Tuesday, September 23, 2008

Snake Eyes: The Arcane Swordsage - The Most Powerful Class You Didn't Know Exists



This article is a write-up on a character class variant that is covered in Tome of Battle: The Book of Nine Swords but in fairly ambiguous language. The following is how I'll be handling the rules for it, should one of you powergaming freaks decide to play it.

Arcane Swordsage
All Class Features are identical to those presented for the normal Swordsage on Page 16 of Tome of Battle: The Book of Nines Swords except the following:
Hit Die: d6 (Note: This class is powerful, and as a result breaks 3.75's normal rule of 3/4 base attack always getting at least a d8 hit die)
Weapon and Armor Proficiency: An Arcane Swordsage is proficient with all simple weapons and all martial melee weapons (but not martial ranged weapons, although they are proficient with weapons that can be used as thrown weapons). An Arcane Swordsage is not proficient with any form of armor or shield.
AC Bonus: An Arcane Swordsage adds his Wisdom modifier to his AC as long he is not wearing medium or heavy armor and is not carrying a shield. This bonus applies even against touch attacks and when the Arcane Swordsage is flat-footed, but is lost when the Arcane Swordsage is immobilized or helpless.
Maneuvers and Spells: Maneuvers are learned as normal and can be exchanged for new maneuvers as written. However, in place of a maneuver, a Swordsage can learn a single Arcane spell chosen from the Sorceror/Wizard or Wu Jen spell list. The chosen spell may only be of the schools of Abjuration, Evocation, or Transmutation and is learned in place of a maneuver of equivalent level.
An Arcane Swordsage must have a Wisdom score of at least 10 plus the spell level to learn a spell. Save DCs are determined using the Arcane Swordsage's Wisdom modifier. Since Arcane Swordsages cast their spells as maneuvers instead of using spell slots, Arcane Swordsages do not gain bonus spells per day. All Arcane Swordsage spells incur normal arcane spell failure chance.
For the purpose of feats, class feature, etc., all spells known by an Arcane Swordsage are considered to be known spells. However, an Arcane Swordsage does not have a class spell list, and thus can only use wands or other items if they have a spell he personally knows (unless he has ranks in Use Magic Device). An Arcane Swordsage prepares and casts his spells as if they were maneuvers, with the spells occupying slots as readied maneuvers. Note that an Arcane Swordsage can only use Reserve Feats (or any other effect requiring a spell being "available to cast") if he has a spell of the corresponding type readied--simply knowing the spell will not suffice (although, if time allows, the Arcane Swordsage can simply change his readied maneuvers to regain access to the effect). In addition, a single spell cannot be readied more than once--it must be refreshed as a maneuver if the Arcane Swordsage wants to use it again.
An Arcane Swordsage's caster level is equal to his Arcane Swordsage level. Unlike his Initiator level, his caster level does not increase by 1/2 when taking levels of other classes (nor will multiclassing with other martial adepts increase his caster level). Note that because maneuvers are class features, not spells, only Prestige Classes that grant "+1 Level of Class Features" will increase his spells/maneuvers known and caster level. The maximum level of spell he can learn at any given level is determined by his Arcane Swordsage level:
Spell Level/Class Level
1/1-2
2/3-4
3/5-6
4/7-8
5/9-10
For the purposes of gaining/losing maneuvers and spells, consider all known spells to be martial maneuvers. An Arcane Swordsage can use the Martial Maneuver feat to choose another spell if he so desires.
Spells are used and refreshed in the same manner that maneuvers are. That is, they can be refreshed with 5 minutes of downtime, swapped out between known and readied with 5 minutes of meditation. Using the Adaptive Style feat will let an Arcane Swordsage swap out and refresh all his spells and maneuvers as a full-round action, or he can quickly meditate to refresh a single maneuver or spell as a full-round action.
Due to the fact that an Arcane Swordsage does not have spell slots, he cannot use metamagic feats that increase or decrease a spell's level. He can, however, make use of metamagic feats that do not (for example, Sudden Empower from Complete Arcane).
For the purposes of qualifying for maneuvers and stances, spells of the following schools count as maneuvers of the corrosponding Schools of the Sublime way:
Abjuration: Setting Sun, Shadow Hand
Evocation: Desert Wind, Tiger Claw
Transmutation: Diamond Mind, Stone Dragon
Feats that affect maneuvers of the Sublime school do not effect spells of the corresponding school of magic.

