View Full Version : Lords of Creation:Homebrew Section

Innis Cabal
2008-06-30, 07:57 PM
Here we will list races, prestige class's, feats, and base class's(possibly cities and the world over all).

Hachi-Innis Cabal
Elf-Innis Cabal
Spirit Folk-Faithless

Prestige Class's
Bleeding Scion of Lyrius

Base Class's

Dread Necromancer
Wild Bard
Divine Bard

Controlled Inner Light[Racial]
Extended Light Ray[Racial]
Radiant Light[Racial]
Healing Aura[Racial]
Extended Radiant Light[Racial]
Improved Radiant Light[Racial]
Skilled Jumper
Scribe Xiua'Hi's Curse
Tattoo of Freedom
Tattoo of the Sea


Cloud Tool(unspecified)
Forbidden Puzzle Box
Rathtack the Godlance
Nine Rings of Kaern
Stern Question


The Qi
The Hallowed Dead

The Burning Void
The Moon("demi-plane")
The Endless Swamp
The Astral Void
The Dark Home of Eul
Second Chance
Domain of Dreams
Plane of Elemental Earth

Innis Cabal
2008-06-30, 07:59 PM
Before the sun shone in the sky, and perpetual dusk draped the land, the Elves existed. Their skin as dark as jet or obsidian shone in the pale light, their eyes perfectly suited to the dim light. But with the sun, they fled to the gloom of the crust of the mainland, only coming out during the night.

Personality: Elves are strong will survivors, having been made in the first throes of life of the world, seeing the deaths of their kindred, the forming of the wastelands and deserts, and the very creation of the heavens themselves. Such adversity has given them a strong sense of family and life, and how to shape their home to support any sort of struggle, no matter if it is from a mortal source of a divine one.

Physical Description: Elves have jet black skin, almost lustrous in their shine. Their eyes vary greatly, from almost a white/pearl hue to the deepest of oranges and amethyst. Their hair color varies from an off white to a gleaming silver. Elves stand tall, the average standing at 6’, and are muscled to weather any physical hardship.

For stats and further information such as names, religious views and language, see the main entry of elves in the Player’s Handbook, page 15.


Born of the Earth god, and chosen as his people, the Hachi dwell on a single mountainous island off the coast of the mainland. These odd creatures have grown fond of their draconic guardians, incorporating them into their communities as simply larger versions of themselves. While appearing like a bee or wasp, Hachi are in fact mammals, but are ovoviviparous, laying eggs in a single clutch of twelve.

Personality: Hachi have taken to their creator’s sleepy, lazy style of life. Working in large prosperous bursts, and then resting for long periods of time in their homes. While not lazy, the hachi prefer to watch and to fully understand a situation before rushing to act on it, and many can be found in debates over even the simplest of matters for hours, even day’s. Male hachi are prone to hedonistic life patterns, favoring eating and drinking and debating over the harder menial tasks, while females prefer to feel the earth on their feet and the air in wings.

Physical Description: Hachi stand lower to their ground, around 5 foot to 5 foot 6 inchs. Their lower body’s are shaped much like an insect, with a thorax and abdomen with two set’s of legs attached to the thorax. A pair of multifaceted clear wings also attached to the thorax, as well as the upper body of an elf. The upper body remains the same color of the main body, which can range from a molted black to bright yellow. Markings designate family, and share the color range of regular skin tones. Most males do not wear clothing, while females of the species wear a simple jerkin over their upper body. Haci females have a single pair of antenna while males do not.

Relations: Hachi have for the most part, kept to their island, forming deep bounds with the draconic presence that shares their homelands.

Alignment: Hachi mindsets tend toward the varied forms of neutral, but good and evil minded hachi have existed.

Hachi Lands: Hachi hold an island off the coast of the main continent, but have yet to adventure past their boundaries. Hachi communities, called hives, are ruled by a female with the largest hit dice, known as a Queen, and four princes, picked by the community at large. Buildings are built with multiple stages, and typically employ their natural ability to fly.

Religion: Hachi live worshipping nature and the world above them, paying particular attention to what the view as their father, the moon. They have a strong drive to nurture the natural world, and plant trees and other plant life after the harvest so as to guarantee a decent harvest for the next year.

Langauge: The Hachi language is brisk and upfront, making sure to get its point across with the least possible effort and the most possible meaning. Their odd shaped mouths offer them the ability to form syllable’s not possible for other races to vocalize easily, though it is not hard to grasp the basics. The Hachi language is known as Bixxian

Names: Hachi names are often polysyllabic, consisting of multiple z’s and k’s. Hachi names are not gender specific and it is just as likely to meet both a male and female Kk’xristic as it is any other name.


Hachi base land speed is 40 feet

+2 charisma, -2 con: Hachi are inquisitive and naturaly friendly with all things, but suffer from a frail body build.

Medium: As a medium creature a Hachi have no special bonuses or penalties due to their size

Flight(Ex): When a Hachi gains 5 hit dice, he becomes able to fly with a speed of 30 feet(with good maneuverability). A Hachi cannot fly if he is exhausted or carrying a heavy load. A Hachi at this stage can fly for up to 10 minutes per day, or 20 minutes if they over exert themselves, after which they are considered fatigued. After a Hachi gains 10 hit dice, they can fly as easily as one could run or walk, and can fly for an indefinite period of time.

Darkvision: A Hachi has darkvision out to 60 feet.

A Hachi has a +3 racial bonus to spot and listen checks. These skills are always class skills.

Hachi begin play knowing Draconic and Bixxian

Hachi are surprisingly light on their feet, and their wings aid them in making quick movements in the right situations. Hachi gain a +2 dodge bonus to armor if they are not carrying a heavy load or fatigued.

Favored Class: Sorcerer or Druid

That is what elves are at the moment, of course, that is all subject to change.

Lady Tialait
2008-06-30, 08:20 PM
Born as a celebration of the god Enimga. They have little perpose in life, at first restrained to the Burning Void they soon were forced to travel to the World itself. Enigma showing no care for them.

Personality: Flameborn are emotional beings, they will in the same statement show disdain, rage, and love. They live with passion and show it with everything that do. Flameborn do everything fully and completely.

Physical Description: Flameborn have ebony skin with small cracklike parts all over their bodies, this allows for their inner flame to flare outward. There eyes show as much fire. They stand between 6'2 and 6'5 with females shorter then males by only a few feet. Flameborn never age, few of them die. They show no ageing effects but each wound on them produces another crack to flare there innerflame.

Relations: Flameborn have not really met many other creatures like themselves. They think they are the only creatures of the world who can feel. but as they meet others it can be expected they will show hot tempers and loads of passion that could be misenteritued as acts of hostility.

Alignment: Flameborn tent toward chaotic alignments. As they have passion that does not allow for the great law of things.

Flameborn Lands: The flameborn live primarily on the fire mountains in the oceans. Near the Black Water blight. As they do not need food or water, the smoke and fire of the fire mountains serve them well. Some have made it as far as the many Desserts that dot the landscape of the World.

Religion: Flameborn do not worship, they see no reason to. If a God could love them, it could just as quick take fury apon them. They take the outlook that if they leave the Deities alone much the same will happen to them.

Langauge: Flameborn have the elemental language of Ignian to pull their dialect from.

Names: Flameborn names often times are the same names for other things around them or variations on the words 'Question' 'Fire' or 'Emotion' Examples are : Enigma, Quantry, Inferno, Flame, Rapturous, Vent.


* Medium: As Medium creatures, Flameborn have no special bonuses or penalties due to their size.

* +2 Con, -2 Int the Flameborn race are extremely resilient, but they do not learn very quickly often making the same mistake again and again.

* Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

* Darkvision out to 60 feet.

* Immunity to poison, sleep effects, paralysis, and stunning.

* Not subject to critical hits or flanking.

* Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental 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 elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.

* Elementals do not eat, sleep, or breathe.

* Flameborn base land speed is 30 feet.

* At will spell-like: Create Flame, Control Flames

* Naturally Psionic 1 extra power point per day.

* Automatic Language: Ignian Bonus Langues: any.

* Favored Class: Wilder

2008-07-02, 06:19 PM
Passion Domain

"To feel is to live. The alternative is worse than even undeath."


Domain Power - Once per day as a free action, you may grant immunity to fear to all allies within 5 feet for one round per cleric level.

1 - Remove Fear
2 - Lesser Restoration
3 - Rage
4 - Confusion
5 - Scrying
6 - Greater Heroism
7 - Refuge
8 - Sympathy
9 - Freedom

2008-07-02, 09:48 PM
Endurance Domain

Domain Power - Once per day as a free action, you may grant an ally within thirty feet a reroll on a failed fortitude save with a bonus equal to half your cleric level, rounded down.

1 - Endure Elements
2 - Bear's Endurance
3 - Magic Vestment
4 - Stoneskin
5 - Permanency
6 - Heroism, Greater
7 - Refuge
8 - Shield of Law
9 - Foresight

2008-07-02, 10:34 PM

Personality: Dwarves tend towards bluntness in their speech - but as a consequence, it's pretty hard to offend a dwarf if you're speaking the truth. Dwarves also tend towards introspection and careful thought.

Physical Description: Dwarves are short and stocky, fairly ugly... and utterly hairless. Instead, fine whorled lines of black stone cover their skin from head to toe, making them appear a mottled grey color - their skin is usually quite pale. Being a natural part of their bodies, the stone doesn't impede their movement, but it's too brittle to stop a blow.

Relations: They haven't met anybody yet. Their diplomatic policy could be described as "Detached politeness until the other party demonstrates their intentions one way or the other"

Alignment: Dwarves tend to be lawful.

Dwarven Lands: Dwarves are designed to be cave dwellers; after all, caves are defensible. Once metal tools come into play, they'll become miners.

Religion: Kaern's work is plainly marked on their skin, so of course his worship is very popular. However, they live in intimate proximity with Xiua'hi's domain, stone and metal and gems, so his worship is popular as well.

Language: Dwarves speak Dwarvish. Once somebody comes up with common, they'll learn that too.

Names: Dwarven names tend to sound Celtic, and they do not currently use surnames. Aithne, Briac, Caradoc, Dunn, Farrell, Gower, Imogen, Keir, Lann, Maura, Newlyn, Perth, Raelin, Saraid, Tor, Weylin.

Dwarf Traits (Ex)

Dwarves possess the following racial traits.

+2 Constitution, -2 Charisma.
Medium size.
A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Weapon Familiarity: of some kind. I'll teach em later...
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus to hide checks in a stony environment
Automatic Languages: Common, Dwarven.
Favored Class: Fighter.

Innis Cabal
2008-07-02, 10:35 PM
The Qi are the armies of the gods, fighting for any single god that calls for their aid, so long as they are outmatched and under balanced. They serve the Four kings, who are based in the Burning Citadel in the Burning Void. Each Qi serves a particular service in the military structure, from the simple Junren, to the Mighty Roi. Alone, the lesser Qi are mindless and weak, requiring proper command from the leader Qi


Construct Traits: A Qi is immune to mind effecting effects, posion, paralysis, stunning, disease, death effects, poison, sleep, necromantic effects, and any effects that requires a fortitude save unless it works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but it can be healed through repair. It can not be raised or resurrected. A Qi has darkvision for 120 feet.

Qi Traits: All Qi have cold resistance 20, spell resistance, and DR 10/Bludgeoning. All Qi have a general collective conscious with their Roi and Vizer. As such any single lesser Qi can employ the skills of a single Roi or Vizer within a mile of them. Qi without an intelligence score have no skills or save bonus’s without a commander present. Qi share all saves and skill modifiers and feats with their commanding unit.

Medium Construct (Extraplaner)
HD 3d10+3
Speed 50 ft.
AC 15; touch 10; flat-footed 15
(+0 size,+0 dex, +5 natural armor )
BAB +3; Grp +5
Attack Standard attack +6(longspear/see text)
Space 5 ft.; Reach 15 ft.
Special Qualities Construct Traits, Qi Traits
Abilities Str 15, Dex 10, Con 0, Int 0, Wis 10, Cha 10
Environment The Void
Organization Army
Challenge Rating 3
Treasure Double Standard
Alignment True Neutral

The weiry man seems to be made of fresh terra cotta, its skin slick and its face covered in a mask, obscuring its features. In its hands is a spear far to large for its body.

Junren are the rank and file soldiers of the Qi armies, functioning in all typical capacities as a mortal solider. Each is armed with a large spear which affords them a far greater range then most Qi, and giving them far greater charging power then a regular army. While mindless, some Junren find themselves alone, often becoming members of the Unmasked.

Spear Mastery: All Junren are masters of their weapons, able to strike any target within their threaten range without penelty


Qi Traits: See entry for base Qi stats

Large Construct (Extraplaner)
HD 6d10
Speed 30 ft.
Init: +0
AC 19; touch 14 ; flat-footed 14
(Natural armor 5, -1 size, +5 dex)
BAB +4; Grp +8
Attack Standard attack +9(lance)
Space 10 ft.; Reach 10 ft.
Special Qualities Qi Traits, Construct Traits, Lead the Charge
Abilities Str 20, Dex 20, Con 0, Int 0, Wis 15, Cha 10
Environment The Void
Organization Army
Challenge Rating 6
Treasure Double Standard
Alignment True Neutral

These Terra Cotta warriors sit atop stately steeds, shouting over the din of battle, hefting their lances to the sky in open defiance to all around them

The Keima are the knights of the Qi forces, charging along with the rank and file Junren atop their masked horses, screaming inspiration for all that fight alongside them. It is incredibly rare to find a Keima outside of the Qi army, and they make up the smallest percentage of the Unmasked.


Qi Traits: See above for base Qi traits

Lead the Charge(Ex): While Keima are mindless, their fervor and loyalty to the Qi is so powerful it has the ability to inspire all Qi within 60 feet with a righteous bloodlust. All Qi within 60 feet gain a +10 bonus to attacking with a charge, and do not lose the -2 to AC due to a charge.

Medium Construct(Extraplaner)
HD 12d10
Speed 40 ft
Init: +0
AC 20; touch 10; flat-footed 10
(10 natural armor, +0 size, +0 dex))
BAB +9/+4; Grp +9
Attack Standard attack +9/+4(heavy mace)
Space 5 ft.; Reach 5 ft.
Special AttacksSpells
Special Qualities Construct Traits, Qi Traits
Abilities Str 10, Dex 10, Con 0, Int 0, Wis 20, Cha 30
Environment The Void
Organization Army
Challenge Rating 12
Treasure Double Standard
Alignment True Neutral

The wezined old statue seems to move in the army like a piece of wood caught in a tidal wave, when suddenly, out of their arms a cascade of blades appear, churning all before the wave into meat and bone.

The Bisyop are the essential artiliary of the Qi army, and the medics in a pinch. Each is a powerful spellcaster in their own right.


Spells: Bisyops cast spells as a 12 level sorcerer.
At will(Repair, Greater, Blade Barrier, Fireball), 3 times per day(Stone wall, melfs acid arrow)

Qi Traits: Bisyop’s have DR 15/ Bludgeoning

Huge Construct(Extraplaner)
HD 16d10
Speed 30 ft
AC 33; touch13; flat-footed 28
(+20 natural armor, -2 size,+5 dex)
BAB +12/+7/+2; Grp +11
Attack Standard attack +13/+8/+3( huge great sword)
Space 15 ft.; Reach 10 ft.
Special AttacksRally, Bardic Music
Special Qualities Construct Traits, Qi Traits
Abilities Str 12, Dex 20, Con 0, Int 0, Wis 10, Cha 25
Environment The Void
Organization Army
Challenge Rating 16
Treasure Double Standard
Alignment True Neutral

The toweing brute raises out of the battlefield, its arms in a constant flurry, beating out a constant marching beat, it casts its gaxe upon you, and the surge of battle seems to raise against you, as if you alone are the single force in the army.

The Caiseal are the marching instructors, and receive direct orders from the Vizer’s themselves. Each is armed with a single large drum, and a bugle that rings out over the entirety of an amassed army.


Bardic Music: Caseal have bardic music abilities equal to a level 16 bard. All Caseal must succeed a charisma check (DC 30), to manifest these abilities. If a Caseal is in the presence of a Vizer or Roi they use the Vizer or Roi’s perform check.

Qi Traits: Caseal have DR 20/Bludgeoning.

Medium Construct (Extraplaner)
HD 19d10
Speed 30 ft
Init: +4
AC 38; touch 10; flat-footed 38
(+28 natural, +0 size, +0 dex)
BAB +14/+9/+4; Grp +15
Attack Standard attack +15/+10/+5(heavy mace)
Space 5 ft.; Reach 5 ft.
Special Attacks Spells, Convert the Humbled
Special Qualities Qi Traits, Construct Traits, Domains
Saves Fort +29 Ref +19 Will +29
Abilities Str 12, Dex 10, Con 0, Int 30, Wis 30, Cha 15
Skills Ride +21, Perform +21, Swim +21, Knowledge(tactics) +21, Knowledge(Arcane) +21, Knowledge(Religion) +21, Craft(metal smithing) +21, Spot +21, Search +21, Listen +21
Feats Improved Initiative, Chain Spell, Heighten Spell, Maximize Spell, Widen Spell, Twin Spell, Wounding Spell, Sculpt Spell
Environment The Void
Organization Army
Challenge Rating 19
Treasure Double Standard
Alignment True Neutral

This rotund statue of terra cotta seems to move with the fluid grace of a dancer, conducting the forces before her almost as if they were a marching band. Her voice can be heard over the fray, screaming out orders all obey.

The Vizer are the leaders of the field armies, leading through spell and command combined. The Vizer are also one of two types of Qi that can function outside of the army structure, serving as advisors to both mortals and gods alike.


Convert the Humble(Sp): If a Vizer slays a creature in combat, she can convert it to the Qi army, raising it as a loyal member of her retinue. A corpse must succeed a DC 15 fortitude save before they are reduced to 0, or raise as a Masked One 3 turns later.

Spells: Vizer act as clerics equal to their level with access to the Balance and War domain

Qi Traits: Vizer are immune to cold spells and effects, and have DR 20/-

Huge Construct(Extraplaner)
HD 30d10
Speed 10 ft
Init: +8
AC 38; touch 10; flat-footed 38
(+30 natural, +2 size, +0 dex)
BAB +18/+13/+8; Grp +33
Attack Standard attack +35/+30/+25(Great sword)
Space 15 ft.; Reach 15 ft.
Special AttacksConvert the Humbled, Spells
Special Qualities Construct Traits, Qi Traits, The Vision, Domains, Unmasked
Saves Fort +39 Ref +26 Will +26
Abilities Str 45, Dex 10, Con 0, Int 30, Wis 30, Cha 20
Skills Ride +23, Perform +23, Swim +23, Knowledge(tactics) +23, Knowledge(Arcane) +23, Knowledge(Religion) +23, Craft(metal smithing) +23, Spot +23, Search +23, Listen +23, Handle Animal +23
Feats Improved Initiative, Improved Initiative, Chain Spell, Heighten Spell, Maximize Spell, Widen Spell, Twin Spell, Wounding Spell, Sculpt Spell, Superior Initiative
Environment The Void
Organization Single
Challenge Rating 26
Treasure Triple Standard
Alignment True Neutral

Standing regal on the battlefield, this terra cotta warrior towers above all in view, sculpted to appear as a giant stately elderly man.

The Roi are the leading body of the Qi army. Created for the express purpose of leading, the Qi are tactical genius’s, and have mental connection with the rest of the army, using it to co-ordinate and to transfer in new tactics.


Spells: A Roi functions as a cleric equal to their CR with access to the Balance and Earth domains

The Vision(Ex): A Roi may choose its alignment, changing it from round to round. All Roi start combat as True Neutral, and can assume this alignment at will. A Roi that changes its alignment also changes the alignment of all Qi on the same plane. Once a Roi changes its alignment its domains(and those of any other Qi in the area) change according to one of its alignment discriptors. All spells with an alignment requirements are instantly changed to an alignment of their type, and feats that require an alignment continue to function.

Convert the Humble(Sp): Like a Vizer, a Roi can convert a single opponent they slay in combat . An opponent must succeed a DC 30 fortitude save before they are reduced to 0, or raise again 3 turns later as a Masked one.

Unmasked(Ex): A Roi can remove the mask of a single Qi so long as they are on the same plane. This instantly applies the Unmasked Template on the individual.

Qi Traits: All Roi are immune to cold spells and effects, have DR 30/Epic, and fast healing 25. In addition, a Roi is immune to a single energy type depending on their alignment descriptor. Lightning for good, acid for evil, Sonic for law, and fire for chaos.

The Four Kings
The Entire Qi army is led by a group known as the Four Kings. These Kings are four unique Roi who have, through battle and dedication to their kind, evolved into four distinct and powerful lords.

Abadaan’Qi the Benefactor
Utlara ‘Qit he Tyrant
Shiinoa’Qi the Honored
Eequa’Qi the Anarchic

2008-07-02, 11:54 PM
Second Chance
It is the seed of the world. Not a new world, but the old reborn.

Second chance is a grouping of disks a hundred miles in diameter, each of which mimics an environment on the Playground. The disks extend from the surface world down deep into bedrock, and are smooth edged as though someone punched a cookie cutter through the world. The environment disks are arranged radially around a similarly-sized disk of black stone. The black stone disk, known as the Hub, has a ring of circular obsidian platforms. Standing upon one of these and speaking the command word transports the speaker and all the nonliving matter they carry to a similar platform on one of the environment disks.

Second Chance Traits

Normal Gravity
Timeless: Nothing ages in Second Chance.

On the environment disks, time moves in a one week loop. All objects "native" to the disk appear in the position and state they were in at the beginning of the week, even if they have been removed from the disk in the interim(the removed item does not vanish; a temporal copy simply appears). Anything present during the reset is not affected, but is now considered a native of the disk. Using the portal platform to travel to the Hub removes "native" status from the user. Only nonliving objects can be brought back from the environment disks; and what is removed is a temporal copy(the original will reappear next week).

Time on the Hub is linear; but objects on the Hub do not age, hunger, thirst, rust, rot, or otherwise degrade with time.
Infinite Size
Divinely Morphic
No Elemental Traits
Normal Magic

Lady Tialait
2008-07-03, 12:13 AM
You sir, forced this:

The Burning Void
This is a place in the Void that burns with the pure power of a God of fire. As such forever will burn. Trapping the God of Fire in it. The first Elemental Plane of the Playground it flickers eternally.

The very air seems to ignite around anyone who enters. Without Fire immunity you would be dissipated upon entering. Question marks, random letters in different languages form around. The Flameborn float in and around the burning void exploring it. This place traps the God of Fire and also fuel.

The Burning Void Traits

Subjective Gravity
Normal: Time passes normally inside the Burning Void.
Infinite Size
Divinely Morphic
Fire Elemental Traits
Fire Magic Effect Doubled, Cold Magic Negated, Water Magic at 50%

2008-07-03, 12:53 AM
The Cosmology grows.

The Dark home of Eul

The Dark home was the first victim of the endless hunger of the Comsuming Shadow, this endless expanse is suffused by the deitiy's dark presence. This world of entropy and emptyness was the very first planar realm to be created, or uncreated, depending on point of view.

The Dark Home has nothing, no air, no land, no time, nothing, it hungers for the heat and life of visitors just like it's creator does. The only solid land found in the plane are the small patches that drifted into it from planar alomalies created by Eul's slashes in the dark.


Gravity: Inexistant. To move around the Dark Home, you need only believe you are moving.
Time: Timeless. In the dark home, it is not possible to recover by resting, and natural aging halts. however, creatures remaining in the Dark home still feel hunger and thirst, and those can never be sated while inside the plane.
You do not suffer the effects of delayed aging after leaving the Dark Home.
Size: Infinite.
Morphology: Divinely Morphic.
Heavy Negative Predominance: There are no areas of small predominance, unless Eul creates these, and they usually don't last long.
Magic (Activated): Negative Energy effects used in the Dark Home are maximized and empowered. Darkness spells and effects are extended. Rebuke Undead attempts made in the plane receive a +5 bonus to the cleric level check and damage roll.
Magic (Restricted): Positive energy and Light spells are restricted. Turn Undead attempts are made at a -5 penalty to the cleric level check and damage roll.

Voidstone: to be added later.
Inhabitants: to be added later.

Lady Tialait
2008-07-03, 08:25 PM
Artifact: Forbidden Puzzle Box

Whenever someone holds the Puzzle Box they must make an Int check (DC 20) or take 10D6 Fire damage. Each round they may make the Check again till they succeed. On success the Box opens and the User gains a 8th level spell as a spell-like ability useable once. The spell-like is randomly chosen from the Cleric or Wizard spell list.

@V: Yes...at random.

2008-07-03, 08:31 PM
The Qi


Updates for tommorow

Chess pieces? Cool. I think it's possible I know way too much about language and/or chess variants to have picked up on that.

Tialait: at random?

Innis Cabal
2008-07-03, 08:33 PM
oh, awsome someone got it, and thank you!

2008-07-03, 08:46 PM
oh, awsome someone got it, and thank you!

I know too much about chess for someone who sucks so badly at it...
Roi - french for king
Keima - knight in shogi, japanese chess
Bisyop - bishop
Caiseal - Castle
Veizr - vizier, the original name of the queen piece
Junren - by process of elimination, the pawn, I suppose.

Innis Cabal
2008-07-03, 08:51 PM
I know too much about chess for someone who sucks so badly at it...
Roi - french for king
Keima - knight in shogi, japanese chess
Bisyop - bishop
Caiseal - Castle
Veizr - vizier, the original name of the queen piece
Junren - by process of elimination, the pawn, I suppose.

Bisyop is Korean

Caiseal is Irish

And Junren is chiense(mandarin i think...) for soldier

2008-07-03, 10:47 PM
The Athiks are the chosen people of Cliktith. The first Athiks were created from ants, and the species as a whole has a very insect-like mindset.
Personality: Cliktith society frowns upon displays of emotion and independent thought, so Athiks are almost invariably hard working humanoids who keep to themselves. Athiks hold the safety and self-preservation of their race above all other values, and individual Athiks often display extreme bravery in the face of threats to their settlements. Cooperation among Athiks is a fundamental aspect of their culture, so Athiks can be quite empathetic and helpful to their kin.
Physical Description: Athiks look like a cross between a human and an ant. They all stand within one inch of three feet, eight inches tall. They have no skin, but instead are covered in a shiny black exoskeleton. They have only two arms, each of which end in a hand with four fingers. They have two legs, each of which has two sharp toes. They have no mouth or lungs but instead absorb oxygen through spiracles on their bodies. Their heads have small, widely-set black eyes, two long thin feelers and a pair of small mandibles.
Relations: Athiks are yet to meet any other creature, but will tend toward xenophobia due to their high value of self-preservation.
Alignment: Almost all Athiks are lawful. Those who are not do not last long in Athiks society. They tend toward neutrality on the good-evil scale. Evil is favored ever so slightly over good due to their lack of appreciation for common freedoms
Athiks Lands: As of yet, all Athiks live together in a huge series of tunnels beneath The Anthill.
Religion: Athiks are extraordinarily reverent, though not in the contemporary sense. They do not pray, but instead adhere to the commands given to them when they were created.
Language: Athiks have their own simple, easy to learn language with makes use of a series of hisses and clicks.
Names: Athiks names are no more than a series of numbers.

Racial Traits
Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks.
Increased Capacity: Unlike most small creatures, Athiks’ carrying capacity is the same as a medium creature with the Athiks’ strength score.
Feelers: The Athiks’ feelers allow them to automatically the sense the presence of foreign substances in the air as soon as they are exposed to them.
Mandibles: The Athiks’ mandibles can be used as a natural weapon which deals 1d2 damage, and double on a critical hit.
Exoskeleton: The Athiks’ exoskeleton grants a +1 bonus to natural armor.
Hive Telepathy: Athiks can speak telepathically to any other Athiks within ten feet. This is an supernatural ability.
Hive Cooperation: Athiks grant double the normal benefit for the aid other action in combat so long as the creature they aid is also an Athik.
Darkvision: Athiks have Darkvision out to 60 feet.
Ability Score Modifiers: +2 Str, -2 Cha, -2 Wis. Athiks, like ants, are amazingly strong for their size. However, they hardly express any emotion at all and tend to have a somewhat detached view of the world.

2008-07-04, 11:49 AM
The Deadborn

And as a gift to his servants, the Comsuming Shadow snuffed out the life of a draconic egg, but fed it with his own might of unlife, creating something new. And he sent this creature to the Playground, and during it's travel, the energy of the monster leaked, and plagued the world with a new race.

The Deadborn are a subspecies that can appear among any kind, they are shunned in almost all societies, considered a curse upon their family, but considered blessed by the Cults of the Comsuming Shadow.
Lands of the Deadborn
The few deadborn that find acceptance live with their parents, but suffer of prejudice. Most of them are abandoned after their births, and taken in the night by cults of Eul or by the claws of Nightwings, and taken to the Deadlands.
Deadborn look like their original race, but their skin is either ashen or pale white, and their eyes are dark with white pupils or milky white with dark pupils.
Deadborn are shunned by most living races, but treat each other as equals, in spite of their original species. Deadborn of the same base species can breed, giving birth to more of their kind, but deadborn of different species cannot breed (unless they such a mating would create a "half-" being).
Deadborn speak the languages of their parent races. Those who are taken by the Nightshades also learn to speak Necran.
Deadborn personality varies, depending on where they grow. They tend to be cruel and violent, however.
Deadborn tend towards evil. But that is not an iron clad rule.
Deadborn raised by their parents have names fitting their races. Those raised among the Nightshades have names with strong intonations or dark meanings.

Creating a Deadborn

Deadborn is an inherited template which can be added to any living corporeal creature.

