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Innis Cabal
2008-11-22, 12:41 AM
Alrighty, here is the home brew section. Everyone enjoy!

vegetalss4
2008-11-22, 08:07 AM
i just want to be sure.
am i suposed to put my plane in here?

Innis Cabal
2008-11-22, 10:44 AM
Yes


The Midnight Carnival
Gravity: Normal
Time: Normal
Size: Infinite
Divinely Morphic: Yen can alter the plane as he wills, when he wills it.
Normal Magic

The Midnight Carnival is the personal play pen of the god Yen, and the location he entertains his various guests. Grand palaces and villages make up the only habited areas of the otherwise mountainous plane dominated by thick bamboo forests. The skies constantly churn with rain and the occasional storm, powerful rivers and deep lakes forming in low lying areas. While temperate, the Midnight Carnival is often times coated by thick cloud banks and snow at random intervals.

There are only two regions a mortal or god may port into on the plane, the Beach of Etiquette, and the Palace of the Grinning Fox. These also make up two of the limited points of interest in the entire plane.

The Beach of Etiquette

The Beach of Etiquitte dominates the largest lake in the entire plane, named the Shimmer Sea for its often times multi-hued waves and glittering mist clouds. Much of the “beach” is consumed by a massive city known as Etiquette, and is the portal to the rest of the plane. From this region it is possible to reach even the farthest flung village or city within a weeks travel. The city is dominated by trade and trade goods from various cultures of Playground, and it is very possible to find anything here, whether you wish it or not. Wild parties and other illicit going on’s can be found practically at any single corner of the city, sometimes to the detriment to many an adventuring party.

The Shimmer Sea

The Shimmer Sea is the largest lake in the entire plane, and its magical properties are coveted by all mages that seek to learn the arts of illusion and trickery. Imersion in the Sea is harmful to all but the natural denizens of the plane. Those swimming unprotected from planer effects for longer then 3 minutes begin to hallucinate vividly, causing 1d6 charisma damage until removed. This damage can not be cured unless taken off the Midnight Carnival. After more then 5 minutes of immersion a creatures begins to slowly go mad, as his mind is eaten alive by the powerful drug that makes up the actual lake, causing 2d6 points of intelligence and wisdom damage until removed. This damage can only be cured by a remove disease spell. Should a character die on the Midnight Carnival they are fished from the water and dragged to the Palace of the Grinning Fox.

The Palace of the Grinning Fox

The “Private” residence of the god Yen, the Palace of the Grinning Fox is a massive palace, stretching across nearly half a dozen mountain ranges, attended by a literal army of black suit clad spirits and shikigami. The central structure of the Palace is a single level house in the depths of the Palace made of jade and ironwood. It is here that any single god may teleport to should they so desire an audience with Yen. The inside of the house, or so its claimed, has never been seen by mortal eyes, nor has the physical appearance of Yen the Fox.

vegetalss4
2008-11-22, 12:43 PM
The Divine Flame
Gravity: subjetive gravity
Time: Timeless
Size: infinitive
Divinely Morphic: Ishtar can alter the plane, as he wish as can any god with his permision.
Magically Morphic: ceartain spells can draw on the Divine Flame as the source to their power, however none have been developed yet.
Enhanced Magic Magic that use, manipulate, or create positive energy(Dm's discristion) are both maximized and extented (as if the MaximizeSpell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher-level slots), by the same time all magic with the Good subtype works as if its caster level where 4 higher.
Impeded magic magic with the Evil subtype does not work,in the case of magic items where only some of their power is evil only those powers do not work
Mildly Law alingned
strongly good alingned
minor positive dominant(the flames healing efect is greater on those of pure heart, anyone with a good alignment gets regenation instead of fast healing)
soul touching the divine Flame thouches the very essense of any being in it, therefore for purpose of this plane only a beings actual alingment is considered, any effect wich alters or hides this do not work

The Divine Flame is a endless space made of golden flames, that do not burn but rather relaxes the body and the soul, there is no objetive gravity however as the flames is semisolid in such a way as to never hinder movement, but still be able to stand on if so wished, this allows anyone on the plane to move in any direction that they please, it is also the afterlife of Ishtar's followers and the default afterlife of any creatures without a god, those creatures jouney to a place called the Soulstone

The Temple of the Stars
this is the lair where Isthar sleeps upon his hoard, a metaphysical symbol representing his followers offerings. i is made completly out of a big jewel, and has untold cambers,each more beutiful than the last. no matter where in it you are music is heard that are so beutiful that it can bring tears in the eyes of even the coldest of beings.

The Soulstone
The soulstone sits on top of the Temple of the stars and are the suorce of the music that is heard therein. The souls of the dead travels here drawn by the music, once there they are purifyed by the song, a process that is rather painfull for the wicked but very fullfilling, once cleansed the has to make a choice, to either join with the flame or to live within it. most chose the first as it is a very fullfilling and pleasant expirince, and most of those who don't chosee to live in the temple, serving Ishtar

Aergoth
2008-11-22, 03:17 PM
Lyasis

Gravity: Subjective Directional Gravity
Timeless
Infinite: Lyasis simply goes without end.
Divinely Morphic: Lyarin himself is the only one that can alter the properties of Lyasis.
Not Aligned (Elemental): Lyasis has no elemental proximity or alignment of its own.
Mildly Lawfully Aligned: Creatures of a Chaotic alignment take a -2 circumstance penalty on all charisma based checks.
Wild Magic: Lyasis has strange effects on spells cast within its bounderies.

Lyasis is an endless plain of disposed of mater. All things that are unmade end up in Lyasis. Lyarin will eventually turn of the matter sent here back into the world-stuff of which all things are made and return it to the God-Forge for use.

The God-Forge: The center (in so far as the center exists.) of Lyasis is a singularly massive tetrahedron. It's combosition has changed since it's shift from the material. The God Forge is the home of the Lord of Entropy, and the house of his children, the Shadowkin. Here, the Lord of Entropy recieves visiting siblings, and other members of his pantheon, the Lords of the Beginning. the God Forge also possesses the equipment neccessary to forge the various worldets into usable states.

Worldlets: Lyasis is made up of mater that has been used and unmade. This mater accrues in globules that float around the plane, contact with a worldlet can be disastrous.

Aergoth
2008-11-22, 03:45 PM
Shadowkin, Humanoid (Shapechanger)
LA+0, Playable Race:

Shadowkin are creatures of intense lawful allignment. They are beings of pure entropy and desire nothing more and nothing less than existance.
Shadowkin look like their name describes, vaguely humanoid creatures with distended limbs and darkened flesh. Shadowkin excell at making things out of their own mater, in addition to changing their own shape, and rarely make any equipment out of other things.

Special Qualities

Craft Flesh (Su): A Shadowkin can form an item out of her own flesh as a standard action. This item costs no experience to create, but reduces the Shadowkin's total health by one point, until reabsorbed. Only a flesh item's creator can reabsorb it. Attempting to disarming a Shadowkin of a flesh item takes a -2 circumstance penalty. A Shadowkin cannot make magical items out of their flesh, nor can they make items of a special materials. They cannot create armor out of flesh. A shadowkin may only fashion simple weapons out of flesh, and they cannot create weapons that require ammunition or complex mechanical parts. Items made from flesh have a hardness of 5 and 5 hit points. These items seem to have a pulse of their own, and are always warm. Flesh items that are separated from their creator must be held by another Shadowkin within 10 rounds or be destroyed. Destruction of a flesh item allows the creator to re-coup the hitpoint they had lost 24 hours after destruction. If a flesh item's creator dies all flesh items that they had created are destroyed instantly. If the creator is resurrected following this destruction they return with all of their total hit points.

Fleshbond (Su): A Shadowkin always knows where a Flesh item they have created is located so long as it is held by another Shadowkin and within 100 feet of it.

Entropy (Su): A Shadowkin can channel their own energies into a burst of raw entropic energy. That energy is damaging to any creature with out the [Entropic] descriptor, or Entropic resistance. A creature without the proper defense against it takes an extra +1 damage from a Fleshweapon or unarmed strike from a Shadowkin. This damage is pure entropic energy and is not affected by spell resistance but can be blocked by damage reduction.

Alter Self (Ex): A Shadowkin can alter her appearence to some extent. They cannot change their gender or similar features but a Shadowkin can perform the following:
*Alter the colour of their skin or hair.
*Superficially change their shape and features (no actual effect other than the change in shape.)
*Temporarily give themselves natural weapons, either a bite or claw attack of the appropriate size and damage. These are considered Fleshweapons for the purposes of enchantment.

Racial Traits: A shadowkin's darker colouration and natural skills gives them a +2 circumstance bonus to Hide checks while in shadowy lighting +4 circumstance bonus to Hide checks if the lighting is worse than shadowy.
Proficiencies: A shadowkin only takes a -2 penalty for using a weapon they are no proficient with if it is a fleshweapon. A shadowkin is considered to be proficient in any natural weapons they possess from the Alter Self ability.
Alignment: Always Lawful. A Shadowkin that becomes chaotic cannot use their Entropy and Fleshbond special abilities, or Craft Flesh. Any existing items created by a shadowkin that becomes chaotic are destroyed and hit points are restored after 48 hours.
Languages: All Shadowkin speak Shadowkin.
Favoured Class: Rogue, a shadowkin's Rogue levels do not count for the purpose of determining multiclass penalties.

Innis Cabal
2008-11-22, 09:18 PM
The Shikigami


Shikigami were made by the god of air and illicit dealings to interact with the mortal world. Males and females hold equal station, and the vast majority of the race spend their time in other cities and locations, leaning customs and languages of other species to better trade with them.

Shikigami

Personality: Shikigami are secretive and tend to dislike staying in one place for any length of time. Most Shikigami stick to their people if not in other races cities, where they often times try to adapt to their cultures and lifestyles. In their own settings they are voracious eaters and drinkers, exalting in carnal pleasures with wonton abandon.

Physical Description: All Shikigmai have russet to orange red hair, most often times worn long and shaggy. Ritualistic piercing and tattooing is common, with many’s natural light tan skin color being obscured by full body tattoo. All Shikigami also have brilliant green eyes, each with six concentric circles within each spiraling toward the pupil. Shikigami tend towards leather and cloth clothing, shunning metal for its lack of practical movement. Clothing tends towards high face obscuring collars and ankle length over coards.

Relations: Shikigami attempt to get along with all races, though it is often met with resistance for their racial history of thieves, assasins and crime boss’s.

Alignment: Shikigami tend towards neutral and evil in equal measure, caring little for the methods they practice or the end results past how it effects them and who they consider close friends.

Shikigami Lands: Shikigami hold no lands, instead roaming over the majority of the main continent.

Religion: Shikigami pray to the majority of the gods, but primarily worship their creator Yen for his aid and teaches, as well as to avoid any undo wrath the god might instill upon them while in a drunken state.

Language: While many Shikigami develop talents with other races language, each speaks a form of sign language known as Hand.

Adventurers: Shikigami make excellent adventurers, having the benefit of a wandering lifestyle. Most are motivated by further business practices and

Shikigami Racial Traits

+2 Charisma, +2 Dexterity, -2 Wisdom: Shikigami are agile and personable but lack the dedication to follow through with a great many of their plans.

Medium Sized Humanoid(Spirit): A Shimkigami is a medium sized creature
Shikigami base speed is 40 feet

One with Spirit: Shikigami count as spirits for all spells.

Fox Step: Shikigami move swiftly in all environments, and are not hindered by rough terrain or the Grease spell.

vegetalss4
2008-11-23, 05:29 AM
star dragons will come here... sometimes after i have learned how to make a table for the differen't age catagories.

