed, the box keys off the last known location of the locating stone, before it was destroyed, and creates a new locating stone if "Retrieve Locating Stone" is pressed.</p><p>Moderate conjuration; CL 10th; Craft Wondrous Item, locate object, teleport; price 1500 gp; weight 5 lb.</p><p><br /></p><p>*Restraining Bolt</p><p>This item comes in two parts. The main part is a coin-sized disc that can be affixed to the outer shell of a seaforged or warforged with a touch attack. The other part is a remote control, a short metal wand.</p><p>The bearer of the remote control may issue orders to the affected seaforged, who is compelled as if under the effects of a suggestion spell. The save DC to resist this compulsion is 18.</p><p>Moderate enchantment; CL 10th; Craft Wondrous Item; suggestion; price 11,000.</p><p><br /></p><p>==Universal Items==</p><p>*Goblet of True Mind Switching</p><p>If this jeweled silver cup is filled with any liquid, and two creatures drink from it in succession, the minds of the two creatures are swapped, as with a True Mind Switch power. Neither individual loses a level. This ability functions once per week. If one of the bodies later dies, that body's current occupant dies, and the other immediately loses one level.</p><p>Strong telepathy; ML 17th; Craft Universal Item, True Mind Switch; Price 200,000 gp.</p><p><br /></p><p>==Warforged Components==</p><p>*Swim Bladder and Propeller (Embedded Component)</p><p>This warforged component takes the form of an air-filled sac which can be expanded or contracted at will and a propeller or set of propellers which allow you to move underwater as if you were naturally aquatic.</p><p>This component grants you a swim speed equal to your land speed. Because of this, you gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. And you can use the run action while swimming, provided you swim in a straight line. You still do not need to breathe.</p><p>Moderate transmutation, CL 7th, Craft Magic Arms and Armor, swim (Spell Compendium), price 10,000gp, weight 10 lb.</p><p><br /></p><p>*Rustproof Coating (Attached Component)</p><p>You have been equipped with a special coating that makes your armor more resistant to rust.</p><p>You gain +4 to saving throws vs all spells with the water descriptor and all spells or effects which rust metal, such as rusting grasp or the touch of a rust monster.</p><p>Moreover, you suffer no rust-related ill effects from prolonged exposure to water or moisture.</p><p>Faint abjuration, CL 3rd, Craft Magic Arms and Armor, resistance, price 2,000gp, weight 1 lb.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-17927696276764018512022-01-14T00:01:00.001-05:002022-01-14T00:01:00.211-05:003.5e Homebrew Traits<p> Traits may be taken only at first level. A character may have at most one trait.</p><p><br /></p><p>==Alternate Favored Class [Trait]==</p><p>Benefit: Choose any Favored Class. This is now your Favored Class, and you acquire a Favored Class Bonus for it.</p><p><br /></p><p>Drawback: You lose your existing Favored Class. In addition, choose any Flaw for which you qualify. You gain the effect of this Flaw, even if you already have the maximum number of Flaws. However, you do not gain the free bonus feat for taking this Flaw.</p><p><br /></p><p>==Balanced Heritage [Trait]==</p><p>You are descended from a more balanced mix of races, so you are more comely but less hardy.</p><p><br /></p><p>Prerequisite: Mongrelfolk race</p><p>Benefit: Your racial penalty to Charisma is reduced by 2.</p><p>Drawback: Your racial bonus to Constitution is reduced by 2.</p><p>This brings your racial modifiers to a total of +2 Constitution, -2 Intelligence, -2 Charisma.</p><p><br /></p><p>==Differently Specialized [Trait]==</p><p>Your learning took a slightly different path than most of your peers.</p><p><br /></p><p>Drawback: Choose two skills which are currently class skills for you. These skills are never class skills for you, no matter what classes or feats you take. Craft, Perform, Profession, and Knowledge count as one skill each for this purpose.</p><p><br /></p><p>Benefit: Choose one skill which is not currently a class skill. This skill is now always a class skill for you, no matter what classes you take. If you select Craft, Perform, Profession, or Knowledge, the benefit of this trait applies only to one sub-skill, such as Knowledge(Dungeoneering) or Craft(Basketweaving).</p><p><br /></p><p>==Unarmored Body [Trait]==</p><p>As the feat in Races of Eberron, but as a trait instead of a feat.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-70282249916487865442022-01-12T00:01:00.006-05:002022-01-12T00:01:00.211-05:003.5e Homebrew Flaws<p> Each flaw allows that character to take one additional feat. Flaws may be taken only at first level. A character may have at most two flaws. In addition to the following and the base flaws in Unearthed Arcana, consider the flaws published in Dragon Magazine issues #324-329 and #333.</p><p><br /></p><p>==Chicken Infested [Flaw]==</p><p>You’ve got chickens.</p><p><br /></p><p>Effect: Whenever you draw a weapon or pull an item out of a container, you have a 50% chance of drawing a live chicken instead.</p><p><br /></p><p>The chicken is Indifferent to you. Drawing a chicken is always a move action. Drawn chickens are worth no experience points. If you pull too many chickens in an attempt to abuse your curse, some of them may be more powerful, hostile chickens.</p><p><br /></p><p>(Treat chickens as ravens, but replace Fly 40 with Glide 20.)</p><p><br /></p><p>==Mode Lock [Flaw]==</p><p>After entering an animal form you were unable to leave it.</p><p><br /></p><p>Prerequisite: Wild shape ability</p><p><br /></p><p>Drawback: Select one form you can assume with your wild shape ability. You are permanently wildshaped into that creature, except that this is an Extraordinary ability which cannot be negated or dispelled. In all other ways this functions as a normal use of wildshape; for instance you cannot wildshape into other creatures, and you can no longer cast spells without the Natural Spell or Surrogate Spellcasting feat.</p><p><br /></p><p>Special: You may change the form in which you are locked whenever you gain a character level. You may select this flaw at any level, as long as it does not cause you to exceed the normal number of flaws you can possess.</p><p><br /></p><p>==Unlucky [Flaw]==</p><p>You just plum have bad luck.</p><p><br /></p><p>Drawback: You can't benefit from Luck bonuses, luck-based rerolls, or luck-based "roll twice and take the better result". Any Luck penalties you suffer are doubled. Any time a luck-based effect has you roll twice and take the worse result, you instead automatically fail.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-27187455472930012532022-01-10T00:01:00.001-05:002022-01-10T00:01:00.234-05:003.5e Prestige Classes<p> ==Psionic Unseen Seer==</p><p>As Unseen Seer in Complete Mage, except:</p><p><br /></p><p>Entry Requirements</p><p>Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Psicraft 4 ranks, Spot 8 ranks</p><p>Manifesting: Ability to manifest 1st-level psionic powers, including at least two clairvoyance powers.</p><p>Class Skills</p><p>Remove Spellcraft, add Psicraft</p><p>Class Features</p><p>Change all instances of "spellcasting" to "manifesting", "arcane" to "psionic", "spell" to "power", "divination" to "clairsentience", and "cast" to "manifest".</p><p>In place of Silent Spell, the psionic unseen seer gains Subtle Manifesting</p><p>Subtle Manifesting: at 2nd level, all your powers manifest without display, with no need for a concentration check to dispense with displays. You may still manifest a power with a display if you choose.</p><p><br /></p><p>==Survivor==</p><p>Requirements:</p><p>Base Save Bonus: Highest base save bonus must be lower than character level.</p><p>Class Traits</p><p>Hit Die: d12</p><p>Base Attack Bonus: Average</p><p>Saves: All Good</p><p>The class skills for the survivor are: Balance (Dex), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Wis), and Tumble (Dex)</p><p>Skill Points at Each Level: 2 + Int modifier</p><p>Class Features</p><p>Class Level<span style="white-space: pre;"> </span>Base Attack Bonus<span style="white-space: pre;"> </span>Fort Save<span style="white-space: pre;"> </span>Ref Save<span style="white-space: pre;"> </span>Will Save<span style="white-space: pre;"> </span>Special</p><p>1st<span style="white-space: pre;"> </span>+0<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>DR 1/-, Uncanny Dodge</p><p>2nd<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>DR 2/-, Evasion</p><p>3rd<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>DR 3/-, Improved Uncanny Dodge, Mettle</p><p>4th<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>DR 4/-, Improved Evasion</p><p>5th<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>+4<span style="white-space: pre;"> </span>DR 5/-, Slippery</p><p>Weapon and Armor Proficiency: A survivor gains proficiency with all armor and all shields (excluding tower shields). He neither gains nor loses proficiency with any weapon.