Type and Size: The type and size of the creature remain unnaltered. Deadborn have the Incarnum subtype.
Hit Die: Same as base creature.
Movement: Same as base creature.
Armor Class: Same as base creature.
Base Attack Bonus: Same as base creature.
Attacks: Deadborn gain two claw attacks, if they have none already. These claws deal 1d4 damage for a medium creature.
Special Attacks: Same as base creature.
Special Qualities: Deadborn keep all the special qualities of the base creature, and receive the following.

- Deadborn receive a +6 bonus on fortitude saves against diseases and poisons, their half-undead anatomy is hard to affect with these substances. Deadborn are also immune to spells and effects that cause fatigue and cannot be exhausted, if an effect would make them exhausted, they become fatigued instead. They are also immune to death by massive damage.

- A deadborn is healed by negative energy and healed by positive energy. In addition, they may be turned or rebuked (but not destroyed or controled), and are treated as undead by all spells and effects that target specific creature kinds. They can take feats as if they had the Tomb-Tainted Soul feat.

- Deadborn have Turn Resistance +2.

- Deadborn have an innate essentia pool with 1 point, their strange nature makes these creatures adept at powering the art created by their dark father.

- Deadborn don't have to eat, breath or sleep, and are immune to sleep effects. They can't heal naturally, unless they rest for at least four hours inside an area charged with negative energy (Desecrated, Unhallowed or Negative Dominant). Deadborn spellcaster must still rest for eight hours to recover their spells. They age at half the speed of their original race (double the age thresholds and max age dice roll).

- Deadborn are not disabled when at 0 hit points, and automatically become stable when between -1 and -9 hit points, they can take a single move or standard action each round (but no swift actions), and suffer a -5 penalty to AC, attack rolls, skill rolls, damage rolls and saves, and must make concentration checks to cast spells (DC 15+ spell level). They do not risk losing aditional hit points due to these actions.

- Deadborn are creatures of darkness, they suffer a -2 penalty to all rolls while under natural sunlight.

Saves: Same as base creature.
Abilities: Same as base creature. Unlike actual undead, Deadborn keep their constitution scores.
Skills: Same as base creature.
Feats: Same as base creature. Deadborn can take feats as if they were undead, or if they require a "-" Con score.
Level Adjustment: +1

Lady Tialait
2008-07-04, 02:32 PM
Flameborn Reactions:

Flameborn react differntly to different templates. I'll be posting the slight change here.

Deadborn Flameborn (DarkBorn)

Template is unchanged exepct where noted here:

Special Qualities: Darkborn loose their normal spell-like abilitis for flameborn. Instead gaining the following:

At will- Inflict Light Wounds, Control Undead.

Addi tonally they no longer have Immunity to Fire, and Volnuable to cold. instead they have Undead Traits when it comes to Negivtive and Postive Energy.

Edit: I want a thing that will allow them to control Negivite energy. That way they will feel like the Flameborn with an Negivite Energy twist.

2008-07-04, 03:15 PM
Rebuke Undead? As the cleric class feature? That's a bit... Strong.

Maybe Doom or Scare?

2008-07-04, 03:54 PM
When Evadize accidentally left a Flameborn egg(Not realizing what it was) in the Sacred Glade, his demigoddess found it. She who had encountered many Flameborn recognized it and decided to harbor something so destructive into the glade's protectors. Nurturing it in a magical light instead of fire, Spiritfolk were born.

Personality: Extremely playful and creative, Spiritfolk at heavily artistic. A Spiritfolk can be any alignment from lawful to chaotic however almost every Spiritfolk is good. All Spiritfolk have a large sense of community and our very open minded to all cultures, admiring beauty in all forms. However, Spiritfolk heavily resent the abuse of anything, nature, power etc.

Appearance: Spiritfolk constantly emit a soft multicolored light from their flesh. Their upper body is that of a human transcending down into just pure light hovering inches above the ground. When they experience potent emotions or are subjected to physical exercise, the light on these creatures bursts into a harmless multicolored flame. These flames are much brighter than their normal light.

Religion: Most Spiritfolk worship Calypso and Evadize, as the Spiritfolk are appreciative of the beauty of the nature around them. Some Spiritfolk worship other deities as well. Multiple worshiped is encouraged within their society, and not at all frowned upon.

Lands: Spiritfolk live within the Sacred Glade protecting it's grounds and thriving in it's beautiful landscape. It provides more than enough nourishment for them. The Sacred Glade also lets them live alongside the Demigod Calypso who they all admire and worship.

There are some Spiritfolk however who leave the community of the Sacred Glade to protect nature in different parts of the world. These Spiritfolk do this of their own will, mimicking how Calypso did this in the first years of her creation. These nomads simply travel the world nourishing dying plants. The effect they have is very minuscule but Evadize smiles upon their efforts.

Spiritfolk Racial Traits:

Medium Fey
+2 Charisma, -2 Constitution
Base Land Speed: 30ft
Low-light Vision
Inner Light(Su): The light a Spiritfolk gives off provides bright illumination to 15ft and shadowy illumination to 30ft. When angry or subject to physical activity the illumination doubles. When unconscious or sleeping this is brought down to 5ft of bright illumination and shadowy to 10ft. This light invokes a -2 penalty on hide per 5ft of bright illumination.
Gift of Calypso(Su): When a Spiritfolk dies his body explodes in a violent splash of light leaving nothing behind. This light heals nearby spiritfolk in a radius of 5ft for d4+hd of the dying creature.
Hover(Ex): Though Spiritfolk never touch the ground they do not exactly fly. This natural abilities lends them a +5 bonus on jump checks and move silently.
Displacement(Su): The shifting lights of a Spiritfolk make it very hard to pinpoint where on their bodies is flesh rather than light. They receive a 20% miss chance against ranged attacks.
Light Ray (Ex): A Spiritfolk may shoot a blast of light dealing 1d6 damage. This is a ranged touch attack that overcomes any damage reduction. The damage increases every 5th HD. (Ex: 2d6 at 5th, 3d6 at 10th).
Languages: Sylvan


Controlled Inner Light[Racial]
Prerequisites:Spiritfolk, Hide 4 ranks
Benefit: You can force your inner light to extend only to 5ft of shadowy illumination.

Extended Light Ray[Racial]
Prerequisites: Spiritfolk
Benefit: Extends your Light Ray attack to a range of 60ft.

Radiant Light[Racial]
Prerequisites: Spiritfolk, Level 3
Benefit: Any undead entering a radius of 5ft of you takes d4 damage every round it spends within that radius. You may surpress this ability as a free action. Additionally your Light Blast attacks do an additional 1 damage per damage die.
Special: This only functions when your Inner Light has spread to 30ft.

Healing Aura[Racial]
Prerequisites:Spiritfolk, Radiant Light
Benefit: Allies within your radiant light radius receive Fast Healing 2. Does not stack.

Extended Radiant Light[Racial]
Prerequisites: Spiritfolk, Radiant Light
Benefit: The radius of your radiant light expands to 15 ft.

Improved Radiant Light[Racial]
Prerequisites: Spiritfolk, Radiant Light, Level 9
Benefit: Undead within your radius now take d6 damage instead of d4. Your ray of light now does +2 damage per damage die. If you have Healing Aura that improved to Fast Healing 3. In addition you may also now benefit from the fast healing.

2008-07-04, 08:38 PM
Overtime many of the sheep that were herded were lost or escaped and wild rams began to populate the land. Fierce and powerful they populated the woods outside the glade. Rather than battle these creatures Calypso exhaled life into them. These great warriors have pledged themselves to protect the glade in thanks for their creation.

Personality: Gruff and serious Aegar don't speak much preferring action over words. There are only two values important. Pride and ability. Respect is directly related to effectiveness. They don't care much for appearance, and show little personality. There is only one personality trait that Aegar resent which is lack of discipline. Without it dishonour is brought to the tribe.

Aegar have the lower body of a goat and the upper body of a muscular human. They also have large spiral horns like that of a ram. Male Aegar are often noted for being extremely hairy. Many boast both full beards or much chest hair.

Not a true physical trait, but a noted visible marking of an Aegar are the runic markings on the palms of his hand. When a newborn child is born the tribe’s leader will carve the symbol of the tribe in the child’s hand. This not only identifies him as a member of that tribe but is seen as an honour for being initiated into the tribe.

Religion: All Aegar wprship Calypso, grateful for their creation. Many also worship Kaern Steadfast for his discipline, Xam for his blessings in their hunts, and Evadize who watches over the forests they live in.

Lands: The Aegar inhabit the forest outside the Sacred Glade but often tribes go on week long expedition where they venture off to see if they can challenge exotic animals to combat.

Aegar Racial Traits:

Medium Fey
+2 Strength, -2 dexterity, -2 Intelligence, -4 Charisma.
Base Land Speed: 40ft

Low-light Vision
Stability: An Aegar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Powerful Build: Whenever an Aegar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Aegar is treated as one size larger if doing so is advantageous to him. An Aegar is 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. An Aegar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Natural Weapon: Gore(1d6)
Powerful Charge: In addition to the normal benefits and hazards of a charge, this allows an Aegar to make a single gore attack at his highest base attack bonus dealing 2d6+str.
Pack Fervor(Ex): When an Aegar is within 30ft of an allied Aegar it receives a +2 bonus on attack and damage rolls and a +4 on saving throws against fear.
Languages: Sylvan
+4 dodge bonus to Armor Class against creatures of the animal or magical beast type (such as Wolves, Bears or Griffons).
+2 racial bonus to Intimidate Checks.
Level Adjustment:+1


Improved Pack Fervor[Racial]
Prerequisites: Aegar
Benefit: Increase Pack Fervor's bonus to attack and damage from +2 to +3. Increase the morale bonus to +6.

Prerequisites: Aegar, Improved Bullrush
Benefit: When making a single attack with your gore attack not in a charge, you may make a free bullrush attempt.

Innis Cabal
2008-07-06, 11:38 AM

Normal Gravity
Normal: Time passes normally on Yueqiu
Finite Size
Divinely Morphic
No Planer Traints
Normal Magic

Yueqiu is a small mirror image of the material plane. It is heavily forested, and rains nearly year round. Rivers and lakes spot the emerald expanses.

2008-07-07, 02:02 PM
It barely matters, but ram horns should give a slam attack, not a gore attack.

2008-07-09, 12:24 PM
The Capsin
And Gliss awoke, and was happy. And he thought himself not alone, for life was nearby. The life could not respond to him, however, and he was saddened. To remedy this, he sang intelligence into the life around him, and it spoke, and Gliss was pleased, and he named them the Capsin.

Personality: The Capsin crave joy. They crave life. They crave action. The Lepsin seek to enjoy all that the world has to offer and avoid the parts they dislike as much as possible. Their interests change as quick as they run, and it takes a mighty Capsin to stick to something that isn't terribly exciting for very long.

Appearance: They stand, on average, a head or two taller than men and are covered in a fine layer of fur. On their head lies hair, longer than that which covers their bodies, and usually in a bright and unexpected color. Their legs are thick at the tops, and make them powerful runners and jumpers, and their long feet barely touch the ground when they're ready to move. Beyond that, little stands to differentiate them from tall humans with a layer of soft, glisteing fur.

Religion: The Capsin don't find it hard to pay their respects to Gliss, their creator. After all, he travels with them, guiding them, teaching them, and protecting them. When a Capsin feels particularly grateful to Gliss, or any other time he celebrates, he will imitate the god and sing a few notes and play a simple flute or lyre.

Lands: The mountains of Xiua

Capsin Racial Traits

+2 Dexterity, -2 Wisdom
Medium size
Capsin's base land speed is 40 ft.
+4 racial bonus on Jump checks
+1 dodge bonus to AC when in no or light armor
Curiosity: Capsin choose one cross-class skill at character creation. This skill is now always treated as a class skill for the Capsin in terms of how many points it costs to gain a rank in it, but the cross-class limit on skill ranks still applies. The number of ranks the Capsin has in this skill may never be less than half the Capsin's character level.
Favored Class: Bard

2008-07-09, 12:30 PM
Dude you don't even have your votes yet.

2008-07-09, 12:53 PM
Wrong thread Adumbration.

2008-07-09, 01:01 PM
Jeah. I just clicked Lords of Creation from the index... Ah, well. Sorry.

2008-07-09, 03:42 PM
Summer Domain

Granted power: You gain the ability to have fire resistance equal to your cleric level once per day. This effect is a standard action to activate and lasts one round per cleric level. This is a supernatural ability.

1: Endure Elements (Hot only)
2: Eagle's Splendor
3: Continual Flame
4: Rainbow Pattern
5: Commune (with Gliss or any god with the sun, heat, festivals or a related subject in their portfolio)
6: Eagle's Splendor, Mass
7: Control Weather (Bright and Sunny only)
8: Sunburst
9: Prismatic Sphere

2008-07-09, 05:16 PM
Realm of Harmonious Vigor

Flavor Text and History


Normal Gravity: Gravity in Coirae acts the same as in the playground.
Timeless: Hunger and thirst are feelings that creatures till get however the effects of these do not kick in until you leave Coirae. Creatures do not age while on Coirae.
Finite Shape: Coirae is only as large as it needs to be to comfortably suit all creatures on the plane. If more creatures exist on the plane then the plane expands, complete with vegetation.
Divinely Morphic: Evadize may change the plane at his whim.
Minor Positive-Dominant: Coirae is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.
Impeded Arcane Magic: To cast an impeded arcane spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Wild Arcane Magic: Arcane magic is subjected to wild magic. Consult the Wild Magic Table (http://www.d20srd.org/srd/planes.htm#wildMagic) if you manage to overcome spell impediment.

Inhabitants: A variety of animals and plants. When the Archdruids of Evadize die their spirits live within the utopia of Coirae.
Evadize, The Gifted Student

2008-07-10, 10:08 PM
Nine Rings of Kaern (Utility Artifact, Name in progress.)

The Seven Iron Rings:
The Iron Rings are 10-foot diameter hoops of plain black iron, each of which connects to one of the silver rings. The iron rings can be shrunk down to the size of a finger ring. The wearer of one of these rings will be transported, along with their ring, to the location of the silver ring upon their death(or destruction)

The Silver Ring:
The Silver ring is a series of seven silver hoops, set edge to edge so that they stand upright in a circle. Each of the hoops connects to an iron ring. Travelers always exit to the outside of these hoops.

The Stone Ring:
The Stone Ring is a regular finger ring of plain black stone. The wearer of the Stone Ring can activate or deactivate any of the portals at will. He may also reach through a portal, and pull the ring on the other end through. He can also shrink the Silver Ring to the size of a finger ring. In the same way that a wearer of the stone ring is transported to the silver upon their death, a wearer of the silver ring is transported to the stone ring upon their death.

2008-07-20, 01:33 PM
Size/Type: Large Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Talons +4 melee (1d8)
Full Attack: 2 talons +4 melee (1d8) and bite -1 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 10, Dex 16, Con 12, Int 2, Wis 14, Cha 10
Skills: Listen +4, Spot +4
Feats: Alertness, Weapon Finesse
Challenge Rating: 1/2
Advancement: 3-7 HD, 8-15 HD, 16-24 HD (Large, Huge, Gargantuan)
Level Adjustment: —

Size/Type: Large Animal
Hit Dice: 1d8+6 (10 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Claw +1 melee (1d8)
Full Attack: 2 Claws +1 melee (1d8) and bite -4 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Create Food And Water 1/day
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 10, Dex 12, Con 16, Int 2, Wis 14, Cha 10
Skills: Listen +4, Spot +4
Feats: Alertness, Endurance
Challenge Rating: 1/2
Advancement: 3-7 HD, 8-15 HD, 16-24 HD (Large, Huge, Gargantuan)
Level Adjustment: —

Size/Type: Large Animal
Hit Dice: 1d8+6 (10 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 20 ft. (4 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Claw +3 melee (1d8+2)
Full Attack: 2 Claws +3 melee (1d8+2) and bite -2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 14, Dex 12, Con 16, Int 2, Wis 12, Cha 10
Skills: Swim +6, Spot +3
Feats: Alertness, Endurance
Challenge Rating: 1/2
Advancement: 3-7 HD, 8-15 HD, 16-24 HD (Large, Huge, Gargantuan)
Level Adjustment: —

The Lifebeasts, all statted up. The differences between srd bardic variants and Gliss's bardic variants up in a little while.

2008-07-20, 01:46 PM
Wild Bard
The wild bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe.

A wild bard must be chaotic in alignment. A wild bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities.

Base Save Bonuses
A wild bard has good Fortitude and Reflex saves, but has poor Will saves.

Class Skills
A wild bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills.

Class Features
The wild bard has all the standard bard class features, except as noted below.

Bardic Knowledge
Wild bards lose the bardic knowledge ability.

Bardic Music Abilities
Bardic music abilities that typically only effect enemies that share the bard's language instead only effect animals.

Druidic Requirements
Wild bards must abide by all druidic requirements like only natural armors and weapons.

Animal Companion
Wild bards may gain a Lifebeast (which one is their choice) as an animal companion upon reaching level 3 and are from then on treated as a druid of two levels lower than their bard level when determining animal companion bonuses. It should be noted that they typically bond with skybeasts.

A wild bard is illiterate, just as a barbarian is. An illiterate wild bard cannot use or scribe scrolls.

Remove the following spells from the wild bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI).

Add the following spells to the wild bard's class spell list: 1st—calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd—bull's strength, pass without trace, summon nature's ally II; 3rd—snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—commune with nature, summon nature's ally V; 6th—creeping doom, reincarnate, summon nature's ally VI.

Divine Bard
Not all bards are arcanists; some derive their special powers from a divine tradition. In many primitive cultures, the divine bard takes the place of the cleric or the adept as the guide of the people's religious beliefs.

Base Save Bonuses
A divine bard has good Fortitude and Will saves, but has poor Reflex saves.

Class Features
The divine bard has all the standard bard class features, except as noted below.

Armor Proficiency
Divine bards gain proficiency in medium armor, but not in heavy armor. Unlike normal divine casters, divine bards still invoke spell failure chance when wearing heavy armor.

Bardic Music
A divine bard is treated as a bard 4 levels lower when determining which bardic music abilities are available.

A divine bard learns and casts spells as a normal bard, with some minor exceptions. A divine bard's spells are divine spells, not arcane spells.

To learn or cast a spell, a divine bard must have a Wisdom score (not Charisma score) equal to at least 10 + the spell level. All other Spellcasting factors, including bonus spells and save DCs, are still determined using the divine bard's Charisma score.

Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells. However, a divine bard can't cast spells of an alignment that doesn't match his. Thus, divine bards cannot cast lawful spells (since bards can't be lawful). Neutral divine bards can't cast any spells associated with an alignment (and are thus relatively rare).

In addition, a divine bard selects a domain that matches their deity or chosen ideal. They gain the spells as once per day abilities, available at the level a cleric would be able to cast the spell.

Add the following spells to the divine bard's class spell list: 0—create water, cure minor wounds; 1st—detect evil/good/law, protection from evil/good/law; 2nd—consecrate, desecrate, gentle repose; 3rd—magic circle against evil/good/law, prayer; 4th—remove disease, speak with dead, sending; 5th—divination, restoration; 6th—commune, hallow, unhallow, raise dead.

2008-07-25, 06:49 PM
Capsin Domain

Domain Power - For a total time per day of 1 round per 2 cleric level syou possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Gain a +2 bonus to jump checks.

1 - Jump
2 - Cat's Grace
3 - Fly
4 - Airwalk
5 - Overland Flight
6 - Find the Path
7 - Wind Walk
8 - Irresistible Dance
9 - Miracle

Skilled Jumper
Prerequisites: Dex 13, 4 ranks in Jump
Benefit: You may use your dexterity modifier in place of your strength modifier when determining your bonus to Jump

Innis Cabal
2008-07-26, 01:22 AM

The Promise of Reward Under Trial

Each Shadar-Kai bear the brands of this promise on their flesh at birth. As they grow older the markings begin to grow untill death. This Promise works exactly as the Shadow Curse found in the Fiend Folio.

The Promise of Attraction

Each Zarier bear's the mark of the Promise of Attraction on their shoulders from birth. While the mark varies from child to child, each mark is a source of pride, and dictates a large portion of what the newly born Zarier shall do in his life. Each Zarier are affected by a wanderlust so deeply ingrained in their souls that even at the cost of their lives, they shall forever wander. Any Zarier that lays dormat for more then 12 hours becomes restless, suffering a -4 to all social skills untill they travel at least to another point of scenery.

The Promise of Luck

When a Srem is born, they are touched by the favor of their creator in the shape of intracite patterns around their ever bright eyes. Much like their earthly brethren, these markings dictate the very fate of the child. The Promise of Luck is a duel edged bounty, granting the Srem with abnormal grace and quickness of mind, but also with the knowledge that for every action taken, a great impact is placed on all things connected. A Srem starts play with a +2 luck bonus to any one save, but for each time she makes a succesful save associated with the chosen bonus, she becomes stunned for a round as the mulitidue of possiblities assail her vision.

2008-07-26, 01:48 PM
Amensi, The Final Home, The True Afterlife (http://loc.mornproductions.com/wikka.php?wakka=Amensi)

Amensi is divided into three great layers, each with very distinct characteristics.

The Great Pyramid
The Fields of Glory

2008-07-29, 02:06 AM
To be updated at a later date

Spawned from the mind of Lyrius and his desire to escape, these aquatic creatures formed. They swam as far away from the continents as they could through shadow and tide. Evadize in his mercy created land for them to reach so that their lives would be spared.

Appearance: These humanoids are covered in fish like scales of varying greenish hues. Large black bulbous eyes peer from their faces.

Religion: Many Icthye worship Lyrius as many of their beliefs coinside with him. As well they respect their creator. Other major gods worshipped by them in Noetrelding are Chochin, Xiua'hi and Evadize.


Icthye Racial Traits:

Medium Humanoid(Aquatic)
+2 Dexterity, -2 Strength, -2 Charisma
Base Land Speed: 20ft
Base Swim Speed: 50ft
Superior Low-light Vision: As low-light vision but an Icthye can see four times further than normal lighting would allow for most races.
Hold Breath: An Icthye can hold his breath for an amount of rounds equal to 10 times his constitution. For most Icthye this is about ten minutes.
Acidic Globe: An Icthye has a natural weapon where can spit a globe of caustic acid. This attack is a ranged touch that deals 1d6 acid damage. If the attack hits anyone within five feet of the hit takes 1 acid damage. An area may be targeted(AC:10) instead of an enemy simply dealing the splash damage. Unlike most natural weapons Acidic Globe gains iterative attacks as a result of high base attack bonus. However Acidic Globe may not be used in conjunction with other attacks as a full attack action.


2008-07-31, 04:06 PM
Bleeding Scion of Lyrius
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

+x|Turn or Rebuke Undead, |

+x|Class Ability|+1 level of existing spellcasting class

+x|Class Ability|

+x|Class Ability|+1 level of existing spellcasting class

+x|Class Ability|

+x|Class Ability|+1 level of existing spellcasting class

+x|Class Ability|

+x|Class Ability|+1 level of existing spellcasting class

+x|Class Ability|

+x|Class Ability|+1 level of existing spellcasting class [/table]

Innis Cabal
2008-08-02, 09:48 PM
The Tattoo’s: Each of Xiua’hi’s children are gifted, and cursed, upon birth to bear the markings of his promise. Through the ages, both the Srem and Zarier have learned to gift the same gifts onto others. While they do not infer spiritual powers to non-Srem, or non-Zarier, it allows them to qualify for the Tattoo feats as if they were. Only Srem or Zarier may learn this special art.

Scribe Xiua’Hi’s Curse
You may scribe tattoo’s unto others, conferring special powers to them.
Pre-Requisites: Srem or Zarier
Benefits: You may etch a racial tattoo into a single non-Srem or non-Zarier depending on your race.

+2 dex, +2 cha, -4 str
Xiua’Hi’s Curse:
Dark Vision: Zarier have dark vision out to 60 feet.
Tattoo: Each Zarier is born with a special tattoo, that designates him as either a standsman or a vagabond. Standsman are born with a golden tongue, and the faces so trusting they could con even their own mothers, Standsmen have a +5 modifier to the diplomacy skill, and diplomacy and sense motive become class skills. Vagabonds are born adept swimmers, and need only succeed a DC 10 swim check to succeed any swim check, balance and move silently also become class skills.
Favored Class: Standsman-Any
Vagabond: Rogue

+2 wisdom, -2 con, -2 dex
Xiua’Hi’s Curse:
Tattoo: Much like their Zarier and Shadar-Kai siblings, the Srem are born with a mark left by their creator. Each specifies what role they serve in their society. But these tattoo’s serve another purpose as well. Each Srem has complete manipulation of the “scarring” the tattoo’s have left, and can manifest spiritual energies through them. This allow’s the Srem an extra set of spiritual arms. These function as regular arms, and allow the Srem to take the multi-attack feat.
Lowlight Vision
Favored Class: True Namer

Tattoo of the Sea
Your tattoo resonates with the sea, allowing you better control over your breathing
Pre-requisites: Level 9, tattoo
Benefit: Once per day per charisma bonus, you may harness the energies of your tattoo to grant you the ability to breath underwater for four hours

Tattoo of Freedom
Pre-requisites: Tattoo of the Sea
Benefits: Once per day, your tattoo allows you to duplicate the spell Freedom of Movement for 24 hours.

Innis Cabal
2008-08-03, 04:50 PM
The Shadow of the Playground
Normal Gravity
Normal Time
Infinie Size
Divinly Morphic
Enhanced Magic: Spells and spell like effects of the illusion school, or with the shadow descriptor are maximized and heightened as if by the appropriate feats.

Shadow Inhabitants: The Plane of Shadow is inhabited by the SHadar-Kai, the personal army of the god Xiua’Hi

Movement and Combat: Combat and movement in the Shadow of the Playground functions exactly like that on the Playground. Transfering between the Spheres works like swimming in a slow current.


Mainland: The mainland of the Shadow of the Playground is a shadow carbon copy of the Playground itself. Colors are revered and muted, and sound seems to carry less far then normal here

The Sphere of Dawn: The Sphere of Dawn is a minor copy of the Contients of Ramua and Xiua with a small sea between them, it is constantly bathed in a golden light, and the Shadar-Kai of this region favor golds and whites as apposed to their somber mainland siblings.

The Sphere of Twilight: The Sphere of Dawn is a minor copy of the Contients of Ramua and Xiua with a small sea between them. The Sphere of Twilight is bathed in a constant purple hazy light, and the Shadar-Kai of this region favor blacks and purples over their somber mainland siblings.

Shadow Portals: Where the connection to the Playground and The Shadow of the Playground are weakest, minor temporary portals open up, allowing transport between the two planes.

Innis Cabal
2008-08-03, 04:56 PM
The Plane of Elemental Earth

Subjective Directional GravityNormal Time
Infinite Size
Alterable Morphic
Major Earth Dominate
Enhanced Magic: Spells and spell like abilities with the earth descriptor’s cast within the Plane of Elemental Earth is becomes maximized as per the feat of the same name.

Features of the Plane of Elemental Earth

Cave Systems: The Elemental Plane of Earth’s underground areas split up into cave systems, that are accessible only by the surface world.

Above Ground: The Above Ground of the Plane of Elemental Earth appears as a large, endless meadow of tall grass and scrub brush.

The Mire: Deep within the Plane of Elemental Earth is a gigantic molten mud pit of in determinant size and depth. This Pool constantly and slowly churns the contents of the entire plane. While this has no effect on the cave systems or above ground regions save for minor earthquakes, anyone caught within the Mire must succeed a DC 30 strength check to pull themselves out. Should a person fail their save, they are instantly pulled into the center and crushed by tons of earth and mud.

Innis Cabal
2008-08-03, 05:06 PM
The Domain of Dreams

The Domain of Dreams is a region of the Astral Void that functions as a conduit of the gods, and other powers, to view the dreams of mortals. Appearing as a clear starry night sky, the Dreamcatchers roam the plane, keeping malignant forces out and aiding beneficial forces to their destinations. They can be bribed, and often are by cruel forces, creating nightmares in the dreams of the mortal world.

Subjective Directional Gravity: Inhabitants of the Domain of Dreams determine their own up and down. Objects not under the motive forces of others do not move.
No TimeNonmorphic
Normal Magic

Features of the Domain of Dreams
The Pillow Pathway: The major feature of the starry expanse of the Domain of Dreams is the Pillow Pathway, a long winding road filled with dreampools. This Pathway extends without limit into either horizon, and seems to be made of soft, yielding moonstone.

Dream Pools: A Dreampool appears as a large mirror along the Pillow Pathway, allowing others to look into, and effect, others dreams on the mortal plane. A person must succeed a will save(DC 25) to view a dream, and a fortitude save (Dc 30) to effect a single dream. Persons can not kill the dreamer through the dreampool, only startle them awake, pass along messages, or make the subject exhausted upon their awakening. A failure on either save shuts the particular dreampool for twenty four hours on the mortal plane.

Nightmare Storms: While the Domain of Dreams is the collected power of all mortal dreaming, it from time to time creates storms of nightmares which blow along the Pillow Pathway. Any person struck inside such a storm must make a will save(Dc 25) or be panicked for 10 rounds. After the panicked state ends, an individual must make another DC 25 will save, or lose 2d4 con.