Innis Cabal
2008-11-23, 12:12 PM
Check the Homebrew walk through, they should have all you need Vegetal

Also,


Base Class: Yakuza

vegetalss4
2008-11-23, 12:36 PM
Check the Homebrew walk through, they should have all you need Vegetal


sadly not the kind used for dragons

Aergoth
2008-11-23, 06:32 PM
I realized this was missing:

Domain: Entropy

Granted Power: Cast spells with the [Entropy] Descriptor at +1 Caster level. Cast spells and substitute entropic energy for half of the damage instead of any of the following: Sonic, Fire, Cold, Electricity, Positive, Negative, Acid.

Spells
Level 0: Entropic Ray
Level 1: Entropic Shield
Level 2: Entropic Touch
Level 3: Dispel Magic
Level 4: Slay Living
Level 5: Entropic Burst
Level 6: Dispel Magic, Greater
Level 7: Word of Chaos
Level 8: Anti-magic Field
Level 9: Implosion

I should probably make a few spells with the Entropy descriptor.

Vadin
2008-11-23, 06:51 PM
How is negative energy not entropy?

Aergoth
2008-11-23, 07:01 PM
I'd kind of already established entropic energy apart from negative energy with the Shadowkin, so I took it a step further.

Entropic Ray [Entropy]
Level: Clr 1, Ent 0
Components: V S DF
Casting Time: 1 Standard Action
Range: Close (25 Ft +5 ft/2 levels)
Target:
Effect: Ray
Saving Throw: None
Spell Resistance: No

Creates a ray of entropic energy from the palm of your hand. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3+1 points of damage.

Entropic Touch [Entropy]
Level: Clr 3, Ent, 2
Components: V S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Saving Throw: Will halves
Spell Resistance: Yes

You channel pure entropic energy through your touch, inflicting it on other creatures. Suceed a touch attack to deal 2d4+1 points of entropic energy damage to target creature. A creature touched can make a will save to halve the damage.


Entropic Burst [Entropy]
Level: Cleric 6, Ent 5
Components: V S
Casting Time: 1 Standard Action
Range: Close (25ft. +5ft/level)
Area: 20 ft radius burst
Saving Throw: Will halves

You draw on entropic energy and release it at once, creating a burst of energy that damages other creatures.

A creature caught in the burst takes 1d6 damage per caster level (maximum of 8d6) (Will save for half).

Lord_Asmodeus
2008-11-23, 08:21 PM
Lycanthropy Domain: Spell list, by level from 1-9

Beast Claws-1
Bite of the Wererat-2
Bite of the Werewolf-3
Bite of the Wereboar-4
Bite of the Weretiger-5
Bite of the Werebear-6
Scourge-7
Curse of Lycanthropy-8
Phantom Bear-9

Should I put the actual spells here? They can all be found in the Spell Compendium.

Aergoth
2008-11-23, 08:27 PM
Well, I had to put some of mine down since they were homebrew but I think you should be fine with that little addendum.

Draken
2008-11-23, 08:39 PM
Ocanti

Ocanti are the choosen of Oceanus. They are proud creatures who claim the entire seas as their domain, as decreed by their god, the Sea itself. Their civilization is centered in the depths, but they extend wherever there is water to thrive on.

Personality: Ocanti are proud - and prepotent - and mostly consider themselves superior to other races. This does not mean they are antisocial or introspective. Ocanti enjoy proving this superiority by showing it, and flaunting it afterwards.

Physical Description: An average Ocanti is roughtly 5'7'' feet tall and weights 220 pounds. Their skin is leathery and they lack hair of any kind, a mane of fins adorning their heads, Ocanti lack noses, they have a pair of openings where a nose would be, these have cartilaginous prtections against strange bodies. They have fins on their arms and backs as well, and their waist is surrounded by a long cartilage that resembles a kilt, underwater, this cartilage is wraped around their legs by muscular movements, making them look to have snake or fish-like tails.

Relations: Most Ocanti never get to meet other races, living underwater, they tend to be defensive when first interacting with others, and are easy to offend.

Alignment: Ocanti are usually neutral, they also tend to avoid the extreme alignments.

Ocanti Lands: The ocanti consider all oceans, lakes, riverbeds and other natural bodies of water to be, by divine decree, their domain. On more considerate terms, their major powerholds are in oceanic waters.

Religion: The Ocanti revere Oceanus as their maker, there is no life without water, and as such, Oceanus is the lord of all life.

Language: Ocanti speak common, along with their own language. Many learn Aquan as well.

Adventurers: Ocanti like to test themselves, but they also prefer their own communities. Ocanti take on adventuring lives for different reasons, but most of them long to return to the seas.

Ocanti Racial Traits

Medium Humanoid (Aquatic)

Land speed: 30 feet. Swim speed: 30 feet.

Con +2. Life under water's pressure makes the Ocanti a resilient folk.

Amphibious: Ocanti can breath air and water equally.

Water dependency: Ocanti require moisture to remain healthy. After 48 hours without full immersion in water, they become fatigued, after a week of such condition, they become exhausted. Magical protection against these conditions does not protect the Ocanti against this dependency and it's adverse effects.

Resistance to Cold: Ocanti have a +2 bonus on fortitude saves against cold effects.

Speak with Animals (Sp): Ocanti can speak with aquatic animals as the spell, this ability is always active and does not necessarily dictates that the animals will have anything interesting to say, or even want to talk.

Favored Class: Ocanti consider both Druid and Evolutionist as Favored classes.

Heliomance
2008-11-24, 05:46 AM
The Fey


The Fey were created by Rendirllyn, god of the forests, and are beloved by him.Lithe and unearthly, they have a connection with nature that few other races can emulate.

Fey

Personality: Fey are capricious, shifting from one mood to another as rapidly as a bird flits from tree to tree. They live to enjoy life, chasing through the forst, having wild parties, and generally living it up.

Physical Description: All Fey are lithe and slim, with long, pointed ears. In height, they vary wildly, with heights anywhere from 4' to 7' being common. They are humanoid in appearancce, though their eyes are often larger than might be expected, with pure black irises. Their faces tend towards the gaunt, and all over they tend to be very angular. That said, they possess a strange and unearthly beauty, which is tantalising to many races.

Relations: The Fey tend not to leave the forest, and as such often have little contact with outsiders. Travellers through the forest are looked upon as a great source of enjoyment, and many an explorer has been invited somewhat forcefully, as the Fey sometimes have trouble understanding the concept of "no" - to a party. To those who would desecrate the forest, however - by chopping down trees, setting fires, or whatever - the Fey hold nothing but hatred. It is not a good idea to be a woodcutter in a forest occupied by Fey.

Alignment: Fey tend strongly towards Chaos over Law, but their position on the Good-Evil axis varies, with approximately eual numbers of each.

Fey Lands: The Fey inhabit the Great Forest.

Religion: Religion as a concept is alien to the Fey - they have no need to worship their god because they know him and he walks among them. Rendirllyn is well beloved by the Fey, but worship is the wrong word.

Language: The Fey speak Sylan.

Adventurers: The Fey's habit of doing whatever sounds fun at he time means that many become adventurers. However, few stick it out for any length of time, and even fewer leave the bounds of the Great Forest.

Life Cycle Fey young are begotten in the normal fashion - and with great pleasure. However, the female does not carry the young Fey to term - instead, she "births" a seed which is planted and nurtured. In the Spring of the year after it was planted, the flower opens, allowing a fully grown Fey to emerge.
Fey are ageless. Rendirllyn did not give them a limit to their lifespans, and as such they stay eternally young. There is no such thing as an old Fey - they never age. Barring accidents they are functionally immortal - though when the last tree in the world falls they will become infertile and begin to age normally, becoming extinct within a generation.

Fey Racial Traits

+2 Charisma, +2 Dexterity, -2 Constitution: Fey are agile and alluring, but their light build makes them less resistant to batterings.

Medium Fey(Augmented Humanoid): A Fey is a medium sized creature
Fey base speed is 30 feet

+2 racial bonus to Hide, Move Silently and Survival.

Unearthly Lightness (Ex): Fey are incredibly light for their size. This grants them a +15 bonus on Balance checks and the ability to balance on something as thin as a cobweb. However, they count as three sizes smaller than they really are for the purposes of resisting bull rushes.

Favoured Class: Ranger or Bard.

vegetalss4
2008-11-24, 03:10 PM
Star Dragons By Age
{table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|BAB/Grapple|Attack|Fort|Ref|Will|Breath Weapon (DC)|Frightful<br> Presence DC
Wyrmling|
tiny|
2d12+4 (17 hp)|
6|
20|
14|
12|
12|
16|
+2/-8|
+9|
+5|
+8|
+4|
4d6 (x)|
-

Very Young|
tiny|
4d12+8 (34 hp)|
8|
22|
15|
14|
14|
18|
+4/-5|
+12|
+6|
+10|
+6|
6d6 (x)|
-

Young|
small|
8d12+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Juvenile|
small|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Young Adult|
small|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Adult|
medium|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Mature Adult|
medium|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Old|
medium|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Very Old|
large|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Ancient|
large|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Wyrm|
large|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Great Wyrm|
huge|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x
[/table]

N Dragon Abilities By Age
{table=head]Age|Speed|Initiative|AC|Special Abilities|Caster Level|SR
Wyrmling|30ft ft.; fly 150 ft. (good)|
+5|20 (+3 natural, +2 size, +5 dex), touch 17, flat-footed 15|
gracefull strike|
-|
-

Very Young|35ft.; fly 200 ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Young|40ft.; fly 250ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Juvenile|45ft.; fly 300ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Young Adult|50ft.; fly 350ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Adult|55ft.; fly 400ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Mature Adult|60ft.; fly 450ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Old|65ft.; fly 500 ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Very Old|70ft.; fly 600 ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Ancient|75ft.; fly 700 ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Wyrm|80ft.; fly 800 ft. (good)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Great Wyrm|100ft.; fly 1000 ft. (perfect)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x
[/table]

the rest will come later

Innis Cabal
2008-11-24, 06:35 PM
The Yakuza
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds

1st|
+0|
+0|
+2|
+0|Stolen Soulmelds, Sneak Attack 1d6|||

2nd|
+1|
+0|
+3|
+0|Chakra Bind (Crown), Deny Land+10|||

3rd|
+2|
+1|
+3|
+1|-|||

4th|
+3|
+1|
+4|
+1|Evasion|||

5th|
+3|
+1|
+4|
+1|Sneak Attack 2d6|||

6th|
+4|
+2|
+5|
+2|Slight of the World, Rapid Soulmeld 1/day, Chakra Bind (Hand and Feet)|||

7th|
+5|
+2|
+5|
+2|-|||

8th|
+6/+1|
+2|
+6|
+2|-|||

9th|
+6/+1|
+3|
+6|
+3|Rapid Soulmeld 2/day, Improved Evasion|||

10th|
+7/+2|
+3|
+7|
+3|Sneak Attack 3d6, Deny +10|||

11th|
+8/+3|
+3|
+7|
+3|Chakra Bind (Arm, Shoulder, Brow)|||

12th|
+9/+4|
+4|
+8|
+4|Rapid Soulmeld 3/day|||

13th|
+9/+4|
+4|
+8|
+4|-|||

14th|
+10/+5|
+4|
+9|
+4|Dazzling Shape|||

15th|
+11/+6/+1|
+5|
+9|
+5|Sneak Attack 4d6, Deny Land, Rapid Soulmeld 4/day|||

16th|
+12/+7/+2|
+5|
+10|
+5|Chakra Bind (Throat, Waist)|||

17th|
+12/+7/+2|
+5|
+10|
+5|Disparage Grace|||

18th|
+13/+8/+3|
+6|
+11|
+6|Rapid Soulmeld 5/day|||

19th|
+14/+9/+4|
+6|
+11|
+6|-|||

20th|
+15/+10/+5|
+6|
+12|
+6|Sneak Attack 5d6, Chakra bind (heart)||| [/table]


Weapons and Armor Proficiencies: A Yakuza is proficient with all simple weapons and a single martial weapon of their choice. They are also proficient with light armor but not shields.