</p><p>Damage Reduction (Ex): A survivor gains damage reduction/- equal to his survivor level. This damage reduction stacks with any other damage reduction of the "x/-" type (such as the damage reduction that is a class feature of the barbarian).</p><p>Uncanny Dodge (Ex): At 1st level, a survivor retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a survivor already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.</p><p>Evasion (Ex): At 2nd level, a survivor gains the ability to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the survivor is wearing light armor or no armor. A helpless survivor does not gain the benefit of evasion.</p><p>Improved Uncanny Dodge (Ex): At 3rd level, a survivor can no longer be flanked. This defense denies a rogue the ability to sneak attack the survivor by flanking him, unless the attacker has at least four more rogue levels than the target has survivor levels. The levels from the classes that grant improved uncanny dodge stack to determine the minimum level a rogue must be to flank the character.</p><p>Mettle (Ex): At 3rd level, a survivor can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping survivor does not gain the benefit of mettle.</p><p>Improved Evasion (Ex): This ability, gained at 4th level, works like evasion, except that while the survivor still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.</p><p>Slippery (Ex): If 5th-level survivor is affected by any effect lasting more than 1 round and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw. If the second save succeeds, it does not undo damage taken in the first round of the effect, but it applies to all other conditions applied by the effect.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-11599782500547807562022-01-08T00:01:00.001-05:002022-01-08T00:01:00.224-05:003.5e Homebrew Base Classes<p> ==Healer==</p><p>As in Miniatures Handbook, except:</p><p><br /></p><p>Alignment: Any non-Evil</p><p>Healers cast spontaneously from any spell they know, and they know their entire spell list, like e.g. a Warmage or Beguiler.</p><p>At fourth level, a healer may choose either a domain or Turn Undead:</p><p>If she chooses to gain a domain, she selects any domain granted by her deity or cause. She may choose the healing domain even if her deity does not offer it. She gains the granted power of the chosen domain and adds its spells to her spells known.</p><p>If she chooses to turn undead, she may do so as a cleric a number of times per day equal to 3+her charisma modifier. She turns undead as a cleric of three levels lower would.</p><p>Healers may spontaneously cast any Sanctified spell.</p><p>Unicorn Companion: Non-Unicorn companions associated with healing and of the proper CR are available, but the alignment of the Healer's companion must match that of the Healer on at least one axis (before and after application of the template). The template applied to the Healer's companion depends on the Healer's alignment:</p><p>Lawful Good, Neutral Good, and Chaotic Good Healers may choose the Celestial Creature template (Monster Manual I/SRD).</p><p>Lawful Good and Lawful Neutral Healers may choose the Axiomatic Creature template (Planar Handbook).</p><p>Chaotic Good and Chaotic Neutral Healers may choose the Anarchic Creature Template (Planar Handbook).</p><p>Non-Lawful Healers may choose the Radiant Creature template (Dragon Magazine #321)</p><p>A Healer of any alignment may choose the Vivacious Creature template (Planar Handbook).</p><p>Only one of the above templates may be applied to the Healer's companion. If the Healer's alignment changes to be incompatible with her companion's alignment, the companion departs forever and the Healer may choose a new companion after 30 days or once she gains a new Healer level, whichever comes first, as if her companion had died. She does not, however, take the -4 penalty to attack and damage rolls she would if her companion had died.</p><p>The healer's spell list is as follows:</p><p>0th: create water (PHb), cure light wounds (PHb), cure minor wounds (PHb), deathwatch (PHb), detect magic (PHb), detect poison (PHb), faith healing (SpC), healthful rest (SpC), lesser vigor (SpC), light (PHb), mending (PHb), purify food and drink (PHb), preserve organ (BoVD), read magic (PHb), resistance (PHb)</p><p>1st: bless (PHb), bless water (PHb), close wounds (SpC), conduit of life (CC), cure moderate wounds (PHb), delay disease (SpC), delay poison (PHb), ease pain (BoED), endure elements (PHb), Estanna's stew (BoED), goodberry (PHb), hydrate (SS), mage armor (PHb), peacebond (CtyS), protection from evil (PHb), ray of hope (BoED), remove addiction (BoED), remove fear (PHb), remove paralysis (PHb), lesser restoration (PHb), resurgence (CDiv), sanctuary (PHb), shield (PHb), speak with animals (PHb), stabilize (SpC)</p><p>2nd: aid (PHb), avoid planar effects (PHb), body ward (CC), calm emotions (PHb), cure serious wounds (PHb), gentle repose (PHb), insignia of healing (RoD), protection from arrows (PHb), refreshment (BoED), remove blindness/deafness (PHb), remove disease (PHb), remove nausea (BoED), rigor mortis (HoH), vigor (SpC), mass lesser vigor (SpC)</p><p>3rd: blood of the martyr (BoED) channeled divine health (PHb2), create food and water (PHb), cure critical wounds (PHb), heal mount (PhB), hoard life (RotD), magic circle against evil (PHb), mass aid (PHb), neutralize poison (PHb), positive energy aura (SpC), protection from energy (PHb), regroup (PhB2), remove curse (PHb), resist energy (PHb), restoration (PHb), revenance (SpC), seed of life (CC), seek eternal rest (SpC), status (PHb), unicorn horn (CM)</p><p>4th: death ward (PHb), delay death (PHb) mass cure light wounds (PHb), darts of life (CC), energetic healing (BoED), freedom of movement (PHb), healing circle (CC), magic convalescence (PHb2), panacea (SpC), raise dead (PHb), remove fatigue (BoED), rejuvenation coccoon (SpC), revivify (SpC), sustain (BoED), tree healing (PGtF), greater vigor (SpC), sheltered vitality (SpC), warding gems (BoED)</p><p>5th: atonement (PHb), break enchantment (PHb), convert wand (BoED), dance of the unicorn (SpC), hibernate (FB), ice to flesh (FB), mass cure moderate wounds (PHb), heal (PHb), revive outsider (SpC), stone to flesh (PHb), stoneskin (PHb), true seeing (PHb), unicorn blood (CM), vigorous circle (SpC), warding gems (BoED), zone of peace (CS)</p><p>6th: mass cure serious wounds (PHb), fortunate fate (SpC), greater status (BoED), heroes' feast (PHb), regenerate (PHb), rejuvenating light (CC), renewal pact (SpC), greater restoration (PHb), mass restoration (SpC), resurrection (PHb), secure corpse (BoED)</p><p>7th: mass cure critical wounds (PHb), detoxify (ECS), repulsion (PHb), spell turning (PHb), unicorn heart (CM)</p><p>8th: discern location (PHb), holy aura (PHb), mass death ward (SpC), mass heal (PHb), mind blank (PHb), protection from spells (PHb), true resurrection (PHb), spread of contentment (BoED)</p><p>9th: foresight (PHb), freedom (PHb), gate (PHb)</p><p><br /></p><p>==Mongrelfolk Paragon==</p><p>Game Rule Information</p><p>Mongrelfolk paragons have the following game statistics:</p><p><br /></p><p>Alignment: Any</p><p>Hit Die: d8</p><p>Class Skills: The mongrelfolk paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.)</p><p>Skill Points at 1st level: (4 + Int modifier) x 4</p><p>Skills Points at each additional level: 4 + Int modifier</p><p>Table: The Mongrelfolk Paragon</p><p>Level<span style="white-space: pre;"> </span>Base Attack Bonus<span style="white-space: pre;"> </span>Fort Save<span style="white-space: pre;"> </span>Ref Save<span style="white-space: pre;"> </span>Will Save<span style="white-space: pre;"> </span>Special</p><p>1st<span style="white-space: pre;"> </span>+0<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+0<span style="white-space: pre;"> </span>Divided Ancestry, Sneak Attack</p><p>2nd<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+0<span style="white-space: pre;"> </span>Bonus Feat</p><p>3rd<span style="white-space: pre;"> </span>+2<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+3<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>Flawed Paragon, Ability Boost (Dex +2)</p><p>Class Features</p><p>Weapon and Armor Proficiency: Mongrelfolk paragons are proficient with all simple weapons and with light armor. In addition, a mongrelfolk paragon is proficient with any one martial weapon of their choice.