Nefarion Xid
2008-08-03, 05:49 PM
Rathtack the Godlance
(Combat Artifact, +.5 CR)

+7 Adamantine, keen, throwing, returning, ghost touch, mighty cleaving, frost Large Greatspear
(3d6 Piercing, 1d6 Cold, Crit x3 (19-20), Range 20'))

- Allows the wielder to cast Fimbulwinter once per day
- Allows the wielder to cast Cone of Cold 3 times per day
- Allows the wielder to cast Ice Storm 3 times per day

- If left unattended for more than a 24 hours, the Godlance automatically casts Fimbulwinter on the area every night at midnight

- Anyone attempting to carry, handle or wield the Godlance automatically takes 30 Cold damage per round; no save.
- In order to wield the Godlance effectively, the carrier must succeed on a Charisma check (DC 17) once each day, or suffer a -4 penalty to all attacks with the weapon.
- Anyone killed by this Cold damage is automatically risen as a Frost Wraith (a creature to be created and homebrewed eventually)
- Other creatures (non aberration, non outsider), when killed by the Godlance have a 20% chance to be immediately raised as Frost Wraiths at the command of the wielder...if they have succeeded on their daily Charisma check.

While not sentient, the Godlance is a cruel and obstinate weapon that will frustrate or outright kill all but the most powerful of potential wielders. (More fluff to follow)

Innis Cabal
2008-08-03, 07:04 PM

+2 strength, +2 constitution, -2 Dexterity, -2 Intelligence. The Duine are strong, large and hearty, but tend to be slow witted and deliberate and slow with their actions.


Duine base land speed is 30 feet

Climate Tolerant: Due to living in the taiga of Eik, the Duine have grown accustomed to harsh weather conditions. They do not need to make fortitude saves to survive tempatures between below zero.

Illiterate: The Duine have a strong oral tradition, while this has created a strong skaldic tradition, it has greatly impacted their written language and their ability to read other written languages. A Duine does not automatically gain this skill if taking the wizard class. A Duine must spend 2 skill points to learn to write.

Heavy Build: Duine are made of stern stuff, their bodies made mostly of muscle and body fat to survive the long harsh winters, and to slay the great beasts that roam the forests of Eik. Because of this, their bodies seem less resistant to damage. Duine have a natural +1 natural armor bonus.

Long Armed: While the Duine are medium creatures, they have evolved to utlize their weapons and bodies to strike at a farther range, while avoiding the gnashing teeth and rending claws of monsters and animals alike. Duine have a natural reach of 10 feet.

Hearty: Duine gain a +2 racial bonus to survival and jump

Innis Cabal
2008-08-03, 09:14 PM
The Cloud Tool

The Cloud Tool, first created by Ramus, then claimed by Xiua’hi, is a mystical artifact, usable only by gods whose DR equals or exceeds that of a lesser Deity. Of in determinant appearance, the Cloud Tool in its natural state appears as the name implies, a long thin ever present cloud. Once grasped by a god with DR of 6 or higher, the weapon forms into the gods chosen weapon with a +10 enhancment bonus, with both of the gods alignment’s upgrades and an elemental burst upgrade of his or her choice. For example, a god whose alignment was Chaotic Evil, and his favored weapon was a warhammer, the Cloud Tool would become a Chaotic Unholy Warhammer, and if the god chose fire, it would gain the flaming burst enhancement. If the weapon’s owner does not have a favored weapon that can be created, the god chooses its form.

The God Tool has a secondary ability, born with the last vestiges of the essence of Ramus himself. At will, a god whose DR exceeds 6 can, once per week, use the cloud tool to create a Storm of Vengence in the mortal world where ever he so decides.

2008-08-03, 10:48 PM
The Hallowed Dead
A preliminary plan for Osric's reaction to the Undead.

Wanderer - The least of the Hallowed Dead. Wanderers resemble Zombies, but have a rudimentary intelligence, and know most of what the body knew in life. Wanderers attempt to make themselves as presentable as possible; stitching up wounds, cutting out rot and decay, and even mummifying themselves if they can find arid enough conditions. A Wanderer's purpose is to seek out the loved ones of its body, let them know what happened to it, and secure a proper burial.

Soul-stitcher - Soul-stitchers are incorporeal and nearly formless; they inhabit the ethereal plane. Their purpose is to collect and attempt to reconstruct souls that are damaged or destroyed, most often in the use of Incarnum. When two meet, they exchange information on the souls they are working on, in hopes that they might both have pieces of the same soul to combine. They are rarely successful in wholly reconstituting a soul; those they do repair are released to Amensi, those they cannot can choose to become a soul-stitcher themselves; a few go to Amensi anyway, in hopes of growing anew the substance they have lost.

Pledged Defender - Pledged defenders are the bodies of those who pledged their lives to the defense of something - usually a person or location. Their bodies maintain a connection to their souls in whatever afterlife they find; should their charge be threatened, the soul returns to reanimate the body in its defense.

Guardian Ancestor - Guardian Ancestors are usually the spirit of a hero that sees great promise in one of their family members. They stay on after death, as an incorporeal shade that trains their charge in dreams, offers advice at crucial moments, and occasionally manifests on the material plane to defend the one they follow. Guardian ancestors sometimes follow a succession of family members for hundreds of years.

2008-08-04, 10:02 AM

A group of wormlike slime demons created by Ooulzoth.

(will post the different castes and there stats later on)

Lady Tialait
2008-08-04, 08:32 PM
The Stern Question

This ebony battleaxe can only be touched by those who have a question in mind. The question can be as trival as they want or as complex as such. Upon holding the Stern Question with the question in mind, all other manfestations of the BattleAxe become nothing but stones still the weilder has finished his Quest.

The BattleAxe as Active (During Quest): +5 flameing Vorpal BattleAxe that compells the wielder to find the answer to his question. Every Day that the wielder does not answer the question he had in mind when he recived the axe he gains a negivitive level, this negitive level cannot be gotten rid of till the wielder answers the Question. The Lost levels are never perminate.

The BattleAxe Inactive (Untouched) : Ebony stone that when touched deals 20D6 damage in pure destructive force (Fort DC 48 to half) and another 100D6 Fire (no save). When it does this, the stone is utterly destroyed. This effect does not activate if a question is in the mind of the being that touched the Stern question.

The BattleAxe Inactive (After Quest): This Weapon becomes a +1 BattleAxe that can cast 1 level 1 spell chosen when the Axe get's the question answered and usally having something to do with the answer of the question.

The BattleAxe will not activate for someone with the answer to their question already in their mind. Infact, it will destroy the creature that attemps to 'trick' it. Double all damages and remove the saveing through in such a situation.

2008-08-07, 11:17 PM
The traditional Death domain is too "undeathy" for the way I'm wanting to implement it, and there is no way Klik'chak would grant his clerics the ability to raise undead, as he abhors undeath. Since we already have a god of Undeath, and I wanted Death to represent Death rather than Undeath, I switched out the undead spells for other level equivalent spells.

Original Death domain, for reference:Death
Granted Powers: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead[M]: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead[M]: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction[F]: Kills subject and destroys remains.
8 Create Greater Undead[M]: Create shadows, wraiths, spectres, or devourers.
9 Wail of the Banshee: Kills one creature/level.

I switched out Animate Dead, Create Undead, and Create Greater Undead for Speak with Dead, Undeath to Death, and Devastate Undead respectively. Essentially I made the Death domain into a true death causing domain, leaving the spells that slay the living intact and adding spells that destroy the "vile and unnatural" undead, returning them to the death that is the natural order. This makes the domain appear as follows:

Granted Powers: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Speak with Dead: Corpse answers one question/two levels.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Undeath to Death: As circle of death, but affecting only undead.
7 Destruction[F]: Kills subject and destroys remains.
8 Devastate Undead: Target undead must save or be destroyed; caster takes damage or heals 5 hit points fer HD of destroyed undead.
9 Wail of the Banshee: Kills one creature/level.

Substituted spells:
Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3, Death 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No

You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.

Indeed, it can’t even remember being questioned.

This spell does not affect a corpse that has been turned into an undead creature.

Undeath to Death
Level: Clr 6, Death 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Undeath to death destroys the negative energy that allows undead to 'live,' killing them instantly.

The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Material Component

The powder of a crushed diamond with a minimum value of 500 gp.

Devastate Undead
Level: Death 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature/level within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

If a target undead creature fails its saving throw, it is destroyed. Creatures that are not undead are not affected by this spell. Only ndead whose Hit Dice are less than or equal to the caster's level are affected.
When an undead creature is destroyed by this spell, a feedback of negative energy is forced into the caster. This negative energy deals 5 damage per HD of destroyed undead. If the caster is undead, the negative energy instead cures it by 5 hit points per HD of destroyed undead.

2008-08-08, 04:06 PM
When visiting the Deadlands, your worst enemy isn't the ravenous undead, it isn't the lack of food and water, it isn't the unholy landscape.

It's The Hunger. And not mere hunger, it is the Dark Lord's Hunger infecting you.

Death’s Hunger

Death’s Hunger is a supernatural disease native to the Deadlands. Creatures infected by this terrible disease must feed twice as much as normal or suffer the effects of starvation plus 1d6 wisdom damage each day they do not eat sufficient food and fail a fortitude save again. A living creature reduced to Wisdom 0 or less by Death’s Hunger becomes a ghoul.

Death’s Hunger can affect undead, as long as the creature has an Inescapable Craving or is Diet Dependant (See these rules on Libris Mortis). Any creature that naturally has no need to eat or drink is immune to Death’s Hunger.

The fortitude save’s save DC for this disease is 20. Creatures infected by this disease can transmit it to other beings through bite attacks. In such a case, the save DC is equal to 10+ 1/2 the creature’s HD + con modifier (CHA for undead), or this DC, whichever is higher.

Any creature traveling through the Deadlands risks contracting this disease from the environment. Each day they remain in the area they must save against the base DC or contract the disease. Creatures in the Deadlands can’t make further saves once the disease is contracted, and it can’t be healed by any means short of Wish or Miracle for as long as they remain in the area. Once the afflicted creature leaves the Deadlands they can make their daily saves against the disease again, and it can be healed by magic like any disease.

2008-08-12, 12:44 AM
Dark Fang
Weapon of Legacy
Non-legacy stats: +1 shortsword
Omen: When Dark Fang is used to deliver a killing blow, the blood of the victim will form Dirije's holy symbol on the flat of the blade.

Dirije created the Dark Fang to help his followers prepare for the Invasion. The sword was given to Arios Faelronde, son of the high priest Sydrun Faelronde and the first half shadow dragon in the realm.(DC 14, Favored of Dirije).
Although the Invasion was quickly repelled, the alien god Longlimb decided to take residence in the Playground. Longlimb recruited many thieves and thugs to his worship, taking followers from Dirije. Angered, Dirije sent his assassins to eradicate all traces of Longlimb's worshipers from the face of the Playground. Soon after this declaration Dirije and his ally the Destroyer hunted down Longlimb and expelled him from the cosmos, but Longlimb's mortal worshipers persisted.
Following the orders of his lord, Arios located a hidden sect of a cult that worships Longlimb. With the blessing of Dirije and the powers of Dark Fang, Arios slew every member of the sect and converted their hidden stronghold into a temple of Dirije.(DC 21, Night of Murder).

Legacy Trials-
Favored of Dirije:
Night of Murder:

To be updated....

Innis Cabal
2008-08-16, 07:08 PM
Half Elf
Personality: Half Elves are a varied lot, ranging from those living with either parent, to others throwing off the shackles of their respective creators and joining with the Grand General Isul, hunting down their families and butchering them. A large majority have been swayed under the original leader Va'tari’s words of a land all their own, and many are fanatically devoted to the totalitarian empire.

Appearance: Half Elves looks vary on which linage runs through them stronger. Most have gray flesh with hints of blues or other rainbow hues at their jaw lines and around the eyes. Eye and hair color range from dark shades of crimson to deep indigo.

Religion: The Half Elves have no codified religion. Those who do practice tend to worship either Dla, Xiua’Hi, or Evadize. The large majority are completely non-religious, giving praise to both Va’tari and Isul for their command and leadership. Ur-priests are heavily present in the half elven community.

Lands: The largest majority of Half Elves tends to be in the mountain range between The Sacred Glade and the Sunfire Hearth. Their largest city has slowly been built on the backs of other captured and enslaved races.

Medium Humanoid

+2 Charisma +2 Dexterity, -2 Constitution, -2 strength: While the Half elves of Playground are quick and personable like their parents, their cross breeding has led to a weak immune system and a light frame

Base Speed: 30 Feet

Guttered Light: While a Half Elf has lost its inner light due to the contamination of elven blood, they may as a full round action activate a lesser form of their vestigial power. After the power is activated a half elf seems to shimmer with a cascade of red, orange and purple light for 10 rounds. This illumination reach’s out 10 feet from the Half elf and incurs a -2 penalty on hide checks

Born of War: All Half Elves begin play with their choice of weapon proficiencies as if they had the martial weapon feat, all Half Elves begin play with proficiency with light crossbows, Flail/ Glaive/Flachion

Hatred Unabated: All Half Elves gain a +2 bonus on all saves to negate the harmful effects of divine magic.

Blended Blood: A Half Elf counts as both a Spiritfolk and Elf for spells, feats and prestige class's.

Low Light Vision

Favored Class: Crusader

Languages: Half Elves begin play knowing Elven and Sylvan

2008-08-17, 05:22 PM

Created By Dla to protect his people, these large animals represent a gigantic cross between a panther and a large black wolf. They are trained young, and exceptionally loyal.


Size/Type: Large Animal
Hit Dice: 16d8+48 (120 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Claw +20 melee (2d4+8)
Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Intimidate + 13
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Environment: Warm forests
Challenge Rating: 9
Alignment: Always neutral
Advancement: 17-32 HD (Large); 33-48 (Huge)
Improved Grab (Ex)

To use this ability, a night wolf must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex)

If a night wolf charges, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +18 melee, damage 2d4+4.
Trip (Ex)

A night wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the night wolf.

Night Wolves have a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Night Wolves also have a + 13 Natural Bonus on Intimidate checks This increases by +2 every other hit dice.

Lightening Rod
This staff, formed by Dla's elemental fury, is a bolt of lightening smoothed down to a fine finish. It Is bright white, and sparks to the touch.

Stats: This +5 Lightening Blast Axiomatic Speed Staff Is Dla's favored weapon, and has a number of special abilites.

This Staff allows the wielder to Cast Call Lightening Storm, Lightening Bolt, And Ice Storm A Number of times per day equal to your character level(At Caster level 15).

When thrown, The Staff transforms into a +7 Lightening Burst Returning Throwing Javelin

Innis Cabal
2008-08-19, 07:43 PM
The Judges
Created by Xiua’hi, the Judges act as his word in the mortal world. Each is a separate entity, acting in a certain region. It is uncommon for judges to meet in person, happening only in extreme times of lawlessness and turmoil.

Creating a Judge
Judge is a template that can be added to any neutral humanoid, monstrous humanoid, elemental, Outsider or plat. The creature’s type changes to Outsider(native). It uses a characters statistics and special abilities except noted here.

Hit Dice: All Characters Hit Dice(current and future) become d10’s

Speed: Same as base character

AC: A Judge gains an AC bonus equal to their charisma modifier.
Special Attacks: A Judge retains all the characters special attacks and gains those described below

Pass Where Unwated: All Judges mainifest a zone of order and balance at all times. This zone allows them to ignore, and pass through, all magic circle effects and magic walls, save for Walls of Force. All doors or other locked items touched by a Judge are opened as the Knock spell, and a Judge may at will cast Arcane Lock on any similar item.

Spells: All judges gain the following spells as spell like abilities. A Judge retains all spell casting abilities. All following spells function in an anti-magic zone

At Will: Sending, Dispel(Aligment), Discern Lies, Discern Location
Once Per Day: Dictum, Word of Chaos

Special Qualities: A Judge retains all special qualities and gains the following

Summon Qi(Ex): A Judge may summon 2d4 Juren or a single Keima once a week. A Judge counts as a Roi or a Vizer for all Qi traits

Outsider Traits: A Judge becomes an outsider native to the plane they were made a Judge. While on that plane a Judge has all traits of a native outsider.

Anchored to Their Court(Ex): A Judge is linked to their plane of origin much like a regular outsider is linked to their planer home. While away from their plane of origin, a Judge suffers a -4 to all rolls.

Saves: Same as base character

Alignment: Same as base character

Advancement: A Judge many gain levels as he has before with an ECL of +3
Challenge Rating: Same as base character +3

Innis Cabal
2008-08-20, 08:59 PM

Created by Isul at the peak of his ascension, the Tieflings are a combination of Srem and spiritfolk blood, melded with demonic influences, used to break the curse of Xiua’hi
Personality: Tieflings, much like the Half Elves, are a half-breed race. Though created by a higher power, they view all other gods as their half elf siblings. Most teiflings are cruel, using their powers to extend the influence of the Va’Tari empire. The few good Tieflings fight against their brothers and sisters, and are fiercely loyal to Osric and Calypso.

Religion: The entirety of the Tiefling race was created by the God General Isul. Most worship him as the test of the Half Elven nation does. Those few that have escaped the influence of the God General worship the wide scope of the Playground Pantheon.

Lands: Tieflings share their home with their Half Elven siblings.

Medium Humanoid

Base Speed: 40 feet

+2 dexterity, -2 constitution. While Tieflings are fast and wiry, they suffer the same health conditions their Half Elven siblings posses.

Broken Seal: Due to their birth, the tattoo’s of the Srem still remain upon the form of every Tiefling. These tattoos are much like scars to the Tiefling, as all the latent magic within has all but ebbed away. What has remained is the spiritual arms the Srem once possessed. These arms are twisted, possessing scaly flesh, sinewy muscles and sharp vicious claws. These arms may be used as natural weapons, incurring a -4 to attacks. This attack deals 1d4 points of damage. A Tiefling may take the multi-attack feat as a bonus feat if their class allows for it.

Guttered Light: While a Tiefling has lost its inner light due to the contamination of fiendish blood, they may as a full round action activate a lesser form of their vestigial power. After the power is activated a Tiefling seems to shimmer with a cascade of red light for 10 rounds. This illumination reach’s out 10 feet from the Tiefling and incurs a -2 penalty on hide checks
Dark Vision: A Tiefling posses Dark Vision up to 60 feet

Spiritual Blood: A Tiefling counts as a Spirit Folk for all spells and effects

Shattered Convictions: Due to the spirtual command the God General demands of them, Tiefling's gain a bonus +4 against all mind affecting spells.

Languages: Sylvan, Abyssal, Infernal, Elven

Favored Class: Warlock

Innis Cabal
2008-08-21, 04:46 PM
On the other side of Playground lies a land shrouded in eternal fog and mist. This mist is warm and all pervasive, breathed by the great dragon god Chochin. Several large islands puncture the ever present blanket, these islands are known as Eik, Kelda and Sonamu. Zarier, Icthye and Duine are the current races living within Noetrelding. Iron and other metals are in short supply in Noetrelding, and as such are highly valued by the Zarier as trade goods. Pirates and mercenary ships are common in the sea’s

Day and Night in Noetrelding
Unlike the rest of Playground, Noetrelding has the unique feature that all its light sources from from living, breathing entities or from mortal made light sources such as torch’s or lanterns. Lightning bugs and luminescent fish are common in Noetrelding, shining light year round. While no actual “night” exists, the passage of Chochin in the sky marks high and low points in the density of the ever present fog. Day is often referred to as Low Fog, while night is referred to as High Mist. Snow is plentiful high in the mountains and in the farther reach’s of the chain.

The islands of Eik are winter draped taiga lands, punctuated by mountains and partially frozen lakes and rivers. The Duine are in complete control of the icy reach’s of Eik, building long houses out of the ever present pine forests. The Duine are set up into a clan system, each controlling one of the four islands of the Eik chain. Each is led by a Mystic, who uses the natural earth magic to govern and divine the future for their meager annual crops. The fog around the Eik chain is a thick and clinging icy blanket that covers all surfaces with a slick rime.

Kelda is the middle grounds of the Noetrelding island chain. As the most temperate of the four islands, it is used primarily as the Zarier base of operation, containing a large city simply known as Meeting. Meeting sprawls across the four corners of the main islands of the Kelda chain, with large junk communities based in the rivers that separate the 4 parts of the city. As such, ship’s are often docked in one of the sub-sets of the city, almost year round. The top most island experiences harsh cold winters, though snowfall tends to be light throughout the season. The central islands have rather mild weather, with seasonal monsoon’s in both the spring and fall seasons. The bottom most island is surrounded by a giant mangrove swamp, its interior having rainfall near year round, and is inhabited mostly by exiles of Meeting and pirate gangs. The mists around the Kelda chain function much like fog, hanging low to the ground in the morning and evaporating in the day, clinging to the tops of the mountains.

Sonamu is the lowest set of islands in the Noetrelding island chain. While the top most part of the chain is still moderately temperate, the rest of the island chain is tropical. Sandy beachs and coral reefs punctuate the islands of Sonamu. The Icthye make this region their home, creating small villages on the beach’s of the many islands. The majority of each island, like much of the other chains, are mountainous covered in thick forests. Rainfall is common in the Sonamu chain, and rivers from deep in the mountains feed into the sea. The mist around Sonamu is light and is almost unnoticeable save for mid day. Sonamu also boasts the largest population of luminescent fish, giving the whole chain an almost shimmering glow through out the day.

2008-08-22, 08:48 AM
Ash Slaad
Medium Outsider (Chaos, Extraplanar)
HD 20d8+180 (270)
Speed 30 ft. (6 squares)
Init: +14
AC 47; touch 20; flat-footed 37
(10 Dex, 18 natural, 9 from +5 chain shirt)
BAB +20; Grp +29
Attack Claw +29
(1d8, 19-20/x2)
Full-Attack Two claws +29/+24 (1d8+9, 19-20/x2), and one bite +19 (1d6+9, 18-20/x2); or +3 anarchic, flaming burst, ghost strike greatsword +32/+27/+22 (2d6+21, x2) and bite +19 (1d6+9, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, change shape, ashen illusions, scatter strike, armaments of chaos, summon slaad
Special Qualities DR 10/Law, darkvision 60 feet, fast healing 10, immune to sonic, energy resistance (acid, cold, electricity, fire) 5, telepathy 100 feet, change shape, outsider traits
Saves Fort +21 Ref +22 Will +19
Abilities Str 28, Dex 30, Con 28, Int 21, Wis 21, Cha 23
Skills Bluff +29, Climb +32, Know (arcana) +28, Know (the planes) +28, Listen +28, Move Silently +33, Search +28, Spellcraft +28, Spot +28, Swim +32, Tumble +33
Feats Power Attack, Improved Initiative, Dodge, Mobility, Spring Attack, Iron Will, Combat Reflexes
Environment Solar Eternity
Organization Unknown, usually solitary
Challenge Rating 20
Treasure None
Alignment Chaotic neutral or chaotic evil
Advancement 21-25 HD (Medium), 26-30 HD (Large)

Ash slaadi are insidious creatures of chaos spawned from ashlings and other creations of the War Gods. They are more powerful than even death slaad and boast powerful magic, impossible agility, and battle prowess. An ash slaad does not spawn but fiercely leads slaadi armies and coordinates the harvest of new hosts. These creatures are innate liars and have the power to back up any deceit. Merely being next to one blurs the lines between reality and illusion.

An ash slaad stands at almost seven feet high and weighs about 500 pounds despite its almost skeletal look. They appear similar to death slaad but have a deep crimson tone to their skin much like rust. They speak Common and have telepathy.

Most, the few that exist, dwell in the Solar Eternity keeping watch over ashlings. Every few decades, each is allowed a break to travel to another plane and instigate in a conflict. A notable ash slaad is Mas-Silgar, who hopes in intervene in the Ilus-Magnus conflict at the Glade.

Armaments of Chaos (Su): As a full-round action, an ash slaad can create up to three magical pieces of light armor and/or martial weapons. The total enhancement bonus cannot exceed 10 (half of its HD), and no single weapon can receive more than a 5 (one-fourth of its HD). Weaponry gains the anarchic and ghost strike properties for free and it is proficient in any item it creates. If the slaad dies or drops its items, they disappear.

Change Shape (Su): An ash slaad can assume the form of any Small, Medium, or Large humanoid.

Scatter Strike (Su): Any creature struck by the claws of an ash slaad or its armaments of chaos must make a DC 26 Will save (Cha-based) or become temporarily disrupted. There is a 50% chance the target becomes ethereal and paralyzed until its next turn, a 50% chance the target gains two negative energy levels, and a 50% chance the target gains a -4 penalty to saves for five rounds (all three effects could happen at once, roll independently).

Ashen Illusions (Su): All figment spells cast with 60 feet of an ash slaad that try to imitate a conjuration or evocation spell become partially real.
Like with shadow evocation, the spells are 10% real per spell level (maximum of 90%). This also applies to spell-like abilities. No effect can duplicate a spell greater than its own spell level, nor can they duplicate any spell above eighth level.

Summon Slaad (Su): Once per day as a standard action, an ash slaad can summon a death slaad with a 40% chance of success or two gray slaad with a 60% chance of success.

Spell-like Abilities: At will - animate objects, chaos hammer, cloak of chaos, detect magic, dimension door, dispel law, fear, fly, identify, greater invisibility, magic circle against law, project image, see invisibility, shatter, suggestion, telekinesis, veil, word of chaos. 1/day - shades (at 100%).

Altered Advancement: When an ash slaad turns into a white slaad by surviving for 100 years and then a black slaad 100 years later on, it keeps its Ashen Illusions, Armaments of Chaos, and Scatter Strike abilities. It may also carry over three spell-like abilities of its choice. Treat the CR as one higher.

2008-08-23, 06:49 PM
When you take the time to write something up, consider adding it to the wiki too. It takes like 2 or 3 more minutes at the most to copy/paste the information over.

2008-08-23, 06:52 PM
Admittedly, things like monster stat tables would take longer. Lucky for you, if you go to the Chromatic Dragon page, you can steal their stat blocks, which have links to the SRD and everything.

Innis Cabal
2008-08-23, 07:38 PM
The School of the Nine Swords- The school of the Nine Swords functions the same as it does in traditional games, though the schools have a change of name
Desert Wind-Flayed Question
Devoted Spirit: Spiders March
Diamond Mind: Ink's Reserve
Iron Heart-Iron Maiden
Setting Sun: Passions Light
Shadow Hand: Holme's Shadow
Stone Dragon: Pillars Strength
Tiger Claw: Verdant Light

The Emerald Court- Much like the School of the Nine Swords, the Emerald Court is a school of combat. Unlike the School of the Nine Swords the Emerald Court is made up of the divine energies of Xiua'Hi, teaching those who are up to the task the secrets of the hidden forms

Threshed Dragon
Strike far and often, like a coiling dragon unwinding in the tall grass. The discipline of the Threshed Dragon follow the rule of combat that distance and swift skill over ones weapon will persevere over brute strength or trickery. Sword Sages are the only class able to learn this skill without the use of feats.

Concentration is the key skill for the Threshed Dragon discipline. The associated weapons are bastard sword, long bow, short bow, heavy crossbow, and javelin

Level 1
Bitter Harvest(Boost)
Seeking Oblivion(Stance)
Hedgehogs Bounty(Strike)

Level 2
Are You Going My Way(Counter)
Snake In Grass(Strike)

Level 3
Lightning Bug Alights(Boost)

Level 4
Gibbon Moons Grin(Strike)

Level 5
Seeds of War(Counter)
Farmers Sin(Counter)
Shoku’s Blessing(Boost)

Level 6
Scales Like Sleet(Strike)
Prison of Tree’s(Strike)

Level 7
Grain in Wind(Stance)
Uneventful Harvest(Stance)

Level 8
Rain of Needles(Strke)
Shadows on the Field(Boost)
Walk with Grace(Boost)

Level 9
Unwind the Coil(Strike)

Bitter Harves
Threshed Dragon-Boost
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 turn

As fields lay fallow, so to does your heart

Untill the end of your next turn after initating this maneuver, you gain a +2 to all saves against mental effects.

Seeking Oblivion
Threshed Dragon-Stance
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The sound of falling grain ushers a moment of perfect clarity in your mind

Once initiating this stance, your mind becomes more focused. Until the stance is ended, you gain a +2 to initiative rolls and a +1 to attack’s against foes with partial cover.

Hedgehogs Bounty
Threshed Dragon-Strike
Level: Swordsage 1
Initiation Action: 1 swift action
Target: One creature
Save: Reflex for half

As you draw your bow back, the spirit of the hedgehog invests itself from your soul to the wood of the bow.

After initiating this maneuver, a single ranged weapon(weapons with ammunition invest this maneuver to their ammunition) prickles as if a thousand nettles runs under its surface. If the maneuver hits, the target must make a reflex save (DC 10+ concentration ranks) or take an additional 1d6 points of piercing damage.

Are You Going My Way
Threshed Dragon-Counter
Level: Swordsage 2
Prerequisites: One Threshed Dragon Maneuver
Initiation Action: 1 immediate action
Range: 100 feet
Target: One Creature

With a bitter battlecry, you strike out against an opponent like a heavy harvest hailstorm

Immediately after a single opponent successfully damages an ally, you may initiate this maneuver, making a single attack against him. You must be more then 20 feet away from the target, and have line of sight to use this ability. You must be wielding a ranged weapon to use this maneuver.

Snake In Grass
Threshed Dragon-Strike
Level: Swordsage 2
Initiation Action: 1 swift action
Target: Single Creature
Save: Reflex half

Like the hunting serpent in tall grass, your strike seeks out a vulnerable target

Your precision and clarity has begun to pick out weaknesses in an opponent’s form and armor. Your attack deals an additional 1d6 points of damage. Before damage is rolled, if you succeed at a hide check( DC equaling the targets AC) the target is flatfooted until the end of your next turn.