Meldshaping: A Yakuza’s primary ability is shaping the lands natural energies to form incarnum soul melds. Yakuza use the Incarnate soulmeld table to choose their soulmelds.

The Difficulty for a saving throw against a Yakuza soulmeld is 10+points of essentia invested in the soul meld+ the Yakuza’s charisma.

A Yakuza can shape only a certain number of soulmelds per day. Your base daily allotment is on the table above. The maximum number of soulmelds that you can simultaneously shape is equal to your charisma score minus 10 or the number of soulmelds allowed for your level, which ever is lower. At 1st level, you may shape a single soulmeld(Assuming you have a charisma score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pools size is shown on the above table. Your character level, as noted on the table found within the Magic of Incarnum(Page 19) determines the maximum quantity of essentia that you can invest into a single soulmeld. As a swift action you can reallocate your essentia investments in your soulmelds

Stolen Soulmelds: Yakuza’s power stems not from inner diligence or from the splendor and bounty of the world, instead it stems from the greed and from the want of power that lies deep in the hearts of mortal men and women, drawing it from the lives and souls of the very world they find themselves in. Yakuza cannot shape soulmelds that do not match their alignment. For example, if you are a Lawful Evil Yakuza, you cannot shape chaotic soulmelds.

Unlike other incarnum users, the power’s of a Yakuza draw directly from the world around them, causing all soulmelds to glow a verdant green color, and no matter what appear as piercings in the locations the soulmeld would normally appear. Because of this, all Yakuza suffer a -2 on all opposed spellcraft rolls to figure out what a soulmeld is. As an addition, unlike the majority of incarnum users, Yakuza can not shape soulmelds or bind chakra points in armor heavier then light.

Sneak Attack: At first level, a Yakuza gains the ability to perform a sneak attack similarly to a rouge.

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmelf and the chakra chosen. Binding a soulmeld to a chakra closes the boldy slot associated with that chakra so you cannot also benefit from a magic item worn on the body slot associated with that chakra

The number of chakra minds that you can have active at any one time depends on your level. At 2nd level you can bind a soulmeld to your crown chakra. Beginning at 6th level you can bind soulmelds to your feet or hand chakras. At 11th level you can bind soulmelds to your arms, brow or shoulder chakra. At 16th level you can bind soulmelds to your throat or waist chakra. At 20th level you may bind soulmelds to your heart chakra.

For more information on chakra binds, see page 51 in the Magic of Incarnum handbook.

Deny Land(Sp): At 2nd level, and again at 10th and once more at 15th level, a Yakuza gains a +10 increase to their movement speed so long as they are not over burdened , or wearing armor heavier then light.

Evasion: At 4th level, a Yakuza gains the evasion ability.

Slight of the World(Su): A Yakuza relies on the ability to drain energies and other lifeforms to pay off the debt their powers entail. At 6th level a Yakuza may allocate 2 essentia to use at a later date. A Yakuza may expand this power to re-roll a single save or skill check. The essential allocated to this ability can not be reallocated until Slight of the World has been preformed or released.

Rapid Soulmelds(Su): Yakuza rely on their ability to be fast on the draw and to be ready in a moments notice. At 6th level, and again at 9th, 12th, 15th, and 18th level a Yakuza gains the ability to unshaped an existing soulmeld and immediately shape another once per day. This requires a full round actionand provokes an attack of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld you unshape was bound to a chakra.

Improved Evasion: at 9th level, a Yakuza gains the improved evasion ability.

Dazzling Shape(Su): At 14th level, a Yakuza needs only spend a single move action to use their rapid soulmeld ability and no longer provokes an attack of opportunity.

Disparage Grace(Su): At 17th level your use of the worlds energies around you to your advantage have grown to their extremes. Once per day, a Yakuza may reallocate their essentia between their bound soulmelds. If you are flanking a target at this time, you may unleash a verdant stream of energy at your foe, dealing 1d6 points of damage per essentia reallocated plus your charisma modifier. After the use of this power, a Yakuza is considered flat footed until his next round.

Aergoth
2008-11-25, 12:30 PM
Chosen of Lyarin

Prerequisites:
Base Attack Bonus: +5
Deity: Lyarin
Special: Ability to manipulate entropic energy or flesh craft and membership in the Church of Lyarin.

The Chosen of Lyarin are a small group, mostly composed of devoted Shadowkin clergy and particularly devout warriors. These are considered to be exemplars with either the ability to use their flesh craft abilities, or with the manipulation of entropic energy. A Chosen of Lyarin chooses one of these two skills and exemplifies it, taking it to levels well beyond those of a normal user of these abilities.

(need to make a table here) Hit Dice: D8
1: +1 +0 +0 +2 Exemplar specialization
2: +2 +0 +0 +2 Exemplar fortitude
3: +3 +1 +1 +3 Exemplar specialization
4: +4 +1 +1 +3 Lyarin's Gift
5: +5 +2 +2 +4 Exemplar specialization
6: +6/+1 +2 +2 +4 Bonus Feat
7: +7/+2 +3 +3 +5 Exemplar Perfection
8: +8/+3 +3 +3 +5 Bonus Feat
9: +9/+4 +4 +4 +6 -
10:+10/+5 +4 +4 +6 -

Exemplar Specialization
At the first, third and fifth level, the Chosen of Lyarin becomes more a more proficient exemplar of their chosen school. Fleshcrafters gain Fleshly Endurance (first), Craft of Many (third) and Lasting Craft (fifth) feats for free regardless of whether or not they meet the prerequisites. Entropics gain Entropic Focus (first), Lyarin's Weapon (third) and Disrupting Blow (fifth) feats for free, regardless of whether or not they meet the prerequisites.

Exemplar Fortitude
A Chosen of Lyarin gains damage reduction 5/magic as a result of their extensive training.'

Lyarin's gift
At the fourth level, Chosen of Lyarin manifest an abillity that grants them great power. Fleshcrafters can imbue fleshcraft items with a small fragment of their personality (similar to a Psicrystal. Use the table ___ to determine bonuses gained by a thinking fleshcraft.) Entropics are able to manifest an entropic energy spirit twice per day. While this spirit is manifested it is controlled by the Chosen of Lyarin as a familiar. It has no attack and is incorporeal. Any creature sharing the same space as an entropic energy spirit takes 1d4+2 entropic energy damage per round and for one round after leaving the spirit's space. In addition, the spirit offers flanking as an ally the same space would, and a +1 to any entropic energy damage done by the Chosen.

Bonus Feat, at the 6th and 8th levels a Chosen of Lyarin gains a bonus feat from one of the following: Blind-fight, Combat reflexes, Entropic Wound, Entropic Strike, Flesh Memory, Flesh Vampire

Exemplar Perfection at the 7th level, as Chosen of Lyarin becomes so adept with their chosen field that they can persorm things far beyond most. Fleshcrafters gain a +1 bonus to attack with any fleshcraft weapon they create, and a +2 on rolls made to confirm a critical hit. Entropics gain the ability to cast Entropic burst as a spell-like ability once per day (caster level equal to levels in this class).

Emperor Demonking
2008-11-25, 03:05 PM
Tlem the Navigator
Played By Emperor Demonking
(DR:2) Wizard 20
Symbol: A bird's eye view of a circular maze
Home: Limbo
Alignment: Lawful Neutral
Domains: Earth, Law
Portfolio: Mazes and tunnels
Favored Weapon: Hammer

Brief Description: Tlem is the god of earth. He appears to be a small gnome though with kobold features. He is also more dwarf like that the average gnome. He constantly carries a large hammer with him at all times.

Tlem believes that people should use the earth to travel and dislikes the sea for that reason. He is a firm lover of being surrounded by earth and dislikes the sun. Tlem believes that creatures should show themselves worthy by managing to go through mazes or using that skill in other situations.

Background: Appeared in Limbo. He then created an island with a lots of tunnels. The Kobolds and gnomes were then created to inhabit the island.

Dogma: Tlem preaches the importance of the earth. He also teaches how people must be able to both figuratively and literally navigate tunnels. He also teaches how important traps are.

Clergy: Tlem's priests are an important group in society. They are mostly informal and individual priests mostly preach what they believe rather than a central gospel. The priest also lack a central mortal leader or any hierarchy.

Relations: He likes Ishtar but that's it.

Aergoth
2008-11-25, 03:49 PM
Lyarin, The Ender
Played By Aergoth
(DR: 5 ) Sorcerer 15, Entropomancer 10
Symbol: The Holy Symbol of Lyarin is a swirling whirlpool of colours.
Home: Lyasis, the Infinite Beyond.
Alignment: Lawful Neutral
Domains: Entropy, Law, Shadowkin
Portfolio: Destruction, Law, Shadowkin
Favored Weapon: Staff


Background:

Dogma:


Clergy:

Relations:

vegetalss4
2008-11-25, 04:23 PM
Ishtara'kaxzárr (Ishtar), the star lord ,wielder of the Divine Flame, all father of the Dragons, the truesinger
vegetalss4
(DR: 11) Classes: sorcerer 9, favored soul 9, mystic theuge 10
Symbol: seven pointed star
Home: The Divine Flame
Alignment: Lawful Good
Domains: fire, dragons, good
Portfolio: The Divine Flame, Dragons
Favored Weapon: Breath Weapon (the divine flame)


Background: Ishtar sprang into existence in the sea of radiance at the moment of creation. He looks like a gigantic dragon with shining scales, that dwarf even the biggest of the other gods. his primary goal is to make sure the mortals can live a good and happy life

Dogma:to show respect, compassion, mercy, and to act with honor in all things. he also teaches that together we are stronger than the sum of our parts, and that so this is preferable.

Clergy: thanks to their closeness of spirits to Ishtar, in some sense they are all his priest, there isn't much of a church, as the best prayer, in Ishtar's opinion, are to help those in need. however the Truesingers or Hakra'katores as they are called in draconic are closer to Ishtar, and as such their words carry greater weight in all cases.

Relations: Ishtar is the father of Dayo, a son he loves very much, and has an alliance with Rendyrlin. he dislikes the celestial brothers, especially Luumu. Yen he see as a kind of family, the black sheep of the family, but family none the less.

Lord_Asmodeus
2008-11-25, 06:47 PM
Name: Lerios the Shadows Eye, The Watcher in the Night
Played By: Lord_Asmodeus
DR: 9, Shadowcaster 12/ Lurk 12/ Sorcerer 10
Symbol:A Luminous eye like a moon on a starry field of black, the eye can be any color (the normally white part) and there can be more than one eye
Home: The Astral(or the Moon)
Alignment: Neutral Evil
Domains: Moon, Evil, Secrets
Portfolio: Secrets, Lies
Favored Weapon: Rapier
Description: Lerios is a god of unfathomable secrets and watchfulness. His goal is to know all the secrets of the world, and to see all. He seeks to see all and know all. He feels that with the proper knowledge anything can be accomplished. He would see the suns light snuffed and diminished, reduced to little more than a moon that Lerios might rule over it, and have the world rely on him and his moons for light though this is not his primary concern, it is one of his long-term goals. He is fond of shadows and darkness, and prefers the soft lights of the moons to the blazing and blinding light of the sun. He is a god of subtlety and patience, and is unfond of the brutal and direct light of the sun.
Dogma: Lerios is a god of cunning and subtlety. While he is not wholly adverse to brutal tactics, and does not shy from violence or killing in any way, he believes that might is not always right, and instead that knowledge is power and planning is key. Why raise whole armies and crush nations, when the subtle inctracies of the court, or a single assassin, a carefully applied poison, can be the end of your foes and the beginning of your reign or the herald of your victory? Power, influence, control, these are all well and good, but is not best to reserve your power, and hide the true range of your influence? Deception is the name of the game, subtlety is the watchword, and cunning is a virtue one should always strive for.
Clergy: Anything from the maddened Werewolf who worships the moons power, to deadly assassin the who prays that his footfalls be more silent, his shadows hidden from his foes, and his subtle blade swift, to the deceptive politician who weaves a plot as skillfully as a spider does it's web, and who's influence is just as strong and far reaching, and equally as invisible to those who's eyes are not trained just so to see it.
Relations: Lerios is the brother of Luumu, who he both views as a rival to be overcome, and a kinsmen to whom he can always identify. In many ways they are opposites, but they many similarities as well. He shares similar outlooks with Yen, and is so far neutral with everybody else.