</p><p>Divided Ancestry (Ex): Unlike other racial paragons, mongrelfolk paragons can take levels in more than one racial paragon class. After gaining at least one level as a mongrelfolk paragon, a character can take levels in any one other racial paragon class.</p><p>Sneak Attack (Ex): Mongrelfolk paragon levels stack with rogue levels to determine sneak attack dice. If a mongrelfolk paragon has no rogue levels, he gains sneak attack 1d6 at first level and 2d6 at third level.</p><p>Bonus Feat (Ex): At 2nd level, a mongrelfolk paragon may select any heritage or deformity feat they qualify for as a bonus feat.</p><p>Ability Boost (Ex): At 3rd level, a mongrelfolk paragon's Dexterity score increases by 2 points.</p><p>Flawed Paragon (Ex): At 3rd level, a mongrelfolk paragon gains the ability to take additional traits and flaws. You are no longer limited to only one trait and two flaws, and you are no longer limited to taking these only at first level. Instead, you may have a total number of traits plus flaws equal to your hit dice. You may gain one additional trait or flaw each time you gain a new hit die. Each time you gain a new flaw, you gain a new feat that you qualify for to go with it.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-72683549848237793512022-01-06T00:01:00.001-05:002022-01-06T00:01:00.201-05:003.5e Homebrew Spells<p> ==Cofniben's Darkwave==</p><p>Evocation [Darkness, Evil]</p><p>Level: Blackguard 3, Dread Necromancer 5, Hexblade 3, Sor/Wiz 5, Ur-Priest 5</p><p>Components: V, S</p><p>Casting Time: 1 Standard Action</p><p>Range: Close (25 ft. + 5ft./2 levels)</p><p>Target: 30 ft. cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Half and Fortitude Partial; see text</p><p>Spell Resistance: Yes</p><p><br /></p><p>The caster launches a wave of cold darkness from his left hand. The wave deals 1d8 points of damage per two caster levels (maximum 10d8). Half the damage is cold, and the other half has no specific type. A successful Reflex save halves this damage.</p><p>When struck, targets must also succeed at a fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkwave. (If a character takes no damage from the spell, such as if they make the Reflex save and have Evasion, then they are not stunned and need not make the Fortitude save.)</p><p><br /></p><p>==Desalinate==</p><p>Transmutation</p><p>Level: Brd 0, Pal 1, Rgr 1, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 10 ft</p><p>Target: 1 cu. ft./ level of salt water</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell resistance: No</p><p><br /></p><p>Aside from that collected in the form of rain water, fresh water did not, for a long time, exist. Thus, it became necessary to come up with a simple spell which can be cast by nearly anyone to create fresh water from salt water. To that end, some of the most talented wizards and other spellcasters in the world simplified purify food or drink so that any caster (aside from those who can already cast the original spell) can use it with a minimum of learning or talent.</p><p>Desalinate works as purify food or drink, but it serves only to remove the salt and impurities from seawater. It has no effect on any object other than water, and it has no effect on any object that is already affected by any spell or magical effect.</p><p><br /></p><p>==Genocide of the Dead==</p><p>Evocation [Good]</p><p>Level: Sanctified 7</p><p>Components: V, S, Sacrifice</p><p>Casting Time: 1 Standard Action</p><p>Range: Touch and 1 mile (see text)</p><p>Target: Undead creature touched and its spawn</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p><br /></p><p>You invoke ancient and terrible powers hostile to the undead to call down destruction upon your target's entire twisted, misbegotten lineage.</p><p>The target must succeed at a Will save or immediately be destroyed.</p><p>If the target is destroyed, all spawn within one mile created by the target with a Create Spawn ability must also succeed at Will saves or immediately be destroyed.</p><p>For each spawn destroyed, all spawn within one mile created by that spawn must succeed at Will saves or immediately be destroyed, and so on until all descendants of the original target have been destroyed, succeeded at Will saves, or had an ancestor succeed at their Will save.</p><p><br /></p><p>Sacrifice: 1d6 nonlethal damage per undead creature destroyed by the spell</p><p><br /></p><p>==Megiddo's Smashing Pumpkin==</p><p>Necromancy</p><p>Level: Blackguard 4, Druid 6, Duskblade 5, Hexblade 4, Sorcerer/Wizard 5</p><p>Components: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: Close</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude half</p><p>Spell Resistance: Yes</p><p><br /></p><p>A moldy, rotten pumpkin flies from your hands and beats your opponent about the head and shoulders before crumbling into nothing.</p><p>Make a ranged touch attack. If it hits, the target is mysteriously reduced to half of its current hit points (rounded down). A successful fortitude saving throw leaves the target instead with 3/4 of his previous hit point total (rounded down).</p><p><br /></p><p>Material Component: A single pumpkin seed.</p><p><br /></p><p>==Youth Drain, Least==</p><p>Necromancy [Evil]</p><p>Level: Blighter 1, Clr 1, Dread Necromancer 1, Sor/Wiz 1</p><p><br /></p><p>As youth drain, except the target ages only 1 year.</p><p><br /></p><p>Material Component: Any manmade object greater than 1 year old.</p><p><br /></p><p>==Youth Drain, Lesser==</p><p>Necromancy [Evil]</p><p>Level: Blackguard 1, Blighter 2, Clr 2, Dread Necromancer 2, Hexblade 1, Mortal Hunter 1, Sor/Wiz 2</p><p><br /></p><p>As youth drain, except the target ages only 1d4 years.</p><p><br /></p><p>Material Component: Any manmade object greater than 5 years old.</p><p><br /></p><p>==Youth Drain==</p><p>Necromancy [Evil]</p><p>Level: Blackguard 2, Blighter 3, Clr 3, Dread Necromancer 3, Hexblade 2, Mortal Hunter 2, Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Short (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p><br /></p><p>You point at your target and years evaporate from their lifespan. They age 1d6 years per 4 caster levels (minimum 1 die, maximum 3 dice). This is never beneficial to the target.</p><p>In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.</p><p><br /></p><p>Material Component: Any manmade object greater than 10 years old.</p><p><br /></p><p>==Youth Drain, Greater==</p><p>Necromancy [Evil]</p><p>Level: Blackguard 3, Blighter 5, Clr 5, Dread Necromancer 5, Hexblade 3, Mortal Hunter 3, Sor/Wiz 5</p><p><br /></p><p>As youth drain, except the target ages 1d10 years per 3 caster levels (minimum 1 die, maximum 6 dice).</p><p><br /></p><p>Material Component: Any manmade object greater than 25 years old.</p><p><br /></p><p>==Youth Drain, Dark==</p><p>Necromancy [Evil]</p><p>Level: Blackguard 4, Blighter 7, Clr 7, Dread Necromancer 7, Hexblade 4, Mortal Hunter 4, Sor/Wiz 7</p><p><br /></p><p>As youth drain, except the target ages 1d12 years per 2 caster levels (minimum 1 die, maximum 12 dice).</p><p><br /></p><p>Material Component: Any manmade object greater than 75 years old.</p><p><br /></p><p>==Youth Drain, True==</p><p>Necromancy [Evil]</p><p>Level: Blighter 9, Clr 9, Dread Necromancer 9, Sor/Wiz 9</p><p><br /></p><p>As youth drain, except the target ages 1d20 years per caster level (minimum 1 die, maximum 24 dice).</p><p><br /></p><p>Material Component: Any manmade object greater than 250 years old.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-27107762080784658062022-01-04T00:01:00.018-05:002022-01-04T00:01:00.218-05:00Alternate Bonuses For Racial Favored Class<p>Choose your racial favored class from the left-hand column. You gain your choice of one of the bonuses from that row in other two columns. If your favored class is listed as "Any", or is your monster class, or one is not given, your favored class is whatever class you take for your first base class level. You gain this favored class bonus even if you take no levels in your favored class.
</p><p>This choice between two options is among the choices you may choose to retrain at level up using the retraining rules found in <i>Player's Handbook II</i>, like a feat or a spell known or what-have-you. However, you may not retrain to an option you would not have qualified for at level 1.