And that about covers it. Use it wisely.

Thursday, September 11, 2008

Snake Eyes: New Races

While the following races aren't necessarily new, they either aren't statted in Pathfinder or are a variant of existing races. All of these are available to players whenever they want to build one.

Dwarf, Highland
After the Devastation, some dwarves found themselves unwilling to return to their caverns, feeling that banding together with other survivors made their continued existence more likely. These dwarves are more social than most, but their long exposure to human impulsivity makes them less prone to the usual dwarven patience.

Racial Abilities:
Ability Scores: +2 Constitution, +2 Intelligence, -2 Wisdom. Highland Dwarves are as tough as normal dwarves and resoundingly clever, but have a tendency towards recklessness. They're more personable than normal dwarves, but not to an extent that makes them stand out against other races.
Medium: Highland dwarves are shorter than humans, but stocky and are therefore medium size.
Slow and Steady: Highland Dwarves have a base land speed of 20 feet, but are unhindered by armor or loads.
Darkvision: Since they have only been above ground for a generation, Highland dwarves retain Darkvision out to 60 feet.
Highland Song: Highland Dwarves may always treat Perform (Wind Instruments) as a class skill. In addition, Highland Dwarves get a +2 racial bonus to Perform (Wind Instruments) checks made to play the bagpipes.
Keen Senses: Highland Dwarves get a +2 bonus on taste and touch-based Perception checks.
Greed: Highland Dwarves treat Appraise as a class skill to determine the value of precious metals, gemstones, or any nonmagical item that includes them.
Hearty: Highland Dwarves recieve a +2 bonus to saving throws against spells and spell-like abilities. In addition, Highland Dwarves may add their Charisma bonus to saving throws against Compulsion and Fear effects, do to their tendency to be natural leaders.
Weapon Familiarity: Highland Dwarves are automatically proficient with Warhammer, Great Axe, and Heavy Pick. In addition, they treat any exotic weapon with "Dwarven" in its name as a martial weapon.
Hatred: Since Highland Dwarves have been busy with the horrors above ground rather than below, they recieve +1 bonus on attack rolls against evil outsiders.
Defensive Training: Highland Dwarves receive a +4 dodge bonus against giants.
Stability: Highland Dwarves receive a +4 bonus to resist trip or bull rush attempts while standing on the ground.
Favored Class: Fighter or Wizard
Languages: Highland Dwarves speak common and dwarven, and can learn Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.
Level Adjustment: +0

Tiefling
Humans have a recorded tendency to breed with nearly anything, and fiends are no exception. Tieflings may be descended from Devils as well as Demons, but most on Otep are of demonic stock due to their presence over their lawful counterparts. Tieflings may appear completely human, or may have horns, fangs, or claws, but a large percentage of their number have tails. Tieflings are quick-witted, as slow individuals rarely survive to reproduce, or even into adulthood.

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are quick in body and mind, but those that are not sociopathic still seem a bit "off."
Medium Size: Tieflings are the standard size for humans, though individual heights may vary.
Outsider: Tieflings are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Fiendish Quickness: Tiefling base landspeed is 40 feet. In addition, Tieflings get a +2 racial bonus to Initiative checks. This speed is the result of slow Tieflings being eliminated from the population, usually by bands of peasants with torches and pitchforks.
Unholy Vision: Tieflings have Darkvision out to 60 feet. In addition, they can use their darkvision to see through magical darkness created by spells and spell-like abilities they cast (but not those cast by others).
Inborn Training: As Outsiders, Tieflings are automatically proficient with all simple and martial weapons.
Quick Witted: Tieflings have a +2 racial bonus on Bluff checks and Stealth checks. This tendency has developed as Tieflings unable to talk or sneak their way out of trouble rarely survive.
Demonic Vestiges: All Tieflings bear some traces of their fiendish legacy. All Tieflings have resistance 5 to Cold, Electricity, and Fire. In addition, each Tiefling has one of the four following traits with the accompanying physical sign. If the physical sign is removed (to permit blending in with the human masses), the benefit is lost:
-Claws. Tiefling claws may be long and curved or short and razor sharp. If a Tiefling wears gauntlets or thick gloves the claws are not visible but cannot be used. Each claw deals 1d4 slashing damage.
-Fangs. A Tiefling may have only a longer pair of canines, or an entire set of pointed teeth. A Tiefling with Fangs gains a bite attack that deals 1d6 of piercing damage.
-Horns. Tiefling horns may be pointed (like a bull) or curved (like a ram), and grant the Tiefling a gore attack that deals 1d6 piercing damage plus the Tiefling's strength modifier.
-Tail. Tiefling tails are typically non-prehensile. The tale gives the Tiefling a better sense of balance, resulting in a +2 racial bonus to Acrobatics checks and a +4 racial bonus to resist a bull rush.
Spell-like abilities: A Tiefling can cast Darkness once per day, using his character level as his caster level. Starting at level 6, a Tiefling can cast Darkness one additional time per day. At level 10, a Tiefling can cast his Darkness spell-like ability as a Swift action instead of a standard action.
Favored Class: Rogue or Fighter
Languages: Tieflings speak Common and either Infernal or Abyssal and can choose any bonus language, provided they have a high enough intelligence.
Level Adjustment: +1