Innis Cabal
2008-11-25, 06:55 PM
Wrong place Mike

Here (http://www.giantitp.com/forums/showthread.php?t=97121&page=17)

Mike_the_Mystic
2008-11-25, 06:56 PM
Oops, my bad :P

Sicarius
2008-11-25, 09:47 PM
Name: Cryala, the Way Between, Lady of the Coming and Going.
Played by Sicarius
Divine Rank: 5 - Scout 16/Dervish 10
Symbol: A pair of winged sandals
Home: The Wanderhome. Cryala's home, as befits her nature, is never in the same place twice. It defies being pinned down.
Alignment: Chaotic Neutral, though she has Good tendencies. The journey is rarely nice, but she believes in a traveler's code of honor, courtesy, and succor.
Domains: Travel, Chaos
Portfolio: Travel and Journeys
Favored Weapon: Handaxe

Description: Cryala existed after all other things. Only after form was given, did Cryala exist to govern the space between. Some might see Cryala as capricious and fickle, but Cryala's fortune and favor run the strongest for those who expect, and even relish, when it runs out. Clever and sharp-witted, she is an infuriating enemy and a difficult ally.

Dogma: Enjoy life and experience new things. Behold the wonders of the world. Share them with others. Don't be rude to fellow travelers, but do not help if you can't.

Clergy: Cryala has few priests, as Cryala dislikes organized religion and static temples. Those faithful to her may pray at any crossroads, or site of wonder removed from the world. This is especially infuriating to other gods, as their temples may be used to worship the Way Between.

Relations: Cryala enjoys Yen, finding him very similar in ability. She finds something amusing about each of her brothers, and only when they lack humor does she dislike them.
Creations:

Myths:

The Coy Maiden Who Made the Stars, Or How Cryala Came to Be

Cryala sat down. "Once, there was a maiden. She did not know who she was. Her sandals carried her to where she needed to go. In this time, all things had a purpose, and to not have it was to not exist. Yet the maiden existed, which meant that she had a purpose."

She began artfully weaving her hands in time with the story. "If her purpose was not known, she would simply have to find it. She looked toward the shaped all, and walked among it's surface. She removed her sandals and felt that her feet shook of the balance, her shape and temperature different from what she saw. She spoke then, to the Ender."

"Lyarin the Ender, am I the End?"

"You are not the End, for the End is itself. You are neither the Beginning nor the Ending."

"How intriguing then, to be before you though I came after!"

"After her idle, amusement, the Maiden realized she was not the End. Since that was not the case, the maiden drew from the End the Final Step, which began with her, and went to him. She then picked a second direction and walked until she found Rendirlyn, the Wild One."

"Rendirlyn, am I the Wild?"

"You are not the Wild, though I am through you, and you through me."

"I must have been been born before!"

"Whether she was or not, the Maiden took from the Wild One three acorns. The first she ate, and it became the first thing to be transformed so. The second she planted, and it became the first thing to be grown. And the third she kept for herself, and it remains there to this day. As she walked, she had noticed the gaze of the two heavenly bodies, the sun and the moon Luumu and Lerios. Both had noticed her as well, and both desired to take her for a wife, though the Maiden suspected that their rivalry may have had a part."

"As my bride, I shall offer you the brilliance and glory befitting your loveliness." The sun boldly exclaimed.

"As my bride, I shall offer you the unknowable mysteries of the world." The moon was quick to counter.

"Both offers tempted the maiden, and she agreed to spend one night with them each so that she might make her decision. She split herself into two so that she might properly judge without bias. Her solar half loved the splendor, and took as a gift from the Sun a sliver of light. Her lunar half enjoyed the sublime mystery and changing nature of the moon, and took as a gift from the Moon seven small stones, perfectly formed. The two halves met in secret that night and exchanged gifts. As her gift to the Moon upon the morrow, the Maiden's lunar half bequeathed the Moon almost all of his brother's light, keeping a small portion to herself to light her way. The Solar half of the Maiden bequeathed six of the small stones, five of which broke into pieces by the Sun's radiance and became the stars, though they did not glow. The Maiden then joined her halves and became herself again, leaving before the brothers discovered her trick."

"When the two discovered the trick, the Maiden was gone, moving as was her custom. The two brothers demanded the gifts back, but neither would allow the other to be given the gift first, lest it be seen as a sign of weakness. To compromise, as the brothers rarely did, the Moon gave part of the light to the stars, which while not his brother, was not himself. The Sun, for his part, threw the mightiest and unbroken sixth stone at where he last saw the Maiden, which streaked with such brilliance that it became the First Comet."

"Seeking to avoid the brother's wrath, the Maiden found the furthest thing from their gaze and walked into the Ocean's depths. There, Oceano neither welcomed nor harmed the Maiden. His always was. The Maiden looked upon his indifference, and asked the riddle which bespeaks of Oceano's dual nature.

"If you are neither brutal nor caring, why do your waters both soothe and crush?"

"The Maiden left the Oceans and walked where the eyes of the Sun and Moon were not, towards Yen the Midnight Carnvial, who's door was on the highest peak. There, she surveyed her journey that she had taken."

"My purpose is what I make it to be." "The Maiden laughed and became Cryala, the Way Between."

Reath
2008-11-25, 10:29 PM
Dayo, the Yougling
Played By Reath
(DR: 5 ) 26th level Epic Bard
Symbol: An egg, generally outlined with blue and filled in with gold.
Home: The Material Plane
Alignment: Chaotic Good
Domains: Emotion, Choas
Portfolio: Youth
Favored Weapon: Khopesh (Sickle-sword)


Background: Dayo was born from the Egg of Ishtar. While he was waiting for release from his confinement, he imagined himself entertainement: A playmate who was as unpredictable as his fathers fires, and just as passionate. He was so infatuated with this figure, which he dubbed Emotion, that he bound it to himself and escaped from his egg before he could hatch. As onsequence, he was transformed into a half-dragon: a humanoid with scales that changed colors with his emotions, though with wings twice his size. He was also cursed to remain forever young.

Upon excape from his egg Dayo created the Intelligent Items, which he now preads around the world, hoping they will give others the same happyness his Emotion gave him. His only true goal is to allow people to completly accept Emotion and it's intracies in their daily lives.

Dogma:Feel what one will feel, no matter what that feeling is. Dayo seeks to allow all mortals to embrace all of their emotions.


Clergy: Dayo's followers pay honor him by divesting their feelings into the holy Intelligent Items he created, and speaking with them occasionally about what amotions they have felt, be it strong or weak. It's almost as telling ones sins to clergyman, but rather than to grant forgiveness, the objects are meant to give companionship, and confidence.

Relations: Dayo regards Luumu as a very respectable figure, for being kind enough to grant him some of his Flames. Dayo holds utmost respect for his father and his dragons. He feels indebted to both. He regards Yen as an interesting Enigma, and Lyarin as a stiff-and-scary figure, though he feels no anger towards him, for he accepted his gift. Dayo has not yet met the others.

Incendius
2008-11-27, 08:29 AM
Jesharad the Introspective
Played by: Incendius
Divine Rank: 6
Classes: Erudite 16/Monk2/Metamind 10
Holy symbol: An Open Book
Home: Astral Plane
Alignment: Neutral
Domains: Mind (SPC), Balance
Portfolio: The Mind
Favored Weapon: Quarterstaff

Description:

Background: Jesharad was formed from the beginning sentient thoughts of the mortal creatures of the world. As other Gods were formed as concepts, or from exceptional mortals, Jesharad was formed from exceptional thought. His moment of birth is undefined, but it must have been a great source of advancement, a moment of genius where a creature, tribe, or even race found a new concept on their own, and advanced their knowledge and wisdom. Formed from the mind, Jesharad thus found his domain, concerned only lightly with the physical, as it enables the mental.

Dogma: Jesharad is the god of the mind and of self reflection. Jesharad is a God that is always examining his actions, and encourages all of his followers to examine their actions as well. He holds no opinion on the morality of actions, and rather looks towards the benefits and risks in actions. Jesharad is a decisive God when he acts, but vacillates between one path and the other when he does not, and encourages his followers to question themselves in the same manor, but not to back off from a decision lightly.

Jesharad encourages above all things mental growth, the idea of using one's mind in order to accomplish something rather than using brute force. Jesharad as thus encourages individuals to study, and learn anew. He encourages people to keep open minds, and never to become set in stone.


Clergy: Jesharad's holds libraries as sacred as shrines. Jesharad encourages all to wander, and is a wanderer himself. A home is important, but one must be able to experience other realms and people's as often as possible. As such, Jesharad's clergy are often wanderers, or ascetics. Few remain in one place for their entire life, but if they do it is always near or working in a library. Jesharad's clergy pray to Jesharad not for guidance or power as most would, but for understanding, and they know that true source of their power is their own knowledge and ability.

Relations: At present, Jesharad's only relation is to Bhareld, who he admires and cooperates with. Due to the nature of Jesharad's birth, there are few he could call an actual brother, but Bhareld comes closest. In most cases, Jesharad will work with Bhareld, who holds goals in parallel to Jesharad's own.

As for the other Gods, Jesharad is mostly indifferent. He will make alliances and side with other gods, but as said, he vacillates and for all but Bhareld (perhaps) he will break them off eventually.

His mortal enemy is a God that stiffles creativity and learning, should such a God arise Jesharad would feel instant animosity.

Incendius
2008-11-27, 09:11 AM
The Encephaloans

The Encephaloans were made as a joint effort by Jesharad and Bhareld, the two gods of mind and knowledge, in order to bring the concentrated idea of mental advancement into the world. The Encephaloans are herbivorous, unable to ingest meat.

Personality: Encephaloans are always seeking knowledge, and have a wistful quality about them as such. They disdain combat and physical confrontations, though they will defend themselves. Encephaloans all have different views on life, and are agreeable and willing to change their views given a good argument.

Physical Description: Encephaloans are very tall, but thin. They have long faces, with sunken cheeks and a slightly widened cranium. Their figure seems elongated, with digits of great length. Their skin is a pale, milky white, with dashes and swirls of almost ink like black moving across their skin. Their eyes are always a deep, almost glowing blue, with no discernible pupils. Encephaloans always have a wide and different mode of dress, each adorning themselves due to their own desires; few Encephaloans dress exactly the same.

Relations: Encepheloans will traverse the landbridge when it becomes accessible, and they hold no innate hostility towards any race. While they will welcome individuals and groups into their home continent, they would dislike a massive movement of ulterior creatures, believing that it would disrupt the social dynamics of their society.

Alignment: Encepheloans are usually True Neutral, but they can be of any alignment. They are seldom chaotic evil, because it is such a dissonance to their life's mission of knowledge, but evil is more common than in most races, as their religion encourages growth and accumulation of knowledge, which can be twisted to meaning accumulation of power.