</p><p></p><table border="0" cellpadding="0" cellspacing="0" style="width: 871px;"><tbody><tr height="20" style="height: 15pt;"><td class="xl65" height="20" style="height: 15pt; width: 121pt;" width="161">
<table border="1" cellpadding="1" cellspacing="1" style="width: 523px;"><colgroup><col style="mso-width-alt: 3401; mso-width-source: userset; width: 70pt;" width="93"></col>
<col span="2" style="mso-width-alt: 7862; mso-width-source: userset; width: 161pt;" width="215"></col>
</colgroup><tbody><tr height="20" style="height: 15pt;">
<td class="xl65" height="20" style="height: 15pt; width: 70pt;" width="93"><b>Favored
Class</b></td>
<td class="xl65" style="border-left: medium none; width: 161pt;" width="215"><b>Option 1</b></td>
<td class="xl65" style="border-left: medium none; width: 161pt;" width="215"><b>Option 2</b></td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Archivist</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Archivist spell. You can use that spell as an SLA 1/day. (CL=HD,
save DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Ardent</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Ardent power. You can use that power as a PLA 1/day (ML=HD, save
DC based on WIS)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Artificer</td>
<td class="xl66" style="border-top: medium none; width: 161pt;" width="215">+3 Racial bonus to Use Magic Device</td>
<td class="xl66" style="border-top: medium none; width: 161pt;" width="215">Use Magic Device
is always a class skill for you.</td>
</tr>
<tr height="100" style="height: 75pt;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Barbarian</td>
<td class="xl66" style="border-left: medium none; width: 161pt;" width="215">You may Rage as
a 1st level barbarian 1/day (If you are a Barbarian, instead gain 1
additional use of your regular rage per day)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="100" style="height: 75pt;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Bard</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
may use Bardic Music as a 1st level Bard 1/day (if you are a Bard, instead
gain 1 additional use of your regular Bardic Music per day)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Bard spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on CHA)</td>
</tr>
<tr height="100" style="height: 75pt;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Battle Dancer</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Your
Unarmed Strike is treated as one size category larger for damage (this stacks
with Battle Dancer's Unarmed Strike progression)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="40" style="height: 30pt; mso-height-source: userset;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Beguiler</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Beguiler spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on INT)</td>
</tr>
<tr height="20" style="height: 15pt; mso-height-source: userset;">
<td class="xl66" height="20" style="border-top: medium none; height: 15pt; width: 70pt;" width="93">Binder</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">+3
Racial bonus to binding checks</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Bind Vestige as a bonus feat</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Cleric</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Cleric spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="160" style="height: 120pt;">
<td class="xl66" height="160" style="border-top: medium none; height: 120pt; width: 70pt;" width="93">Crusader</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Mettle of Will: If you are conscious and make a successful Will save against
an attack that normally would have a lesser effect on a successful save (such
as any spell with a saving throw entry of Will half), you instead completely
negate the effect.</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Death Master</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Death Master spell. You can use that spell as an SLA 1/day
(CL=HD, save DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Divine Mind</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Divine Mind power. You can use that power as a PLA 1/day (ML=HD,
save DC based on WIS)</td>
</tr>
<tr height="60" style="height: 45pt;">
<td class="xl66" height="60" style="border-top: medium none; height: 45pt; width: 70pt;" width="93">Dragon Shaman</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Dragontouched or any draconic feat that you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Draconic Aura as a bonus feat, even if you don't qualify</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Dragonfire Adept</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Dragontouched or any draconic feat that you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a least Dragonfire Adept invocation. You can use that invocation as an SLA
1/day (CL=HD, save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Dread Necromancer</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Dread Necromancer spell. You can use that spell as an SLA 1/day
(CL=HD, save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Druid</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Druid spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Duskblade</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Duskblade spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on INT)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Factotum</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Font of Inspiration as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
any skill. That skill is now always a class skill for you.</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Favored Soul</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Favored Soul spell. You can use that spell as an SLA 1/day
(CL=HD, save DC based on CHA)</td>
</tr>
<tr height="60" style="height: 45pt;">
<td class="xl66" height="60" style="border-top: medium none; height: 45pt; width: 70pt;" width="93">Fighter</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
can move at your normal speed while wearing Medium armor</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Healer</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Healer spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Hexblade</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Hexblade spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Incarnate</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
+1 Essentia</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Shape Soulmeld as a bonus feat</td>
</tr>
<tr height="100" style="height: 75pt; mso-height-source: userset;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Jester</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
may use Jester's Performance as a 1st level Jester 1/day (if you are a
Jester, instead gain 1 additional use of your regular Jester's Performance
per day)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Jester spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on CHA)</td>
</tr>
<tr height="100" style="height: 75pt;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Knight</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
may use Knight's Challenge as a 1st level Knight 1/day (If you are a Knight,
instead gain 1 additional use of your regular Knight's Challenge per day)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Lurk</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Lurk power. You can use that power as a PLA 1/day (ML=HD, save DC
based on INT)</td>
</tr>
<tr height="80" style="height: 60pt; mso-height-source: userset;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Marshal</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
may project any minor martial aura as a 1st level Marshal (If you are a
Marshal, you instead gain an additional minor aura)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Monk</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Your
Unarmed Strike is treated as one size category larger for damage (this stacks
with Monk's Unarmed Strike progression)</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Mountebank</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any vile feat that you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">You
can use Beguiling Stare as a 1st level Mountebank 1/day</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Ninja</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
any skill. That skill is now always a class skill for you.</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Paladin</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Paladin spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on WIS)</td>
</tr>
<tr height="120" style="height: 90pt;">
<td class="xl66" height="120" style="border-top: medium none; height: 90pt; width: 70pt;" width="93">Psion</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Psion power (but not a power from one of the discipline-only
lists like Seer or Shaper). You can use that power as a PLA 1/day (ML=HD,
save DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Psychic Warrior</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Psychic Warrior power. You can use that power as a PLA 1/day
(ML=HD, save DC based on WIS)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Ranger</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Ranger spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Rogue</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Skill Focus(any skill of your choice) as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
any skill. That skill is now always a class skill for you.</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Samurai</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">+3
Racial bonus to Intimidate</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="40" style="height: 30pt; mso-height-source: userset;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Savant</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Skill Focus(any skill of your choice) as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
any skill. That skill is now always a class skill for you.</td>
</tr>
<tr height="40" style="height: 30pt; mso-height-source: userset;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Scout</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
any skill. That skill is now always a class skill for you.</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Shadowcaster</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metashadow feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Shadowcaster mystery. You can use that mystery as an SLA 1/day
(CL=HD, save DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Sha'ir</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Sha'ir spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Shaman</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Shaman spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Shugenja</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Shugenja spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Sohei</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Sohei spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on WIS)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Sorcerer</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Sorcerer spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Soulborn</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
+1 Essentia</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Shape Soulmeld as a bonus feat</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Soulknife</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Spellthief</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Skill Focus(any skill of your choice) as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Spellthief spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Spirit Shaman</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Spirit Shaman spell. You can use that spell as an SLA 1/day
(CL=HD, save DC based on WIS)</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Swashbuckler</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any luck feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
</tr>
<tr height="140" style="height: 105pt;">
<td class="xl66" height="140" style="border-top: medium none; height: 105pt; width: 70pt;" width="93">Swordsage</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Evasion: If you are wearing light or no armor and are not helpless and make a
successful Reflex saving throw against an attack that normally deals half
damage on a successful save, you instead take no damage.</td>
</tr>
<tr height="40" style="height: 30pt;">
<td class="xl66" height="40" style="border-top: medium none; height: 30pt; width: 70pt;" width="93">Totemist</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