Aasimar
Descended from humans and celestial, Aasimar are beautiful, graceful creatures infused with the holy light. Aasimar are regarded highly in Otep, where their light touches all too few in a land in the shadow of darkness.

Ability Scores: +2 Wisdom, +2 Charisma. Aasimar are calm and beautiful.
Medium Size: Aasimar recieve no bonuses or penalties for their size.
Normal Speed: Aasimar have a base land speed of 30 feet.
Outsider: Aasimar are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Darkvision: Aasimar have Darkvision out to 60 feet.
Natural Champion: As Outsiders, Aasimar are automatically proficient with all simple and martial weapons.
Celestial Hide: Aasimar have resistance 5 to acid, cold, and electricity.
Radiance: Aasimar can channel the holy light that is part of their being. Activating or deactivating Radiance is a free action and can be used for a total number of rounds each day equal to the Aasimar Charisma bonus plus 3, (minimum 3 rounds). While Radiance is in effect, attack rolls and damage rolls made against the Aasimar take a -1 penalty. Creatures that aim their attacks without using sight (for example, blindsight) do not suffer this penalty. Using Radiance eliminates any concealment the Aasimar possesses. Using Radiance while invisible has no effect, but counts against the Aasimar's total rounds per day of Radiance.
Keen: Aasimar get a +2 racial bonus to Perception and Diplomacy checks because they are perceptive and charitable.
Spell-like abilities: An Aasimar can cast Daylight once per day, using his character level as his caster level. Starting at level 6, an Aasimar can cast Daylight one additional time per day. At level 10, an Aasimar can cast his Daylight spell-like ability as a Swift action instead of a standard action.
Favored Class: Paladin or Bard
Languages: Aasimar speak Common and Celestial, and can choose any language, assuming they have a high enough Intelligence.
Level Adjustment: +1

Fragments: The History of Before

This is part of the campaign setting im starting to write. It's short and to the point, details a very specific area and includes a side bar (highlighted in green).

Rahab- or what came before

Knowledge of the time before the Devastation is limited to the few surviving creatures that lived through it, and the rarest of surviving tomes detailing its history. What can be learned through research is limited- less than 10 books survive in Otep telling of the once great Mageocracy that ruled the land. Of those 10 only 3 have had any true scholarly influence and they are; The Lawless of Kym, Emissary: The holy tome of Bahamut, and Gwideon I’s journal.

What has been gleaned about the Mageocracy of Kym is sparce. Mostly gathered from Gwideon’s journal it appears that Kym was divided into multiple principalities; each of which was ruled by a council of powerful wizard. These individual councils elected “Kings” to run the daily issues while the mages studied and grew in power. Each council sent their most powerful member to the city of Somnium where the council of Archmages met to discuss the course of the Mageocracy as a whole. Gwideon’s diary covered the lessons he learned while under the tutelage of Name Here, a distinguished Archmage whose fate remains unknown. Among those entries are recollections in which Gwideon served as an assistant to Name Here and accompanied him to council.

The only other information readily available about Kym comes from the short tome The Lawless of Kym, a classification system for renegade wizards. Rankings range from A-C, and the colors White, Red and Black; An A rank threat was the equivalent to a mad Archmage rampaging throughout the kingdom. A Rank threats required the immediate dispatch of War Wizards and Spell Slayers to destroy, no matter the cost. B Rank wizards represented malicious, cruel or evil wizards who had yet to loose control of their magic or infringe on the laws openly. These B rankers faced heavy sanctions. A C rank threat was a rogue apprentice or terminally late payers of dues, these only required a stern reprimand until they became a higher level threat. White threats represented individuals that could be destroyed with little loss of life in the kingdom. Red threats represented a substantial threat, including the potential destruction of a city or principality should true fighting break out. Black threats represented planar wide catastrophe should they be engaged in open combat.