Encepheloan Lands: Encepheloan's occupy the new continent, past the land bridge. They tend to form into settlements, but while these settlements are usually permanent, there is always a vast movement rate of the population. Seldom does an Encepheloan stay anywhere but a grand library for more then a few years, making the towns temporary hospices for the constant stream of individuals who come and go.

Religion: Encepheloan's primarily worship either Jesharad or Bhareld, depending on their life's focus.

Language: Encephaloan's speak a high lilting language, almost like a song to those who hear it, with few rough consonants and the usage of many vowels.

Adventurers: An Encephaloan adventurer is common, for those that worship Jesharad are encouraged to wander and accumulate life experiences. While Encephaloans are not by nature violent, they know how to defend themselves, and thus understand the concepts involved in adventuring. An Encephaloan adventurer is often less prone to combat, and more to talk than others races, for Bhareld encourages such interactions.

Life Cycle Encephaloans mature mentally quickly, reaching a considered age of maturity by twelve years old. Encephaloans do not reach physical maturity until they are twenty one, but after such aging slows. Encephaloan aging seems varying between individuals, and no set rate has been shown. It always seems linked to an Encephaloans desire for death, and as death is considered another chance to gain knowledge, their never seems to be an overpopulation issue, although a few Encephaloans have been known to live in their prime for hundreds of years.

Racial Traits

+2 Intelligence, -2 Constitution: Encephaloans are vastly intelligent, valuing knowledge and the mind above all else, but they are also slightly weak of body, having to face few hardships in their home lands, and disdaining direct combat.

+1 Racial Bonus on Knowledge Checks, and always treated as Trained in such checks: All Encephaloans have an ingrained need and desire for knowledge, and have an uncanny ability to put together stray pieces of information and remember facts.

Psi-Like Abilities: Mindlink (1/day). This ability like the power manifested by an erudite of 1/2 the Encephaloan's Hit Dice: The Encephaloans are creatures of the mind, and are able to communicate silently directly to such.

Superior Literacy: Encephaloans are always literate, and speak language is considered a class skill, regardless of their class.

Favoured Class: Erudite or Wizard, depending on if their primary worship is Jesharad (Erudite) or Bhareld (Wizard).

Suberman
2008-11-27, 12:42 PM
Name, Optional Epithet: Ataraxis, He Who Judges That Which Exists
Played By Player Name: Suberman
(DR: 6) Cleric 20/ Thaumaturgist 8
Symbol: An oblong sphere, wrapped in silk, on a dais
Home: Astral Plane
Alignment: Lawful Neutral (as of 11/26/08)
Domains: Creation, Law
Portfolio: Innovation/Ingenuity
Favored Weapon: Parallel Evolution (Dwarven Urgosh)

Brief Description:
Ataraxis is squat and short of stature. He came into existence after his Father, his Creator, brought his siblings of the elements to life. The Creator was so anxious, so excited, to see what his children would do with their new found playground. So stirred and overwhelming was his curiosity and excitement, that a new child was brought forth. The very act of creating this new god alleviated the anxiety that taxed the Creator’s soul to such an extent, that the creator named him “Ataraxis”; peace of mind.
As it turned out, the name was a bit of a misnomer, for Ataraxis was anything but peaceful. His creativity and thirst for knowledge was restless and knew no bounds, and his dissatisfaction increased astronomically. He vowed that he would continue to create things, and keep himself so busy that he would not have time to feel dissatisfied with his designs.

Dogma:
Creation is always a work in progress. Constantly evolve -- the ultimate goal is perfection in all things, even if that perfection is only temporary.

Clergy:
Followers of Ataraxis pray to him for his insight and judgment. They also look to him for guidance and inspiration concerning their own creations.

Relations:
Ataraxis is fairly self contained; none of the other gods have interfered or tampered with any of his works as of yet. That will probably change soon (glares at Yen).

Most gods make Ataraxis curious, but he is generally more fascinated by what they have made. Especially Dayo's emotive arsenal, and the Encephaloans; they are quite intriguing.

Creations:
Populace:
Dwarf -- Ataraxis' progenitor race, the model upon which all creations are based, and the standard that all creations need meet. Ever since they proved their own ingenuity, Ataraxis has deemed them "good", and will accept nothing less.
(for using them as a player race, they have no Lvl Adj., but
+2 CON +2 WIS -2 DEX -2 CHR: Dwarves are hardy and wizened, but bowlegged, clumsy, and they have more beard than face.
Darkvision (60 ft.)
Speed (20 ft.)

They are always lawful something and they speak Dwarven, they are pretty leery of other races and most unfamiliar things. They are highly religious and judgmental.

Dwarves have +2 racial bonus to craft, ride, and survival

Favoured Class: Paladin, Cleric, Monk (in that order)

Fauna:
Struthion (http://en.wikipedia.org/wiki/Image:Syrischer_Maler_um_1335_001.jpg#file) -- A snow ostrich, to over-generalize. They have turtle shells on their backs, and stand roughly 3 metres in height, from claw to the tops of their heads.

Land Speed 50 ft.

This animal is actually sacred to the Dwarves. They do not, under any circumstances, kill Struthion (except for the very first one, which allowed them to survive). They do not harvest anything from these animals, including eggs and feathers.

Aergoth
2008-11-28, 07:26 AM
Ironhide Shadowkin, Humanoid (Shapechanger)
LA+1, Playable Race:

Ironhide Shadowkin are elite devoted followers of Lyarin created to combat enemies of his people. The Ironhide Shadowkin are different in the way they use their natural supply of entropic energy

Special Qualities

Craft Flesh (Su): An Ironhide Shadowkin can form an item out of her own flesh as a standard action. This item costs no experience to create, but reduces the Shadowkin's total health by one point, until reabsorbed. This item follows all the typical rules for Shadowkin flesh-items but can only be used to form weapons. Ironhide Shadowkin can create weapons that bypass the damage reduction of Lycantropes.

Fleshbond (Su): A Shadowkin always knows where a Flesh item they have created is located so long as it is held by another Shadowkin and within 100 feet of it.

Entropy (Su): An Ironhide shadowkin can use blur or remove curse as a spell-like ability, once per day,

Alter Self (Ex): An Ironhide Shadowkin can alter her appearance to some extent. They cannot change their gender or similar features, nor can they change the colour of their skin but an Ironhide Shadowkin can perform the following:
*Superficially change their shape and features (no actual effect other than the change in shape.)
*Temporarily give themselves natural weapons, either a bite or claw attack of the appropriate size and damage. These are considered Fleshweapons for the purposes of enchantment, or special abilities.

Racial Traits: Ironhide Shadowkin gain the following traits:
Immunity to Lycantropy: An Ironhide Shadowkin cannot be affected by Lycantropy. They may use spells such as Polymorph and Shapechange to adopt a Lycantropic form, but cannot acquire Lycantropy.
Damage Reduction 5/Good


Alignment: Always Lawful Good. An Ironhide Shadowkin that is not lawful good cannot use their Entropy and Fleshbond special abilities, or Craft Flesh. Any existing items created by a silverhide shadowkin that changes their alignment are destroyed and hit points are restored after 48 hours.
Languages: All Shadowkin speak Shadowkin.
Favoured Class: Paladn

Innis Cabal
2008-11-28, 03:28 PM
Yen: The Grinning Lord, The Fox-Member of the Sky Lords
Played By Player Name: Innis Cabal
(DR: 6) 13 Sorcerer/13 Swordsage
Symbol: Nine Fox Tails
Home: The Midnight Carnival
Alignment: Neutral Evil
Domains: Evil, Air, Trade, Weather
Portfolio: Elemental Air, Illicit Trade, Weather
Favored Weapon: Fox Tail (Sword Whip)

Brief Description

Yen appears as a lean shikigami with short jet black hair or dark russet hair(Depending on his mood). His eyes always appear as fox eyes and are deep emerald green. He always sports a grin, never ceasing to smile even under pressure or insult.

Dogma:

Deny everything. Own everything. Possession is power. Never live in suffering unless it pleases you.

Clergy

Yen’s clerics are all members of The Twilight, a powerful dark organization that rules all underhanded trade and assassination missions. All clerics and priests of Yen wear long black robes with high collars to obscure their faces. All hair is kept short and tattoos and piercings are not only common but often denote rank and station within The Twilight. Yen’s clerics often operate brothels, drug dens, racketeering operations and slave trades in the cities they are located, often using pleasure dens and legitimate trade stores for public faces.

Yen has two days he holds holy. The first is known as “The Shadow”, a day where all worshipers practice dark and depraved deeds at the stroke of midnight. The second is “The Tumult” where all worshipers gather around massive bonfires, offering something they hold precious to The Grinning Lord while dancing and singing of his glory. Both holidays require the use of drugs and alcohol, and some more fanatical worshipers have been known to practice human sacrifice.

Relations:

Yen has relations with many gods, though he is almost certain they are love hate relationship which he adores. Yen exalts in the thought of other gods having to pay respect to him, and feels nothing but disgusted rage at the Lord of Entropy who dares insult him in his own home. Yen respects one god fully, the goddess of Travel Cryala. While he would never admit it, Cryala has proved a worthy foe to his own mind, and finds her a challenge he would rather keep alive and well.

Innis Cabal
2008-11-28, 04:40 PM
Traveler of The Six Pathways

EvilDMMk3
2008-11-29, 05:12 PM
Termar and Ramter: The twins, Lords of fortune.
Played By EvilDMMk3
DR 5: Rogue 10, Arcane Trickster 10, wizard 6.
Symbol: Two interlocked hands or two back to back faces
Home: The Void
Alignment: Neutral
Domains: Luck, Balance
Portfolio: Fortune
Favoured Weapon: Any 2 identical weapons wielded together.
Description: One god in two identical bodies, indistinguishable to all save divine level magic one is the herald of good luck, the other of bad. Both are male and humanoid with pale skin, a round birthmark on the left cheek, red hair and green eyes. It is rare for him to speak or to otherwise make his opinions known, he prefers not to let others know his intentions or ideas.

Dogma: What goes, comes. What comes, goes. What is given, is taken. What is taken, is given. Everything has two sides. There is no good luck, no bad luck, only luck to ride as you see fit.

Clergy: The clergy of Termar and Ramter are strange people, by choice. They act in a highly superstitious way, doing all kinds of small and strange things. They act mostly in secret, preferring that mysterious recoveries of the ill, the finding of lost persons and animals and the victory of outmatched fighters be put down to luck or fate. They know that, sooner or later, all superstition is indirect worship. There are no holy days or holy places, although many clerics adopt some strange article of clothing or manner of behaviour on a day of the week or similar. Each gains their abilities from a vision and is later trained by a another cleric whom they meet, seemingly by chance. Each refers to themselves as serving either Termar or Ramter, but in fact there is no difference, merely a personal preference.

Relations: Termar and Ramter have yet to meet other deities.

Creations: None yet.

EvilDMMk3
2008-11-30, 06:50 PM
(Not yet made, getting stats up now)
Fortune cats.
First created by the Twins to begin to cause mortals to attribute superstitions to animals and behavior Fortune cats come in three very similar breeds. Most are unaware that they exist, their abilities being attributed to the luck of cats. Those who are aware of them often do not know who created them. There are three breeds, referred to by most as Sun cats, Moon cats and Candle cats (the misconceptions this causes are a pleasant side effect in the eyes of the Twins) . Their abilities and temperaments differ slightly. All fortune cats can breed with each other and other cats, producing mixed litters. The average fortune cat lives to be about 20 years old.