Lightning Bug Alights
Threshed Dragon-Boost(Mind Effecting)
Level: Swordsage 3
Prerequisites: Any two Threshed Dragon Maneuvers
Initation Action: 1 swift action
Range: Close
Target: A single ally
Duration: 1 turn

Like the winking lights of the noble lightning bug, your protective ki surrounds your friend like a soft warm glow

Your protection and grace instills harmony in a single opponents mind. While under the maneuvers effects, the target is hasted, as the spell equal to your initiator level. The target also gains a +2 deflection bonus, with an additional +1 per 4 initiator levels, to armor and attack roles.

Threshed Dragon-Stance
Level: Swordsage 4
Prerequisites: Any one Threshed Dragon Maneuver, and any single Stance from another school
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your mind becomes clearer as you mentally asses your place in the grand scheme. You are a single blade of grass, and time is the scythe.

Your place in the universe is re-affirmed. You are nothing. A single unit in the field of life. When you enter this stance the world slowly begins to recognize your importance through your acceptance. You are under the effects of a Freedom of Movement spell. An initiator must make a successful concentration check( DC 10+1/2 initiator level) to maintain this effect during combat. Should the effect end, it restarts at the next turn after a successful save.

Gibbon Moon’s Grin
Threshed Dragod-Strike
Level: Swordsage 4
Initiation Action: 1 swift action
Range: One Creature
Save: See Text

The Heavens smile upon you, greatly swinging the flows of luck your way

Firing two arrows in the air imbued with luck and the favor of the moon, the very strings of fate pull upon them. You and a single creature must make a single attack roll. Whichever roll fails must make a single reflex save, or be struck by both attacks at the full base attack bonus of the opponent. A tied roll means both opponent and initiator are stuck with one attack. An initiator gains an additional attack for every 6 initiator levels. For every two attacks the opponent and initiator must make another attack roll

Seeds of War
Threshed Dragon-Counter(Mind Effecting)
Level: Swordsage 5
Prerequistes: Three Threshed Dragon Manuevers
Initiation Action: 1 immediate action
Range: 100 feet
Target: One Target
Duration: 10 rounds
Save: Will negates

Your strike incites unspeakable rage in your foes as the universe imparts upon them what you have known for ages.

Once a target successfully makes a move action, you may make an immediate action to attack the target with your lowest attack bonus. If the attack is successful, the target must make a will save against the initiators concentration check or become frenzied for 10 rounds. This maneuver may be used upon allies, and an initiator must wield a ranged weapon to initiate this maneuver.

Farmers Sin
Threshed Dragon-Counter
Level: Swordsage 5
Prerequisites: Any two counters
Intiation Action: 1 immediate action
Range: Close
Target: You

Like a bountiful harvest, your rage at the wounds inflicted upon you leak malice onto the weapon’s of your foe, which grows like a blight
After damage is dealt to you in a single round of combat, you may choose any foe who acted before you how dealt damage upon you, infecting him with a growing rot. The target suddenly explodes in a verdant cloud, vines and molds hindering his movements. The target becomes helpless. An ally of the affected can take a full round action to clear the vegetation from the target, but must make a reflex save (DC 10+initiator level) or become tangled into the growth as well.

Shoku’s Blessing
Threshed Dragon-Boost
Level: Swordsage 5
Prerequisites: Any four Threshed Dragon Maneuvers
Initiation Action: One swift action
Range: Personal
Target: You
Duration: 5 rounds

Invoking the Tiny Gods of the Harvest, your ki becomes imbued with the will of the earth

After initiating this boost, your skin grows hard, its color becoming that of wet clay, and a scent of fresh tilled earth hang around you. Once per round, for five rounds, you may summon a single Wall of Stone as a sorcerer of half your initiator level. You may also, once per round command plant life to grow as if under the Plant Growth spell with a caster level of your initiator level.

Scales Like Sleet
Threshed Dragon-Strike
Level: Swordsage 6
Prerequisites: Are you Going My Way, any other 2 Threshed Dragon Maneuvers
Initiation Action: 1 swift action
Range: 60 foot cone
Save: Reflex half

With a single roar, the Harvest Dragon instilled in your ki strikes out from your weapon, a verdant cone erupting before you, flaying all in its path with branch’s and seeds

Once initiating this strike, your weapon glows a deep emerald green, a single snapping sounds from around you as the world is flooded with life. Roll a single attack roll, minus base attack bonus


This maneuver counts as a breath weapon. All damage dealt is treated as piercing damage, and any caught in the blast are dazzled for 5 rounds. All targets in the cone must make a reflex save. Those that pass it receive full damage but are not dazed.

Prison of Tree’s
Threshed Dragon-Strike
Level: Swordsage 6
Prerequisites: Hedgehogs Bounty, any other three Threshed Dragon maneuvers
Target: One creature
Save: Reflex negates

Instiling your ki into a single weapon, you strike out. The energies skitter across the surface of the creatures flesh, running into the ground. Suddenly, moments after trees burst forth from the ground, surrounding the foe.

After a successful melee attack, make a concentration check against an opponent’s AC. The opponent chosen must have recived damage from you that round, and must be no more than 200 feet from you. If the check is successful, the target becomes flatfooted and grabbled using your grabble modifier + ¼ your initiator level s.

Grain in Wind
Threshed Dragon-Stance
Level: Swordsage 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The wind of the world can blow, yet you remain, so certain are you that the next harvest shall be as strong as your will

Once this stance is readied you can no longer be subject to wind effects, bulrush or charge attempts, or stunned.

Uneventful Harvest
Threshed Dragon-Stance
Level: Swordsage 8
Prerequisites: Any three Threshed Dragon Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Save: Reflex negates, see text

Ennui pervades your form, causing you to sag under the weight of your own apathy, much like a tree overweight with ripe fruit

Your body becomes heavy, reducing your base movement speed by 20 feet. While in this stance you gain an additional attack with your best base attack bonus. Each additional attack deals 1d6 points of electricity damage and forces a target to make a reflex save against being stunned.

Rain of Needles
Threshed Dragon-Strike
Level: Swordsage 8
Prerequisites: Three Threshed Dragon maneuvers
Initiation Action: One standard action
Range: 100 feet
Target: One Creature
Save: Fortitude

Shooting your weapon into the air, you offer a single prayer and a drop of blood for the new years harvest. As the arrow reaches its zenith, it falls back to the ground, exploding into hundreds of shard, wicked barbs glinting with quicksilver.

As your prayers are heard by the various Shoku in the world, a sacrifice of blood is taken. For each point of constitution, you may fire a number of arrows or throw an extra number of weapons equal to your current constitution modifier. For example, if Atri’Ku initiates this maneuver and sacrifices 4 con, while she has 16, she would be able to fire an additional 1 arrow per point of con lost. This maneuver cannot lower your constitution score below 10. Each additional attack does 2d6 points of damage, and hit on your first attack roll. Targets struck by this attack must make a Fortitude Save or become poisoned. Initial damage of this poison is 1d6 points of constitution, secondary damage 2d6 wisdom.

Shadows on the Field
Threshed Dragon-Boost (illusion)
Level: Swordsage 8
Prerequisites: Bitter Harvest, Lightning Bugs Alight, Grain in Wind
Initiation Action: 1 immediate action
Target: Single ally or Self
Area: See text
Saving Throw: Will negates

As the moon slips behind the clouds, and the world is drowned in comforting darkness, your eyes become truly open. The flow of life reveals itself to you, and the world’s truth becomes obvious.

Once this move is initiated, your eyes glow with inner light. You gain tremor sense up to 200 feet so long as you take no full round actions. While in this state, no target can use cover against your attacks, and all saves against illusion spells are increased by half your initiator level. You may end this effect whenever you chose, imparting a false vision upon a single target in your line of sight while under the previous effects. This imagery can be whatever you chose at the time, but for anything too far out of reality, the target gains a +4 to their will save to negate the effect.

Walk with Grace
Threshed Dragon-Boost
Level: Swordsage 8
Initiator Action: 1 swift action
Range: Personal
Target: You

You move as the trees in the wind, stepping around

You gain a Grace bonus to your attack roll and to your armor class equal to your wisdom modifier plus 1/4th your initiator level. The bonus to your armor class does not count for flat footed or touch AC.

Unwind the Coil
Threshed Wind-Strike (Lightning)
Prerequisites: Five Threshed Dragon Maneuvers
Initiation Action: One full action
Area: 100 foot burst centered on you
Duration: See text
Saving Throw: Reflex for half, see text

With the unbridled rage of growth and the ferocity of the Storm Dragon, you unleash your ki in a single storm

Once this strike is initiated you must maintain concentration or lose the maneuver. Roll a concentration check, the duration of this maneuver is 1/4th the result of this roll. For every round until the maneuver ends, all in a 100 foot burst centered on you takes 6d6(reflex half) points of damage and must succeed at a separate reflex save or be knocked prone. Targets knocked prone are not afforded a reflex save to avoid damage the next turn but can take a full round action to stand. All terrain affected is treated as rough terrain as the storm blasts chunks of ground and reduces soil to mud.

Innis Cabal
2008-08-24, 06:06 PM
Kuo-Toa of the Playground function exactly as those stated on page 163 of the MM save what has changed here.

Kuo-Toa are wicked, spiteful beings of the water, created by Xiua'hi as judgment on the mortal world for forgetting his sister Nerius. They stand roughly 5 foot, 6 inches tall, with white underbellies and gray to brown molted skin. They are thin, almost eel like, with broad heads and a mouth full of sharp teeth. They poses a tail much like a shark eel of which they were originally made from.

Stat Changes
Adhesive and slippery have been removed. They instead poses a +2 natural armor, and deal 1d4 points of piercing damage to any striking with a natural weapon.
Kuo-toa no longer gain a +8 on escape artist checks, now they gain a +8 on hide checks.
Light Blindness: Kuo-Toa now do not suffer from Night Blindness.

Tarrasque- All stats of the Tarrasque are identical as stated on page 240 of the MM. The Tarrasque is now amphibious.

Playground kobolds are identical to the stat block found on page 161 of the MM save for the changes below
Playground Kobolds
Playground kobolds were made from the blending of Halfling and wild dogs found deep within the deserts by Xiua'hi as punishment against the nomadic tribes for not aiding their breathren in the Mortal War. Their fur range from a deep sable to a light yellow. Their eyes resemble the common real world dingo, and their bodies are hunched over, their arms hanging to the ground, giving them a strange and loping gait.
Playground Kobolds are Medium creatures and do not gain light sensitivity, instead gaining a -2 to constitution.

2008-08-24, 08:31 PM
All stats of Vampires are identical as stated on page 250 of the Monster Manual. Instead of Medium Undead, Vampires are now Medium Outsider(Evil) native to the Shadow of the Playground.

Vampire Spawn:
All stats of Vampire Spawns are identical as stated on page 253 of the Monster Manual. Instead of Medium Undead, Vampire Spawns are now Medium Outsider(Evil) native to the Shadow of the Playground.

2008-08-24, 09:08 PM
Shadow Dragons:
All stats of Shadow Dragons are identical as stated on page 43 of Monsters of Faerun, except the following.
New Abilities
When Shadow Dragons reach the age category of Young Adult, they gain the ability to use alternate form at will.

Ritual of Adulthood:
Before a young adult Shadow Dragons can gain the abilities of Adult and older dragons, they must pass the Ritual of Adulthood.
In the Ritual a young adult must take an alternate form and befriend a target mortal. The Shadow Dragon must not have its identity discovered for ten days. After the disguise stands for 10 days the Shadow Dragon must slay the befriended mortal in the name of Dirije. Although not a required part of the Ritual, most Shadow Dragons chooses to frame the murder on another mortal.
Upon the completion of the Ritual, the Adult Shadow Dragons gain the following abilities:

Plane Shift twice a week. However this shift is limited between the Playground and Shadow of the Playground.
Mark of Dirije: Shadow Dragons are favored by Dirije. Any mortal who dares to slay one becomes Marked. Upon the death of a dragon a bounty with a portrait likeness of the slayer will be posted in every Guild Safehouse and every Church of Dirije. The bounty will always be 1.2x the current highest bounty available, to attract the eye of experienced assassins.

After the completion of the Ritual of Adulthood, a Shadow Dragon can continue to gain the special abilities according to the chart on page 43 of Monsters of Faerun.
The Ritual can be attempted once a year, up to three times. Those who fail it three times are considered failures by the rest of the Shadow Dragons, and are forever banned from entering the Shadow of the Playground.
Those that fail the Ritual can still progress to the next age category, but they do not gain any special abilities and cannot cast spells as a racial ability.

2008-08-25, 03:51 PM
The Labyrinth
It stands alone on an island in the Grin, ready and waiting for all who would enter. It challenges them to their very limits, only allowing back out those who have proven themselves greater than when they entered.

When a group enters, the Labyrinth watches them. It observes every detail, takes note of every movement, and records every unnoticed mannerism. It assesses adventurers' strengths and responds accordingly, changing itself to build them a realm where their skills will be tested and their successes earned. The Labyrinth does not always construct dungeons for the challengers. Occasionally it will place them in forests, caves, underwater, or even in Centia, the middle of the Labyrinth, home to many of the sentient races who dwell within its thinking walls. Sometimes, of course, beings from the Centia challenge the Labyrinth themselves, fighting desperately for a way out and onto the material plane.

The Labyrinth Traits

Normal Gravity
Flowing Time: Every day spent in the Labyrinth is an hour on the Material Plane except in Centia, where time passes at the same rate as on the Material Plane
Infinite Size
Sentient: The Labyrinth can think, and will create enemies and challenges it feels of appropriate difficulty for the adventurers it is considering. It can also change the traits of any portions of itself at any time it feels it is appropriate. This, and its infinite size, makes laying seige to the Labyrinth a near impossible proposition at best.
Neutrally Aligned
Normal Magic
Coterminous with the Material Plane at the point of entry in the Grin

2008-08-26, 12:22 PM
Dread Hierarch

The most favored priests of Eul, the Dread Hierarchs combine divine magic and the art of meldshaping, and lord over the living dead with the dark blessing of the Consuming Shadow.

Entry Requirements
Deity: Eul
Meldshaping: Ability to shape three soulmelds, including at least one necrocarnum soulmeld.
Spellcasting: Ability to cast 2nd-level divine spells.
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 9
Feats: Necrocarnum Acolyte
Domains: Incarnum.
Special: Must be able to Rebuke Undead. Also, must have the Tomb-tainted Soul feat or be a Deadborn character.

Dread Hierarch
Hit Dice: d6
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells|Soulmelds

+2|Speak with the Dead, Soulrender Smite 1/day, Rebuke Undead|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+3|Favored of the Deadfather|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+3|Damage Reduction 2/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+4|Soulrender Smite 2/day, Bonus Feat|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+4|Marble Flesh|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+5|Damage Reduction 4/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+5|Soulrender Smite 3/day, Bonus Feat|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+6|Death's Dominion, Timeless Body|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+6|Damage Reduction 5/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

+7|Soulrender Smite 4/day, Marble Flesh|+1 level of existing divine spellcasting class|+1 existing meldshaping class[/table]
Class Skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Meldshaping: At each dread hierarch level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the dread hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a dread hierarch, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Spellcasting: At each dread hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had
more than one divine spellcasting class before becoming a dread hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Rebuke Undead: You may add half your dread hierarch level to your levels in any class to determine the power of your rebuke undead.

Speak with the Dead (Sp): A dread hierarch can use Speak with the Dead as a spell-like ability a number of time per day equal to half his levels in this prestige class (minimum one). The caster level for this ability is equal to his character level.

Soulrender Smite (Su): Once per day, a dread hierarch may attempt a soulrender smite with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll, and if the attack hits, along with the normal damage the target is affected by the Rend Essentia spell, with a caster level equal to the dread hierarch's highest divine caster. Unlike with the spell, essentia gained with this ability lasts for a number of minutes equal to the dread hierarch's level, also unlike the spell, this ability allows no save and no spell resistance.
At 4th level, and at every three levels thereafter, you can use soulrender smite one additional time per day. Soulrender Smite attempts/day attained from multiple sources stack.

Favored of the Deadfather (Ex): At second level, Eul protects his servants against the light of life that burns the dead. The dread hierarch gains a +4 bonus on saves against positive energy effects and against spells that damage or destroy the undead.

Marble Flesh (Ex): At 5° level the dread hierarch's body grows as tough as fossilized bone. Your natural armor increases by +1, and any critical hit or sneak attack that hits you has a 25% chance to be negated, so that damage is roled normally. At 10° level, your natural armor increases by another +1 and your chance to negate critical hits and sneak attacks increases to 50%.
Any ability that allows the attacker to deliver critical hits or sneak attacks to undead also bypasses this ability.

Necrocarnum Might (Ex): Necrocarnum is the dominion of the dread hierarch, and his skill with these terrible soulmelds increases.
At 3° level his essentia capacity for necrocarnum soulmelds increases by 1. He can also bind his necrocarnum soulmelds to his least chakras (crow, feet, hands).
At 6° level the dread hierarch gains the ability to bind his necrocarnum soulmelds to his lesser chakras (arms, brow, shoulders). Additionally, the dread hierarch gains a number of bonus hit points equal to two times the number of necrocarnum soulmelds he has bound to his chakras.
At 9° level the dread hierarch may bind necrocarnum soulmelds to his heart chakra. Additionally, his the essentia capacity of his necrocarnum soulmelds increases by 1 again.
If the dread hierarch already possesses the ability to bind soulmelds to his chakras when he gains these abilities, he can still bind them as normal.

Bonus Feat: At 4° level the dread hierarch gains a bonus feat. This can be any Divine, Incarnum or Corpsecrafter feat.

Death's Dominion (Ex): At 8° level, the dread hierarch's ability to control undead increases. He adds his charisma modifier to the number of controled undead HD by means of Rebuke Undead and Animate Dead. This bonus can never be greater than half of his level in this prestige class.
Additionally, the dread hierarch adds Command Undead to his spell list, if he doesn't already have it.

Timeless Body (Ex): Beginning at 8th level, you no longer age. See the druid class feature of the same name on page 37 of the Player’s Handbook. Unlike the druid, you also wont die of old age.

2008-08-26, 07:29 PM
Shadow Domain
Granted Power: Gains the ability to Shadow Jump 20ft and Hide in Plain Sight once a day

Shadow Domain Spells:
1. Blur: The subject’s outline appears blurred, shifting and wavering.
2. Darkness: This spell causes an object to radiate shadowy illumination out to a 20-foot radius.
3. Shadow Conjuration: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
4. Invisibility, Greater: This spell functions like invisibility, except that it doesn’t end if the subject attacks.
5. Shadow Canopy: Dome of shadow is impenetrable to vision and dark inside.
6. Shadow Walk: Step into shadow to travel rapidly.
7. Power Word- Blind: You utter a single word of power that causes one creature of your choice to become blinded.
8. Shadow Evocation, Greater: Like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower.
9. Summon Shadow Dragons: Summons 1d4 Adult Shadow Dragons to do the caster's bidding.

2008-08-26, 11:59 PM

Some love for the undead of the world.

Undead Paragons

All beings in existance have paragons of their kind, creatures that embody the strongest aspects of their kind. Even the undead.

Specially the undead.

Undead Paragon (Corporeal)
Hit Dice: d12
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|

+2|+1 Natural Armor, Unholy Celerity

+3|Ability Focus, Unholy Might

+3|Unholy Resilience, +1 Natural Armor[/table]
Class Skills (4 + Int modifier per level): All skills in the base undead entry are class skills for that individual.

Special: Only intelligent, corporeal undead can enter this class. Mindless undead, incorporeal undead and living beings cannot. Deadborn may not take this class either.

Weapon and Armor Proficiencies: The undead paragon gains no weapon or armor proficiencies.

Unholy Celerity (Ex): At first level, the undead paragon's base speed modes increase by 10 feet. The undead paragon's dexterity also increases by +1.

Unholy Might (Ex): At second level, the undead paragon's natural attacks increase in power. The damage dice of his primary natural attack increases by one step. The paragon's strenght also increases by +1.

Unholy Resilience (Ex) At third level, the undead paragon may use his charisma modifier where a iving being would use its constitution. This includes bonus hit points, fortitude saves, and constitution-dependant class features, like barbarian rage*. The paragon's charisma also increases by +1.

*An undead barbarian with this ability also adds the constitution bonus from rage to his charisma instead.

Natural Armor: At 1° and again 3° level, the undead paragon's natural armor increases by 1 point.

Ability Focus: At second level the undead paragon gains Ability Focus as a bonus feat.


Undead Paragon (Incorporeal)
Hit Dice: d12
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|

+2|Deflection +1, Unholy Celerity

+3|Ability Focus, Unnatural Presence, Charisma +1

+3|Deflection +1, Spectral Grasp, Charisma +1[/table]
Class Skills (4 + Int modifier per level): All skills in the base undead entry are class skills for that individual.

Special: Only intelligent, incorporeal undead can enter this class. Mindless undead, corporeal undead and living beings cannot. Deadborn may not take this class either.

Weapon and Armor Proficiencies: The undead paragon gains no weapon or armor proficiencies.

Unholy Celerity (Ex): At first level, the incorporeal undead paragon's base speed modes increase by 10 feet. The undead paragon's dexterity also increases by +1.

Unnatural Aura(Su): At second level the incorporeal undead paragon gains unnatural presence. Wild or domesticated animals can feel this presence up to a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
If the creature already owns this ability, the effects extend to living creatures of other kinds as well. But creatures that are not animals are allowed a will save to negate the effect (DC 10 + 1/2 HD + Charisma Modifier)

Spectral Grasp (Su): At third level, the incorporeal undead paragon gains the ability to hold material objects and creatures as if he too were corporeal.

Deflection: At 1° and again 3° level, the incorporeal undead paragon's deflection armor increases by 1 point.

Ability Focus: At second level the undead paragon gains Ability Focus as a bonus feat.

2008-08-28, 12:19 AM
Tiny Plant (Extraplanar, Good, Iophyte)
HD HD (Average HP)
Speed 20 ft. (4 squares); Fly 40ft(8 squares)
AC X; touch X; flat-footed X
BAB +X; Grp +X
Attack Standard attack +X
(damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Advancement by TYPE; Favored Class
Level Adjustment +X

2008-08-28, 11:19 AM
To be updated at a later date

Inhabitting much of the continent of Xiua, Likuva are bestial creatures famous for their mobility and mastery of terrain. They can use their bodies to do anything from gliding from a cliff to burrowing through the earth.


Religion: M


Likuva Racial Traits:

Medium Monstrous Humanoid
Base Land Speed: 40ft
Burrow Speed: 20ft
Swim Speed: 30ft
Climb Speed: 30ft
Hold Breath
Bestial Nature



Innis Cabal
2008-08-30, 12:04 AM
Forest of Swaying Grass

These lands, based in the lowlands of Xiua, appear as giant forests of lush green grass, reaching at their highest, miles into the air. While on the surface, this large mass appears much like a forest, but something deeper runs through the fronds and roots of the Forest of Swaying Grass. It is alive. But not like a single tree is alive, the Forest has its own will, allowing those it decides are safe into its folds, while weaving itself into a thick defensive wall to bar entry to its recess’s. Populated by the Ushuru, the Forest of Swaying Grass is a peaceful and multi-tiered world all to its self. Set into four layers, the Forest boasts a wide variety of life adapted to the odd ecosystem found in the various layers. Fire is anathema in the Swaying grass, instead the inhabitants use glowing mushrooms and other plant life found in the depths of the lower reaches of the Swaying Grass. Any creature can attempt to mold the grass into simple structures, such as bridges, small huts, and even moving stairs. The powerful Ushuru Melders even offer their services to outsiders for a price. An uninitiated in the Molding process suffers a -5 to all rolls made to lull the Grass into a workable state. A molder must first make a diplomacy check(DC 25) then a concentration check everyone 10 minutes to keep the Grass from molding back into its base shape(DC 20+1 per 10 minutes).

The High Reach: The High Reach is the top of the Swaying Grass. Flying birds fly above the lower blades of grass, swooping down and feasting on the rich insect life that abounds above this region. While few Ushuru gather in this region, small huts molded from the blades can still be found, more for scouting and viewing the far reaches of Xiua without worry of harm.

The Vualted Expanse: The Vualted expanse is where the majority of the Ushuru live, cradled in the bosom of the Swaying Grass, large mass’s of earth from below are used for building foundations for large, sprawling cities that stretch into every direction. Much of the Ushuru architecture takes their molding powers into consideration, no natural or pre-existing forms of mobility are ever present, allowing bridges and stairs to form and un-form between windows, doors, and rooftops as the molder desires.

The Lower Halls: The Lower Halls appear as high ceilinged passageways of grass. The Lower Halls hold the grand histories of the Ushuru, written upon the dried leaves of the forest. Many of the Molders are based here, keeping their lore hidden in the deepest reachs of the Lower Halls. But the Lower Halls hold more then the secrets of the Ushuru. It hold the Mother Bulb. The Mother bulb itself is in fact a giant castle like structure, still living and pulsing with the life of the entire Swaying Grass.

Bulbs Garden: The Bulb garden is almost another world unto itself. Deep below the Swaying grass is a swampy, muddy and foul air rich with decay and natural gas’s.

The Bulbs Garden is set into three distinct stages, the Stretched Dark, the regions where the smallest of the bulbs grow, allowing a twilit between the Swaying Grass proper into the Bulbs Garden. This region is highly policed by the Ushuru, keeping the more violent creatures of the lower reaches from gaining entrance to the less easily defended forest. A dense layer of fog and mist hangs around the Stretched Dark, growing thicker as one descends deeper.

Flooded Earth Plains: The Flooded Earth Plains are large tracts of muddy, sticky earth pushed up into the larger bulbs root system over their years of growth. These land mass’s release large amounts of decaying matter into the air, mingling with the thick fog to create powerful and ever present precipitation that leads to the very survival of the entire Swaying Grass. Creatures of the night prowl this layer, making it the most dangerous region for the Ushuru in a strictly hunting sense.

Sucking Mire: The sucking mire is the base of all of the Swaying Grass. Illuminated by the glowing bulbs of the gigantic grass stalks, this region is the most inhospitable for all but the hardiest of creatures. The air is thick with a near poisonous miasma of decayed life forms and the ever present stench of growth. The earth is thick, much like quicksand, and populated by giant insects and serpents of unearthly length.

2008-08-30, 12:59 AM
Kaern's Fey

Razortooth Swarm
Tiny Fey (Swarm)
Hit Dice: 11d6+33 (71 hp)
Initiative: +10
Speed: 40 ft.(8 squares)
Armor Class: 18(+2 size, +6 Dex, natural +0), touch 18, flat-footed 12
Base Attack/Grapple: +4/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Wounding
Special Qualities: Half damage from slashing and piercing weapons, Damage Reduction 5/any steel or iron, low-light vision, swarm traits
Saves: Fort +6, Ref +16, Will +9
Abilities: Str 2, Dex 23, Con 16, Int 2, Wis 13, Cha 2
Skills: Hide +19, Listen +8, Move Silently +11, Spot +7, Climb +8, Escape Artist +17
Feats: Alertness, Improved Initiative, Lightning Reflexes, Stealthy
Environment: Any land with warm climate
Organization: Solitary, gang (2-4 swarms) or pride (5-8 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

A razortooth swarm is named for the most prominent feature of the fey that make it up - the sharp fangs that their lips cannot cover. An individual razortooth is a brown-skinned humanoid, about a foot tall and weighing two pounds. Unlike most humanoids, they are only of animal intelligence (Though this may be unclear to an observer; razortooths ape the actions of more intelligent humanoids and chirp at each other.) Razortooths are inquisitive and ravenous - a swarm may examine a target in relative peace, until they ascertain that it is edible.

A razortooth swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature vulnerable to a razortooth swarm's damage that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells in the area of a swarm requires a DC 20 + spell level Concentration check. Using skills requiring patience or concentration in the area of a swarm requires a DC 20 Concentration check.
Wounding (Ex): Any living creature damaged by a razortooth swarm continues to bleed, losing one hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of healing magic.

Redcaps are as they appear in the MM3. In summary, a redcap is a psychopath that dips its eponymous hat in the blood of its victims. They are small fey with powerful build and excellent advancement (A redcap gains +1 to its physical stats with every hit die, +1 to natural armor for every two, and its damage reduction increases as well.)


{table]|Tuatha[B]Medium Fey|Tuatha Noble[B]Medium Fey
Hit Dice:|9d6|9d6+18 plus 3d6+6
Speed:|30 ft.(6 squares)|30 ft.(6 squares)
Armor Class:|18(+3 Dex, +3 masterwork studded leather, +1 masterwork light steel shield), touch 13, flat-footed 15|21(+5 Dex, +1 natural, +3 +1 studded leather, +1 masterwork light steel shield), touch 15, flat-footed 16
Base Attack/Grapple:|+11/+12
Attack:|Shortspear +9 melee (1d6) or Shortspear +12 ranged(1d6)|Masterwork short sword +17 melee (1d6+1) or masterwork shortbow +17 ranged (1d6)
Full Attack:|Shortspear +9/+4 melee (1d6) or Shortspear +12 ranged(1d6)|Masterwork short sword +17/+12/+7 melee (1d6+1) or masterwork shortbow +17/+12/+7 ranged (1d6)
Space/Reach:|5 ft./5 ft.|5 ft./5 ft.
Special Attacks:|Psionics, sneak attack +2d6|Psionics, sneak attack +4d6
Special Qualities:|Low-light vision, DR 5/cold iron|Evasion, Low-light vision, DR 5/cold iron, trap sense +1, trapfinding, vulnerability to sonic
Saves:|Fort +2, Ref+9, Will +10|Fort +5, Ref+14, Will +12
Abilities:|Str 11, Dex 17, Con 10, Int 12, Wis 14, Cha 16|Str 13, Dex 20, Con 14, Int 12, Wis 16, Cha 16
Skills:|Concentration +11, Diplomacy +5, Hide +10, Sense Motive +7, Speak Language (any four), Spot +10|Concentration +13, Diplomacy +5, Hide +15, Jump +3, Sense Motive +9, Speak Language (any five), Spot +13, Tumble +15
Feats:|Ability Focus (command), Improved Initiative, Iron Will, Spell Focus (enchantment)|Ability Focus (command), Improved Initiative, Iron Will, Spell Focus (enchantment), Weapon Finesse
Organization:|Solitary, pair, scouting party (3-6), or squad (8-12 plus one noble)|Solitary, pair, or squad (1 plus 8-12 tuatha)
Challenge Rating:|4|7
Treasure:|Standard|Standard plus +1 studded leather
Alignment:|Usually neutral|Usually neutral
Advancement:|By character class|By character class
Level Adjustment:|+3|+3[/table]

Innis Cabal
2008-08-30, 12:44 PM

Ushuru are the tenders and “children” of the Swaying Grass. They are loved by all nature, owing to their deep bonds with life from the very moment of their creation. They are bastions of spirituality and faith, living their lives in worship of life and the joy found within it.