 Besides the classification system, the Lawless of Kym includes a listing of the 5 most dangerous threats identified by the order, compiled approximately 6 years before the Devastation. It is assumed that the A rank threats were constantly being hunted, while the B rank threats were under intense supervision. The lack of any Black rank threats only shows how little the Order knew about the coming darkness. What became of these 5 is unknown to even the most dedicated scholar.

             1) Yves the Lucid- Red A

            2) The Mirror Maiden of Somnium- Red B

            3) The Shadow Sage of Blackport- Red B

            4) Vio Pio the Hell Wizard- White B

            5) Mary Two-Hearts- White A 

Scholars of Epistorium have many reasons to cheer on the new settlement of “Gra”. Besides the reclamation of lands from Chaos, the settlement opens the doors to entirely new scholarly frontiers. Libraries unseen for half a millennia can now be perused for surviving tomes and ruins thought lost forever to the madness of chaos are available for excavation. Combined with the longer life span of elves, many of whom are only 1 or 2 generations removed the loss of their ancestral empire, it is possible that Epsitorium’s former grandeur may yet return to Otep. 

Of the lands known once as Disharpa there is no surviving knowledge known to the world. This western continent is referenced only once in the journal of Gwideon in the following passage. 

            I traveled across the sea to the mighty lands of Disharpa. The land of the Orcs is dead, their palaces and temples are in ruins, the immortal Priest-Kings are nothing more than bone.

 

Monday, September 1, 2008

Snake Eyes: New Base Class - Spellwarrior

Spellwarrior

Out of the depths of the lost nation of Kagamaro comes a different breed of warrior. Initially developed as a counter to the Duskblade of Epistorium, the spellwarrior seeks to integrate the various nuances of the arcanist with the brute force of a swordsman. He manages to accomplish both feats by specialization, only learning certain aspects of combat and magic, but then combining the aspects he best understands.

Abilities: The Spellwarrior relies on Intelligence for his spellcasting and class features. Spellwarriors focusing on melee combat also benefit from a high Strength and Constitution. All Spellwarriors favor a high Dexterity both for defense and for ranged attack rolls.

Alignment: Most Spellwarriors are lawful, due to the rigors that advancement as a Spellwarrior requires, but Spellwarriors can be of any alignment.

Hit Die: d8

Class Skills: Balance, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Arcana, History, The Planes), Profession, Spellcraft

Skill Points: 2+INT (X4 at first level)

Base Attack: Average (as Rogue)

Good Save: Will

Bad Saves: Fortitude, Reflex

Weapons and Armor Proficiencies: Spellwarriors are proficient will all simple and martial weapons, bucklers, light armor, and medium armor. However, Spellwarrior spells incur arcane spell failure chance until his skill in casting can accommodate it.

    Class Features:
    Spellcasting:
    The Spellwarrior casts Arcane spells from the Sorceror/Wizard spell list. In order to learn a spell, a Spellwarrior must have an Intelligence score of at least the spell’s level plus ten. The save DCs of a Spellwarrior’s spells are determined by his Intelligence modifier, and he receives bonus spells per day for having a high Intelligence score.
    A Spellwarrior must prepare and cast his spells just as a Wizard does. A Spellwarrior may cast a number of spells each day as if he were a Wizard. Unlike a Wizard, a Spellwarrior cannot specialize in a school to gain bonus spells per day. A Spellwarrior begins play knowing 2 1st level spells. These spells may be divided in any combination between his two granted schools (see below). A Spellwarrior gains one new spell known each level, and can only choose spells from the Granted Schools available to him. A Spellwarrior uses a complicated system of mnemonics and mental conditioning to recall his spells and does not use a spellbook, thus a Spellwarrior cannot add spells to his spells known via scrolls the way a Wizard can. In addition, a Spellwarrior's time is vital, and thus he does not bother to learn cantrips.
    Like all Arcane spellcasters, a Spellwarrior needs 8 hours of uninterrupted rest in order to regain expended spells.