+1 Essentia</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Shape Soulmeld as a bonus feat</td>
</tr>
<tr height="100" style="height: 75pt;">
<td class="xl66" height="100" style="border-top: medium none; height: 75pt; width: 70pt;" width="93">Truenamer</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">+3
Racial bonus to Truespeak</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
one 1st level utterance from the Lexicon of the Evolving Mind. You can use
that utterance as an SLA 1/day (CL=HD, save DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Urban Druid</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Urban Druid spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="260" style="height: 195pt;">
<td class="xl66" height="260" style="border-top: medium none; height: 195pt; width: 70pt;" width="93">Warblade</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
a fighter bonus feat you qualify for of your choice</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
Mettle of Fortitude: If you are conscious and make a successful Fortitude
save against an attack that normally would have a lesser effect on a
successful save (such as any spell with a saving throw entry of Fortitude
partial), you instead completely negate the effect. If you make your initial
save against poison, this negates the secondary effect without having to roll
a second save.</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Warlock</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
an extra least invocation known.</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a least Warlock invocation. You can use that invocation as an SLA 1/day
(CL=HD, save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Warmage</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Warmage spell. You can use that spell as an SLA 1/day (CL=HD,
save DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Wilder</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any psionic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Wilder power. You can use that power as a PLA 1/day (ML=HD, save
DC based on CHA)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl66" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Wizard</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Wizard spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on INT)</td>
</tr>
<tr height="80" style="height: 60pt;">
<td class="xl67" height="80" style="border-top: medium none; height: 60pt; width: 70pt;" width="93">Wu Jen</td>
<td class="xl67" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Gain
any metamagic feat you qualify for as a bonus feat</td>
<td class="xl66" style="border-left: medium none; border-top: medium none; width: 161pt;" width="215">Choose
a 1st level Wu Jen spell. You can use that spell as an SLA 1/day (CL=HD, save
DC based on INT)</td>
</tr>
</tbody></table></td></tr></tbody></table>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-35849591053505727072022-01-02T00:01:00.015-05:002022-01-02T00:01:00.210-05:00My Final 3.5e Houserules<p>I'm fully shifting over (up?) from 3.5e/PF to 5e, so most of my houserules are now obsolete! Here, for your perusal, is my final houserule setup, complete and moved on from after ten years of tinkering.<br /></p><p> ==Characters and Character Creation==<br />*Ability scores: point buy 30, starting at 8, as on page 169 of the <i>Dungeon Master’s Guide</i>.<br />*All characters begin with 1,000 gold and an adventurer's kit containing a backpack, 5 torches, flint & steel, 50' hempen rope, a waterskin, and clothing of your choice (excluding courtier's outfit, noble's outfit, and royal outfit). (21 lb., not counting gold and clothing.)<br />**Characters beginning at higher than 1st level start with standard WBL for their ECL or 1,000 gold, whichever is higher.<br />*Characters begin at minimum XP for the ECL of the lowest-level member of the party they join.<br />**If your character dies and is not resurrected (or retires, or becomes an NPC, or is otherwise unplayable), you may begin a new character at 75% of the previous character's experience total.<br />**In either case, new characters are limited to 5 class levels by default, with the remainder of their ECL taken up by racial hit dice and level adjustment.<br />**However, new characters may, under some circumstances, begin with more than 5 class levels provided they have a backstory that explains their exceptional skill and power relative to the rest of the setting (very few NPCs ever exceed level 6-8), and why history hasn't heard of them before now, in a satisfying way.<br />*Hit dice are maximized at first level. At each level after first, you gain half your hit die, plus 1 (plus your Constitution modifier), as follows: d12 = 7; d10 = 6; d8 = 5; d6 = 4; d4 = 3<br />*A character may have up to 2 flaws and up to 1 trait. In addition to the base flaws in <i>Unearthed Arcana</i>, consider the flaws published in <i>Dragon Magazine</i> issues #324-329 and #333.<br />*Characters take no experience penalties for multiclassing. Instead, they gain a minor bonus based on their racial favored class.<br />*For the purpose of the epic-level prerequisite for [epic] feats, prestige classes, and other options, a character is considered epic at 10th level instead of 20th level. After 10th level, regular feat slots may be used to acquire [epic] feats. All other prerequisites still apply.<br />**All [epic] options (feats, prestige classes, and so on) with skill prerequisites have those skill prerequisites reduced by 10, to a minimum of 13 and a maximum of 21. Similarly, [epic] options with base attack bonus prerequisites have those prerequisites reduced by 10, to a minimum of 10 and a maximum of 18.<br />**There are no epic spells. If you take the Epic Spellcasting feat, you may use your epic spell slots only to prepare or use non-epic spells, with or without metamagic applied.<br />*You may ignore regional requirements for feats, prestige classes, and other options, except that you may not select two options that have conflicting regional requirements.<br />*Fractional BAB and fractional saves may be used if you so desire.<br />*Animal companions, special mounts, familiars, and psicrystals all gain feats and ability score increases by their (effective or actual) HD.<br />*Caster level equal to half class level (e.g. ranger, paladin, etc.) is no longer a thing. Such classes have a caster level equal to their class level.<br />*Any class, race, or template that grants a Smite special attack (e.g. Paladin, Soulborn, Fiendish Creature, etc.) with uses per day instead grants the same number of uses per encounter.<br />*A few classes have been <a href="http://luduscarcerum.blogspot.com/2016/04/a-variety-of-suggested-class-tweaks.html">tweaked</a>.<br />*Any prestige class that advances spellcasting from another class ("+1 level of existing spellcasting class" and the like) advances the full suite of: spells per day, spells known, and caster level; even if the text for the prestige class omits one or more of those aspects.<br />*If you have the ability to learn a spell from any spell list (e.g. by taking the Extra Spell feat), and the spell you wish to select appears on multiple lists, use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.<br />*Characters gain retroactive skill points when their Intelligence modifier increases.</p><p>===Level Adjustment===<br />*All listed level adjustments are divided by 2 (rounded down, but with a minimum of 1 for LAs that aren't already zero). Sum your character's total LA before dividing.<br />*Monster class progressions (e.g., from <i>Savage Species</i>) may be used. Most will need to be adjusted to fit the race's new level adjustment (see previous rule). A character is not required to finish their monster class progression before entering another class; however, a character may not have more class levels than monster levels unless their monster class progression is complete. Once you have completed your progression in a monster class, the “empty levels” that do not add hit dice may be reduced like level adjustment, as below.<br />*A character may have one bloodline (from <i>Unearthed Arcana</i>). A bloodline level counts as a level adjustment and nothing more; it does not count as a class level for any purpose. However, once you have taken all the bloodline levels you are required to take (1 for Minor, 2 for Intermediate, 3 for Major), they may be reduced like level adjustment, as below.<br />*Level adjustments may be reduced or "paid off" as per the <a href="http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm"><i>Unearthed Arcana</i>/SRD rules</a>.<br /><br />==Situational==<br />*If a PC or a major (e.g., named) NPC confirms a critical hit, they draw from Paizo's critical hit deck. All others simply multiply the damage as usual.<br />*If any character rolls a total of 0 or lower on an attack roll, it is an automatic critical fumble, and they draw from Paizo's critical fumble deck.<br />*The experience of dying and returning to life leaves a person drained of vitality even beyond the loss of a level. Upon resurrection, a character is aged a number of years equal to 1d20 minus their Constitution modifier (minimum 0. A negative Constitution modifier can increase the number of years aged). The <i>true resurrection</i> and <i>true reincarnate</i> spells negate this effect. These years are added to the base adult age in the case of the <i>reincarnate</i> spell.<br />*A character is considered dead if he reaches negative his Constitution score or negative 10 hit points, whichever is further from zero.<br />*Characters have a mental age and a physical age. If they are subjected to an artificial aging, youthening, or aging-prevention effect, it normally affects only their physical age. Physical age penalties apply (or are removed) when the character's physical age advances (or reverses) an age category; mental age bonuses apply (or are removed) when the character's mental age advances (or reverses) an age category. Death from old age only occurs when physical age reaches a maximum; one cannot die of old mental age.<br />*The Giant's <a href="http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2%7C">diplomacy fix</a> is in effect.<br />*You may split actual movement around a non-moving move action. Example: move 15' to a door, open it, and then go through the doorway that same round using the rest of your movement.<br />*All Trained Only skills can be used untrained at a -10 penalty.<br />*Spellcraft may be used in place of Psicraft, and vice versa, at a -10 penalty. Use Magic Device may be used in place of Use Psionic Device, and vice versa, at a -10 penalty.<br />*If a temporary source with a duration grants a Constitution bonus (e.g. Barbarian Rage, <i>Bear's Endurance</i>, etc., but not Amulet of Health), the extra hit points granted are temporary hit points which expire when the Constitution bonus goes away. They are lost first, and no real hit points are lost when the duration expires.<br />*When a spell almost can but can't quite achieve a desired effect, or achieves the desired effect with the most generous reading but not a narrower reading (for example, using <i>heal</i> to cure natural insanity, or using <i>protection from evil</i> to ward off a [compulsion] that only grants control over the target in the broadest sense), a caster of spells or SLAs can alter a spell's effect slightly on the fly. This requires a caster level check or spellcraft check at a difficulty of 15 plus twice the level of the spell to modify.<br />**Manifesters of powers and PLAs can do the same with a manifester level check or psicraft check against DC of 15 plus twice the power level. Initiators of maneuvers can do the same with an initiator level check or a martial lore check against a DC of 15 plus the maneuver level. Users of natural, extraordinary, and supernatural abilities that aren't included in the above can do the same with a HD check against DC20.<br />*The soft cover and shooting-into-melee rules are amended/clarified in the following way:<br />**Using a ranged weapon, if you shoot into somebody in melee combat with somebody else, or there's somebody between you and your target, you get -4 to your attack. These penalties do not stack. Precise Shot negates both penalties.<br />**Using a reach weapon, you get a -4 to your attack if there's somebody between you and your target, but not if your target is merely in melee with other folks who aren't in the way. The new Polearm Precision feat negates this penalty.<br />**You can use a reach weapon to attack a Large or larger creature even if it is adjacent to you, by targeting a non-adjacent square occupied by the creature. However, this attack takes the -4 penalty for attacking through a creature.