Personality: Ushuru tend to take a wide approach at things. Very few things can rouse a Ushuru to swift action, and even fewer can truly anger them. This tends to make them appear lazy, or somewhat distant from the other races, though this is far from the truth. Ushuru tend to be inquisitive, though their life perspective often gets in the way of higher learning.

Physical Description: Ushuru vary by height, ranging from short(5’) to staggeringly tall(7’). All Ushuru are thin, their skins baked by the constant sun that filters through the Swaying grass to a deep bronze, their hair bleached to a blonde white. Eye color varies little in Ushur population, the only mitigating factor is placement in the varied layers. Those born to the High Reach’s tend to have lighter colored eyes, varying between gray to sky blue. Those born to the Vaulted Expanse and the Lower Halls have uniformly green eyes, while those born at the lower reaches of the Lower Halls and the Stretched Dark tend to have brown to dark purple eyes. Older Usuhru begin to develop green tinges around their jaws, eyes, and finger tips, growing deeper as they progress in age.

Relations: Ushuru have little contact with the world outside the Swaying grass, owing their largest source of information to the Likuva that often move through their homeland. What contact they do have with outside races comes in the form of their wandering adventurer’s, who often come home not only hero’s but as grand story tellers.

Alignment: Ushuru can be of any alignment, though most of the evil or less social of them live in the Bulb Garden, away from the more kind hearted of their people.

Ushuru Lands: The Ushuru hold the Swaying grass as their “Empire”.

Religion: The Ushuru worship all the gods of growth and the world at large. Small temples to Evadize dot the Vualted Expanse, while the Lower Halls are home to vast multi-god church’s and temples.

Language: The Ushuru speak their own tongue, a slow, almost sing song language. A particular note of the “Knot-Speak” as it is called is that it has at least fifty words for the word grass.

Medium Humanoid
+2 dexterity, -2 strength: While the Ushuru are limber and can easily move through even the harshest terrain, though the constant use of their bodies in the Swaying Grass have forced them to evolve to a certain landmass, causing them great problems while outside of their home.

Movement: 30 feet, Climb 20

At Home in the Grass: A Ushuru gains a +5 to concentration checks to bend the Swaying Grass and have no need to make the base diplomacy check or make checks to keep the grass molding back to its original state.

Nature’s Chosen: Ushuru, despite being native to the Swaying Grass, can and do travel often in the world outside their precious lands. Ushuru gain a +4 on all heal, survival, and knowledge (nature) checks.

Low Light Vision

Languages: Sylvan, Knot-speak

Favored Class: Druid

Innis Cabal
2008-08-30, 06:47 PM
Creature of the Swaying Grass

Creatures of the Swaying Grass are modern day creatures, adapted to life in the Swaying grass. Either by evolution, or by the powers of the Molders, these creatures fill the role of normal hunting and prey animals found throughout the natural world.

Creating a Creature of the Swaying Grass“Creature of Swaying Grass” is a template that can be added to any animal, vermin, magical beast, dragon. The creatures type changes to magical beast, and all statistics are unchanged unless where noted here.

Hit Dice: All the creatures Hit Dice(current and future) change to d10’s

Speed: Same as the base creature, plus a climb speed of 30

AC: The Creature of Swaying Grass gains a +5 bonus to AC

Attacks: Creatures of Swaying Grass gain no new attacks

Damage: Damage done by Creatures of Swaying Grass remain unchanged

Special Attacks: A Creature of Swaying Grass retains all special powers and abilities of the base creature

Spells: Spells and spell like abilities of the base creature are retained

Special Qualities: A Creature of Swaying Grass retains all special qualities of the base creature in addition to those listed below

Born of the Swaying Grass: Through magical or evolutionary means, the base creatures has gained the power to mold the grass. Any creature with an intelligence score of 3 or more can mold the grass into shapes such as bridges or huts with little effort. Creatures with higher intelligence scores can create larger, more magnificent structures and shapes, and even counter the recent moldings of the Usuhuru.

Slender Form: Creatures of the Swaying Grass gain evasion

Immunities: Creatures of the Swaying Grass become immune to Acid.

Breath of Flames Undone: All creatures of the fire type, or that posses fire magic, are changed at their very being. Creatures of the Fire type become Magical Beast(Acid), and all fire damage is replaced with acid.

Saves: Creatures of the Swaying Grass gain a +6 to reflex saves

Skills: Same as creature

Feats: Same as creature

Alignment: Same as base creature

CR: +4

2008-08-31, 01:11 PM
Still working on it ._. Tell me what you think so far.

Island of Wonder

"It was a place where we were free to do whatever we wanted. It was filled with wonder and greatness. The food that grew there was... incredible. We left to bring more to the Island, and yet... we could not find it." - Salmith Everworth

The Island of Wonder is a place of beauty and amazement. It is a place where freedom rules all, and wonderment never ends. However, this gift does not come without a price. Those that stay too long and indulge in the impossible pleasure and wonderment slowly become insane.

The insanity first shows itself with the persons inability to focus on anything. They find it increasing hard to maintain any sense of stability and begin to wander around mindlessly. It grows more severe as the months pass, and at it's worse they are unable to form even the most basic of words (As if under a constant confusion effect).

There is no resisting this effect, anyone staying on the Island willingly and that are capable of semi-complex thought (An Intelligence, Charisma, and Wisdom score above 4) is victim to these effects, even if they are normally immune to Mind-Effecting effects.

Travel to Island of Wonder: The Island of Wonder can only be reached by people who are ether seeking freedom, amazement, or adventure. They must have never traveled to the Island of Wonder before, and must belive that they will find it, even before setting off from shore.

High Reach: In the center of the Island has an incredibly long spire. It is very steep, and extends far above the clouds. A flight of stairs circle around it, leading up to the very peak. The only way to reach the peak is to use the stairs, anyone trying to fly to reach the top, or using any other means (Such as teleporting and climbing) are unable to ever reach the top (Teleporting makes you stay in the same spot, you climb yet never seem to farther then where you started climbing).

It takes exactly three days worth of walking the stairs (This does no include resting, and the speed of which you move does not matter) to reach the peak. Those that reach the peak must make a Fortitude save (DC 20) or be struck blind from what they see.

If they succeed they are capable of seeing anywhere in the world with stunning detail (Failure means that they were struck blind before being able to comprehend what they were seeing). They are unable to see through things, and are effected by any magical illusions that effect the landscape (Though they may make a save, if the spell calls for one).

The trip down to the base of the spire only takes four hours, no matter the speed of which they travel.

Crystal Forest:

Elemental Caverns

Prismantic Beach:

Mordayn Waters:

Mad god Nexus:

Innis Cabal
2008-09-02, 01:26 PM
Weather Hazard
Effects: Nightstorms plunge a single area, up to 10 miles, in utter darkness. Darkvision functions at half range, and all illumination gutters and dies. All within a nightstorm functions as if under a silence spell which can not be dispelled or resisted.

Gwyn chan 'r Gwyll
2008-09-03, 04:34 PM
Created by GwynChanRGwyll

Gwyn chan 'r Gwyll was attempting at creating what he viewed as the perfect race, when the Dragon that the alien god Longlimb gave him as a gesture of trust flew overhead, and was drawn into the spell; how she escaped the castle of Trueholme was not known. As a result, the Doppelganger's were created.

Personality: Doppelgangers are often bitter creatures, stubborn, curious, and secretive to the bone.

Physical Description: Doppelgangers look like skinny humanoids, with their pale grey-blue flesh stretched thin over their bones and muscles, and their face elongated, with pearly white draconic eyes, though they can, of course, take almost any humanoid form.

Relations: Doppelgangers, while not hostile to any other race, certainly are not friendly towards them, and murderous towards any follower of their creator.

Alignment: Usually Neutral, sometimes Neutral-Evil, each Doppelganger is pretty much free to do their own actions, with only the

Minotaur Lands: Doppelgangers have no land of their own, instead they are scattered throughout urban cities across the world, in almost every enclave.

Religion: The Doppelgangers do not pray to any deity, but merely utter regular curses against their creator, and a brief thanks to their leader Marietta, for leading them so.

Language: Doppelgangers speak Common, and the language of the city they live in.

Names: Doppelgangers are named in the naming traditions of their host culture.

Adventurers: Most Doppelgangers adventure to bring death upon their enemy, the worshipers of the Dark Light.

* Medium size
* ~- +4 Dexterity, +2 Intelligence, -2 Wisdom, -2 Strength
* Base land speed: 30 ft.
* Darkvision out to 30 ft.
* Shapeshift: A Doppelganger can, as a full action, change it's form to that of any Humanoid creature. They lose their racial bonus to Dexterity, and their racial penalty to Strength, and gain any racial bonuses or penalties to Dexterity, Strength, or Constitution that the creature whose form they have has.
* Favored Class: Rogue
* LA:**+2

2008-09-05, 04:29 PM
Airship domain

Domain Power - Your repair spells heal an additional amount of hp equal to half your cleric level rounded down. Additionally, they restore the runes used in airships as well as restoring the wood they were inscribed on.

1 - Repair Light Damage
2 - Repair Moderate Damage
3 - Repair Serious Damage
4 - Air Walk
5 - Control Winds
6 - Word of Recall
7 - Control Weather
8 - Prying Eyes, Greater
9 - Raise From The Deep (restore destroyed airship to full health and original condition)

Innis Cabal
2008-09-05, 06:51 PM
Judgment Domain

Domain Power: Once per day, you may claim judgment upon a single target. The target must make a will save(DC=to cleric level+max spell known in the Judgment Domain). If they fail the save they recive a -2 on all rolls and are staggered

1-Dispel Ward
2- Zone of Truth
3- Awaken Sin
4- Identify Transgressor
5- Soul Shackles
6- Zealot Pact
7- Blashpemy/Dictum/Holy Word/Word of Chaos(Picked at character creation, must have suitable alignment)
8- Symbol of Insanity
9- Crushing Fist of Spite

Innis Cabal
2008-09-06, 02:54 PM
Rice Fields that Stretch Across the Horizon
Outer Plane
Infinite size
Normal Gravity
Normal Time
Strongly Neutral Aligned
Divinely Morphic
Limited Magic: Teleportation and teleportation effects function normally on this plane. All other spells save for those cast by gods of Xiua’Hi’s DR or higher can cast on this plane

The Rice Paddies
Each Rice Paddy intersects a part of the multi-verse, acting like a two way portal to that location. It is possible for others to cross through into the paddies, finding themselves on the Plane of Rice Fields that Stretch Across the Horizon. Each paddy is ruled over by a shoku(coming in year 2), some who are less then kind about others using their pools.

The Mount
The mount is a giant looming mountain that sits in the very center of the Rice Fields that Stretch Across the Horizon. Set atop it’s massive single peak is the Life Oak, the very center of the very multi-verse. Here, its roots splay out into the innumerable portals, giving them their magical power. The Mount also holds a vast array of rice paddies, the most powerful of the Shoku ruling closer to Xiua’hi himself

The Seat of the Heavens
The Seat of the Heavens is the location Xiua’hi has chosen to place himself in his “retirement” from the world. He plays an endless seemingly mindless game with any Shoku, mortal, or god that visits.

2008-09-06, 04:00 PM
Air Elementals:
As Core, but are native to The Void.

Storm Elementals:

As Core, but are native to The Void

Mist Elementals:

This creature appears to be a vaguely humanoid mass of fog that at first appears mundane, but upon a second glance moves with a definite intelligence.

Mist Elementals are the most intelligent elementals created, and put this to good use. Their main strength is in their stealth, and the fact that by the time their opponent realizes it is in fact a living creature, the Mist Elemental is upon them. Mist Elementals speak both Aquan and Auran.

Air Mastery: Airborne Creatures take a -1 penalty to Attack and Damage rolls against a Mist Elemental.

Fog Bank: A mist elemental can transform itself into a Fog Bank once every 5 minutes and remain in that form for up 1 round for every 2 HD it has. While in this form, an elemental can move along a surface at it's fly speed.
The bank is up to 30ft thick, 15ft high and up to 60ft long, depending on the elementals size. The elemental controls the exact size, but it may not be smaller than the space the elemental takes up when not in Fog Bank form.
The elemental's movement while in fog bank form does not provoke attacks of oppurtunity, even if the elemental enters a space occupied by another creature.
A creature might be enveloped in the fog bank if it moves into a space it occupies, or if the elemental moves into or through the creature's space.
Creatures of the elemental's size or smaller enveloped in the fog bank can be targetted with the elemental's slam attack or a grapple. The elemental can grapple as many creatures as are completely within the fog bank, but must use a standard action to initiate each grapple.
An elemental's fog bank is very thick, giving creatures within it Total Cover to all other creatures farther than 5ft away, except the elemental. The elemental may choose who is effected by this.
An elemental's fog bank form does not threaten the area around it or within it and cannot make slam attack on creatures not enveloped in it.

{table] Air Elemental sizes:|Small | Medium| Large| Huge| Greater| Elder
Height| 4ft|8ft|16ft|32ft|36ft|40ft
Weight| 1 lb.| 2 lbs.| 4 lbs. | 8 lbs. |10 lbs. |12 lbs.
Fog Bank Height| 5ft| 5ft| 10ft| 10ft| 15ft| 15ft
Fog Bank Length| 10ft| 29ft| 30ft| 40ft| 50ft| 60ft
Fog Bank Thickness| 5ft| 10ft| 15ft| 20ft| 25ft| 30ft[/table]

x|Mist Elemental, Small (Small Elemental; Mist, Extraplanar)|Mist Elemental, Medium|Mist Elemental, Large
Hit Dice:| 2d8 (9 hp)|4d8+8 (26 hp)|8d8+24 (60 hp)
Initiative:| +7|+9|+11
Speed:| Fly 100 ft. (Perfect) (20 squares) | Fly 100 ft. (Perfect) (20 squares)|Fly 100 ft. (Perfect) (20 squares)
Armor Class:| 17 (+1 size, +3 Dex, +3 Natural), touch 14, flat-footed 14|18 (+5 Dex, +3 Natural), touch 15, Flat-footed 13| 20 (-1 size, +7 Dex, +4 Natural), touch 16, flat-footed 13
Base Attack/ Grapple | +1/-3| +3/+4| +6/+12
Attack| Slam +5 melee (1d4)| Slam +8 melee (1d6+1)| Slam +12 melee (2d6+2)
Full Attack| Slam +5 melee (1d4)| Slam +8 melee (1d6+1)| 2 slams +12 melee (2d6+2)
Space/Reach| 5ft/5ft| 5ft/5ft| 10ft/10ft
Special Attacks| Air Mastery, Fog Bank| Air Mastery, Fog Bank| Air Mastery, Fog Bank
Special Qualities| Darkvision 60ft, Elemental Traits| Darkvision 60ft, Elemental Traits| Damage Reduction 5/-, Darkvision 60ft, Elemental traits
Saves|Fort +0, Ref+6, Will +0| Fort +3, Ref +9 Will +1| Fort +5, Ref +13, Will +2
Abilities| Str 10, Dex 16, Con 10, Int 8, Wis 11, Cha 11| Str 12 Dex 21 Con 14, Int 8, Cha 11| Str 14, Dex 25, Con 16, Int 10, Wis 11, Cha 11
Skills| Listen +2, Spot +3, Move Silently +6, Bluff +3, Hide +4| Listen +3, Spot +4, Move Silently +7, Bluff +4, Hide +5| Listen +5 , Spot +6, Move Silently +9, Bluff +6, Hide +7
Feats|Flyby Attack, Weapon Finnese, Improved Initiative|Dodge, Flyby Attack, Weapon Finnese, Improved Initiative|Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finnese
Environment| The Void| The Void| The Void
Organization| 2-4| 2-4| 1-2
Challenge Rating |1|3|5
Treasure| None|None|None
Alignment| Usually neutral|Usually neutral| Usually neutral
Advancement| 3 HD (Small)| 5-7 HD (Medium)| 9-15 HD (Large)
Level Adjustment| -|-|-

x|Mist Elemental, Huge (Huge Elemental; Mist, Extraplanar)|Mist Elemental, Greater|Mist Elemental, Elder
Hit Dice:| 16d8+64 (136 hp)|21d8+84 (178 hp)|24d8+96 (204 hp)
Initiative:| +13|+14|+15
Speed:| Fly 100 ft. (Perfect) (20 squares) | Fly 100 ft. (Perfect) (20 squares)|Fly 100 ft. (Perfect) (20 squares)
Armor Class:| 21 (-2 size, +9 Dex, +4 Natural), touch 17, flat-footed 12| 26 (-2 size, +10 Dex, +8 Natural), touch 18, Flat-footed 16| 27 (-2 size, +11 Dex, +8 Natural), touch 19, flat-footed 16
Base Attack/ Grapple | +12/+24| +15/+28| +18/+32
Attack| Slam +19 melee (2d8+4)| Slam +23 melee (2d8+5)| Slam +27 melee (2d8+6)
Full Attack| 2 slams +19 melee (2d8+6)| 2 slams +23 melee (2d8+5)| 2 slams +27 melee (2d8+6)
Space/Reach| 15ft/15ft| 15ft/15ft| 15ft/15ft
Special Attacks| Air Mastery, Fog Bank| Air Mastery, Fog Bank| Air Mastery, Fog Bank
Special Qualities| Damage Reduction 5/-Darkvision 60ft, Elemental Traits| Damage Reduction 10/- Darkvision 60ft, Elemental Traits| Damage Reduction 10/-, Darkvision 60ft, Elemental traits
Saves|Fort +9, Ref+19, Will +5| Fort +11, Ref +22, Will +9| Fort +12, Ref +25, Will +10
Abilities| Str 18, Dex 29, Con 18, Int 10, Wis 11, Cha 11| Str 20 Dex 31 Con 18, Int 12, Wis 11, Cha 11| Str 22, Dex 33, Con 18, Int 14, Wis 11, Cha 11
Skills| Listen +11, Spot +12, Move Silently +14, Bluff +12, Hide +13| Listen +14, Spot +14, Move Silently +14, Bluff +13, Hide +14| Listen +29 , Spot +29, Move Silently +29, Bluff +27, Hide +29
Feats|Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finnese|Alertness, Blindfight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finnese|Alertness, Blindfight, Cleave,Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack Weapon Finnese
Environment| The Void| The Void| The Void
Organization| Solitary| Solitary| Solitary
Challenge Rating |7|9|11
Treasure| None|None|None
Alignment| Usually neutral|Usually neutral| Usually neutral
Advancement| 17-20 HD (Huge)| 22-23 HD (Huge)| 25-48 HD (Huge)
Level Adjustment| -|-|-

Innis Cabal
2008-09-07, 04:17 PM
Va'Tari Darkguard

The Va’Tari Darkguard are a special organization charged with the defense of the skies over the Va’Tari Empire. Created by Dalam as a precursor to her grand war with the Grin, the Darkguard fights under her will, and the will of the Infernal Prince of Dark Skies, loyal only to the Va’Tari. Their base of operations is a well kept secret, only to members of the actual Darkguard and Dalam, based on the shores of Xiua where the Dark Nest resides. The Darkguard is a structured and well disciplined organization, controlled by the High Warlock, and is attended by the seven Guard Princes.

{table]Class Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|+0|+0|+0|+2|Energy Resistance 5, Armored Caster|+1 level of existing class
2nd|+1|+0|+0|+3|Draconride|+1 level of existing class
3rd|+1|+1|+1|+3|Energy Resistace 10|+1 level of existing class
4th|+2|+1|+1|+4|Item Creation Feat|+1 level of existing class
5th|+2|+1|+1|+4|Energy Resistance 15|+1 level of existing class
6th|+3|+2|+2|+5|Mounted Caster|+1 level of existing class
7th|+3|+2|+2|+5|Frightful Presence|+1 level of existing class
8th|+4|+2|+2|+6|Inferanl Touch|+1 level of existing class
9th|+4|+3|+3|+6|Gaze of Penitence|+1 level of existing class
10th|+5|+3|+3|+7|Fly by Attack, Energy Resitance 20, One with Mount|+1 level of existing class[/table]

To qualify to become a Va’tari Darkguard, a character must fufill the following criteria
Alignment: Any Evil
Base Save Bonus: Will save +5
Skills: Craft(Alchemy) 5 ranks, Knowledge (arcane) 8, Knowledge (The planes) 5,
Langauge: Draconic, Infernal
Feats: Dark Speech, Spell Focus (Evocation)
Spells: Must be able to cast an evocation spell
Special: Must serve under a Darkguard as their squire

Class Skills
The class skills of a Va’Tari Darkguard are appraise, diplomacy, concentration, ride, spellcraft, and knowledge(any)

The following are class features for the Va’Tari Darkguard

Weapon and Armor Proficiencies: A Va’Tari Darkguard does not gain any new weapon or armor proficiencies

Spells Per Day/Spells known: At each level, a Va’Tari Darkguard gains spells as if he also gained a level in his previous spellcasting class. He does not gain bonus feats or special abilities of his previous class. A multi-classed spellcaster must choose which class receives the increase.
Energy Resistance: Upon entering into the Va’Tari Darkguards, the individual gains his pick of energy resistance. He gains energy resistance 5 at 1st level, and increases to 10 at 3rd and 15 at 5th and 20 at 10th. Most choose Energy Resistance Fire

Armored Caster: Once entering the Va’Tari Darkguard prestige class, all members are taught how to cast spells in both light and medium armor without incurring arcane spell failure.

Dracoride: Beginning at 2nd level, when riding any sort of dragon a Va’Tari Darkguard can use his normal skill score even if he picked a nondraconic mount when he first picked the ride skill.

Item Creation Feat: A Va’Tari Darkenguard receives a single free item creation feat at 4th level

Mounted Caster: At 6th level, a Va’Tari Darkguard has become more at home on his mount, receiving a +10 concentration check when casting spells while mounted

Frightful Presence: At 7th level, the very sight of the mighty Va’Tari Darkguard strikes fear in the hearts of those around him. The ability takes effect automatically when a Va’Tari Darkguard attacks or charges. Creatures within a radius of 40 feet are subject to the effect if they have fewer HD then the character.
Creatures may resist with a successful will save (DC 10+1/3 class level +Charisma Modifier) Those that succeed on the save are immune to the characters frightful presence for a day. Those that fail whose HD is 4 or lower become panicked for 4d6 rounds while those with HD of 5 or higher become shaken for 4d6 rounds. Dragons are immune to this effect.

Infernal Touch: At 8th level, a Va’Tari Darkguard may chose a single ranged touch spell, imbuing it with dark, infernal energies. Half the damage the spell deals becomes “infernal” damage and cannot be resisted.

Gaze of Penitence: Beginning at 9th level, the gaze of the Va’Tari Darkguard is so foul and cruel that lesser men wither under it. A Va’Tari Darkguard may use this ability once per day plus his charisma bonus. Those that fall under this haze become paralyzed (Will save negates DC 10+1/2 character level+ Charisma Modifier). A Va’Tari Darkguard may use this ability on any within 40 feet, they need not have eye contact with him to use this ability

Fly By Attack: Any Dragon ridden by the Va’Tari Darkguard is treated as having the feat Fly By Attack.

One with Mount: At 10th level, a Va’Tari Darkguard no longer needs to make ride checks while on his chosen draconic mount. A Va’Tari Darkguard must choose his favored mount upon gaining 10th level.

Innis Cabal
2008-09-07, 06:12 PM
Va’Tari-The Nation of the God Queen

General Overview

The Nation of the Va’tari is one with a sorted and long history. Created at first by the Original God General Va’Tari of whom the nation is now named after, whose ideal was to forge a nation of Half Elves, away from the races of the gods and their power. While in part successful, the nation was one of roving military bands, with little to no focus. The army then fell into the hands of Va’Tari’s second in command, Isul, after the Original Generals untimely death at the hands of an elven attack party. Isul then led the mighty army into the mountains of Ramua, creating a vast and sprawling city state on the backs of slave labor. But this home was not to last, and the Va’Tari were once again displaced, placed upon a vast fleet created by the Zarier for the exact purpose of sending the civilians and the majority of the army to a new and safe location. It would be the Evad island chain that became the final resting place for this navy, the central island being created into the Palace of Justified Hate. The empire stretchs across the whole of the Evad island chain, and has expanded to take a small portion of the larger islands of the Dal’Cory.


The architecture of the Va’Tari empire is rather unique, building up and out rather then out and up. Spires and tall networks of bridges are common, as are small low lying buildings built into the stoney ground of the islands themselves. Spires tend to be multi-tired with low slopping roofs that deflect and channel the varied rainstorms that plague the islands that make up their homes.

House hold units of the Va’Tari are large sprawling affairs, holding many rooms, storage centers and cellars. While they are large and expansive, most of the household is used for the rearing of children, and holding food and weaponry.

Buildings and residences tend to be simple, with little to no natural paint save for water proofing lacquer to brighten or otherwise create a visual appealing scene for on lookers. Even the palaces and residences of powerful and influential people run under these conditions, only slightly bigger and extensive to the common peoples homes.


Religion is a varied and strage phenomenon for the Va’Tari.

Priesthood of Dalam
The Priesthood of Dalam, at one point, was a sect of powerful Ur-priests in the employ of Isul. Since their Queens ascension, the priesthood has made a radical change to actual clerics and shamans in the worship of Dalam. Every island has a temple in her honor, the strongest of her priests serving as the right hands of every general of the Empire.

Anscestor Worship
The Va’Tari has a long and well earned respect for their dead, mentioning them at almost every meal, wedding, and special family event. Those killed in the line of duty are paid an honor one greater, holding shrines across many households, and even small individual islands.

Devil Worship
A new phenomenon, and on the raise in the sorcerous populous of the Va’Tari, is the worship and bargaining with the infernal forces. While all Va’Tari pray to Dalam, and serve her will, many use the power gained to further their God Queens aims in the world.

General Populous and their Daily Activities

While on the outside, the Va’Tari appear like cruel and evil people, their average every day lives and interactions vary little from more light hearted nations. The common people barter and trade with one another, the military is ever present and helpful to the plights and other problems of daily life. Trade is heavy in the empire, and very few households go wanting if their neighbors can help in even the most trying of times.

Noted Locations

Palace of Justified Hate: The Seat of the Va’Tari Empire, the Palace of Justified Hate is the most defended location of the entire Empire. The major city, which shares the same name, is the major center of trade, holding several large palace centers

Scout Towers: The majority of the outer islands of the Empire are made up of tall, impassive towers that jut into the sky.

The Underseting: While vastly unknown to the general public, the Undersetting is the setting of the powerful labs of the sorcerers of the Va’Tari Empire. Here strange and bizarre experiments are held on the prisoners of the Empire, most of varied races.

Military Power
The military might of the Va’Tari empire is an impressive and frightful sight. The Va’Tari boast a powerful and highly trained navy, boasting easily the best crafted ships that tred the waves of the world. Their army is well organized, well trained, and even the most basic of civilian is well versed in the use of weaponry.

The Va’Tari military makes use of the powerful terrain of their homes, Defense spires holding dozens of large repeating crossbows and spell casting lofts to rain death from a far more strategic location then those attempting to invade.

Spellcasting in and of itself severs a powerful use in the military, from basic long distance communication, to vile and often times sinister uses on the fields of combat.

Innis Cabal
2008-09-07, 07:15 PM
Fractured Delirium

The Fractured Delirum is a powerful, yet rare, disease that pervades almost every mineral, gem, and metal vein in the world of Playground. It manifiests when a prospector does not pay heed to the land, thanking it for its blessing and its gifts.

Those who have contracted the Fractured Delirium first manifiest the symptoms as a high fever, losing 2 con over the course of a week of contraction. Then, the disease takes its hold.
Creatures that are not quickly cured of the Delirium suffer hallucinations, dyhdration losing 1d6 points of damage a day unless kept warm and moist. Even while under these conditions, the disease slowly begins to turn the insides of the infected into mineral’s, slowly killing the target. If left untreated, a target dies within 4 weeks of contraction.

A week after the death of a target, the creature raises as a Construct, with statistics identical to the deceased. While it lacks a con score, the target uses the con score of the dead creature for all rolls requiring benifical constitution scores. These creatures are called the Fractured, and all natural attacks have a high risk of spreading the disease(DC 25). Six weeks after the raising of a Fractured, they borrow deep into the ground, forming new mineral or metal deposts.