  1. Armored Mage (light armor), Granted School (X2), Basic Arcane Combat.
    Armored Mage: Due to their skill in using arcane spells in combat, Spellwarriors slowly learn to overcome the encumbering nature of armor. Starting at level 1, a Spellwarrior can ignore the arcane spell failure chance caused by light armor. At level 2, a Spellwarrior can ignore the spell failure chance of a buckler. At level 7, he can overcome the spell failure chance of medium armor. Spells he knows from other classes incur their normal arcane spell failure chance.
    Granted Schools: At level one, a Spellwarrior chooses two schools of magic. He gains the ability to cast spells from those schools and only those schools—the other six schools are treated as forbidden schools for specialist wizards. A Spellwarrior gains a third Granted School at level 5 and fourth at level 10.
    Basic Arcane Combat: At level one, the Spellwarrior begins to combine weapon combat and arcane spellcasting. He selects a single arcane combat style, choosing one style from one of his granted schools.
  2. Armored Mage (buckler)
  3. -
  4. Combat Casting
    Combat Casting:
    At level 4, the Spellwarrior gains Combat Casting as a bonus feat.
  5. Granted School
  6. Intermediate Arcane Combat
    Intermediate Arcane Combat:
    At level 6, a Spellwarrior may select a Basic or Intermediate Arcane Combat maneuver for any school he knows. He is not required to choose an Intermediate maneuver of the same school that his basic maneuver is from, as long as both maneuvers are taken from granted schools.
  7. Armored Mage (Medium Armor)
  8. Somatic Weaponry
    Somatic Weaponry:
    At level 8, a Spellwarrior gains Somatic Weaponry as a bonus feat, allowing him to cast spells with somatic components even if both hands are full.
  9. Granted School

Capstone Feat

Advanced Pupil [Capstone]
Requires: Spellwarrior 10, Spellcraft 13 ranks

Benefit: You may select an Advanced Arcane Combat Maneuver from any of your granted schools.



Arcane Combat

Basic

  • Abjuration: As long as a spell effect is providing a bonus to your Armor, Shield, or Deflection armor class, you may add your Intelligence modifier to your saves, up to your class level.
  • Conjuration: Whenever you and a summoned creature are flanking a foe, you may add your Intelligence bonus to your weapon damage rolls.
  • Divination: You may ignore miss chances and bonuses to AC provided by cover that your opponents possess, as long as you are capable of detecting a magical aura on them.
  • Enchantment: Whenever an enemy’s attitude toward you improves, that target is flat-footed against your attacks until you or one of your allies attacks him. In addition, enemies do not receive combat bonuses to saves against spells you cast against them.
  • Evocation: You gain a competence bonus on ranged attack rolls and damage rolls with ranged weapons equal to your Intelligence modifier. This bonus only applied against foes that have been struck by a ray spell since the beginning of your last turn.
  • Illusion: You may use image spells to flank with foes.
  • Necromancy: As long as you have temporary hitpoints, you gain a +1 competence bonus on attack rolls for each 5 temporary hit points you possess (up to your Intelligence modifier).
  • Transmutation: Weapons you wield have their critical multiplier increased by one against any opponent who has a different size category than you. This bonus stacks with the Improved Critical feat and Keen weapon enhancement, but is applied after the feat/enhancement effect (for example, a weapon with a normal critical range of 19-20 would instead critical on 16-20).

Intermediate

  • Abjuration: You may cast an Abjuration spell with a range of personal or touch as a swift action. Spells with a range of touch can only be cast on you. Treat the spell as if it were prepared with the Quicken Spell feat, but do not increase it’s level.
  • Conjuration: Before you make a full attack with a melee weapon, you may cast a Conjuration (Summoning) or Conjuration (Calling) spell to summon a creature into flanking position with you as a swift action. If your base attack bonus is +5 or lower, you must spend a full-round action to attack. The summoned creature cannot attack the turn you summon it, but it can make attacks of opportunity. You may only use this ability if you control no summoned or called creatures.
  • Divination: Whenever you succeed in a saving throw against an opponent’s spell or ability or an opponent misses you with a weapon attack, you may cast a Divination spell that targets either your or that opponent as an immediate action.
  • Enchantment: Whenever you hit an opponent with a melee weapon attack, you may cast an enchantment spell on that opponent as a swift action. If that spell requires a touch attack, your attack will suffice (you do not need to roll again). If the spell allows a save, the target takes a -2 penalty on that save.
  • Evocation: When you make a full attack with a ranged weapon, you may substitute an Evocation ray spell for any single attack in the sequence. Casting a ray spell this way is a Swift action.
  • Illusion: When an opponent attacks you, you may cast an Illusion spell targeting either yourself, that opponent, or a square either of you occupy as an immediate action. This ability is resolved before the attack roll, but the enemy automatically attacks the correct square (for example, if you cast Invisibility using this ability, you would gain total concealment, but the enemy still knows what square you occupy).
  • Necromancy: When an opponent hits you with an attack or spell, you may cast a Necromancy spell targeting that opponent as an immediate action.
  • Transmutation: When an attack or spell you control drops a foe, you may cast a Transmutation spell as an immediate action.