Size/Type: Tiny Magical Beast
Hit Dice: ½ d10+15 (20 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (+2 size, +2 Dex, +10 luck), touch 24, flat-footed 22
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2-4)
Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Bestow gift, Escape, Fortune, Low-light vision, scent, unseen.
Saves: Fort +7, Ref +11, Will +6
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10,
Listen +3, Move Silently +8, Sense Motive +1 (+13 detecting false affection), Spot +3
Feats: Stealthy, Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Advancement: —
Alignment: Always Neutral
Level Adjustment: —

Skills

Fortune Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Fortune Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Fortune Cats have a +12 bonus on all Sense motive checks to determine if affection is genuine or not.

Bestow gift (Sp): After spending at least a month in the company of a given mortal a Fortune cat may bestow a gift on them. They are under no compusion to do so and will only do so if they feel positively towards that person. No magic can force them to use this ability. Each person can receive this gift only once per lifetime from any given cat.

d6 roll:

Sun Cat: Individual finds unowned money worth d4x100gp. Moon Cat: Individual is immune to disease for 6 months. Candle Cat: Individual gains a +4 bonus on spot checks for 6 months.
Sun Cat: Individual finds unowned jewels worth d4x200gp. Moon Cat: Individual will automatically stabilize if reduced to negative hitpoints for 6 months. Candle Cat: Individual gains a +4 bonus on Knowledge checks for 6 months.
Sun Cat: Individual finds a magic item (roll 2d20+20 on the minor wondrous item table). Moon Cat: Individual gains a +6 bonus to hide and move silently for 6 months. Candle Cat: Individual gains a +6 bonus on jump and climb checks for 6 months.
Sun Cat: Individual gains the benefits of a Wish spell, effect chosen by the DM. Moon Cat: The next time an attack or effect would kill the individual its effects are totally negated. Candle Cat: Individual gains a +10 bonus on their worst save for 6 months (randomize if two are equal).
Sun Cat: Roll again as for Moon Cat. Moon Cat: Roll again as for Candle Cat. Candle Cat: Roll again as for Sun Cat.
Roll again as for the other two types of cat.


Escape (Sp): As a swift action once per round a Fortune Cat can use the Dimension Door spell as a spell like ability at a caster level of 10. They may only use this ability in response to danger (real or perceived). They do not control their destination, it is simply the nearest safe place. They may use this ability in response to an attack or trap, negating the attack or trap. A DC 25 spot check is required to realize that the Fortune Cat teleported, most people will just wonder how on earth the Cat got up on top of the bookcase, rather than under the collapsed desk.

Fortune (Su): Fortune Cats gain a +10 luck bonus to AC, +5 luck bonus to saves, +15 hp and never take falling damage.

Unseen (Su): Fortune Cats are made in part of shadows and as such are invisible in certain types of light. Sun Cats cannot be seen by Sunlight. Moon Cats cannot be seen my Moon or Star light. Candle Cats cannot be seen by artificial light. Anyone who sees a Fortune Cat leave an area it could not be seen in must make a DC 20 spot check to realize that it was just invisible, as opposed to having snuck up on them.

Description
Moon Cats are always black, sometimes with a silver spot on their fur. Sun Cats are always white. Candle Cats are always Ginger. Moon cats are reclusive and shy, preferring quiet types. Sun cats are much more bold, preferring risk takers. Candle Cats come and go as they wish and prefer travelers.

Improved familiar
Fortune Cats may be taken as an improved familiar by a wizard or sorcerer with a caster level of at least 8. They loose the Bestow gift ability but retain all others.

Innis Cabal
2008-12-02, 10:09 AM
The Sky Sea

The Sky Sea is a creation of the God Yen in retaliation to the god of the Water's Oceano for closing his waves off to the mortal world. The Sky Sea is set up into layers of currents and airways.


Ships and Docks(Explaination to come Thursday)


The Layers

Descent Layer: Descent Layers lay between a mile to 6 miles above the ground, aiding ships to their destinations. This layer has the most traffic and is the layer most often used by non-merchants. This layer is also used by fishers who ply the Maelstrom to gain deep sea fish. This layer is unique in that the winds and currents can support larger structures such as limited building platforms and docking stations. Such structures can be anchored into the ground or sea beds to keep them stationary. Large schools of specially developed fish and crabs dwell within this region.

Travel Layer: The Travel Layer is named thusly due to its use by merchants, pirates and mortal convoys. The Travel Layer is roughly 10 to 20 miles above the ground and can not support structures. Animals live within this region having adapted to life in the skies, usually larger creatures such as sky dolphins and eels dwell within this Layer.

The Upper Reach: The Upper Reach is a desolate and often times un-used Layer, with wind gusts up to 300 miles an hour and wicked hail and lightning storms that can form quickly and unleash their fury before dissolving in teh gale force winds before ship crews can react. Enormous beasts such as sky whales and dragons frequent this region as the storms and winds cause little harm to them.

Innis Cabal
2008-12-02, 03:09 PM
The Twilight

The City of Tenki: The Mortal Holdings of the Grinning Lord
The City of Tenki is based in a rainy basin in the northern peninsula of the main continent of the world. It is a wide sprawling location, and stands as the central government and home for the Shikigami Nation. Tenki itself is set up much like the entirety of the Shikigami into sections and highly ordered and structured sub cities and canals for better travel.

The Civilian Section

The Outer City

The Inner Borrow

The Mountain Storage

The Lords Section

The Trade Avenue



The Seats Of the Grinning Lord

The Seats of the Grinning Lord is the ruling body of the entirety of The Twilight and the Shikigami Nation, commanding the various bands from the city of Tenki. More created as a hostage situation, the Seats hold power merely because each individual band knows that should they fall out of line their most respected leader could be slain and their Band placed in the same position as the Exiles March Band. The 6 lords

The Bands
The Bands serve as the clans and families of the individual Shikigami nations. Each Band save for the Clouds of Shadow Band have exited nearly as long as the Shikigami race, the band in question being formed when the skies grew to support their traveling notions. Though the leading bodies of the various offshoots of the Shikigami nation, each band is unique in their set up, and no two operate in the same manner. It is possible for Shikigami of separate bands to live within the same city and interact with one another, or against one another, but it is widely understood

Clear Snow Band- The Clear Snow Band is led by La Da, hailing from the tundra’s and taiga of the main continent.

Raging Waves Band- Vasae A’hi leads the Raging Waves band, so named as they were the first band to witness the storming waves that the god Oceano caused. Their old name has been lost to history, and saying it is tantamount to heresy. The Raging Waves Band operates without Vasae, erecting the Dawn Council, led by Sihi, a powerful Yakuza. The Raging Waves Band has traveled the most of any other band, and holds this as a point of pride. Members of the Raging Waves Band can be noted by their weary expressions and dust coating their robes. Members of the Raging Waves Band mark their holdings with a single fish or sea creature painted in ink mixed with salt water.

Gentle Pine Band- Led by Ran, A young and ambitious Shikigami, The Gentle Pine Band was the first Band to come into contact with another mortal race. The Gentle Pine Band has the largest claim on the medical and herbology. While Ran is with the Seat,

Screaming Plains Band- Aman, the sister to Shuhei, leads the divided Screaming Plains Band, and is widely conv

The Open Palm Band- Lau oversees the Open Palm Band, and is the eldest member in the Seat of the Grinning Fox. The Open Palm Band

Clouds of Shadow Band- Shuhei, the brother and once co-leader of the Screaming Plains Band, has been placed to oversee the new Clouds of Shadow Band, a recent addition to the bands

The Twilight as The Church
The Twilight were first and foremost created to govern the religious going on’s of the Shikigami nation, and while it has evolved into a powerful oligarchy on the main continent, the priests and Travels of the Six’ Pathways still hold a great deal of power within the structure of the government and every day life.
It is certain that anywhere a holding of The Twilight is, there is also a shrine to the Grinning Lord, each marked with a tall vermillion torii. Fox’s are precious to the clergy, and killing one is a serious offense to the Grinning Lord, many times exacting awful curses of impotence, amnesia and leprosy.

The number six and the number nine are holy numbers in The Twilight, and in truth for Yen himself. The number 6 designates and pay’s homage to the six circles each Shikigami hold in their eyes, and the number nine is the sign of ultimate power and station. Each church of The Grinning Lord has nine seats in the upper clergy and roving bands of clerics are always sent in numbers of 6 with 3 auxiliary units.

EvilDMMk3
2008-12-06, 05:28 PM
The mask of iron.

Created by Termar and Ramter to allow him to sneak himself into Yen's game.

When worn over the head the mask prevents any kind of non-mundane information gathering being used on the wearer. All forms of magic and evn divine power fails to dicern anything. The mask is very dark and uncomfortable, imposing a -4 penalty on spot, listen, search and concentration whilst worn. Due to this power, the item does not, in any way, register as magical. It does however have a Caster Level of 20.

The item does have another strange property, it gets lost very easily. Every time a person dons it roll a d20. On a 1 when they take it off again they will loos the mask within an hour. How the mask goes missing is a mytery but nothing, not even divine power, can prevent it. And of course once lost, it is not easy to find again.

EvilDMMk3
2008-12-08, 07:29 PM
Halflings

The creations of The Twins Halflings are a nomadic race that, whilst created in the North West, are spreading quickly over the world.

Personality: All halflings have three things in common. A desire to travel, a love of good food and a respect for family. Otherwise there is little the join them together.

Physical Description: As PHB.

Relations: Varies by Tribe.

Alignment: ALL. Each of the original Nine tribes was centered around one of the nine alignments, with about 25% having a different alignment.

Encepheloan Lands: Halflings are nomads.

Religion: Halfling tribes all have at least one cleric of Termar and Ramter as well as worshiping at least one other god. Halflings, as a species, tend to see religion as a contract and way of gaining aid making fanatics rare. Their creators are revered as if they where an older family member and actual worship of Termar and Ramter is minor and informal/unheard of.

Language: Halfling (or Hala in their own language) is a highly contextual language with only 18 letters. The same word can mean Tribe, Caravan, Family, Friend, Mother, Father and Halfling.

Adventurers: From one point of view most halflings are adventurers, traveling from one place to another most of the time. Actual adventurers tend to fall into one of two categories, those who lost their Tribe and those thrown out of their Tribe.

Life Cycle: As PHB

Culture: In dealings with the outside world it is the two Priests (one of Termar and Ramter and one of another deity, not necessarily clerics, merly the designated voices of those gods, also note that there may be clerics who are not one of the two priests too)) who make all deals and agreements. Inside the Tribe there is an individual known as the "Tribe Father" (a gender neutral role) chosen in a way unique to each tribe who is advised by the Tribe elders (who again have varying power). All halfling tribes have their own traditions and superstitions and take them very seriously.

Aergoth
2008-12-09, 12:26 PM
Shadowkin Tribes.

Each of the Shadowkin tribes has what is described as a home range, from which they acquire their names. There are 8 tribes, each numbering perhaps some 500 shadowkin, with the exception of the Eastern Mountains Tribe, and the western ring of each numbering roughly 700 shadowkin, which twenty may be Ironhide Shadowkin.

South Hills, southern foothills of the mountains to the First Step
Last Step, all of the mountain tundra from the First Step to the last, and the forests on the steppes.
West Peak, all of the central western mountains, down to the foothills of the Bay Plains.
Bay Hooks (North Slopes), all of the mountains composing the north-western section of the Bay Hooks, excepting the peaks of those mountains.
Bay Hooks (East), all of the mountains composing the north-eastern section of the Bay Hooks.
Bay Hooks (original, North Peaks), all of the northern mountain peaks, and the northern-most valleys about those peaks.
Eastern Mountains, all of the eastern mountains, excepting those around the bay hooks and the southern Steps.
Western Ring All of the western mountains excepting the southern Steps, and the Sacred Valleys.
Sacred Valleys All of the Sacred Valleys and the River that connects them to the Bay Plains.