2008-09-08, 12:10 PM
Large Outsider (Evil, Incarnum)
HD: 40d8+480 (800 HP)
Initiative: +14
Speed: 50 ft. Fly 100 ft.
Armor Class: 54 (-1 Size, +4 Dex, +21 Natural, +4 Deflection, +10 Insight)
Base Attack/Grapple: +30/+44
Attack: Claw +41 (2d6+10+1d6 vile); ranged touch: Vile Blast +41 (15d6+2)
Full Attack: 2 Claws +41 (2d6+10 +1d6 vile); ranged touch: 2 Vile Blasts +41 (15d6+2)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Fiendshaper, Fiendform, Spell-like Abilities, Plagued Breath Weapon, Fiendish Corruption, Vile Strike, Smog and Blight, Vile Blast, Summon Fiends.
Special Qualities: Unholy Bastion, Wicked, Spell Resistance 50, Immunities, Resistance to cold, fire and electricity 10, Telepathy 100 ft, Damage Reduction 15/epic and good, Fast healing 30, Blindsight 60 ft, Soulmelds, Chakra Binds.
Saves: Fort +41, Ref +39, Will +39 (against divine spells: Fort +59, Ref +57, Will +57)
Abilities: Str 31, Dex 31, Con 35, Int 28, Wis 30, Cha 40
Skills: Appraise +52, Balance +30, Bluff +58, Concentration +55, Diplomacy +58, Disguise +58, Hide 53, Intimidate +58, Knowledge (Arcane, The Planes, Religion) +52, Listen +53, Move Silently +53, Sense Motive +53, Spellcraft +52, Spot +43, Swim +33, Use Magic Device +58
Feats: Apostate (B), Augment Summoning, Ability Focus (Plagued Breath Weapon, Smog and Blight), Combat Reflexes, Cleave, Dark Speech (B), Dark Whispers, Combat Expertise, Filth Outburst, Flyby Attack, Improved Initiative, Improved Flyby Attack, Improved Sunder, Power Attack, Supernatural Instincts.
Environment: Bleak Badlands
Organization: Solitary
CR: 30
Treasure: Triple Standard
Alignment: Neutral Evil
Advancement: 41+ HD (large); or By character Class
Level Adjustment: -

Before you is a cloud of heavy , dark green smog, reeking with the stench of evil, within the fog, the shape of a tall monstrosity is visible.


Before you is a tall, odious creature with the vague shape of a tall, gaunt and six winged humanoid, it’s arms end in hideous claws and it’s face sports a skeletal appearance and it’s wings are leathery with patches of feathers, blackened like dried blood. The creature seems to ooze acidic filth from many cracks in its skin, and its six eyes glow with an eerie blue fire.

Baernoloths, and horrid fiends who create other fiends, they are disgusting monsters of filth and corruption, able to turn even the mightiest angel into a slithering creature of the lower planes.


Each Baernoloth has his own tactics, but all of them fight with their horrendous spell-like abilities, summoning lesser fiends to do their bidding when necessary.
A baernoloth’s natural weapons, as well as any weapon it wields are considered epic and evil-aligned for the purposes of overcoming damage reduction. They automatically overcome the damage reduction of any evil outsider, and ignores the regeneration of such creatures. Baernoloths are proficient with all simple and martial weapons, light, medium and heavy armor and shields (except tower shields). Many chose to wear armor and some like to use weapons, two-handers in particular.

Plagued Breath Weapon (Su): As a standard action, a baernoloth can belch forth a 60 foot long cone of infected bile. This attack deals 40d8 damage, half of this damage is acid damage and the other half is due to unholy power, not subject to elemental resistance. One fifth of this unholy damage is also vile damage. Reflex save DC 39, the save DC is based on Constitution.
Any creatures inside the cone, even those who make their saves, are also subject to Fiendish Corruption.
The baernoloth can use its breath weapon once every 1d4+1 rounds.

Fiendish Corruption (Su): supernatural disease – breath weapon, Fort save (DC 37), incubation period instantaneous; damage 1d6 wis and cha. Unlike normal diseases, fiendish corruption requires the victim to make a successful saving throw each round or take another 1d6 temporary wisdom and charisma damage. The disease remains until the victim is target of a remove disease spell, or reduced to both charisma and wisdom 0, at which point it starts to change into a fiend of the baernoloth’s choice with up to 15 HD the metamorphosis takes 1d4+1 rounds. The newly created fiend retains none of its former abilities or memories.
The metamorphosis can be stopped by a remove curse, remove disease, limited wish, wish or miracle spell, once it is complete, only a wish or miracle can revert the victim to her original form.

Vile Strike (Su): All natural and manufactured weapons held by a baernoloth deal an extra 1d6 vile damage with each strike.

Smog and Blight (Sp): As a free action, a baernoloth can start to generate a cloud of inky black smog, this works like the Acid Fog spell, centered on the baernoloth, additionally, all creatures inside the smog are subject to an effect similar to the Unholy Blight spell (caster level 40° for both effects), once each round. Unlike the spell, this effect is not subject to spell resistance. The smog doesn’t interfere with the baernoloth’s vision or line of sight. It is also difficult to dissipate with winds, like the solid fog spell. It is not flammable and cannot be created underwater.
The smog and blight can be dispelled, but the baernoloth may restart the effect as free action on its next turn.

Vile Blast (Su): The Vile Blast deals 15d6 damage and has a max range of 60 feet, with no increment. Half of its damage is acid and the other half is unnamed damage from unholy power. Additionally, half of this unnamed damage is also vile damage.

Unholy Bastion (Su): A baernoloth constantly irradiates an Unholy Aura, Desecrate and Unhallow effect with a radius of 30 ft. centered on him. The baernoloth benefits from the Desecrate and Unhallow effects just like an undead creature do, including the turn resistance, when faced with a creature able to turn or rebuke outsiders. The baernoloth is considered an altar dedicated to an evil entity for the effects of Desecrate. Additionally, any creature entering the radius of the Unhallow spell is subject to the effects of Morality Undone. The Caster level for all these effects is equal to the Baernoloth’s HD. If the Baernoloth enters the area of a Hallow, Consecrate or Holy Aura effect, the matching effect of this ability is suppressed, as well as the suppressing effect, both return as soon as the baernoloth leaves the area. The bonuses from this ability are already counted in the stat block.

Wicked (Ex): A baernoloth doesn’t have to pay a corruption cost when casting Corrupt spells and does not take ability damage when using Dark Speech powers. As a free action, a Baernoloth can apply any one (and only one for each use) of the following effects to any of his spells or spell-like abilities: Violate Spell, Corrupt Spell, Enervate Spell, Fell Drain, Fell Frighten, Fell Weaken or Fell Animate. This doesn’t change the spell’s level. All undead raised by a Baernoloth are created as if he had the following feats: Corpsecrafter, Bolster resistance, Deadly Chill, Destruction Retribution, Hardened Flesh and Nimble Bones.

Spell-like abilities: At will – Absorb Mind, Absorb Strength, Acid Fog, Addiction, Animate Dead, Bestow Curse, Circle of Death, Command Undead, Consume Likeness, Create Flames, Create Greater Undead, Create Undead, Crushing Despair, Damning Darkness, Death Kneel, Deeper Darkness, Desecrate, Doom, Fireball, Love’s Pain, Morality Undone, Power Leech, Rapture of Rupture, Red Fester, Twinned Scorching Ray (total six bolts), Seething Eyebane, Stop Heart, Intensified Rend Essentia, Unholy Blight, Greater Teleport (personal plus equipment only), Summon Monster IX (Evil Only); 3/day – Befoul, Blasphemy, Despoil, Energy Drain, Planeshift, Unhallow, Utterdark; 1/day – Crushing Fist of Spite, Mindrape, Wail of the Banshee; 1/week – Apocalypse from the Sky, Rain of Acid (as Rain of Fire, epic spell). Caster Level 35. Save DC 25+ spell level. Save DC is charisma based.

Fiendform (Sp): A baernoloth can alter his shape as a full round action. Using this ability, he may take on the form of any fiend. A fiend is any outsider with the evil subtype, fiendish creature or half-fiend. The baernoloth may use this ability to shift into templated forms. He gains none of the fiend’s supernatural or spell-like special attacks and qualities, retaining his own even if the assumed shape wouldn’t be able to use then. He receives any extraordinaire abilities, natural armor and natural attacks of the new form, but retains his own natural armor and claws if these are stronger (or if the assumed form lacks these). The baernoloth receives the new form’s strength, dexterity and constitution, and his stat block changes accordingly.
The assumed form can be advanced, but it can never have more hit dice than the baernoloth’s natural shape. The baernoloth may not use the Pseudonatural (either) or paragon templates with this ability.
The baernoloth may use this ability to mimic the Alter Self spell, but the hit die limit is the same as the baernoloth’s.

Fiendshaper (Su): As a standard action, a baernoloth can attempt to change any fiend in line of sight to a different form of his choice. This target fiend cannot have more hit dice than the baernoloth and the new form cannot have more hit dice than half the baernoloth’s own hit die or the fiend’s original hit dice, whichever is higher. The new form must also be a fiend, but it can be any form the baernoloth can think of. A fiend is any outsider with the evil subtype, fiendish creature or half-fiend. The changed creature loses all of its characteristics and gains those of the new form. In effect, it is as if the target fiend was always a creature of the new kind. No know mortal spell can revert this change and the creature’s mindset changes to match it’s new form.

Summon Fiends (Sp): Three times a day, a baernoloth can summon half of his HD in fiends (evil outsiders, fiendish creatures and half-fiends). The summoned creatures need not be of the same kind and arrive in 1d10 rounds and remain for up to one hour, during this time the summoned fiends cannot use their own summoning ability, if any. This is ability is equivalent to a 10° level spell.

Soulmelds: A baernoloth can shape soulmelds as a 20° level incarnate, but he has no essentia pool. To acquire essentia, the baernoloth must use its Rend Essentia spell-like ability, baernoloths are adept at draining power out of their enemies in this fashion, and the acquired essentia lasts for one hour, instead of one minute.

Chakra Binds: A baernoloth can bind his items and soulmelds to any of these chakras: Brow, Hands, Feet, Shoulders, Arms, Crown, Throat, Heart or Soul. It can have up to five bound chakras at any given moment.

Immunities (Ex): Baernoloths are immune to acid, poison and diseases. When subject to an effect that deals unholy, negative energy or vile damage the baernoloth instead heals hit points equal to one third of the damage that would be dealt. The baernoloth’s own ability to deal these kinds of damage cannot heal him, but he remains immune to the damage from such attacks.

Innis Cabal
2008-09-09, 04:36 PM
Ahnentafal Al’v(High Bred Elf)

The Ahnentafal Al’v are a subrace of the Playground elves, light where their brothers and sisters are dark, interested in the arcane and mystic arts where their sisters dwell on the powers of nature and night. Ahnentafal Al’v can be found

Personality: The Ahnentafal Al’v are aloof and impassive to most worldy concerns. Their natural psionic and arcane energies have afforded them a far more self centric world view, which many view as rude, cold, and uncaring.

Relations: The Ahnentafal Al’v still recall their elders stories of the other races found in the Sacred Glade. Years of arcane study, and power set up in the Xiuan forests have left them little impressed with the other races.

Alignment: The callous and haughty nature of the Ahnentafal Al’v create a less then nurturing or caring people, the majority of the race either not caring for the battle of good and evil or law or chaos. Neutrality, more akin to apathy, is the most common alignment. In the conclaves of the mage acadamies

Ahnentafal Al’v Lands: The Ahnentafal Al’v hold a section of the Xiuan forests as their home state. Their cities are set up in a conclave manner, ruled over by a powerful group of mind linked individuals called Caliphs. The Grand Rajh, the single most powerful individual of their country, rules from Atep’Quarshal.

Religion: The Ahnentafal Al’v worship magic, and the regular elven “pantheon” though magic takes a far higher precedent in their “religious” pursuits

Language: The Ahnentafal Al’v speak a thick and slow accent of elven. Many of the richer or more arcane minded Ahnentafal Al’v speak through telepathy

Male: Abir, Ahemd, Adiv, Diaab, Halil, Jaali, Mirza, Qadir, Razade
Female: Adiliah, Afsana, Amira, Civia, Emel, Hilal, Maia, Nahid, Nese

Ahnentafal Al’v function as standard elves found in the players handbook with the bellow modification. Ahnentafal Al’v lose the racial proficiency with all weapons granted for being an elf

Medium Creature

Base Movement Speed: 30 feet

+2 intelligence, -2 constitution: The Ahnentafal Al’v were created from the wisest and most brilliant minds of the elven race

Naturally Psionic: A High Bred Elf gain’ 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain the ability through gaining a psionic class

Inner Mind: When the High Bred elves were created, their minds expanded in an instant, creating an almost duel, and sometimes conflicting second mind deep in their subconscious. These second “minds” often times act as guides or tutors to the High Bred Elf. For all intents and purposes this effect is akin to having gained the Psi-Crystal affinity feat except where noted.

The second mind acts as a psi-crystal from the list found on page 23 of the EPH, granting the “host” the appropriate skill bonus. The second mind cannot leave their owners general area, but can manifest as a hazy double image of the “hosts” body with the expenditure of 1 power point. The “host” gains the alertness feat for free at first level as if he owned a psi-crystal. High Bred Elves who come into the possession of a psi-crystal must pick the same personality of their second mind, as the crystal itself becomes the container of the second mind. Psi-crystals so inhabited can still manifest a hazy image of the “host” at the cost of 1 power point.

Favored Class: Illusionist(Wizard) or Telepath(Psion)

Lady Tialait
2008-09-12, 01:45 PM
Enigma's Blight
Usually Psionic Contact with Enigma, or the Infected, or being in the Maze, Incubation, Instant, Will DC 16
Primary 1D6 Wisdom Drain, If you fail 4 times, Insanity.


Cloak of the Phoenix
This fiery cloak empowers it's wearer with power, but takes a flaming toll on them. Each round the wearer takes 10D6 fire damage. If the damage would kill the wearer they are reduced to a fine red dusk and cannot be resurrected except by True Resurrection, Wish or Miracle.
In addition, the wearer receives Fast Healing 100 while wearing the cloak.
If the user dies form any damage other the fire damage, they explode in a 20D6 100ft radius fireball. And the wearer is resurrected as if they had had a full day's rest, the cloak vanishes back to the middle of the Maze of Enigma.

Innis Cabal
2008-09-14, 04:48 PM
The Flow
The Flow is a region of water, liquid earth, off the coast of Xiua, encompassing the entirrity of the Evad islands, and slightly beyond. While it is a new creation, it has deeply impacted the lives of the local Zarir and Va’Tari.

Regions and make up of the The Flow

The Flow is made up of silt, detritus and other biological matter from the surface of the ocean floor, mixed with the powerful divine blood of Xiua’hi. Its latent magic, and abrasive texture make it rather uncomfortable to swim through. Special skims are required to float atop the Over-Flow, making the region dangerous for those who are not native or well read on the region. To make the region even more dangerous, the very “earth” is suffused with magical radiation, causing it to be caustic and abrasive, dealing 1d4 points of damage per 6 turns submerged.

The Over-Flow: The Over-Flow is less an actual region as it is the above ground surface of The Flow. Here, the land is suffused with powerful magics which allow crops and small forests to grow. The surface is rough, and has the appearance of sandy mud, holding the texture of a thick pudding. It is possible to walk across the Over Flow, but a balance check (DC 40) is required not to fall in and suffer the above penalties.

The Pockets: The pockets of the Flow are large, cavernous expanses that are filled with air. The creatures that make up the Flow sometimes dwell here, but they are to unstable and short lived for habitation for long periods of time

The Support of Arms: The lowest, and most magically infused region of The Flow is known as the Support of Arms. Here the very magic of The Flow’s creation runs deep, pooling into powerful nodular creations that pulse and gleam with latent earth magics. The Support of Arms is so named because of its drag and pull on the islands and coast of Xiua which manifiest as ghostly green and yellow giant arms

Innis Cabal
2008-09-14, 04:50 PM
Earth Skim: Wonderous Item

The Earth Skims are a series of powerful metal and wood slates that are placed on the underside of boats to allow them to pass freely over the surface of the water. The creation of the Earth Skims are closely guarded by the Va’Tari and Zarier and only a few other powerful nations, such as the Grin, has access to it. Larger ships require larger, often times far more complex Earth Skim set ups to allow them to navigate the Flow.

Cost: Small: 4,000 gp, medium: 15,000, Large: 40,000

Creation: Craft Wonderous Item: Levitate, Bears Endurance

2008-09-26, 04:36 PM
(work in progress)

Sovereign Alchemist

"Quote." ~Quoter

HD: d6

Any chaotic alignment
Able to cast third level spells
Craft (Alchemy) 8 ranks
Special: Must have learned the craft from artisans in the Sunfire Hearth

Class Skills: Concentration (Con), Craft (Int), Knowledge (arcana, planes, religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points: 2 + Int

Class Abilities:
Weapon and Armor Proficiencies: Sovereign Alchemists gain no additional weapon or armor proficiencies.

Mystic Investment: A sovereign alchemist can designate one of his spellcasting slots to improve his craft for one week. A second level spell slot doubles his weekly Craft (Alchemy) check, a fourth level spell slot triples his weekly check, up to times five with an eighth level spell slot. While the slot is used this way, no spells can be cast through it. Once the decision is made at the beginning of the week, it cannot be undone until the check would be made.

Sunfire Fortitude: Exposure to the perils of the Sunfire Hearth warps all who travel it; those who profess in it are even further affected. A sovereign alchemist no longer needs to eat at first level, sleep at second level, breath at third level, is immune to poison at fourth level, and gains immune to acid damage at fifth level.

Master Alchemist: As a standard action, a sovereign alchemist can use identify, detect magic, and legend lore to identify the contents of a potion or alchemical substance.

Improved Brewing: Advanced training lets sovereign alchemists create potions and oils for spells up to 4th level.

Distillations are special works of alchemy that can only be harnessed by Sovereign Alchemists.

Sovereign Acid (Ex): Sovereign acid is a very destructive alchemical creation that can break down nearly anything worth destroying. As a standard action, he can splash the vile acid on a target within 20 feet with a successful ranged touch attack; if hit, the acid deals 1d4 acid damage per class level and overcomes two points of hardness per class level on objects.

Frost Powder (Ex):

Class Name
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting

+2||+1 spellcasting level

+3||+1 spellcasting level

+3||+1 spellcasting level

+4||+1 spellcasting level

+4||+1 spellcasting level

+5||+1 spellcasting level

+5||+1 spellcasting level

+6||+1 spellcasting level

+6||+1 spellcasting level

+7||+1 spellcasting level


2008-09-29, 03:00 PM
(PM me if you have a way of making this concept work better)


"I know nothing. I am nothing. Nothing but a bad dream." ~Atrocity

The manicborn are awakened passions that usually run amok in the Playground. Each embodies a specific principle or way of life and will either try to further that idea or simply try to live as best it can.

Manicborn Statistics

The manicborn template can be applied to any living, sentient creature.

Size and Type: Size remains unchanged. Type becomes Outsider (Chaotic).

Hit Dice: A manicborn creature has virtual hitdice; it cannot make any creature of greater HD into a host. All references to HD below refer to these virtual HD.

Armor Class: Gains a +1 inherent bonus to AC and an additional +1 per 4 virtual HD.

Bonus Feats: A manicborn has one bonus feat plus one more per 4 virtual levels; any prerequisites must be fulfilled within this group (to gain Diehard, it must have Endurance as well). The base creature has access to all these feats.

Special Qualities:
Symbiosis (Su): A manicborn has the ability to take over another creature's physical form for its own purposes (this works like magic jar, with the host as the receptacle). When its host is slain by another, the attacker must succeed on a DC 10 + virtual HD Will save or become a new host for the manicborn. If the save is successful or the attacker is beyond 30 feet, the manicborn dies as well. Barring unnatural circumstances, a host will age at one-tenth the normal rate and survive almost indefinitely. A manicborn can suspend or resume control of the host as a swift action.

Telepathy (Su), with the host, at will

Bend Form (Su): A manicborn shapes reality around its host to provide a more suitable look. A DC 20 Spot check or true seeing can identify the host or recognize a particular motif in the spirit's guise that it might share between each host, but for all intents and purposes this self image is actuality. It provides no mechanical advantage.

Paraphernalia (Su): A manicborn is created with a specific repository of items that are important to it; these items occupy an extra-dimensional space and can be taken out as a move action. As it moves between hosts, this space is always available.

Immune to polymorph and mind-affecting effects.

Charisma +2, Wisdom -2

+4 to any two skills relevant to the manicborn's ideology

Usually chaotic

CR Adjustment:
+2 (+1 per four virtual HD)

2008-10-07, 11:05 PM

[spoiler]Hit Dice

To become a Stormking, you must fulfill all the following criteria.
Deity: Khakom
Alignment: Nonlawful
Skill: Knowledge (Nature) or Knowledge (Religion) 4 ranks
Feats: Weapon Focus (caman, club or any mace)
Spellcasting: Must be able to cast divine spells of 3rd level or above.
Special: Must have been struck by lightning, either magical or mundane, and survived.

Class skills
The Stormking’s class skills (and the key ability for each skills) are: Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Survival (Wis), and Swim (Str).

Skill Points per Level
2 + Int modifier

{TABLE]Level| Base Attack Bonus | Fortitude | Reflex | Will | Special Abilities | Spellcasting
1|+0| +2 | +2| +0|Storm Spell Power| -
2|+1|+3|+3|+0|Shock Weapon, Resistance to Electricity 10| +1 level of existing divine casting class
3|+2|+3|+3|+1|Storm Walk| + 1 level of existing divine casting class
4|+3|+4|+4|+1|Eye of the Storm| +1 level " " " " "
5|+3|+4|+4|+1| Thundering Weapon| +1 yadda yadda
6|+4|+5|+5|+2| Resist Sonic 10| +1 yadda yadda
7|+5|+5|+5|+2| Shocking Burst Weapon| +1
8|+6/+1|+6|+6|+2|Eye of the Storm 30-foot Radius| +1
9|+6/+1|+6|+6|+3|Stormrage 1/day| +1
10|+7/+2|+7|+7|+3|Body of the Storm| - [/table]

Class Features
The following are the class features of the Stormking.

Weapon and Armor Proficiency
A Stormking gains no new armor or weapon proficiencies.

Storm Spell Power
You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Shock Weapon
Any melee bludgeoning weapon you use is treated as a shock weapon (dealing 1d6 extra points of electricity damage). This stacks with any other enhancements it may have, including shocking.

At every Stormking level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a stormking, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Energy Resistance
At 2nd level, you gain some resistance to the power of lightning, granting you Resistance to Electricity 10. At 6th level, you gain Resistance to Sonic 10

Storm Walk
Beginning at 3rd level, a stormking can walk, ride, or fly through storms (natural or magical) at his normal movement rate, completely unaffected by high winds, pounding precipitation or waves, objects driven by winds (which always seem to miss), great claps of thunder, natural bolts of lightning, or any other natural symptom of Khakom’s will.

Eye of the Storm
Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with Listen checks due to high winds and spot checks due to rain or precipitation. Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

Thundering Weapon
At 5th level, any melee bludgeoning weapon you use is treated as a thundering weapon. This stacks with any other enchantments the weapon may have, including thundering, or the Shock Weapon or Shocking Burst Weapon class features.

Storm Ride

Shocking Burst Weapon
At 7th level, any melee bludgeoning weapon you use is treated as a shocking burst weapon. This stacks with any other enchantments the weapon may have, including shocking burst, or the Shock Weapon and Thundering Weapon class features.

At 9th level, you may cast the spell Stormrage (Complete Divine pg. once per day as a spell-like ability.

Body of the Storm
At 10th level, your mastery of the power of the storm is complete, and you take on some semblance of a Storm Elemental. Your body takes on a dark, cloudy appearance, your form sometimes even becoming partial cloud, imposing a 20% miss chance on attacks made against you. Miss chance from any other source supercedes this. Your resistances increase to resistance to electricity 30 and resistance to sonic 30, respectively. You gain a fly speed of 60ft (perfect). This supercedes any lesser flight you have through other means. In addition, once per minute as a full-round action that provokes attacks of opportunity, you may emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage equal to 1d8/two levels of Stormking to all creatures within 60 feet of your position. A fortitude save (10+your Stormking level + your Constitution modifier) halves this damage. The lightning is a 120-foot line that deals electricity damage equal to 1d6/level of Stormking. A reflex save (10+your Stormking level + your Dexterity modifer) halves this damage.

2008-10-09, 08:26 PM


Spyders are steam-powered shells that house a single driver and grant him considerably impressive maneuverability.

Spyder Statistics

The spyder template can be applied to any living, sentient creature as long as the spyder the creature is trying to enter is at least one size larger than the creature.

Size and Type: Size is increased by one step from base, up to a maximum of Colossal. Type is unchanged, but the creature gains the (Steam) descriptor.

Hit Dice: A spyder grants the creature no additional HD.

Armor Class: Gains a +2 inherent bonus to AC and an additional +1 per 4 HD.

Special Attacks:
Slash (Ex): As a standard action, the spyder can make a melee touch attack against all adjacent enemies for Xd4 slashing damage, where X is one-fourth his HD rounded down, minimum 1. A Reflex save equal to 10+half the creature's HD (rounded down)+the creature's intelligence or dexterity modifier (whichever is higher) negates the damage. Alternatively, the creature may use slash as a full-round action and slow opponents who fail their save for a number of rounds equal to the creature's intelligence modifier, minimum 1, and deal them half-damage on a succesful save.

Bite (Ex): As a standard action, the spyder can make a melee touch attack against an adjacent enemy for Xd6 fire and Xd6 piercing damage where X is equal to one-fourth the character's HD, rounded down, minimum 1.

Special Qualities:
Climbing (Ex): A spyder may, as a move action, climb any surface with a DC of 20 or less with a speed of 30 ft. or the creature's natural climb speed, whichever is higher.

The iron and bronze shell grant the creature immunity to polymorph and mind-affecting effects.

Constitution +6

+4 Climb

No change


2008-10-11, 10:56 AM
Stone Dragons:
Size/Type: Huge Dragon, Earth (subtype)
Hit Dice: 12d12+72 (150 hp)
Initiative: 0
Speed: 50ft Land/130ft Flying
Armor Class: 40, touch 14, flat-footed 40 (-2 size, +6 deflection, +26 natural)
Base Attack/Grapple: +12/+25
Attack: X +15 str-based / X +10 dex-based (2d6+5)
Full Attack: +15/+10/+5
Space/Reach: 15 ft./10 ft.
Special Attacks: Stone Dragons have a breath weapon of Flesh to Stone as a cone attack.
Special Qualities: Stone Dragons can use Stone to Flesh as a natural ability at Young Adult, Stone Dragons can also cast Stone Skin as a natural ability at Juvenile
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 20, Dex 10, Con 22, Int 14, Wis 13, Cha 16
Skills: 120 skill points with a max rank of 15 (or 8 maxed skills)
Feats: 5 feats
Enviroment: Stone Dragons prefer large mountainous areas, their caves and lairs contain, depending on their age, dozens to hundreds, and in rare cases, thousands of stone statues.
Organization: Stone Dragons, like most dragons, often live alone, usually only grouping with a mate, and their young.
Alignment: Chaotic Evil

Stone Dragons gain strength with age at a rate like that of Copper Dragons, with the following differences:

As Wymrlings Stone Dragons also gain Magic Stones as a natural/spell like ability
Stone Dragons can use Stone to Flesh as a natural ability at Young Adult
Stone Dragons can also cast Stone Skin as a natural ability at Juvenile,
As an Adult they can use Spike Stones
At Wyrm they can use Meld with Stone
As a Great Wyrm, they can use Stone Tell

Platinum Dragon:
center]Platinum Dragon[/center]
Size/Type: Huge Dragon (, Cold)
Hit Dice: 24d12+216 (372 hp)
Initiative: -1
Speed: 70ft ground/160ft flying
Armor Class: 48, touch 15, flat-footed 49 (-2 size, +8 deflection, -1 dex, +33 natural)
Base Attack/Grapple: +24/+46
Attack: ?? +36 str-based / ?? +21 dex-based (2d6+14)
Full Attack: +36/+31/+26/+21/+16
Space/Reach: 15 ft./10 ft.
Special Attacks: Platinum Dragons have a Line of Cold as a breath weapon
Special Qualities: Platinum Dragons follow the same age progression as Reds, with these changes: Instead of Immunity to fire,
vulnerability to cold, they have Immunity to cold, vulnerability to fire. As an adult they gain Chill Metal as a natural ability. Instead of casting Fire Chaos and Evil domain spells as arcane spells, they instead cast Pain, Evil, and Cold as arcane spells.
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 38, Dex 8, Con 29, Int 20, Wis 18, Cha 20
Skills: 297 skill points with a max rank of 27 (or 11 maxed skills)
Feats: 9 feats
Enviroment: Platinum Dragons prefer colder climates, and rocky areas, as well as areas with Platinum nearby. They generally prefer to live on the tops of mountains, where it is both cold and rocky.
Organization: Platinum Dragons generally live alone, though like all Grey Dragons they have a higher preference for the company of other Grey Dragons.
Alignment: Always Chaotic Evil

Gray Dragons

Gray Dragon
Size/Type: Huge Dragon
Hit Dice: 22d12+176 (319 hp)
Initiative: +1
Speed: 40ft land/ 150ft air
Armor Class: 37, touch 11, flat-footed 36 (-2 size, +2 deflection, +1 dex, +26 natural)
Base Attack/Grapple: +22/+39
Attack: ?? +29 str-based / ?? +21 dex-based (1d8+9)
Full Attack: +29/+24/+19/+14/+9
Space/Reach: 15 ft./10 ft.
Special Attacks: Gray Dragons use a rapid-aging smoke as a breath attack, in a cone.
Special Qualities: Gray Dragons age like white dragons, with the following changes: They do not gain the Icewalking or the immunity to cold/vulnerability to fire White Dragon wyrmlings receive. Instead of Freezing Cloud, Gray Dragons get Incendiary Cloud. Instead of Wall of Ice they gain the ability to assume a Gaseous Form.
Saves: Fort +21, Ref +14, Will +16
Abilities: Str 28, Dex 12, Con 26, Int 12, Wis 16, Cha 16
Skills: 175 skill points with a max rank of 25 (or 7 maxed skills)
Feats: 8 feats
Enviroment: Gray Dragons prefer dryer areas, more susceptible to fire and smoke. They prefer to dwell in areas concealed with alot of clouds or smoke or fog, they also like to live on mountains above the cloudline.
Organization: Gray Dragons usually travel in pairs, or live alone, but larger gatherings of Grays and other Grey dragons has been known.
Alignment: Always Chaotic Evil


Iron, and Steel Dragons, possibly others, to come later (edited in here)

(feedback would be greatly appreciated :smallbiggrin:)

Grax Hellfire
2008-10-11, 12:36 PM
Goblin domain, GO!