Advanced

  • Abjuration: You may sacrifice a prepared Abjuration spell in order to gain a bonus on your saves equal to the spell’s level. Activating this ability is an immediate action, and it lasts for a number of rounds equal to your intelligence modifier.
  • Conjuration: You may sacrifice a prepared Conjuration spell to teleport (yourself and your equipment only) a number of feet up to 20 times the spell’s level as a move action. You do not need line of sight for this teleportation. If you teleport into an occupied square or solid object, you are shunted into the nearest available square and take 1d6 per square you are shunted.
  • Divination: You may sacrifice a prepared Divination spell to a bonus to your Initiative checks and Reflex saves equal to the spell level sacrificed as an immediate action. If you use this ability during or before the first round of combat, you do not begin that encounter flat-footed. This bonus lasts for a number of rounds equal to your intelligence modifier. Allies with Divination spells on them that you have cast also recieve this bonus.
  • Enchantment: When you hit an opponent with a melee weapon, you may sacrifice a prepared Enchantment spell as a swift action in order to add one point of mental ability damage to your attack per level of the spell sacrificed. You may only damage one attribute at a time this way (for example, sacrificing a 5th level spell slot could deal 5 Charisma damage, but not 3 Intelligence and 2 Charisma). This ability cannot lower an ability score below 1.
  • Evocation: You may sacrifice a prepared Evocation spell in order to add 1d6 per level of the spell to the damage of all ranged attacks you make until the end of your turn. Using this ability is a swift action.
  • Illusion: You may sacrifice a prepared Illusion spell to gain 1d6 of sudden strike damage per spell level. Using this ability is a swift action, and it lasts for a number of rounds equal to your Intelligence modifier.
  • Necromancy: When an opponent hits you with an attack or spell, you may sacrifice a prepared Necromancy spell as an immediate action to bestow a curse on your foe. That foe immediately gains a negative level. Any foe that strikes you while the curse remains in effect also gains a negative level. These negative levels disappear after a number of minutes equal to your intelligence modifier and cannot cause level loss. You cannot cause a single target to gain more than one negative level per round with this ability, and the curse lasts a number of rounds equal to the spell level sacrificed. You may activate this ability as a swift action at will.
  • Transmutation: Whenever an opponent attacks you and misses, you may sacrifice a prepared Transmutation spell in order to gain a fly speed (perfect maneuverability) equal to 20 times the level of the spell sacrificed. You may then take a move action, but can use it only to move (not to perform move-equivalent actions). Because your opponent is already occupied, you do not provoke attacks of opportunity for this movement from the opponent that just missed you (and that opponent only). You may also choose not to move. If you move out of your opponent's range this way, he cannot continue to attack you. This ability is an immediate action and the flight speed lasts a number of rounds equal to your intelligence modifier.

Monday, August 25, 2008

20 Questions

Bonus Exp! 20 Questions

Back in the mid 90’s AEG (Alderac Entertainment Group) released two amazing roleplaying games; Legend of the Five Rings and 7th Sea. Before the combat system was introduced, before classes or clans, techniques or spells there was a smaller section called “20 Questions”. These 20 questions were aimed at fleshing out a character, making them more than a pile of numbers or a stereotypical sword swinger. King and country, honor and family- these were just as important to character creation as how many dice rolled or how high a stat was.

Compare that to Dungeons and Dragons. Many people create a set of powers first and a personality second when playing DnD, mostly because combat is such a major part of the game. There’s nothing wrong with this. The d20 system and the new 4th edition system both promote such thinking. But do me a favor, next time your make a character for Otep answer these 20 questions before you’re done. Maybe you’ll only answer 5, maybe you’ll make it the whole way through- but hopefully you’ll find something out about your character you didn’t know.