Culture: Shadowkin culture is rather primative, based around worship of Lyarin, rituals and hunting. Shadowkin revere Lyarin. They also have a strong affection for cats, and will not hunt in their ranges unless need is dire. They will not harm cats, except to save them from further pain. Shadowkin also usually exchange greeting by releasing entropic energy while clasping hands, which causes them no pain. This is usually accompanied by the formal phrase "Only sky above the day" to which the other party answers "Only stars above at night."

Shamans hold the greatest level of cultural respect among Shadowkin, followed by Tribe Leaders, followed closely by Ironhide Shadowkin. Given a choice between two leaders of equal skill and temperament, most would choose an Ironhide Shadowkin above others. They are usually given the honorific of "Chosen".

Tribes are divided further into semi-permanent bands, for various tasks, usually hunting and scouting.

[Yes. This is disparate information. I'm working on it.]

Innis Cabal
2008-12-11, 08:12 PM
loth Reflavoring

Vossik
2008-12-14, 03:27 PM
This is what I have worked out so far:
Plane: Sands of Time

The Shifting Sands –
The center of the plane, sand constantly pours down from above here. The plane will be filled entirely with sand the world will have come to an end. The speed of the sand is affected only by the actions of gods. It is exact, however it can’t be gauged by anyone even time himself.

Aeon –
Faalisk’s meeting place for the gods. At the highest point of the plane is a ring of thrones, each decorated to match their god, and adorned with their symbol at the head. There is throne for ever y current god though some may be added or removed, based on how a god behaves within the plane.

The Chronissian Arch –
This arch is the future entrance between the material plane and this one. (if that is possible? Create portal?)

Gravin, Humanoid (Reptilian)
LA +2 Playable Race
Physical Description: The Gravin are similar to deinonychus the males however are smaller than the females and lack claws. Their hands have three fingers and a thumb. The females require their tail to be straight to balance themselves; however the males can use them as weapons though usually don’t. The males have thick furry manes similar to that of a lion and the females have more equine ones. They often wear feathered headdresses and necklaces made of fangs and claws. They wear harnesses most often though some wear armor to protect their soft underbelly it is seen as a sign of weakness.

Relations: The Gravin seen themselves as higher beings and only deter from this in special cases; when it does happen it is a single being, not their entire race.

Lands: The Gravin live in the desert they prefer warm climates but can be found in temperate ones, when it is cold their metabolism and heartbeat slows until they become inactive, though this happens most dramatically when it freezes.

Religion & Culture: Gravin respect the neutral gods and favor peace, and law. They worship Faalisk and Atheos above all others but still think highly of a few. They value peace above all and if they feel the need they will name themselves arbiters and end wars by finishing off both armies in a conflict. It is against their very nature to act chaotically, conflict interrupts peace which in turn gives them headaches.

Names: Gavin names often are taken from different languages the meaning is always the same though. Peace, Serenity, Quiet, Calm, and End are the most popular.

Adventurers: Gravin tend to stay with their own kind, most are not adventurers unless they were excommunicated.

Racial Traits:
Natural Armor + 5
Natural Weapons
Claw (If female)
Talon
Slap (If male)
Limited Regeneration – Limbs will be regenerated after a week or two. Don’t know where else to put this, can survive being frozen for long periods of time.
Racial Bonuses: Strength +2, Intelligence, +2 Constitution +2, Charisma -4
Proficiencies: The Gravin cannot wear full helmets, boots, or gloves. Most armor has to be tailored to their unique body. They are only proficient with slashing weapons, no matter what their class states.
Alignment: Always Neutral usually Lawful.
Languages: All Gravin speak Highspeak.
Favored Class: Fighter, a Gravin's Fighter levels do not count for the purpose of determining multiclass penalties.


EDIT: The whole Shifting Sands thing is mostly an RP element. Even if it did fill up there would be ways around saying the world is truly over. Like it could mean the world "as we know it" etc.

EDIT 2: Opinions please.

Faithless
2008-12-15, 11:27 PM
IN PROGRESS

Huldre
History

Personality: Obsessed with material wealth, Huldre often exude an aura of egoism. They are very controlling and constantly discuss their new spoils/findings. While greedy and bloodthirsty, Huldre are extremely disciplined holding to oaths, loyalty and principles as if they were physical law. Sometimes these principles however cause them to complete certain violent conducts of war. Still. Rarely will you find one as trustworthy, and honest as a Huldre.

Appearance: Tall and muscular, these humanoids have thick steel blue skin. Their limbs are lanky and their hands and feet seemingly abnormally large. Despite their awkward proportions they have a surprisingly straight posture. They have small tusks protruding from their jaws, usually polished. Their eyes span from the earthen natural palette, including greens and browns and occasionally blue. The iris encompasses the entire eye leaving it a solid bright color in appearance.

Religion: The Huldre are very versatile in worship but the majority include Udias and ____(God of war), in their prayers.

Lands:



Huldre Racial Traits:

Medium Giant
+
Base Land Speed: 30ft, Huldre can move in medium armour without taking movement penalties.
Darkvision 60ft
Increased Carrying Capacity: Lifting and carrying limits double those of what it would normally be.
Double Heal Rate(Ex): You heal hitpoints and ability damage naturally at double normal rates.
Vulnerability to Sunlight: A Huldre takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 2 per every 24-hour period spent underground or otherwise sheltered from the sun.
Weapon Familiarity: Huldre treat Bastard Swords as martial weapons rather than exotic weapons.
Languages: Giant



Feats

Lord_Asmodeus
2008-12-16, 12:08 AM
The Nine Heavens



It's size dwarfs continents, but it flies high in the sky that it seems a mere island drifting in the oppressive light. It would be a section unto itself, but it flies high over all the layers in turn, mocking their stolid unmoving mass with it's constant mobility.

It takes the form of a huge pyramid, floating in the sky. The pyramid is crafted from iron, and seems to be slaked in the blood and horror of all the mortals who become ensconced within. Black and deep vermilion dried blood cake much of it's surface, but it's blasted form shows through. The great Iron Pyramid is layered, Nine layers to be specific, and upon each layer massive runes and symbols the size of cities were scrawled on each side.

The top of the Pyramid was engraved with the symbol of a great stylized eye, radiance gleaming from it as its light spilled over all as it surveyed the realms it ruled. This top Layer was named, Ironically, Serendipity, less formally known as Lucifers Eye. It was the seat upon which Lucifer, the Morning Star, ruled the Iron Heavens. The layer was surreal, A great star, that shone a cold merciless light seemed to illuminate all with an intensity to match the Sun, and fires of the same cold hard nature burned throughout the realm, and the great Ziggurat upon which Lucifers throne was stationed, however the intense light did little to disturb the preternatural, seething, and entirely unholy darkness that practically coated the realm, and shrouded it in secrecy. Blackness and light seemed to war here, but there was instead a strange union that made it a realm that was difficult for mortal minds to comprehend. The cold light from this layer seeps into all others, though they may bear their own light sources.

The second layer was Cania, The Frozen Wastes. It was engraved with a black pulsing heart on every side. A frozen realm of infinite cold and hatred. Suffering was a feeling here, felt like one might cold or heat, a tangible sensation like the ozone stink of the air. Even the most stalwart souls were ground to utter despair and suffering in this frozen nightmare of black polluted waters and crashing icebergs. All the dark rivers of icy water seemed to spring from the center of Cania, originating from a huge charred and blackened edifice, a fortress of hatred and loss that seemed the Black Heart of this windswept realm, pumping the fetid blood of suffering through it's dead cold lands.

The Third realm was Melanchol, The Eternal Night. This layers outside has a thousand small eyes staring directly at the viewer from any angle. This is a realm of shadows and darkness, of secrets and fear. Upon first arriving, one might mistake this layer for somewhere far less cruel, for there seems to be a night-sky and a wan, cold light bleeds throughout the realm making it just light enough to see your hand right in front of your face, but nothing else. The stars in the sky twinkle like those upon the mortal world, and there seems a semblance of a forest. However, the stars are like eyes, watching everything you do, every move you make. This layer comes with the eternal feeling of being watched, and suspicion is rife, emotions easily run high. Paranoia is the natural state of this layer. The forests are dead, twisting like broken fingers into the sky. Nothing lives in this bleak forested landscape, though souls will be hung upon the twisted branches of trees, like some foul fruit, set to fatten and ripen under the harsh gaze of the night sky. The rivers from Cania run through this black realm, only adding to the gossamer darkness that enshrouds the whole layer.

The Fourth layer is Melgaunt, The Starving Planes. The dried broken ribs of a field of dead men is chiseled onto the sides of this plane. Melgaunt is made in mockery of an agricultural paradise. The "Sun", an oppressive red orb, burns eternally and lights all the lands constantly, despite this there are rainclouds made from the blackest soot. They strike with orange lightning, and the thunder sounds like the screaming of thousands of children. The sooty-clouds constantly rain stinging black rain, acidic and foul, upon the lands. Seeming to appear as though once verdant grasslands and pleasant hillocks, the dead lands yield no crops except vicious horrid parodies of real plants. Shriveled and dying, these plants are poisoned beyond recognition. Souls, gaunt and starving, tend to these unnusable crops. The crops are gathered by imps and brought to great furnaces that belch constant soot and smoke into the air, though the purpose of the plants is unknown in the process. A single massive river, more like a lake, runs through this layer, it is the merged rivers of Cania, that run separately through Melanchol, but this black river offers no succor to the thirsty.

The Fifth Layer is Darsis, The Dark Sea. A volcanic island surrounded by dried black blood on every side is this layers symbol. The rivers of Cania converge here, in this realm of infinite Blackwater. A single volcanic mountains rises above the sea of pure darkness, a jagged edge straining to avoid drowning. As of yet nothing swims in the life-draining waters of Darsis, and the only refuge to be found not on the Jagged Mount is upon great gondalos and barges that toll the endless waters of this layer. One could become easily lost, set adrift for all eternity upon the dead water. This lake is used to ferry souls from the lower realms up above, and other things as well. There is a great gate on the Jagged Mount, and it is the only way to get to Darsis from below.

The Sixth Layer is Cullis, the Gateway. A yawning door, adorned with devils heads and with a swirling hypnotic interior is the mark of this layer. Cullis is a center of business and trade for the Nine Heavens, and indeed all of the Endless heavens and shady, powerful merchants from the other planes and the material, if they can make their way here. A massive sprawling city, like a bloated corpse, it's corpulent with corruption and decay, both of flesh and of the city itself. The city, despite being constantly repaired, seems to constantly be falling apart at the seams. Magic, knowledge, power, alliances, and souls are traded here as well as more mundane goods, and more exotic fare. In this place you could find almost anything to buy and sell. There is practically no limit on the number of items purchasable. The city is guarded by professional devil-soldiers, some of the most disciplined and warlike devils available for any purpose. You can even find the churches of many gods, all of them evil except a rare neutral god or two. Gods who have no realms of their own are allowed to make mini-realms here, but again this comes at great tax. This layer is also home to any number of portals to the mortal realm, that are opened and maintained "At the expense of the city" and thus their is a heavy toll on traveling through these portals, one way or another. There are ways to get past this system. Dying seems one of the easiest.

The Seventh Layer is Gearaus, The Jagged Plateau. A beautiful palace above a pit of spikes marks this realm to the outside. It is a realm of jagged mountains and cruel volcanoes, and there is one section that is raised above the rest. This section is flat, perfectly so, and it rises above even the tallest mountains, giving the impression that it is suspended over a pit of spikes. Lesser devils live in these mountains below, where more powerful and influential devils, many with wings, are allowed to stay on the Plateau. The Plateau is home to a beautiful palace that eclipses anything on the mortal plane. Many a being is willing to do anything to be allowed to stay here, and even souls that are brought here to be tormented for the amusement of devils feel their station is risen above the souls of commoners who must writhe in torment elsewhere.