The Goblin domain arises from the fact that the Goblins are smaller, frailer, more reviled and distrusted than most other sentient creatures in existence, as well as every Goblin's inherent self-preserving attitude and strong will and desire to live.

Domain power: +10 base land speed while in combat. Once per day this bonus is conferrable to goblins within a 15 foot radius (centered on caster), with a duration lasting until the end of the encounter.

Domain Spells
1. Expeditious Retreat - increase base land speed 30 ft.
2. Invisibility - invisibility
3. Blink - 50% miss chance or Magic Vestment - +1 AC to armor, enhancement (please comment on which is better/more appropriate)
4. Greater Invisibility - invisibility allowing attacks
5. Death Ward - immunity to death affects, energy drain, negative energy effects
6. Word of Recall - spoken word teleports to predetermined sanctuary
7. Refuge - specially prepared object is broke, word brings owner to your abode
8. Moment of Prescience - insight bonus to single attack, check, or save
9. Mass Contingent Recall - a brief contingency description, which will apply to everyone affected, is given, and once activated for any individual will bring that individual to the predetermined sanctuary (1 or more creatures, no two of which can be more than 30 feet apart, casting range: close)

Tell me what you think. Is MCR too powerful?

Soon to come: Green Goblins (my version), Trade Domain (my version), MCR in full detail, and a few epic (but not overpowered) spells.

Edit: @Asmodeus: It is a good start, but as with other dragons, you should probably do the tables for age progression->size increase->power increase->LA increase, or at least relate it to an already existing dragon type, i.e. "The stone dragon follows the standard advancement for Copper dragons" or something like that.

2008-10-11, 02:41 PM
Is there anything major I left out? I mean, at least for now I'll probably borrow age progression from their closest parallel in the chromatic/metallic dragon sets, I might end up changing it later though.

Grax Hellfire
2008-10-11, 03:27 PM
You method of posting just strikes me as a bit atypical for the subject matter.

See here (http://www.d20srd.org/srd/monsters/dragonTrue.htm) for how it would normall be displayed.

Also, dragons have special powers that they gain as they grow older, akin to magic but stemming from a different source. For a stone dragon, I would suggest powers along the lines of the copper dragon, indeed I would reccommend basing the advancements et cetera off the copper dragon. Just suggestions, mind you.

2008-10-11, 03:37 PM
I think that Stone dragons would have lots of stone spells and spell like abilities that they would acquire as they age, like when young they would have Magic Stone, and they would get stuff like Stone Shape later on, followed by stuff like Stone Wall and when they're getting old Meld with Stone. Also, stone spikes seems like something Stone Dragons (who will be creations of Oni) would be able to do...

Grax Hellfire
2008-10-11, 03:43 PM
Indeed, several of those can be found in the Copper dragon, a fitting parallel.

2008-10-11, 03:46 PM
Yea, it seems like Stone Dragons would have a particular dislike for Copper Dragons (much like Reds and Golds hate one another with a... FIERY passion, ohohohoh ohohoho *mirth*) ahem, so I'll edit the Stone Dragon, I may give them their own age progression at some point, but for now it should be fine.

Edit: Edit done, Stone Dragons will be more powerful than coppers, and more about being ruthless and cruel than the coppers more tricky attitude.

Grax Hellfire
2008-10-12, 01:50 AM
Green Goblins: as a legitimate race

Green Goblins are known the world over for being both excellent negotiators and extreme physical pushovers. They will intensely bargain their way into and out of most situations, and will flee from most possible fights. When backed into a corner, they will plead for their life. If they are still attacked, they will likely attack ferociously in an attempt to make one last get away, or at least create some opening for an escape.

Personality: Green Goblins' concerns are, first and foremost, self preservation. They will do almost anything they can to stay alive, including bribery, offering themselves for ransom, or running away at very high speeds. This is especially true if they are not in the comforts of a city. When traversing a dark alley, or other potentially dangerous place, they will almost as a rule sneak around quietly to avoid encounters. They are practical above all else.

When in a city, Green Goblins in general tend to be very open with anyone that will engage them in fair conversation, and avoid anyone who acts hostile toward them. They are not afraid to approach anyone for the first time, and never prejudge, but if they feel threatened they will often politely excuse themselves and then swiftly leave the area. They are always on the look out for new trading partners, and this gives them some courage to go forth and meet new people and peoples.

Physical Description:

A Green Goblin stands 2 1/2 to 3 feet tall and weigh 20 to 25 pounds. Its eyes are usually keen and alert, varying in color from red to green, and some even an icy or deep blue. A Green Goblin’s skin color ranges from pale green through any shade of blue green, to dark green, and hair color can be anything from pure white, to light blue, to pale pink, or the darker version of any of those. Occaisionally, very rarely, a Green Goblin will be born with vibrant yellow hair, and is considered to be a prodigy, usually revered or looked up to by his peers. These Green Goblins will also have white irises, tinged ever so slightly with the pale hue of a lightning bolt on a stormy night. When not in the city, Green Goblins usually wear hats to cover their attention attracting hair. Usually all members of a single tribe are about the same color, though in a Goblin city color can vary widely. Green Goblins wear clothing of dark leather, tending toward darker colors that make hiding easier, or if they are particularly powerful or prominent may don expensive garments in striking colors, especially Tyrian Purple. Deep blue suede is a favorite for robes among wealthy powerful wizards, while bright, often shining, emerald green is the chosen color for the garments of wealthy and powerful sorcerers. Rouges tend to wear civilian clothes, regardless of status or wealth.

Green Goblins have a very peculiar growth rate. They spring up like weeds, reaching maturity as early as 10 years of age. They quickly become middle aged, and soon after grow into old age. They very nearly stop aging once they hit old age, and it lasts for 9 times as long as their entire life up to that point! Once they reach venerable, which is very unlikely considering how frail they are, they all but stop aging, and could theoretically live for more than a millenium, though by this point they have about as much fortitude as a twig, arms with as much strength as a branch, and very little hand-eye coordination left. Their minds, however, continue to get sharper and more cunning, and they have developed practicality beyond the dreams of most mortals, and something about their ancient appearance makes them seem rather charming.

Random starting ages:
Green Goblin 9 years plus 1d2 (barbarian, rogue, sorcerer) +1d4 (bard, fighter, paladin, ranger) +1d6 (cleric, druid, monk, wizard)

Random height and weight:
Female: 2'4" + 1d6 24 pounds + 1X modifier
Male: 2'6" + 1d6 24 pounds + 1X modifier

Green Goblins reach middle age at 20, old age at 40, venerable at 400, and have a maximum age of 400+8d%

Relations: Green Goblins are looked down upon by many people as greedy little bastards. The cultures that value strength scorn them for their weakness. The cultures that value endurance scorn them for their frailty. The cultures that value social interaction are often amicable toward them, but may scorn them for their far too common profit motive. The cultures that value intelligence may respect their cunning negotiations, but often scorn them for their secular pursuits. The cultures that value practicality have a very strong respect for them. The cultures that place high importance upon self perservation look up to them in awe. They have few outright enemies, and far fewer trusting allies. Most relationships are "strictly business."

Alignment: Green Goblins are almost always neutral on the good/evil axis, and this occaisionally gives them enemies on both sides but they are generally just trying to get by without getting stabbed. If this means turning a blind eye when someone else gets stabbed, or aiding a dying person who has powerful friends that would be angry at inaction, the Green Goblin is likely to oblige. City Green Goblins are almost always lawful, simply because it makes things much easier if everyone is operating according to the same codes, and because it is much easier to do business that way. Green Goblins outside of the cities can really be any, but independent ones tend to be chaotic, while tribes are usually lawful or neutral.

Green Goblin Lands: Green Goblin cities are usually under ground in enormous, magically constructed caverns. These cities are not far from the surface, but far enough to keep the immense amount of goods and wealth stored safely from thieves, invaders, and the like. Green Goblin cities usually have very few members of other races, often because it is dark, and somewhat boring. Individual "Goblins of wealth and taste" may prefer to live in prominent places in the cities of other cultures, with heavily fortified entrances and exits. Other Green Goblin tribes can often be found in the mountains outside of the cavernous cities, on the outskirts of particularly profitable cities, on the edges of forests, or some even set up in the middle of bustling metropoles, forming "Goblintowns." Every Green Goblin tribe leader has a companion Emerald Ooze that has been with the tribe since its foundation. Thus the older tribes can have very ancient and powerful Emerald Oozes to watch over them, while new tribes may have rather young, budding ones. Independent Green Goblins in cities of other cultures are most likely private entrepreneurs, fortune seekers, or just bored with mercantile life.

Religion: The primary, and really only, Goblin deities are Merx and Starla. Most Goblins pray to Starla, and seek consul from Merx. Merx respects this outlook, and indeed has been quoted as saying "Pray to whomsoever you may choose, but trust in me."

Language: Green Goblins speak Goblin, which is actually Latin. The strict syntax and structure leaves little room for misinterpreting the message. Green Goblin mercantile records are recorded in precise detail, along with extended footnotes detailing the prior strength of the relationship with the other party, the current strength of the relationship with the other party, any reason this relationship may have changed, previous net profit made through transactions with the other party, previous estimates of future net profit made through transactions with the other party, current net profit made through transactions with the other party, possible reasons for discrepencies between the estimates and the actuallity, estimates for net profit from future transactions with the other party, and percentages of total transactions made by the company of which the other party makes up at each step. Green Goblin literature is often informative texts on business practices, business ethics, regional and culutural business laws, business theory, economic theory, and secret insider tips to successful business. What little recreational literature there is will tell of the most cunning negotiators of history, the most brilliant theorists of business, or the most daring and adventurous lives of Green Goblins. Those these may now be tall tales, they are mostly considered nonfictional, and Green Goblins do not write much fiction, but may read works written by other cultures.

Names: Green Goblins follow the standard rules for Latin names. Most male names end in -us, most female names end in -a, while some end in -es, and names of either sort may end in -is or -ens, though it is slightly more common in males to have -is and -ens in females. It is common to take on the genitive form of either the mother's name or the father's name or both, this name being given first, followed by their name. A name is given at birth, though upon reaching adult hood they have the option to change it. Their tribal name is always last.

Tribal Names: A Green Goblin's last name is always the tribal name, and tribal names usually have some linking to the deeds of the tribe founder. As an example, if a tribe founder outran countless enemies, the tribal name may be Eludens, literally meaning "eluding"

Adventurers: A Green Goblin adventurer may be seeking some strange new goods, a profitable new port, a powerful market force, or simply some new experiences. Most often they would first try to find a powerful ally (read-MeatShield) who would be more able in a fight before trying to venture to far out into the world. Another reason a Green Goblin may go adventuring is to lead a goods caravan to a new place and establish another portal and link the trade to one or more Goblin cities.

Green Goblin Racial Traits:

Ability adjustments
-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma

Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.

A Green Goblin’s base land speed is 30 feet. They are not a hardy race at all, but they sure no how to flee from a fight!

Low-Light vision, Darkvision out to 60 feet. Green Goblins are accustomed to living in caves, underground, and navigating dark storage buildings, and can see in the dark fairly well.

+4 racial bonus on Move Silently and Hide checks. Sneaking past enemies is a favorite pasttime for these little, weak, frail guys.

Automatic Languages: Common, Goblin. Bonus Languages: Any.

Favored Class: Only one of: Wizard, Sorcerer, or Rogue; whichever is highest level.

Green Goblins: as things to crush

Green Goblin, 1st-Level Sorcerer
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d4 (2hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Quarterstaff +1 melee (1d4),or Dagger +1 melee (1d3), or Dagger +2 range (1d3)
Full Attack: Quarterstaff +1 melee (1d4),or Dagger +1 melee (1d3), or Dagger +2 range (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Lowlight vision, Darkvision 60 ft.
Saves: Fort+0, Ref +1, Will +1
Abilities: 10 Str, 12 Dex, 11 Con, 16 Int, 8 Wis, 17 Cha
Skills: Hide +10, Move Silently +6, Diplomacy +7, Profession(merchant) +3, Bluff +7, Spellcraft +7
Feats: Run
Environment: Busy cities, caves, mountains, the outskirts of forests,
Organization: Troupe (1 Cleric, 2 Wizards/Sorcerers, 2-6 warriors), caravan (2-10 Rogues, 2-10 Rangers, 4-20 Fighters/Barbarians/Monks 4-20 Clerics, 4-20 Wizards/Sorcerers, 4-20 warriors, plus 100% noncombatants, plus 1 5th-level Overseer per 20 adults, 3-8 oxen, one or two Triceratopses, and 1 Caravan leader of 10th level,), or tribe (same composition as abover with 3X the number, plus 200% noncombatants plus 1 5th-level Overseer per 20 adults, 3 or 4 Advisors of level 7-10, 1 Tribe Leader of level 11-15, 10-24 Oxen, 3-6 Triceratopses, and one Huge Emerald Ooze)
Challenge Rating: 1
Treasure: 1.5 X Standard
Alignment: Usually Lawful Neutral
Advancement: By character class
Level Adjustment: +0

A Green Goblin stands 2 1/2 to 3 feet tall and weigh 20 to 25 pounds. Its eyes are usually keen and alert, varying in color from red to green, and some even an icy or deep blue. A Green Goblin’s skin color ranges from pale green through any shade of blue green, to dark green; usually all members of a single tribe are about the same color, though in a Goblin city color can vary widely. Green Goblins wear clothing of dark leather, tending toward darker colors that make hiding easier. Green Goblins speak Goblin and Common; those with Intelligence scores of 12 or higher also speak Orc.

Most Green Goblins encountered outside their homes are wizards or sorcerers; the information in the statistics block is for one of 1st level.

Being bullied by bigger, stronger creatures has taught Green Goblins to exploit what few advantages they have: sheer numbers and tactical ingenuity. The concept of a fair fight is not one they are used to in their society. They favor most often pleading or fleeing, and avoid encounters when they can, but if pressed will stage ambushes or attack with overwhelming odds.

Green Goblins have a good grasp of strategy, but this is often more than outweighed by their cowardly, self-preserving nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement deeply complex plans, and in such circumstances their numbers can be a deadly advantage.

Green Goblins have a +4 racial bonus on Move Silently and Hide checks.
Green Goblins have diplomacy and profession(merchant) as class skills, regardless of class.

Challenge Rating
Green Goblins with levels in NPC classes have a CR equal to their character level -2.

The Green Goblin sorcerer presented here had the following ability scores before racial adjustments: 12 Str, 10 Dex, 13 Con, 14 Int, 8 Wis, 15 Cha
-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A Green Goblin’s base land speed is 30 feet.
Low light vision, Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Hide checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Only one of: Wizard, Sorcerer, or Rogue; whichever is highest level.

2008-10-13, 07:15 PM
"Toad Orcs" or "Frog Orcs"

-2 charisma -2 wisdom +4 constitution, Toad Orcs are not well liked by many races and don't even get along with their own kind half the time, however because of their build and their sheer tenacity, they can survive more than one would suspect.
-Darkvision 60 feet, can see in the dark up to 60 feet, darkvision is black and white only
-Toad Orcs are proficient with whips and tridents
-Medium Humanoid, Toad Orcs do not gain any advantages or disadvantages based on size.
-Toad Orcs are amphibious, spending much time on both land and in the sea, they can breath either on land or in water.


more to come later.

2008-10-13, 07:52 PM

Steampedes are steam-powered shells that house a single driver and grant him enhanced speed.

Steampede Statistics

The steampede template can be applied to any living, sentient creature as long as the steampede the creature is trying to enter is at least one size larger than the creature.

Size and Type: Size is increased by one step from base, up to a maximum of Colossal. Type is unchanged, but the creature gains the (Steam) descriptor.

Speed: The creature's speed increases to 50 ft. (unless the creature's original base speed is higher), and he gains an overland speed of 80 miles per day. He does not have the option of using a forced march to increase his overland speed.

Hit Dice: A steampede grants the creature no additional HD.

Armor Class: Gains a +2 inherent bonus to AC and an additional +1 per 4 HD.

Special Attacks:
Trample (Ex): As in SRD.

Special Qualities:
Multilegged (Ex): The carrying capacity for any creature in a steampede is doubled. Additionally, the character may ignore rough and difficult terrain.

Passengers (Ex): Up to one creature of the same size as the original creature may ride in a steampede as a passenger, or two creatures of one size smaller, or four creatures two sizes smaller.

The iron and bronze shell grants the creature immunity to polymorph and mind-affecting effects.

No change

No change

No change


Grax Hellfire
2008-10-13, 11:21 PM
Ooh! Goblins may be purchasing more than a few of those steampedes!

Also, reserved for Emerald Ooze.

2008-10-14, 05:55 PM
As promised the Meatfruit!!
The Meatfruit is almost perfectly round with a red rind blotched with dark blue and magenta. The inside of the fruit is the color of medium-rare hamburger and the different verities have the flavors of different kinds of meat. Most verities exist in both seed bearing and seedless forms, in the seed baring forms the seed is a single black pip in the center of the fruit. Among the unique properties of the fruit is the fact that it will keep for years until the rind is broken, making it a superb travel food. The tree it self will not grow except in perpetual twilight and stand a little over six feat in hight with no branches but rater a palm tree like growth of vines at the top that drape down or climb up . On the end of the vines grow yellow flowers that become Meatfruit.

2008-10-16, 06:26 PM
hear is slightly revised version
Shadow bender

deity Vasht nara or gwyn chan 'r Gwyll
Skills:Knowledge (Religion) 5 ranks
Class: must have 3 levels in a divine caster class(any).
Class skills Hide(Dex),Listen(Wis),Spot(Wis),Move Silently (Dex)
Idea: Person who can bend the Shadows to their will ala' Benders from avatar.


{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +3 | +3 | Shadow shield 5ft(sp)/ Shadow whip 5ft(sp)|+ 1level of existing divine class
2rd | +2 | +1 | +3 | +3 |Shadow walk 1/day(sp)| + 1level of existing divine class
3th | +3 | +1 | +4 | +4 | Improved Shadow shield /10ft(sp)Improved shadow whip 10ft(sp)| +1 level of existing divine class
4th | +4 | +2 | +5 | +5 |Shadow walk 4/day (sp)| +1 level of existing divine class
5th | +5 | +2 | +5 | +5 | Shadow control (sp) |+1 level of existing divine class

Weapon and Armor Proficiency:The Shadow bender is proficient with light armor and simple weapons any other proficiencies must come frome other classes.

Shadow Walk: As the spell.

Improved Shadow shield/Shadow shield: create an water tight wall of shadow with the hardness of wood and sides equaling the ft given or a similar sphere with the same properties and a radius equaling the ft given improved is consider steal

Shadow whip/Improved shadow whip: a whip of shadow of the given length can cut thought things with lower hardness normal wood/ improved steal

Shadow control: you can control a persons shadow and make it act like a dominated person

I mean, Shadow Whip, Shadow Walk, Shadow Shield and Shadow Control have no mechanics behind them. What effects are you thinking of them emulating. For example, you can base shadow whip and shield off of one of Bigby's hands, and Shadow Walk after Dimension Door.

Lady Tialait
2008-10-17, 01:55 AM
This water, is completely ebony, and smells of sulfur and death. Each round in contact with the blackwater gives one negative level. This is given to any living creature that touches it. The negative level allows for a DC 16 fort save after 24 hours to regain the level or else it become permanent. The water must be in a body at at least 50 gallons to hold it's magical effect, and is safe (but extremely brackish) to drink if put in a smaller then 50 gallon container.

2008-10-17, 06:51 PM
Vasht nara the shadow's grin
Played By kopout
(DR:6) Shadowdancer 14/ Rouge 14
Symbol: a stone with 2 shadows
Home: The Shadow of the Playground
Alignment: chaotic neutral
Domains: shadow, Chaos
Portfolio: mischief
Favored Weapon: dagger(come on dagger, shadow its obvious:smallwink:)
Brief Description:
Benevolent yet mischievous, a trickster by hart but highly protective of what he considers his own. He will almost always do the right thing, for a given definition of right, although causing chaos and mayhem for fun and profit among those he sees as worthy is not at all beneath him after all whats life with out a bit of fun:smallamused:
Apereance: a swirling mass of shadow in the shape of a man with a grin
and a look of mischief in its eyes
Origin:what ever you guys deam fit
Goals:No real straight froward goals just to introduce some whimsy into the world have a headles hydra or something to amuse my self and others and to make a contribution

Clergy and Temples:no clergy yet, although I figure that small disorganized temples would be my type (I am a uu in RL)
Divine Relationships:i have not met any one but I hope to at least not be hated and at best be well liked

just for reference(and because i have no wiki account)

Innis Cabal
2008-10-17, 06:51 PM
Then make one buddy :P

Innis Cabal
2008-10-17, 07:53 PM
The Shoku serve as the spiritual servants of the dead or powerful gods, the most powerful and advanced granting cleric spells to those clerics that yet worship the dead gods or gods to busy to delegate power to individuals. They were spawned from the breath of Xam, and any creature can have its lungs filled by this grand power, each becoming a literal child of the God of Creation. The vast majority that do not serve their divine father reside in the Rice Fields that Stretch Across the Horizon and attend to the Earth Lord Xiua’hi. Despite their role, all are fully and utterly loyal to the Elder Gods.

Creating a Shoku

Shoku is a template that can be added to any creature(Undead, Constructs and Deathless cannot become shoku). The creature retains all the abilities of the base creature except as follows

Type: A Shoku’s type changes to Spirit, though they retain any and all special abilities and immunities of their previous type.

Hit Dice: All hit dice of a Shoku change to d12.

Speed: The base creature gains a fly speed of 80 with perfect maneuverability, and their base land speed changes to 60 feet.

AC: A Shoku gains a bonus to their AC equal to their charisma

Damage: A Shoku’s damage, regardless of method, becomes a weapon of their alignment

Spells: A Shoku can cast any spells they could cast when a regular mortal, though its base stat changes to Charisma

Special Qualities
Spell Resistance: A Shoku gains spell resistance equal to their hitdice plus their charisma modifier

Damage Reduction: A Shoku gains damage reduction 20/Opposite Alignment

Wander With Spirits: A Shoku can go incorporeal at will. They may suspend this ability whenever they choose and the ability lasts until suspended

Abilities: A Shoku gains a +6 to strength, dexterity and constitution

Cr: +6

2008-10-17, 08:06 PM
Right, I've switched some Artifacts up, so here we go.

The Ivory Bow
The bow lies before, carved of purest vory and encarved with Auran. The bowstring is so thin one can hardly see it. The entire contraption seems to sparkle.

The Ivory Bow is a +5 Shocking Burst, Anarchic, Speed Longbow. In addition to these abilities, the Ivory Bow has a number of powers.

Light(as the spell) 3/day
Lightning Bolt(as the Spell) 1/day
Control Weather(as the spell) 1/week

The Swan Feather Cloak
This beautiful, intricate piece of armor barely seems to weigh anything. A cloak and shirt are woven from swan feathers, and accented with silver and moonstone.

This +6 Chainmail has no armor penalties, no arcane failury chances, and wieghs less than one pound. THe weare may also utilize some of it's other abilites.

-Fly at will
-Easgle's Splendor 2/day
-Charm Person at Will

The Subtle Breeze
This sword seems to fill the air with a queit humm, as if it were whistling. It's handle is bleached a pure white, and it's hilt is encrusted with gold and opals. The Blade is long and thin, and looks like it could cut thin air.

This +7 Keen, Vorpal Speed Mithral Longsword Is has numerous other Abilities, including a +4 bonus to Diplomancy with Giants and ignores hardness, being able to even cut open magical barriers like a wall of force as Such, it ignores any armor bonus, cleaving straight through any thing less than epic armor.
The God Mask
This Mask covers the entire face, and is carved of gold. Swilrs and spirals decorate it, and diamonds are placed around the eye holes. Although pretty, the whoel thing unnerves you/

The God Mask was intended to help hide Dla's rage, and so he can discern other's emotions. As such, Anyone wearing the mask's thoughts or emotions cannot be detected. The Wearer also cannot be located magically unless the wearer approves. Also, the wearer can cast Detect thoughts, ginoring spell resistence, at will.

Cloud Elves(Better Name Pending) Coming soon!

2008-10-18, 03:07 PM
See Monster Manuals...

Turtle-folk(to be named something cooler later)
+2 CON, -2 DEX
Base Speed 20ft, but react to encumberance as dwarves.
Low-light vision 60ft
+2 bonus to Craft armor
Stability as dwarves.
+4 Natural Armor Bonus, can hide in shell to double
Can hold breath underwater for CON minutes.

This is very much a roughcut, criticism is no problem at all...

2008-10-18, 06:07 PM
You already know about the Kobalds. Other than that more info about the turtle folk. Is the favored class ninja? Customs ? Alignment?

2008-10-21, 05:26 PM
Could I get some critiques on the homebrews I just added?
Kreen Ancestral Memories (http://loc.mornproductions.com/wikka.php?wakka=KreenAncestralMemory)
Ta'chat-tho (PrC) (http://loc.mornproductions.com/wikka.php?wakka=TaChatTho)
Ka'chatak (PrC) (http://loc.mornproductions.com/wikka.php?wakka=KaChatak) (still not entirely happy with this one)

2008-10-23, 09:27 PM

Personality: In the wild, beastborn don't associate with any but beastborn and 'monster races'. On the Grin, they're reserved and quiet, though when they get angry...well, don't get them angry.

Physical Description: They're roughly seven feet tall on average and range from wide and tough to lean and fast. Think a bangaa from FFTA2 with long, shaggy hair.

Alignment: Usually chaotic neutral, sometimes chaotic evil, rarely true neutral or chaotic good

Religion: Beastborn pay respect exclusively to Labyrinth, though they have been known to go through the motions of worshipping other gods.

Names: Kram, Hock, Oord, and other single syllable names with a vowel sound in the middle and a harsher sound at the end

Beastborn Traits

Beastborn possess the following racial traits.

+4 Strength or +4 Wisdom, and +2 Constitution or +2 Dexterity, -4 Charisma
Large size
A beastborn’s base land speed is 30 feet. However, if he has the +2 dexterity bonus, this increases to 40 feet.
Darkvision out to to 60 feet.
Magic Resistant: Beastborn gain a +1 bonus on saving throws vs. spells and spell-like abilities. If the beastborn chose the +2 constitution bonus this increases to a +2 bonus
Earthbending: A beastborn may become an earthbender, a class normally reserved only for minotaurs
Heavy Weapons: A beastborn can wield a two-handed melee weapon in one hand, and can treat a one-handed melee weapon as a light weapon.
+2 racial bonus to hide, move silently, and intimidate checks. If the beastborn chose the +4 strength bonus, he may use strength in place of charisma for intimidate and in place of wisdom for survival checks. If the beastborn chose the +4 wisdom bonus, he may use wisdom in place of constitution for concentration checks and in place of dexterity for hide checks (the check is still subject to an armor check penalty).
Automatic Languages: Common
Favored Class: Any
Level Adjustment: +1

Grax Hellfire
2008-10-24, 03:21 PM
Woah! Only +1 LA? Seems a bit OP. I would make it +2 at least, though I may not be the best authority on the matter. Excellent form though, it all fits in with the theme, everything is motivated by who the beastborn are.

2008-10-24, 03:35 PM
+2? I don't know man. They don't really have all that much over +0 races:

+2 net stat bonus
Ability to use two-handed weapons in one hand or one-handed weapons as one-handed light weapons (and I think there are some +0 races that can do this, too)
Some variable in which stat goes to which bonus (there's a whole thread on the CharOp boards on WotC about how to get a different bonus to apply instead of or on top of every stat (like Strength to AC or Charisma to damage), so I'm not sure this is really a huge bonus)

Innis Cabal
2008-10-24, 03:44 PM
A +1 seems about right, a strong +1 but not even close to a weak +2

Gwyn chan 'r Gwyll
2008-10-24, 08:37 PM
Ah, I was misreading the stats there. that makes a bit more sense to me now.

Edit: OMG unfinished changeling. Yes it's copy/pasted from the wiki. No, I don't care. Yes, I know I'm talking to myself. Yes, I am in fact psychic. And Psycho. Muahah. hahah. hahah.

//Created by [[GwynChanRGwyll]]//

It took Gwyn two tries to create the Changelings. Changelings were meant to be the blend of elf and lycanthrope, but the first time he tried to create them, a dragon got sucked into the mix, messing up the balance, and creating the Doppelgangers. Later, he modified several of the doppelgangers to create the Changelings.

**Personality:** You cannot make generalizations about the personality of any changeling. The most you can say is that the personality of any given changeling is going to be far different from that of any other given changeling.