<br />*You may level up immediately when you gain enough experience to do so, no matter where you are. You immediately gain your full new hit points (i.e., your current hit points go up, but your damage remains the same), but you don't immediately gain anything that you would need a rest for (such as new spell slots, new spells prepared, additional power points, etc). You may elect to delay leveling up as long as you wish, but for the purpose of XP awards you are treated as being whatever level you've earned (so if, e.g., an artificer delays leveling up from 2 to 3 to use up their craft reserve, they're still treated as an ECL3 character for the purpose of future XP awards), you must still apply your levels in the correct order, and you must apply each level in its entirety at the same time.<br /><br />==Complete List of Permitted Sources==<br />===Explicitly Permitted Sources===<br />*<a href="http://www.d20srd.org/">The d20 System Reference Document</a><br />*<a href="https://highseas.fandom.com/wiki/Highseas_Wiki">The High Seas Reference Document</a><br />*<i>Arms and Equipment Guide</i><br />*<i>Book of Exalted Deeds</i><br />*<i>Book of Vile Darkness</i><br />*<i>Cityscape</i><br />*<i>Complete Adventurer</i><br />*<i>Complete Arcane</i><br />*<i>Complete Champion</i><br />*<i>Complete Divine</i><br />*<i>Complete Mage</i><br />*<i>Complete Psionic</i><br />*<i>Complete Scoundrel</i><br />*<i>Complete Warrior</i><br />*<i>Deities & Demigods</i><br />*<i>Draconomicon</i><br />*<i>Dragon Compendium</i> (except Dvati)<br />*<i>Dragon Magic</i><br />*<i>Drow of the Underdark</i><br />*<i>Dungeon Master's Guide I</i><br />*<i>Dungeon Master's Guide II</i><br />*<i>Dungeonscape</i><br />*<i>Eberron Campaign Setting</i><br />*<i>Epic Level Handbook</i><br />*<i>Expanded Psionics Handbook</i><br />*<i>Fiend Folio</i><br />*<i>Fiendish Codex I: Hordes of the Abyss</i><br />*<i>Fiendish Codex II: Tyrants of the Nine Hells</i><br />*<i>Frostburn</i><br />*<a href="http://www.giantitp.com/forums/showthread.php?t=172910%7C">The Giant's Articles</a> (excluding the Polymorph rules)<br />*<i>Heroes of Battle</i><br />*<i>Heroes of Horror</i><br />*<i>Libris Mortis</i><br />*<i>Lords of Madness</i><br />*<i>Magic Item Compendium</i><br />*<i>Magic of Incarnum</i><br />*<i>Manual of the Planes</i><br />*<i>Miniatures Handbook</i><br />*<i>Monster Manual I</i><br />*<i>Monster Manual II</i><br />*<i>Monster Manual III</i><br />*<i>Monster Manual IV</i><br />*<i>Monster Manual V</i><br />*<i>Oriental Adventures</i><br />*<i>Planar Handbook</i><br />*<i>Player's Handbook I</i><br />*<i>Player's Handbook II</i><br />*<i>Races of Destiny</i><br />*<i>Races of Eberron</i><br />*<i>Races of Faerun</i><br />*<i>Races of Stone</i><br />*<i>Races of the Dragon</i><br />*<i>Races of the Wild</i><br />*<i>Sandstorm</i><br />*<i>Savage Species</i><br />*<i>Spell Compendium</i><br />*<i>Stormwrack</i><br />*<i>Tome of Battle - Book of Nine Swords</i><br />*<i>Tome of Horrors, Revised Edition</i><br />*<i>Tome of Magic</i><br /><br />===Sources Sometimes Permitted With DM Review===<br />*<i>Dragon Magazine</i><br />*<i>Ghostwalk</i><br />*<i>Unearthed Arcana </i>(some elements used, some elements not used)<br />*<i>Weapons of Legacy</i><br />*3.5e content on <a href="http://www.wizards.com">http://www.wizards.com</a><br />*most other 3.5e Wizards of the Coast-published sources<br />*most 3.0e Wizards of the Coast-published sources (content that hasn't been updated to 3.5 only)<br />*some third-party sources<br />*some Pathfinder material<br />*some reputable GitP-vetted homebrew<br /><br />===Explicitly Banned Sources===<br />*<a href="http://www.dandwiki.com">http://www.dandwiki.com</a> (use <a href="https://www.d20srd.org/index.htm">the hypertext d20 SRD</a> instead to be sure of avoiding homebrew)<br />*most other homebrew</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-27249304036172163292021-12-30T00:01:00.041-05:002021-12-30T00:01:00.223-05:00Representation!<p>So Paizo famously has a policy that you can safely assume any given Pathfinder NPC is bisexual, unless the text specifically says otherwise. Which is good for a couple of reasons. (I have used this for mechanical advantage -- <i>unnatural lust</i> has a clause that the target gets a +4 bonus if they wouldn't normally be attracted to the subtarget, and I successfully argued that it should work same-gender-wise because the target should by Paizo decree not get this bonus just because the target and the subtarget were same gender. That spell, of course, has its own issues otherwise, and probably wouldn't be allowed at my table today, on the basis of my "no depictions of sexual assault" rule nowadays.)</p><p>They're mostly about representation, but my policy has something of a different aim. The policy in my setting is the very similar "90% of NPCs are bi". This isn't about representation, it's about making sure all players have maximum romance options if they want it. Which, representation is good, but the other thing is more important to me.</p><p>I have for a very long time publicly been of the opinion that I don't care about representation for social justice reasons, I like it because I'm bored to tears of straight white male stories. This is similar: I don't care about representation for social justice reasons, I just want PCs to be able to do whatever they want and not be forestalled by trivial niceties like NPCs aren't attracted to their gender.</p><p>If representation were actively at war with something I cared about, would I still do representation, or would I do the thing I care about? Good question! Luckily nothing good is at war with representation.</p><p>I'm exploring this policy now, because since instituting it, I have grown more aware of some dynamics of gender and sexual attraction. Specifically, there are a fair number of genders left out of attraction to by bisexuality, and sexuality isn't everything there is about attraction (and sexuality ought be much less important in a TTRPG than romance). So, let us revise! "90% of NPCs are pansexual, panromantic, or both." I could go with just 90% of NPCs are panromantic and leave sex out entirely, which would be fair, but sexuality <i>does</i> come up occasionally.</p><p>Ohhey, but wait: representation <i>is</i> at war with something I care about! Aroace people exist. Ok. They're in that 10% with the straights and the gays and whatnot, and otherwise I don't care.</p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-5105201328172726122021-12-24T00:01:00.005-05:002021-12-24T17:24:24.349-05:00How The Dragon Stole Driftmas<p><span style="color: white;"> Last year, I had an idea for a holiday-themed one-shot that I would run in late December. I didn't wind up getting it off the ground before getting hit by a car on Christmas. But then I still had the idea from last year this year; it had not gone away! So I set up a one-shot.</span></p><p><b><span style="color: white;"><br /></span></b></p><p style="text-align: left;"><b><span style="color: white;">The Night Before Driftmas</span></b></p><p style="text-align: left;"><span style="font-size: 15px; white-space: pre-wrap;"><span style="color: white;"> It’s the night before Driftmas and in the Great Hall
All the students are dancing at the Driftmas Eve Ball.
The hall is decorated with garlands and trees,
Through all the dancers blows a pepperminty breeze.
Though it’s winter, for one day goldfinches wear yellows,
While students waltz and twirl with merry schoolfellows.
The pine trees are festooned with platinum and gold orbs,
Dancing through them: the sons and daughters of lords.
Peacocks show off tails and Numiel-given eyes,
And someone’s rustled up a flock of gold butterflies.
A rich human guy drunkly ‘splains, “Actually,”
To some girls who don’t much like his loquacity,
“Morozz’s cultists had Driftmas as their holy day
Before Numiel took it over as the world’s birthday.”
Everyone shows off their gymnastics and dance moves,
For the coronation in five days calls for the youths
To wage ritual dance-off in hope to bless Unity
For the world to be brought into one great community.
But tonight, the Academy celebrates winter,
And the band plays carols with a most festive timbre.
But this is a story of adventure and strife,
And dangerous potential of loss of life,
There will be dragons and villains and some excitement,
A festive and joyful and maybe violent event.</span></span></p><p style="text-align: left;"><span style="color: white;"><span style="font-size: 15px; white-space: pre-wrap;">Some 550-600 years ago, the world was completely flooded, and all land-dwelling nations survived in various ways, or perished. From 50 years ago til now, the flood was reversed -- scholars reckon this as the first year the world has seen a complete return to its pre-Inundation ocean levels. A member of the adventuring party that completed the end of the Inundation, Aeyssa the Nymph, parlayed her prestige and diplomatic skill into more or less uniting all nations into a metanation called </span><a href="https://highseas.fandom.com/wiki/Unity" style="font-size: 15px; white-space: pre-wrap;">Unity</a><span style="font-size: 15px; white-space: pre-wrap;">. The Academy in the Capital draws students from worldwide, the nation's various lords and luminaries sending their children to be educated at this boarding school.</span></span></p><p><span style="color: white;">It is the 24th of Ices of the 50th year of the Subsidence, Inter Desidentem -- tomorrow is the holiday of Driftmas. The students are dancing at the Driftmas Eve Ball in the Academy's Great Hall. Fir trees decorated with platinum and gold orbs, a pepperminty smell, peacocks wandering around, goldfinches perch in unseasonable summer yellow, the Trans-Kryian Orchestra (named after the southern continent of Kryia) plays festive-rock music from the stage.</span></p><p><span style="color: white;">Our (level 4) PCs: Federiga Moonblight, tiefling wizard; Throm, half-orc barbarian; Welby Dovesky, halfling rogue/artificer; his twin sister Velma Dovesky, halfling bard/rogue. Velma gets a conga line going.</span></p><p><span style="color: white;">Ebby Navsau, the son of a rich Shell merchant family, tries to fish girls out of the conga line to splain to them that Driftmas was originally a celebration holy to the ice god Morozz, before Usla, Archbishop of Banor, claimed it for Numiel as the birthday of the world ("now most of the Archbishops of Banor were human, because it was a human nation, but several of them were actually celestials, so it's not that weird that Usla was an elf"). Welby slips a periodically quacking stone in his pocket, and its quacks eventually driving Ebby from the hall.</span></p><p><span style="color: white;">Everyone is showing off their acrobatic dance moves, because in one week there is to be a coronation on the inaugural Day of Unity as Aeyssa takes her crown as Unity of the new metanation of Unity and usher in the Epocha Unitatis, and as part of the coronation there is to be a ritual ceremonial dance-off.</span></p><div><span style="color: white;">
Gradually, the party becomes aware that something is off about the Trans-Kryian Orchestra. Something is unplaceably weird about their playing; they're playing, and have been for several minutes, something unrecognizable, not like any modern Driftmas music you're familiar with; they seem like they're playing in a trance; one of them is not in a trance, and is legit playing an old-fashioned Ilyan 7-string guitar; literally everyone in the hall who isn't playing an instrument is dancing (many of them in the conga line), or at least tapping their feet and swaying. Federiga deduces that three spells are going on: the lead performer has the rest of the Trans-Kyrian Orchestra entranced; the band has everybody in the hall ensorcelled with some sort of <i>irresistible dance</i>; the lead performer is doing something probably nefarious to everyone dancing.</span></div><div><span style="color: white;"><br /></span></div><div><span style="color: white;">Welby and Velma try to distract from the band with a fiddle-off, but the ritual completes with a flash of bluish-white! Everyone starts stumbling over their own feet and no longer dancing successfully -- the band leader's ritual stole everybody's dance mojo! The band leader throws off her white cloak, holds up her guitar, and cackles maniacally!</span></div><div><span style="color: white;"><br />
Velma uses <i>vicious mockery</i> on the band leader, who transforms into a Huge white dragon! Battle ensues, during which the dragon ice-bricks everybody's feet to the floor but is careful not to hurt anybody, and a handful of waiters dispensing hors d'ouvres reveal themselves to be cultists working for her. The party (mostly Throm) does great harm to her, but eventually she makes a hole in the roof and escapes, flying south.