The Eighth Layer is Dauros, The Wail Song. A single massive horizontal chain stretches across this layer, made from musical notes. This is a place of torment like few of the others. The most sadistic devils are sent here, and the worst sinners. A veritable dungeon, this place seems to be a series of vast underground tunnels, likely dungeons that are carved straight into the mountains below the plateau above. Jailors and torturers call this layer home, and the sounds of screaming, torment, and suffering grace every nook and cranny. The sadistic jailors seem to take special pleasure into making a sickening musical cacophony out of the suffering of their charges, to the point that a visit to this layer is a unique, and maddening experience. Every "Day" is a new and jaunty tune, played upon instruments of torture.

The Ninth Layer, Cackis, The Sky Pit. An endless pit is the symbol adorned upon this layer. This layer is an endless flat badlands that stretches on forever, the rock is perfectly smooth and of a unifrom, dull color. The sky is oppressively blue and cloudless. There is no sun, but there is light. This layer is upside down. You stand upon the bottoms of the mountains from the two above layers, and below you stretches endless sky. If you were to somehow fall off the ground, you would never stop falling. This is the fate of those who suffer on this plane. They are doomed to fall until their souls have withered in the oppressive bleakness of this realm, to be taken to their fights on higher layers.

HoundDog
2008-12-17, 02:38 PM
I've got Opalumite vampires done! Now all I have to figure out is the things CR...

Opalumite vampire

These creatures appear as children of the races they once belonged, though they appear slightly pale, and sometimes talk like someone far older or far more powerful than them.
Type and Size: Type changes to undead, whereas size decreases by one category.
Hit dice: All current and future hit dice change to D12s.
Base attack bonus: The creature gains a bonus to its base attack bonus for being small/tiny.
Attacks: It retains all the attacks of the original creature
Special attacks: It retains all special attacks of the original creature and gains the following:
Blood drain (Ex): An Opalumite vampire can suck blood from a living victim with its fangs by making a successful grapple check (if the victim is unconscious or asleep, then the vampire need not make a grapple check and may feed without fear of wakening the victim). If it pins the foe, it drains blood, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained.
Create Spawn (Ex): A humanoid or monstrous humanoid slain by an Opalumite vampire's blood drain attack has a 5% chance of rising as an Opalumite vampire 1d3 days after its death (this increases to 35% if the character has committed an evil deed recently, or 100% if the character is devoted to Opalum). These new vampires are not under the control of their sire in any way, but there souls belong to Opalum, and they slowly feel the call to honour him. However, if someone stakes the person through the heart, then the person doesn’t come back as a vampire.
Special qualities: It retains all special qualities of the original creature and gains the following:
Alternative form (Su): An Opalumite vampire can turn into a medium viper instead of a wolf, bat, dire bat, or dire wolf. Otherwise, this is the same as the normal vampire’s alternative form ability.
Damage Reduction (Su): An Opalumite vampire's undead body is tough, giving the creature damage reduction 10/silver.
Turn Resistance (Ex): An Opalumite vampire has +4 turn resistance.
Fast Healing (Ex): An Opalumite vampire heals 5 points of damage each round so long as it has at least 1 hit point. An Opalumite vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round.
Mask of innocence: An Opalumite vampire appears innocent to most around it. All creatures able to see the vampire see it as so innocent that “it cannot possibly be a vampire”. This is like a charm person spell (DC= 10 + ½ the vampire’s hit dice + Charisma bonus), except that it is constantly on and effects all those that can see it. This also means that the vampire gains a +4 bonus to bluff and sense motive checks. Should the vampire attempt to intimidate someone this aura will fall and the person will no longer see it as innocent. However, this mask can be seen through by children, clerics/paladins, those who are hallucinating or the insane, all of whom are immune to the charm effects. If confronted with evidence of the vampire’s nature, people who are enthralled get another save (at +4 if the evidence is strong). If after failing this save, they are confronted with more evidence, then they get another save at +2. This is repeated if they are again confronted with evidence (with an additional +2) and so on.
The final effect pf the mask of innocence is that the vampire can cast modify memory upon those they have drunk the blood of. However, the vampire has limitations upon this ability: all it can do is alter the victim’s memory so that it will not include a vampire drinking the victim’s blood (DC is the same as the charm effect). The groups immune to the charm are also immune to the modify memory.
Slow Regeneration (Ex): Opalumite vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs.
Abilities: +6 Str, Con -, Cha +2. Also of note is that the penalties and bonuses for being small/tiny do not apply to the vampire, who retains the strength of his/her former life together with the great strength of the undead.
Skills: These creatures gain a bonus to hide checks for being either small or tiny.
Feats: They gain improved unarmed attack, improved initiative and lightning reflexes as bonus feats.
CR:
Alignment: Lawful Evil

Repelling vampires: They cannot enter running water (though they may travel across it by boat or over a bridge) without permission from a cleric, and they may not enter someone’s house without being invited.
Fighting vampires: These creatures naturally come out at night and at dusk or dawn. Bright sunlight disorientates them, and they can only take one move or standard action per round during this time. Also, it can’t use fast healing unless asleep at times of day other than dusk, dawn and night, and if they are caught in day light in one of their alternative forms they have to remain in that form until dusk, and they do not gain the benefit of their turn resistance during any time except dusk, night, and dawn. They are also vulnerable to stakes (see staking vampires below). As well as this, any holy symbol of a deity other than Opalum or any of his allies which touches the vampire deals 3d8 damage to it. Finally, they suffer a -4 to rebuke or control checks from a cleric wielding a holy symbol that has a sprig of nightshade entwined around it.
Staking vampires: A wooden stake thrust into the vampire’s heart can destroy it instantly (a weapon with a metal blade and wooden shaft, such as a spear, can be used in this manner). To strike its heart, an opponent must use a full-round action to aim for its heart with a melee weapon (the opponent may use a bow or crossbow if they are adjacent to the vampire). Making a heart strike draws an attack of opportunity from the defender and from all threatening foes. The attacker then makes an attack roll at -4 (the penalty for using a spear or similar weapon stacks with this penalty); if the attack succeeds, the vampire suffers normal damage and must make a Fortitude save (DC 10 + damage dealt) or be destroyed instantly. The attack is not a critical hit, nor does sneak attack damage apply. However, unless they are properly destroyed (i.e. their head is chopped off) then they’ll come back to life as soon as the stake is removed.

Sicarius
2008-12-17, 08:25 PM
Wanderhome, the Plane of Discovery.

Wanderhome is Cryala's domain, and like it's patron, Wanderhome is never the same way twice. The landscape baffles even the most godly of cartographers. The impossible is not only possible here, it is likely. Traveling to Wanderhome is incredibly dangerous, as the landscape itself may challenge you to a debate or invite you in for tea.

Gravity: Varies, but most commonly Objective Directional Gravity toward large masses.
Time: Erratic. There is no reliable way of keeping time even on Wanderhome itself.
Shape: Infinite
Morphic: Sentient
Alignment: Strongly chaotic-aligned
Magic: Wild Magic

(more description to come)

vegetalss4
2008-12-20, 04:58 AM
The Soulstone

the soulstone where created by Ishtar and are the heart of The Divine Flame.
It's original purpose where to cleanse the souls of the dead so that they may expire eternal joy. however because of the event's that has happened since then, much of it's power are now channeled. the soulstone appears as a colossal silvery gemstone with veins of golden flames in it that forms a seven pointed star. from its depths comes a powerful truesong that only gods and souls can hear. this song removes the evil from anyone who hears it, over time through divine beings are able to resist it.

The Soulstone also has the following effects, within seven miles from the soulstone the area is effected as a, hallow and a magic circle against evil spell. and if a god are attuned to it they will gain one more AP than normally

vegetalss4
2008-12-27, 08:40 AM
The spirits of fire
the spirits of fire are Ishtar's servants, they fulfill almost the same role as Luumus angels offering pacts of power to mortals, however where Luumus pacts ultimately are harmful, Ishtar's are beneficent. The price are always one of these two, either that the soul of the recipient go to The Divine Flame upon death, or some kind of service that helps Ishtar's faithful. The pact they are most willing to offer are the pact of soulfire. where the blood of the recipient are infused with Ishtar's power, granting him/her the ability to use magic, in return the mortal goes to The Divine Flame, upon death. however what isn't told, unless asked are that the pact also holds true for all future generations, except that after some time it becomes a rather small amount of power.

the magical power granted by this deal, are mechanically a level in either the sorcerer or the warlock(note no free levels just the fluff reason) for the subject. all future children can also choose to take levels in these classes, but if they do not they can instead take this feat

Soulfire Descendant [general]
one of your ancestors made a pact for power, with the servants of Ishtar
Benefits: choose one 1 level spell from the sorcerers spell list. you gain the ability to cast this spell twice each day
special: if you have levels of sorcerer you instead gains two extra level 1 spell slots

HoundDog
2009-01-10, 04:42 PM
Another of Opalum's creations. NOTE: this uses the rules for symbiotes from the Fiend Folio.

The Living Venom
Fine ooze (symbiont)
Hit dice: ¼ d10+4
Initiative: +4
Speed: 35ft, climb 20ft
AC: 22 (+8 size, +4 Dex), touch 22, flatfooted 18
Base attack bonus/grapple: -/-
Attack: -
Full attack: -
Face/reach: 1/2ft/0ft
Special attacks: -
Special qualities: Health sapping, Spell-like abilities, Shared ego, Telepathy
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 1, Dex 17, Con 20, Int 12, Wis 15, Cha 18, Ego 16
Skills: Bluff +8, Diplomacy +6, Hide +23, Sense motive +8
Feats: Iron will
CR: 1/8 or host +3

Health sapping: The living venom has to feed. Everyday, it saps 1 Con point from the character that’s bound to it, which is regenerated each night by the host before being sapped again by the living venom, creating a -1 equilibrium. However, the venom can overfeed; draining 1d4 points of constitution and 1 point of strength and dexterity to punish its host (it would do this should the host displease Opalum or his allies)

Neutralize poison: Once per day, a living venom can negate any poisons in its host’s body, protecting it from ill effects.

Shared ego: A living venom may add half of all living venom’s egos to its own when attempting to control a character (the living venom can only do this with living oozes either in the host body or within 10ft of the host). However, the living venom trying to utilize the ego must be inside a host body.

Spell-like abilities:
All of these can only be used whilst the living venom is in a host.
3/day- Cure light wounds, Good berry, Create food and water (each cost 1 point from either the strength, constitution, or dexterity of the host, chosen randomly)
2/day- Cure moderate wounds, Charm monster (costs 1d4 points from either the strength, constitution, or dexterity of the host, chosen randomly)
1/year- raise dead (costs 1d4 constitution, strength, and dexterity from the host)

Heliomance
2009-01-12, 04:12 PM
The Baenwulfen

Created from a fledgling deity's spark, the first Baenwulf bred with regular wolves in its new forest home. The pups all bred true to their father, beginning a new race.

Baenwulfen resemble normal wolves, though they tend to be about half as large again. They are sleek and lithe, fearsome predators. They possess an uncanny intelligence for something that looks so beastlike, and those Fey who have developed the closest relations with the creatures are sure they have a language of their own. Neither species' vocal equipment is suitable for mimicing the sounds of the other, however.

The Fey have domesticated them, to a certain extent - though whether domesticated is the right word is unsure. It could well be that it suits the Baenwulfen's purposes to co-operate with the Fey. That said, no Fey hunting party is complete without Baenwulfen hunting alongside, and some of the smallest Fey even use them as mounts.

I can't be bothered to stat them up, seeing as the game is freeform. Just saying 10 INT is probably average for these things.