Not all of these questions have to be answered. Some of them might not even apply to you.

1) What is your name and what is its meaning?

a. Not every name has a meaning, but many do. Were you named after someone? Is your “name” really a nickname given to you in childhood? If you aren’t human does you name have a meaning in your native tongue?

2) Where are you from?

a. More than just “The underdark/the empire/the free nations.” Name a city, name a town (make one up if you feel like it), name a climate.

3) Who raised you?

a. Did you have loving parents? An abusive single parent? A grandfather or grandmother? An older sibling? Were you an orphan on the street raised by a guildmaster or adopted by a church? What was your relationship with the person/organization that made you who you are?

4) What is the most important thing you learned as a child?

a. Everyone learns vital lessons while they are young, moreso in a fantasy world. Did you learn that you really couldn’t trust strangers? Not to follow the lights in the woods? Did you learn that even the ugliest creature can just be misunderstood? Did you learn something hopeful that lifts you up or did this realization crush your spirits?

5) What was the moment that you grew up?

a. Everyone grows up sometime, and its not a matter of age. Was this your first heartbreak? The death of a loved one? A monster attack? Has it yet to happen and your character is still an innocent at heart?

6) Why are you an adventurer?

a. Why did you leave your home and enter the most dangerous profession in the world? What is your ultimate goal, and what does it mean to have accomplished that? Think hard on this one, it defines who you are becoming more than any other question.

7) How did you learn your class?

a. Did you learn archery from the man who raised your or spells from an old woman in the woods? Were you raised in a church looking forward to being ordained each day or did you practice stealing by sneaking into the chapel and taking donations for yourself? Saying “I went to wizard school” is lazy, picking a name for it is better- a favored teacher, a rival and a lost love is perfect.

8) Do you like what you do, or do you wish you had chosen a different path?

a. Do you ever wish you hadn’t sold off your first day of winter to that thing in the woods? Do you stand next to the Paladin and regret your life of mercenary work? How could anything be better than communing with your deity or throwing bolts of eldritch fire?

9) What is the best thing about your profession?

a. The rhythm of battle as soldiers follow your every order? The thrill of a perfect heist? The twang of a bow and the crunch of leaves? The anticipation as you walk the line between damnation and power?

10) What is the worst thing about your profession?

a. Failing to save a friend as they lie dying in your arms, the power of your faith not quite enough? An eldritch tome that has no answers, only more questions? Knowing that as good as you are, somewhere in the world a better swordsman is sharpening their skills? The looks of frustration when you walk bye as people think you’re judging them just because of the paladin’s crest upon your chest?

11) Who do you admire most in the world?

a. The woman who raised you? Your teacher at the academy? Your king? The father you never met? A long dead hero who you’ve based your life upon? A fallen friend you couldn’t save?

12) Who are you loyal to?

a. This doesn’t have to be a complete list of ideals, but instead the one faction/group/person you are most loyal to in the world.

13) Who do you hate most in this world and why do you feel that way?

a. With few exceptions everyone dislikes something or someone. Maybe the fey took your older sister away into the woods and now you carry a blade of cold iron. Perhaps a corrupt governor put your mentor in jail (or perhaps the governor threw your corrupt mentor in jail) and you still plot revenge. Maybe you hate an entire race, an entire faction, an entire city or an entire country- just make sure you know why.

14) What choices have you made that affected your alignment?

a. Sure your character sheet says you’re Lawful Good… but what have you ever done to back that up? What good things have you done in the past; remember it’s not enough to do nothing wrong and claim it as goodliness. If your character is evil explain why, just being a killer or an arrogant bastard isn’t nearly enough.

15) How do you feel about Magic?

a. Magic is a major part of the world… but it remains apart from the everyday. Do you view it as a tool, a weapon or both? Does it scare your or excite you? Do you love the art or have you hated it for taking up more of your mother’s time than you ever did.

16) Do the ends justify the means to you?

a. Can evil deeds be justified and is your character willing to take those actions? Everyone has to do things they don’t want to- that’s part of growing as a character. This is a question of How far will you go.

17) What would it take to buy your loyalty?

a. It’s said that every man has a price, what’s yours? You’re character may not know this but you as the player most certainly should. Is it the life of your family? Magical knowledge beyond your wildest dreams? Ascending in power and influence? Or is it simply the glitter of gold?