<br /><br />
The cultists have holy symbols of Morozz, and tattoos indicating grayseal or blackpenguin moiety. They do not speak Common, but local NPC half-dragon Aurum helpfully translates because two of them speak Draconic (Aurum is a bard who specializes in dance, and is heartbroken to have lost their mojo).
<br /><br />
It is very important to the students for everybody's dance mojo to be returned, because of the ritual dance-off in a week. The dragon (Xarzith of the Aussir'orn bloodline, white Dragon who inherited the ability to Change Shape from one silver dragon grandparent) and her allies were careful not to kill anybody, because any mojo in the instrument belonging to a dead person loses its power. The cultists were members of old Ilya, the Morozz-worshipping civilization that dwelt on Kryia before the Inundation. Ilya survived the Inundation by freezing the whole civilization beneath miles of ice. Xarzith had unfrozen these cultists to help her with her plot to unfreeze the whole civilization, which depended on the stolen dance mojo. There is a ritual which must be completed before the end of Driftmas day which will consume the mojo and unfreeze Ilya.
<br /><br /><br /><b>How The Academy Got Its Mojo Back</b><br /><br />
An elven woman dressed in red and furs, driving a sleigh pulled by 8 perytons, locates the party on the roof. It transpires that she is Saint Usla, possessed of tremendous power for one night a year, luckily this night. With her blessing, the hors d'ouvres at the ball count retroactively as a<i> heroes' feast</i>, and she has gifts for the party from her sack: Boots of the Winterlands for everyone, a Staff of Fire for Federiga, a Flametongue Greatsword for Throm, a Nolzur's Marvelous Pigments for Welby, and a Necklace of Fireballs and a Claw of the Wyrm Rune for Velma. (If there had been an archer, 9 Arrows of Chromatic Dragon Slaying would have been given; if there had been a fighter or paladin, a White Dragon Scale Mail.) Then she conveys the party in her sleigh, with unnerving alacrity, to the south pole!
<br /><br />
(If time had been generous, we may have seen a young remorhaz want to eat the party but be very willing to run away if it met resistance or pain, and/or a winter wolf and several worgs want to eat the party but the worgs flee if the winter wolf dies or flees.)
<br /><br />
The ritual is taking place in an ancient crystal ice palace at the magnetic south pole. Xarzith is busy casting a 24-hour ritual at a massive ice altar with the 7-string guitar on it. To keep the ritual going, the altar and guitar must be cold breath'd every time her cold breath recharges. Three undead ice priest mummies are there.
<br /><br />
Xarzith has access to white dragon lair actions here, but the party is now immune to her fear effect, and to that of the mummies, because of the <i>heroes' feast</i>. Because of reasons, she, like the mummies, is vulnerable to fire. So the party, using Usla's gifts, makes quick work of the dragon and the mummies, despite a massive CR imbalance. They smash the guitar, free the mojo, and are conveyed back to the Academy by Usla and her sleigh.
<br /><br />(This was the standard D&D way of solving the problem. The standard holiday movie way would have been to warm the heart of the dragon with kindness and holiday spirit, which would have allowed her to melt Ilya's entombment without using up the stolen mojo (and thereby being free to release it).)</span></div>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-10558841914531954722020-12-14T00:01:00.006-05:002020-12-14T00:01:05.092-05:00Morozz of Ice and Snow<p><span style="font-size: 17px;">Morozz is a deity of cold and winter, ice and snow and sadness, once worshipped on the continent of Kryia before the Inundation, now rarely.</span>
<br /><br /><span style="font-size: 17px;">Morozz appears as a trinity: a dominant androgynous white bear, and a submissive male gray seal and female black penguin.</span>
<br /><br /><span style="font-size: 17px;">Morozz's holy symbol is three triangles, and their favored weapon is any spear. Morozz is Lawful Evil, and their followers wear robes of white, gray, and black.</span>
<br /><br />
<span style="font-size: 17px;">Morozz is indifferent-to-positive about homosexual relations, but a strict moiety system is enforced among their followers. Every follower of Morozz is a member of either the grayseal or blackpenguin moiety, and members of one moiety may only marry members of the other. Abstract tattoos of the appropriate color are de rigeur.</span>
<br /><br /><span style="font-size: 17px;">Any individual is the moiety of their opposite-sex parent: sons of blackpenguin mothers and daughters of blackpenguin fathers are grayseals, while sons of grayseal mothers and daughters of grayseal fathers are blackpenguins.</span>
<br /><br /><span style="font-size: 17px;">Children resulting from a same-moiety union are considered abominations and cast out into the cold.</span><br /><br /><span style="font-size: 17px;">Children that have no opposite-sex parent, or whose parents are both opposite-sex, or who are born intersex, are of a rare and prestigious third moiety, whitebear. Whitebears are permitted only to join an existing blackpenguin-grayseal marriage (this triple marriage being the only situation where nonmonogamy is acceptable to Morozz), and the moiety of all children of such a triple union follow the rules as though the whitebear were not present (even if a female whitebear births a son, the son is of the moiety of the other woman in the triple). Lay leaders and high priests are frequently of the whitebear moiety.</span><br /><!--/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_bodytext_201212_131115_738.sdocx--></p>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-10507191952789902842020-12-04T00:01:00.031-05:002021-12-31T04:04:41.152-05:00Fall From Heaven 2 Cities<p>Here is a list I've borrowed from a number of times myself: an extract of the cities of the 22 civilizations of <a href="https://forums.civfanatics.com/resources/fall-from-heaven-ii.1/"><i>Fall from Heaven 2</i></a>, the D&D-based mod for <i>Civilization 4</i>.</p><ul style="text-align: left;"><li>Amurites (magic-focused humans): Cevedes, Udenarat, Nimarail, Ciriail, Glorairine, Enaillellion, Orrondhuir, Sierundirel, Coranttilli, Seaneriel, Angostendil, Wendar, Kevar, Sylvair, Doriath, Surewatch, Baamor, Korrigan</li><li>Balseraphs (evil human carnival folk): Jubilee, Coombe View, Hexam, Argenteria, Gaudium, Guell, Ocells, Vincon, Miro, Umbracle, Drassanes, Sant Mapfre, Nouveau, Girona, Horta, Tapas, Manresa, Ciutat, Bispe, Torre Paisos</li><li>Bannor (order-focused humans): Torrolerial, Vallus, Trinity, Tentatio-onis, Astrum, Caelestis, Ventry, Corona, Solium, Censura, Domus Novus, Fides, Judicium, Vis Vires, Pactum, Re Vera, Barak-Tor, Clar Manaul, Athel Maraya, Ithmariar, Chaend</li><li>Barbarians (goblins, orcs, ogres, lizardfolk): Myrean, Spilan, Deluoc, Kalocly, Uddrur, Domir, Kabhalg, Hyol, Sludgehome, Dirage, Ultigar, Straatus, Zbolub, Ahepetr, Nininsnal</li><li>Calabim (vampires): Prespur, Nubia, Acaia, Morr'ta'nar, Adonias, San'ta'ron, Pavu'nar, Krinera, Itos, Maron, Pina'dom, Amapia, Kasava, Pevas, Anaea, Strages</li><li>Clan of Embers (goblins, orcs, ogres, lizardfolk): Braduk the Burning, Renegade Hill, Shazak, Hezic'kul, Sorodh, Pain, Ah'roog, Belphemon, Death Fort, Nezhev, Naga's Tail, Shavraim, Dark Sky, Ator, Baal, Gurr'ash, Mephisto, Wallara, Deep Dark, Shahav, Ghouls Touch, Cay, Heaven's Bane, Tu'eth, Death's Head, Dark Heart</li><li>Doviello (cold-dwelling human barbarians): Urslo, Fjirgard, Mortensholm, Heimseter, Suderholm, Olricstaad, Stavgard, Finnsvik, Thorshafn, Hyttaholm, Bjarkavig, Vidarheim, Aesirvig, Volsbaek, Rotundvig, Volpirsvig, Gnistvag, Bjarkoy, Ildelver, Urgathastad, Iskvard, Grottiburg, Tongurstad, Graelingvig, Steinvik</li><li>Elohim (peaceful philosophical humans): Cahir Abbey, Glens of Killybegs, Inishbofin, Slane, Garryvoe, Cafes, Ballinasloe, Warrenpoint, Niveus, Ring of Sion, Glencar Lough, Foxford, Einions Hold, Drogheda Oratory, Oriel, Rosguill, Valentia, Achill, Inishmaan, Sapientia</li><li>Grigori (antitheistic adventurer humans): Midgar, Junon, Kalm, Edge, Corel, Costa del Sol, Gongaga, Nibelheim, Wutai, Mideel, North Corel, Fort Condor, Bon Birejji, Wasuraruru To, Nemuri no Mori, Aishikuru Rojji, Daihyoga, Gaia no Zeppeki, Tatsumaki no Meikyu, Kita no Daikudo, Saboten Airando, Misuriru Main, Gorudo