**Physical Description:** In their true form, Changelings look as if their skin had been painted white with whitewash. They're hair is either white, or pitch black, and never very thick.

**Relations:** All in all, changelings are open to new cultures, ideas, and races, and opener to elder ones.

**Alignment:** Any combination of Neutral, Good, and Chaotic is usual.

**Doppleganger Lands:** Most changelings live scattered in cities and villages across the world, in all the lands including Noetrelding, though they keep in touch, and keep roughly organized. The only place where there is a large open population of changelings is in the neighborhood of Haradar known as Caer Hadasr.

**Religion:** All changelings give their prayers to their creator and patron, Gwyn chan 'r Gwyll, his father, Xiau'Hi, and his grandfather, Xam, though Gwyn and Xam are given the most reverence, Gwyn because he created the changelings, Xam because he took a changeling as his wife.

**Language:** Changelings speak a language quite different from any of the others, called Cymraeg. It is akin to modern-day Welsh.

**Names:** Look up welsh names. I'm too lazy. http://www.babynames.org.uk/welsh-baby-names.htm
Website. Go to it.

**Adventurers:** Changelings often travel for years before finding a community to settle down in.

~- **Medium size**
~- +2 Strength, +2 Dexterity, -4 Constitution:
~- **Base land speed:** 30 ft.
~- Darkvision out to 30 ft.
~- Shapeshift: A Doppelganger can, as a move action, change into any humanoid form as the spell "Alter Self"
~- **Favored Class:** Any
~-**LA:** +1

2008-10-25, 09:18 AM
Here's the Platinum Dragon. I hope it looks ok.

Platinum Dragon:
center]Platinum Dragon[/center]
Size/Type: Huge Dragon (, Cold)
Hit Dice: 24d12+216 (372 hp)
Initiative: -1
Speed: 70ft ground/160ft flying
Armor Class: 48, touch 15, flat-footed 49 (-2 size, +8 deflection, -1 dex, +33 natural)
Base Attack/Grapple: +24/+46
Attack: ?? +36 str-based / ?? +21 dex-based (2d6+14)
Full Attack: +36/+31/+26/+21/+16
Space/Reach: 15 ft./10 ft.
Special Attacks: Platinum Dragons have a Line of Cold as a breath weapon
Special Qualities: Platinum Dragons follow the same age progression as Reds, with these changes: Instead of Immunity to fire,
vulnerability to cold, they have Immunity to cold, vulnerability to fire. As an adult they gain Chill Metal as a natural ability. Instead of casting Fire Chaos and Evil domain spells as arcane spells, they instead cast Pain, Evil, and Cold as arcane spells.
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 38, Dex 8, Con 29, Int 20, Wis 18, Cha 20
Skills: 297 skill points with a max rank of 27 (or 11 maxed skills)
Feats: 9 feats
Enviroment: Platinum Dragons prefer colder climates, and rocky areas, as well as areas with Platinum nearby. They generally prefer to live on the tops of mountains, where it is both cold and rocky.
Organization: Platinum Dragons generally live alone, though like all Grey Dragons they have a higher preference for the company of other Grey Dragons.
Alignment: Always Chaotic Evil

Edit: And the Gray Dragon:

Gray Dragons

Gray Dragon
Size/Type: Huge Dragon
Hit Dice: 22d12+176 (319 hp)
Initiative: +1
Speed: 40ft land/ 150ft air
Armor Class: 37, touch 11, flat-footed 36 (-2 size, +2 deflection, +1 dex, +26 natural)
Base Attack/Grapple: +22/+39
Attack: ?? +29 str-based / ?? +21 dex-based (1d8+9)
Full Attack: +29/+24/+19/+14/+9
Space/Reach: 15 ft./10 ft.
Special Attacks: Gray Dragons use a rapid-aging smoke as a breath attack, in a cone.
Special Qualities: Gray Dragons age like white dragons, with the following changes: They do not gain the Icewalking or the immunity to cold/vulnerability to fire White Dragon wyrmlings receive. Instead of Freezing Cloud, Gray Dragons get Incendiary Cloud. Instead of Wall of Ice they gain the ability to assume a Gaseous Form.
Saves: Fort +21, Ref +14, Will +16
Abilities: Str 28, Dex 12, Con 26, Int 12, Wis 16, Cha 16
Skills: 175 skill points with a max rank of 25 (or 7 maxed skills)
Feats: 8 feats
Enviroment: Gray Dragons prefer dryer areas, more susceptible to fire and smoke. They prefer to dwell in areas concealed with alot of clouds or smoke or fog, they also like to live on mountains above the cloudline.
Organization: Gray Dragons usually travel in pairs, or live alone, but larger gatherings of Grays and other Grey dragons has been known.
Alignment: Always Chaotic Evil

2008-10-25, 10:10 AM
LA, could we get some challenge ratings on those?

2008-10-25, 10:27 AM
The Challenge Ratings will progress the same as the dragons who's progressions they follow (so the Gray would start out at CR2 as a wyrmling, and end up CR21 as a great Wyrm) I might tweak that a bit in the future.

2008-10-26, 09:56 PM
Scylgris creation template...
Props Vadin for putting down the core idea for this.

Step 1: Choose Size Class
+2 to Search, Spot, and Listen
Speed 20'
Natural Attacks: Claws (1d3 x 2) Bite (1d4)
Bonus Feat
Speed 30'
Natural Attacks: Claws (1d4 x 2) Bite (1d6)
+1 Natural Armor Bonus
Speed 40'
Natural Attacks: Claws (1d6 x 2) Bite (1d8)

Step 2: Choose Ability Modifiers
+2 to 2 Ability Scores, -2 to 2 Ability Scores
The Same Ability May Not Be Selected Twice

Step 3: Choose Features
Pick One:
Skill Bonus
+2 Bonus to Two Skills
Speed Increase
+10' to Base Land Speed
Natural Weapon Damage Increase
Increase Natural Weapon Damages By One Die Type
Natural Armor Increase
Increase Natural Armor Bonus +2

Feat Tiers
Feat Tiers are special racial feats which can be taken later to further increase the specific abilities that a character has. These feats have a specific level requirement at each level (thus "tiers").

2nd Tier - Require at least 5 HD(1 Above Normal Feature)

Improved Skill Bonus
Requires Skills Bonus Feature
Grants an additional +2 to each skill chosen for increase at creation of the character.

Improved Speed
Requires Speed Increase Feature
Grants an additional +10' to Base Land Speed. If character has the Barbarian class skill, Base Land Speed increase for this feat is replaced by a +1 Dodge Bonus to AC as long as the character is wearing light or no armor.
Swimming Enhancement
Requires Speed Increase Feature
Allows the character to move his or her entire Base Land Speed while swimming as a full-round action. As a normal move action, he or she may take half Base Land Speed.
Requires Speed Increase Feature
Allows the character flight with a speed increment of 10'/10'.

Improved Damage
Requires Natural Weapon Damage Increase Feature
Increases Natural Attack damages by one die type.
Improved Lethality
Requires Natural Weapon Damage Increase Feature
Increases the critical threat range and critical modifier of natural weapons by one each.

Improved Resilience
Requires Natural Armor Increase Feature
+1 DR

3rd Tier - Require at least 10 HD

Requires Skill Focus in one of chosen skills, Improved Skill Bonus
You may use half your level in place of skill ranks for all skills.
Masterful Skill
Requires Improved Skill Bonus
Bonus to skills from ability modifiers is multiplied by 1.5

Requires Run, Improved Speed
Character gains Spell-Like Abilities Jump and Expeditious Retreat with a combined uses per day equal to the character's Dexterity modifier and a CL equal to the character's HD
Masterful Speed
Requires Improved Speed
Gain half your Dexterity bonus as a Dodge Bonus to AC which stacks with the possible Improved Speed bonus and the character's normal Dexterity bonus to AC

There shhhall be ssseveral othersss in the third-tier featsss, but I mussst sssleep for thisss moment...

Also, Prestige Class descriptors in the oven!

2008-10-27, 02:49 PM
Warpriest of Grimys Prestige Class


Potential to deal at least ten points of lethal damage with a single, non-critical unarmed attack
Heal 5 Ranks, Knowledge (Religion) 10 Ranks
Must worship Albatrix

The Warpriest
{TABLE]Level|Base Attack|Fort|Ref|Will|Special|Unarmed Damage|Armor Check Penalty Reduction
1|+1|+1|+1|+1|Divine Destiny|+d4|as normal
2|+2|+1|+1|+1|Bonus Feat, Leadership|+d4|-1
4|+4|+2|+2|+2|Bonus Feat, Lay on Hands|+d6|-2
8|+8|+4|+4|+4|Soul Transferrence|+d10|-4
10|+10|+5|+5|+5|Mastered Destiny|+d12|-5[/TABLE]


2 + Int Mod Skill Points/Level
Class Skills: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Jump (STR), Knowledge (religion) (INT), Listen (WIS), Profession (WIS), Sense Motive (WIS), Spot (WIS), Swim (STR), and Tumble (DEX)
Hit Die d10
Divine Destiny At 1st Level, a Warpriest of Grimys recieves a goal related to or in the interests or values of either Albatrix or Scalykind as a whole. In the transcendant contact with the divine that begins the training of a Warpriest, Albatrix guides certain memories and ideas to enter a Warpriest's head that will help he or she to achieve their set goal. This goal should be something large, such as find an aritfact hidden somewhere in the entire world, or defeat an infamous lich who has reached almost mythic standing. The Warpriest gains a +2 Foresight bonus to all checks directly related to achieving that goal. This goal can be decided by the player or the GM at the GM's discretion, and can also optionally be kept secret from the player, though hints should be provided when the bonus is triggered.
Unarmed Damage Warpriests learn to use their unarmed attacks with deadly force, dealing blows with the force of warhammers that can rend even stone or steel. The unarmed damage bonuses marked in The Warpriest table are rolled in addition to any other damage that a character would normally deal with an unarmed attack, and the bonus stacks with feat-derived or monk unarmed damage increases.
Armor Check Penalty Reduction Warpriests are trained extensively in the use of heavy armor, largely negating the effects of all but the heaviest armor. Warpriests, starting at 2nd Level, reduce the Armor Check Penalty for he armor they are wearing by one. This increases by one at 4th, 6th, 8th, and 10th level.
Leadership Warpriests gain the Leadership feat free at 2nd level.
Lay on Hands At 4th Level, Warpriests gain the ability Lay on Hands as Paladins, except Lay on Hands cannot be used to damage undead.
Soulbind Warpriests are trained to assist the accumulation of lost spirits of the Scylgris to Grimys. Beginning at 3rd Level, Warpriests may take into themselves a willing spirit. This may obtained from a ghost or from the body of a person at the instant of their death on a successful Constitution check DC 5+(spiritHD/2) The Warpriest gains bonus to one skill which the spirit has ranks in equal to the number of skill ranks of the spirit in that skill divided by two (rounded down), up to a +4 bonus. At 5th Level, the number of spirits that may be held increases to 2. At 7th it increases to 3, and at 9th it increases to 4. These spirits may be released at will, and may not be held against their will.
Soul Transference At 8th Level, Warpriests gain the ability to transfer Soulbound spirits from one body to another. The Warpriest must be either giving or recieving the spirit, but may recieve from another who does not have the Soul Transference ability. Doing this requires a successful Constitution check DC 7+(spiritHD/2). Additionally, spirits may be sent into a dead body, which is not undead and does not otherwise hold any sort of spirit already, on a check of the same difficulty, and will take possession of that body. But, if that body was damaged in some way, the body will re-enter life in the same condition, and with the same health as it had just before it died the first time, and must be healed immediately or it will expire again.
Mastered Destiny Warpriests eventually reach a point of transcendence, at which they fully realize their Divine Destiny and fully attune themselves to it. At 10th Level, a Warpriest, in addition to the Foresight bonus to all checks related to their Divine Destiny, now count as having the spell Foresight cast on them at all times when they are directly pursuing their Divine Destiny.

Edit: Better?
Sorry about the construction... I accidentally hit the post button...

Innis Cabal
2008-10-27, 02:52 PM
OK....lets not have such big text.

2008-10-27, 03:27 PM
OK....lets not have such big text.


2008-10-27, 08:10 PM
Created by Ferru'Dar

Ferru'Dar wished for civilization and thus he made the Vuleii to be his chosen advocates and preservers of civilization. By fusing the pure divine memorial energies of his flesh with the primordial essence of the planes he created the Heart of Ferru’Dar. The Heart of Ferru’Dar cascaded itself over The Flawless Peaks and the divinely-enriched ground of the Flawless Peaks breathed life into each shard. This gave birth to the Vuleii, their bodies made from the very planes and their memories born from those of ages past.

Personality: A Vuleii’s personality vary depending on the lineage of divine memories that course through them. Generally they are very accepting and open minded people although they hold a reverence to civilization and laws in general, although not those that they perceive as corrupt laws. Generally a Vuleii never holds a great interest or reverence for nature and rarely ever chose to become a rangers or druids.

Physical Description: Vuleii are tall and graceful humanoids and an average Vuleii stands from 6ft-7ft tall and one is never shorter than 5’8”. Every Vuleii has two differently colored eyes and one is generally a deep red while the other can be any color. Other than these aforementioned traits, each Vuleii varies based on the lineage of divine memories that run through them. Every Vuleii is born with their bodily traits for life, if a Vuleii is born with long, black hair and pale skin, they retain those for life. If a Vuleii comes out of the womb bald and with a goatee, they will remain bald for all their lives. Even if a Vuleii shaves off their beard or hair it will re-grow after they take an extended rest. Of course their hair grows relative to the age of the Vuleii but only if they have it and it will always grow back, as long as a Vuleii doesn’t die. A Vuleii can have any length of hair and of any color, even outrageous and unexpected ones, and their skin tone can range from borderline albino to a dark tan although an average Vuleii generally has a light tan. Just like all other physical features this skin tone never changes, not even after prolonged exposure to a desert sun.
On the chest of every Vuleii is a circle of arcane runes with a flawless ruby peeking out of the the center. This ruby is the heart of the Vuleii and contains his inner fire and is their only internal organ.

Relations: Vuleii generally get along extremely well with other races. Even if they are not devout followers of Ferru’Dar, they have been taught by their families to be accepting of other races for everyone has a niche in civilization.

Alignment: Usually any kind of lawful or neutral. Evil or Good it matters not.

Vuleiian Lands: Vu’Xiang is the capital of the Vuleiian Empire and their influence is ever spreading, bringing with it Civilization. A small number of “Fallen” Vuleii have assimilated with the Chosen of the Sand.

Religion: All Vuleii are allowed to revere whatever gods they chose but regardless of their chosen deity, a Vuleii has been raised on the principles of Ferru’Dar and at the very least respects him, even if they do not pay their respects.

Language: Vuleii speak archaic Vuleiian and common.

Names: Vuleiian names are generally orientalized and if they have more than one syllable they generally have an apostrophe after the first syllable. Many names include the syllable “Vu” because in archaic Vuleiian it means “Flawless”.
Rihn, Vu’Fahr, Xi’luo, Jiahn, Zhi’Fahn, Long’guo, Vu’Quan, Hi’Dahn.

Adventurers: Vuleii generally take on frontline or striker roles. They either use their mobility and natural dexterity to strike hard and fast or stand at the frontlines and take the blows. Either way they generally are fighters.

Vuleiin Racial Traits
Vuleii possess the following traits

Medium size
+2 Dexterity, +2 Constitution, -2 Strength 
Vuleii are graceful and have bodies made from the planes but their muscles are light and weak.
Base Land speed: 40ft - A Vuleii’s Planar metabolism allows them to move with great haste.
Inner Fire: The heart of any Vuleii is their inner fire, it supplies their life force and acts as all their internal organs at once. This inner fire is quite literally a divine fire and a Vuleii has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. This inner fire also means that a Vuleii can eat or drink any combustible to feed themselves and does not require water to survive and therefore do not sweat. Therefore any effect that involves dehydration or the use of a creatures bodily fluids does not effect a Vuleii. The inner fire also grants a Vuleii their Planar Metabolism
Planar Metabolism: The inner fire of a Vuleii gives them an unnaturally fast metabolism. This metabolism grants them several bonuses and disadvantages.
Any poison that affects a Vuleii spreads through their body quickly and is dispelled equally as fast. A Vuleii takes a -2 penalty to any initial fortitude check against poisons and this initial check always occurs immediately. Additionally, the duration till a secondary check(if there is any) is made is cut in half however this check has a +2 bonus. Additionally the duration of any poison is cut in half.
A vuleii eats A LOT however they can eat anything that is combustible: tree bark, shrubs, leather, a wooden weapon, all these can be eaten by a Vuleii(they still have taste buds though). They must eat either a full meal every 4 hours or a sufficient snack every 2 hours or become fatigued. Eating or drinking any extremely combustible material or liquid such as vodka, oil, or gunpowder acts as a meal/snack at +2 the hours, ex. a swig from a flagon of Vodka or a bottle of oil allows the Vuleii to go without eating for 4 hours and a meal of gunpowder and ale lets a Vuleii go for 6 hours without eating. If a Vuleii goes without nourishment for 8 hours they become exhausted. Eating a snack in this state will make a Vuleii fatigued and eating a meal will remove this status. If a Vuleii goes for 12 hours without eating they will begin dying from starvation. Before they start dying a Vuleii may take one action to eat whatever combustible material is within reach and become exhausted rather than dying. When in any hot environment such as a desert or volcanic islands any of the durations between eating are at an additional +2 hours. When in a cold environment these durations are at an additional -1 hours. Ex. A Vuleii that eats a meal in a desert does not need to eat for another 6 hours and if that meal was composed of highly combustible materials or liquids then they do not need to eat for another 8 hours.
((Table Coming Soon))
If a Vuleii is played in a system that includes action points then a Vuleii starts with one extra action point however this action point and all other action points fade if the Vuleii becomes fatigued due to not eating.
A Vuleii only needs 4 hours of rest to receive the same benefits of an extended rest.
Grace of War: All Vuleii consider any weapon with “Vuleiian” in the name as martial weapons rather than exotic.
A Vuleii gains a +2 bonus to any diplomacy check
Planar Body: As long as a Vuleii is not fatigued, exhuasted, or dying due to lack of eating the Vuleii has a +1 natural armor.
Favored Class: Fighter



Edit: I was hoping to keep it at a Level Adjustment:0 by balancing the +2 dex with the cold vulnerability. It really doesn't fit their character to have any negatives to int, char, or wis. I would appreciate any suggestions on how to balance the Vuleii to a Level Adjustment:0

2008-10-28, 03:52 PM
Beastborn (Template)

The monster had been infused with the essence of Labyrinth, or one of the monster's parents was a beastborn.

Beastborn Statistics

The beastborn template can be applied to any living creature except for a member of the beastborn race or a creature that already has the template applied to it.

Size and Type: Size and Type are unchanged.

Hit Dice: A beastborn creature gains no additional HD.

Armor Class: No change

Special Attacks: None

Special Qualities:
Darkvision: The creature gains darkvision at range equal to its normal vision and low-light vision out to twice that far.

Magic Resistant: Beastborn gain a +1 bonus on saving throws vs. spells and spell-like abilities.

Immunities: None

+2 Strength or Wisdom, +2 Constitution or Dexterity

+2 to hide, move silently, and intimidate

No change


Beastborn Feats

Heavy Weapons
Prerequisite: Must be a beastborn
Benefit: A beastborn can wield a two-handed melee weapon in one hand, and can treat a one-handed melee weapon as a light weapon

2008-10-30, 04:36 PM
Hmm, not sure how a +6 to stats, the monkey grip feat sans the attack roll penalties, dark vision, and magic resistance can be justified by an LA:+1
Just saying.

2008-10-30, 06:58 PM
It's too weak for +2 I am afraid. But it sure is too strong for +1.

Bring the bonus to strenght or wisdow down to +2 as well, remove the heavy weapons part and give natural armor and improved speed maybe. Make the heavy weapons part a racial feat Vadin (Monkey Grip 2.0, beastborn only), make other racial feats as you see fit.

2008-10-30, 09:30 PM
Not a bad idea Draken. I think I'll do just that.

2008-11-01, 12:22 PM
Ah, much better.

Anyway, here's the the Ferruiin:

Ferruiin Vuleii
Created by Ferru'Dar

Diversity is key, no one being is flawless. Adhering to this principle, one of the fundamental beliefs of his dogma, Ferru’Dar created the Ferruiin and the Yin’Darrian to compensate for the Vuleii’s failings. Ferru’Dar infused the bodies of the Ferruiin with the strength of metal and their inner fire with the resolve of the earth. They were made them to compensate for the Vuleii’s naturally weak muscles with the strength of body and will.

Personality: Ferruiin are blunt and to the point, they never beat around the bush and they are never afraid to express their emotions or comment on others emotions. They are loyal and reliable individuals and have a resolute will; if they say they will do something they will do it. They have a strong sense of community and camaraderie and would rather die than sell out a friend or leave an objective unfinished.

Physical Description: Ferruiin look like other Vuleii except their skin tone is generally a light to dark tan and one of their eyes is a metallic color rather than a red. Infact that eye is made of whatever metal it’s color is rooted from. Their build is also much more muscular than a regular Vuleii and their hair is normally a dark color and is either short or bald. Like other Vuleii, these features never change their entire life even if they live in the desert for years or shave their head, the hair will just grow back to the same length the next day.
On the chest of every Ferruiin is a circle of arcane runes with a flawless onyx or garnet peeking out of the the center. This stone is the heart of the Vuleii and contains his inner fire and is their only internal organ.

Relations: Ferruiin get along well with other Vuleii and other races who align themselves with the earth, such as dwarves. However, their blunt attitudes can ruin unintentionally relationships with other people not of a like-mind.

Alignment: Usually any kind of lawful or neutral. Evil or Good is irrelevant.

Feruiin Lands:Same as the Vuleii, however Ferruiin normally reside in forges or mines. They have an affinity with the earth and metals and enjoy living near it.

Religion: Same as a Vuleii although they also revere, or at least respect, Xiua’hi.

Language: Ferruiin speak archaic Vuleiian and common.

Names: Same as Vuleii although their names normally include the syllable “Di” because it means earth in archaic Vuleiian.

Adventurers: Most Ferruiin either work in mines, quarries or forges. If not they are generally adventurers and almost always take on a frontline role, taking advantage of their strength and resilience and defending their allies.

Ferruiin Racial Traits
Ferruiin possess the following traits:

Medium size
+2 Strength, +4 Constitution, -4 Charisma, -2 Dexterity
Ferruiin possess the strength of the earth and the resilience of the earth and the planes but have blunt personalities and the agility of a boulder.
Base Land speed: 30ft although they can move at this speed even when wearing medium or heavy armor or carrying a medium or heavy load.
Inner Fire: The same as a Vuleii
Planar Metabolism: The same as a Vuleii however Ferruiin eat dirt, rocks, and other earthen objects rather than combustibles.
Vuleiian Heritage: A Ferruiin consider any weapon with “Vuleiian” in the name as martial weapons rather than exotic.
Imposing stature: A Ferruiin can use their constitution bonus rather than their charisma bonus for intimidation checks.
A Ferruiin suffers a -2 penalty to any diplomacy check.
Strength of body and mind: A Ferruiin gains a +2 bonus to any fortitude and will checks.
Eye of Ferrus: A Ferruiin has an eye made of a magical metal called the Eye of Ferrus. It confers a +1 bonus to spot and search checks and the stonecunning ability, the same as the dwarven ability.
Planar Body: As long as a Ferruiin is not fatigued, exhuasted, or dying due to lack of eating the Vuleii has a +2 natural armor.
Favored Class: Fighter

They are a subrace of the Vuleii. -.-

I need some help balancing them, and all my races for that matter, like maybe some examples on appropriate disadvantages I could give them. LAs are really annoying. Thanks in advance.

Grax Hellfire
2008-11-01, 06:54 PM
Behold! The Trade Domain, Reinvisioned

The Trade domain arises from desire to conduct profitable business and earn a living through buying and selling goods for profit. As such, the domain spells in general work towards this aim.

Domain power: +10 Competence bonus on Profession checks made to earn a living (but not checks to accomplish a specific task).
Appraise becomes a class skill.

Domain Spells
1. Comprehend Languages - grants the ability to understand languages
2. Suggestion - influence course of activity
3. Tongues - power to speak and understand languages
4. Glibness - speech becomes more fluent and believable
5. Fabricate - convert material of one sort into a product of the same material
6. Mass Suggestion - suggestion en masse
7. Teleport object - like Gr. Teleport, on an object instead of caster
8. Mind Blank - The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts.
9. Discern Location - Reveals exact location of creature or object.

Tell me what you think.

Innis Cabal
2008-11-01, 07:06 PM
Its actually...pretty weak....I prefer the old one honestly

2008-11-13, 05:04 PM
Sandbending: Loc stile

Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Sandbender, helping to deflect incoming attacks. The sand does not make it harder to see the Sandbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Sandbending checks until the Sandbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. A Sandbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Sandbender's bending range for this technique to be accomplished.

Dust Devil
Base DC: 20
By manipulating the sand the Sandbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Sandbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.The Dust Devil is also used to power the Sand Skids sailed by Sandbenders.

Wall of Sand
Base DC: 15

The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Sandbending check exceeds the DC. The wall’s area is one five-foot square, but the Sandbender can add another such square by increasing the Sandbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Sandbending check at the base DC. The Sandbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Sandbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Sandbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.

Control Sand
Base DC: 10
Area: Dust or sand in a volume of 10
ft./level wide by 10 ft./level long
by 2 ft./level deep
Duration: Concentration
Saving Throw: None; see text

Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double

the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

Flaywind Blast
Base DC: 25
The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Sandbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from Flaywind Blast by four when applying it to objects.

Wave of Sand
(Base DC: 15)

Breaker: The wave created by this seed travels in a straight line from within the sandbender’s bending range as a standard action, and can move 10 ft per level of the sandbender. The wave initiates a bull rush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Wisdom score+2 for the purposes of resolving bull rush attempts. The sandbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A sandbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of sand used; each requires another sandbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The sandbender may move with the wave at its crest, ending her movement wherever the wave moves.

Transport: Rather than make a destructive force against her opponent, an sandbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per sandbender level and can make four 45 degree turns during its motion without requiring additional sandbending checks.

Earthen Whirlwind
Base DC 10:

As a move action you lift sand in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft per round. An Earthen Whirlwind lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your sandbending check exceeds the base DC

Sand to glass/glass to sand
Base DC: 15
Change Phase: A sandbender can freeze or melt a 5-foot cube of sand as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Sandbending DC decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC

Base DC: 5
A sandbender can obscure vision and blinds her foes.
• Dust cloud: A sanbender may make a hemisphere of dust anywhere within her bending range with a radius of 10 ft. The dust obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the dust in 4 rounds; a strong wind (21+ mph) disperses the dust in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the sandbending DC per 5-foot increase.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, a sandbender can try to temporarily blind the creature. The sandbender makes a ranged touch attack against a target’s AC. If the attack is successful, the target creature is rendered blind until the end of its next round. The target creature can make a Reflex save to negate this effect. For every 5 points by which the sandbender's Sandbending check exceeds the DC, the Reflex save DC to negate the blindness increases by +1.

Base DC: 15

• A place to stand: A sandbender may use this form to fuse any loose soil or sand into a much sturdier surface. A sandbender may create one 5-foot square, plus another for every 2 points by which the Sandbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the Sandbender.
• Soften earth: Earth’s abilities to hamper opponents are often just as valuable as those to directly attack or defend. By using this seed, wet earth becomes thick mud and dry earth becomes loose sand or dirt. The sandbender affects a 5-foot square within her bending range, plus another for every 2 points by which the Sandbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
• Soften Landing: Similar to Soften Earth, this use of the seed allows a falling sandbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.

Base DC: 15
The element of earth is known for substance and its powers of protection, and can be used as a solid barrier against harm.
• Earthen Armor: By covering her entire body in a thick layer of lsand, a sandbender gains DR 5/piercing, and +2 bonus to AC (including touch AC) as a move action. For every 4 points by which the sandbender exceeds the base DC, the damage reduction increases by 1. Maintaining the earthen armor for more than two rounds gives a -4 penalty to all Sandbending checks until the sandbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. An sandbender can concentrate on maintaining this seed as a Swift action.

Base DC: 15
By molding a large chunk of sand into a vaguely human-shaped structure, a sandbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, an sandbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of lose sand. The sandbender must direct its actions in combat by making an Sandbending check equal to the original sandbending DC as a full-round action, with the golem essentially mimicking the actions taken by the sandbender. If the sandbender does not concentrate on maintaining and directing the golem or fails the snadbending check to control it, the golem collapses unless made of glass (see below). The golem's attack rolls use the sandbender’s base attack bonus and are modified by the sandbender's Wisdom modifier instead of the golem's Strength modifier. An sandbender can control a golem she can't see, but the golem is considered blind. Additionally, the sandbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The sandbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the sandbender to create a Gargantuan golem.
• Hardness: A sandbender with the Compact seed can increase the hardness of her golem by adding +2 to the sandbending DC for every 1 point of hardness she wishes to add.
• Glass the golem can be made into glass with the sand to glass seed. It takes no penalties other than the standard for glass bending
• Enhancement: An sandbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The sandbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. A sandbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Sandbending check) scores by a maximum of 5, increasing the Sandbending DC by 10 in the process.

Base DC: 20

• Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the Sandbending check beats the DC. The earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides.
• Tunnel: By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The earth moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface.

Glass bending (template)
Glass can be bent as a extension of sand bending. Anything that can be done with sand can be done with glass for a +5 DC.