Sosa, Roketto Mura, Materia Dokutsu, Midiru</li><li>Hippus (horse-riding mercenaries): Altheriol-ta-Mealthiel, Conrond Mor, Radonnor, Feiss Mabdon, Murousbane, Clar Marrachir, Urgortheth, Gaene, Ihara, Kaselorne, Ukanevar, Glorairmor, Drathastine, Manar Gandar, Enekandril, Caranaad, Nimharuan, Iosichaard, Mengostlox, Lamistuis, Ard'ien, Clar Nasacar, Khanec</li><li>Illians (cold-dwelling winter-worshipping humans): Garduk, Lakis, Tolero, Gostai, Sopor, Hooplak, Sliktor, Ashtuk, Gigno, Suspiro, Drakon, Rorkat, Latkor, Tarkar, Tenura, Gelu, Roxar, Caltakk, Retlan, Telkar</li><li>Infernal (demons): Dis, Despero, Poena, Bastradam, Raglame, Kador, Longrud, Patior, Ordstone, Astori, Utomach, Heradh, Defalos, Charack, Phobas, Krakatorum, Linkbone, Draed, Astrakan, Hic Jacet, Locus Desperatus, Felo de se, Diligere Errorem, Interfice Errantem, Uxor, Peccavi, Tacet, Abuti, Lachryma, Dies Irae</li><li>Khazad (commerce-focused dwarves): Khazak, Halowell, Riylod, Kadar, Glulynn, Stoville, Wercer, Rockhomme, Deep Well, Boulder Falls, Granite Village, Namp'o, Gridmok, Earlwin, Hulraden, Tiros, Roil'n'boil, Sher, Shorisy, Lonkris, Boradon, Arkran</li><li>Kuriotates (confederation of various humans and centaurs): Kwythellar, Naggarond, Avelorn, Karond Kar, Caledor, Clar Karond, Lothern, Har Ganeth, Hag Graef, Ghrond, Tiranoc, Pax, Ghaba Ghanaf, Cairn Lotherl, Nagarythe, Maledor, Sith Rionnasc, Khaef Korrond, Anlec, Calith, Argond, Giaf Gabh Dion, Shathirob</li><li>Lanun (human sailors): Innsmouth, Dunwich, Kingsport, Aylesbury, Paradera, Bolans, Seroe Vakas, Bathsheba, Oistins, Boscobelle, Speightstown, Willikies, Garrislyr, Villanon, Undertow, Bren Bagage</li><li>Ljosalfar (wood elves): Evermore, Hyll, Bruti, Yonna, Dendrom, Eaca, Eodd, Berk, Khandar, Idul, Elendiwe, Helion, Gon Gatha, Mazenshire, Tivix, Lan Neual, Wispolen, Cerrolan, Pauleun, Organum, Kalos, Camena, Natura</li><li>Luchuirp (golem-building dwarves): Ithralia, Mutanbo, Tia'ran, Morr'tebio, Val'ron, Tia'na'dom, Nubilar, Aborlenia, Tia'minar, Sil'ron, Sha'na'ron, Vinubar, Ashi'marr, Atenia, Leticia, Su'minar, Manaus, Ithis, Para'dom</li><li>Malakim (desert-dwelling humans): Golden Leane, Timberling, Balderham, Lodente, Froihk, Bryn, Belerien, Tiriyn, Stormgul, Udgul, Uros, Grison, Minolow, Chish, Adihaniel, Shotaka</li><li>Mercurians (angels): Bourne the Gleaming, Gap of Lond, Spera, High Clere, Ranelagh Cres, Vigilo, Locks, Priory Hold, Warrage, Newell Green, Kennet Carn, Swidon, Aldworth, Ains Field, Llangar, Lammas Auen, Bulpit</li><li>Sheaim (apocalyptic demon-summoners): Galveholm, Grottiburg, Tongurstad, Graelingvig, Steinvik, Kuldevind, Vargstad, Skadistad, Nidhoggstad, Bjoernlingburg, Morkurburg, Jordekburg, Stromstad, Frost, Lade, Skeggi, Kvellig, Aghol, Raunvake, Sjoktraken</li><li>Sidar (shades who trade a portion of their souls for immortality): Celo, Vetus, Zarlra, Skarlas, Latito, Stakrus, Velius, Shadow Mist, Senectus, Kartlost, Provectus, Priscus, Bogz, Verminaard, Sark, Rrackon, Asrassiv, Varza, Zratos, Drakor</li><li>Svartalfar (shadow elves): Thariss, Gereth Minar, Nameless Tower, Idris, Brakkah, Enoreth, Geron, Aeleris's Pits, Drax Tallen, Geffron, Malor, Avien, Essuria, Lothenar, Crepusculum, Black Axe, Wolf Claw, Evil Eye, Beast Clan, Goathorns, Tarka, Helshaven, Terror, Herath, Sickly Mist</li></ul>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0tag:blogger.com,1999:blog-5819476189572717987.post-8109681374379948492020-09-22T00:01:00.009-04:002020-09-22T00:01:02.154-04:00Random Regnal Nickname Table v2.0<p>If you'll recall, I last posted <a href="https://luduscarcerum.blogspot.com/2020/05/random-regnal-nickname-table.html">a table to help you fill your history books with regnal nicknames</a>, based on real life and Crusader Kings II (which is in turn realistic, or at least verisimilitudinous). I have since rethought this table.<br /><br />
To be sure, it's a perfectly fine table, if you want realism/verisimilitude. But if you want a bit more high in your fantasy, just go to your dictionary/random any word picker and throw that spaghetti at the wall. To wit:<br />
</p><table border="0" cellpadding="0" cellspacing="0" style="width: 336px;"><colgroup><col style="width: 48pt;" width="64"></col>
<col style="mso-width-alt: 9947; mso-width-source: userset; width: 204pt;" width="272"></col>
</colgroup><tbody><tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt; width: 48pt;" width="64">1-16</td>
<td class="xl63" style="width: 204pt;" width="272">[not notable enough to have a
nickname]</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">17-23</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">24</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">25-27</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">28</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">29</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">30-32</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">33</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">34</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">35-37</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">38</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">39</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">40</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">41</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a>, <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a>, and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">42-44</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">45</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">46</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">47</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">48</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> and <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">49</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> and <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">50-52</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">53</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">54</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">55</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">56-62</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">63</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">64-66</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">67</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">68</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">69-71</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">72</td>
<td class="xl63">The <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">73</td>
<td class="xl63">the <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">74-80</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">81-83</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">84</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> and <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">85</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">86</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">87</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">88</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adverbs?dup=false&qty=1">Adverb</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">89</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing and <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-adjectives?dup=false&qty=1">Adjective</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">90</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing and <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">91</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing and <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">92-94</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">95</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a></td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">96</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/nouns?dup=false&qty=1">Noun</a> <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">97-99</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
<tr height="20" style="height: 15pt;">
<td class="xl63" height="20" style="height: 15pt;">100</td>
<td class="xl63">the <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-ing <a href="https://www.randomlists.com/random-verbs?dup=false&qty=1">Verb</a>-er</td>
</tr>
</tbody></table>Malimarhttp://www.blogger.com/profile/16292411080555718308noreply@blogger.com0