18) What is your shameful secret?

a. Maybe you don’t have one of these… but it’s a lot more fun if you do. This can be something fun like “My surly Dragonborn rogue loves to dance… but he’s terrible at it.” Something character building “I accidentally killed my pet with Dad’s wand and have sworn never to use magic again.” Or something tragic “My beloved teacher tried to sacrifice me to Orcus during his ascent to Lichdom.”

19) Why are you with these people (the party)?

a. You may not be able to answer this question yet, but think about it when you get the chance. Just because random fate has thrown you together on a quest isn’t usually enough to stick around for the longterm. Does the fey warlock remind you of your lost sister? Do these misguided souls need the influence of your deity to make sure they stay on the proper path? Has the fighter insulted your magic and now its time to show him how powerful you really are?

20) What is your favorite color?

a. Add a splash of color to your character description and background. Does your hardened warrior woman own a menagerie of pink dresses that she would never show anyone? Are you an elf that can’t stand getting yet another green cloak for his birthday? Are you a rogue that really loves wearing black even though it makes you even more conspicuous than you already are?

And now for a few bonus questions.

1) Are you open about your past?

a) Is he an open book, sharing uncomfortable details or stories that make no sense since the people involved are complete strangers to everyone else? Does she say as little as possible and divert the questions cleverly back, hording her secrets? Do you get angry when people ask those questions? Do you make it all up each time you’re asked (Want to know how I got these scars?).


2) Are you in a relationship?

a) Is your character married, widowed, engaged or dating someone back home (or in the party)? Do you chase after wenches and elf princesses despite having promised to be true or are you a proud man-eater leaving a trail of broken hearts and crushed hopes in your wake? Does chastity make up a party of your religion or do you engage in life to the fullest each night you make it back to the inn? Are you looking for the love of your life or have they already passed you by? Are women just a distraction from your true love (battle/magic/money) or are men just dimwitted pigs and you find better companionship among other women?

3) What is your gretest merit?

a) Are you courageous, loyal and true? Charitable and patient? Would you throw yourself into the mouth of Hell to save a friend? Nobodies asking you to be a saint, just a hero.


4) What is your greatest flaw?

a) Are you greedy or vain? Vengeful or murderous. Would you endanger your entire party to accomplish you’re goals or hold debts over their heads to get your way? You’re still a hero but all the best heroes have flaws that humanize them. (Its why nobody likes Superman, and everyone loves Batman)

5) Why do you keep going?

a) When things get rough, when your friends die all around you, when demons pour out of gates to the abyss and nameless horrors scream across the sky… what keeps you going? Is it love? Duty? Vengeance? When you take a sword to the gut what makes you stand up again despite the pain? When its you and 4 others against the world what really goes through your head?

That’s all for now folks. Other articles, a primer on setting changes, new fiction and game announcements for this year are all coming soon.

Also I want to give out huge props to Andrew on his excellent fiction.

-Sam

Sunday, August 24, 2008

Cursed By the Corrigans: Part I

The following is some intro fiction for the Serpent War, in order to help people familiarize themselves with the setting (Otep looks very different in 190 GD than it did in 500 GD) and with some of the characters.

This particular story takes place around the year 160 GD. This is roughly two generations after the Battle of Red Tide, the first uprising spearheaded by the Cult of the Twin Serpent. As retaliation for Red Tide, Gwideon I killed the dark god Dagon--who possessed the soul of a man named Simon Fischer. As a result, the endlessly reborn creature called Drowning Simon is now under Demogorgon's thrall--against his own wishes.

Our story begins on a hot summer day in the south of Otep, in a place never known by winter.

Cursed By the Corrigans

I. The Witch and the Waves


Simon didn't care for the jungles. He was a man of the sea, a place of wind and sun and the smell of salt. The jungles were another matter; constant, oppressive heat and endless shade from towering trees. Simon found the whole place unpleasant and alien; of course, there were those who would say the same of Simon himself, but that was neither here nor there.

A wretch guarded the meeting room Simon had been directed toward. He bore a tattoo of a two-headed serpent on his forehead and a black halberd, probably forged from Cold Iron.

"State your business." demanded the wretch.

Simon's red eyes swept over the man's rust colored robes, shaved head, and sandals, then over his own attire; leather sea boots, seaman's jacket, and the bandanna tying down his pale hair under his captain's hat.

"Well, I ain't here to relieve ya, so's ya best step aside, matey."

At this, the wretch raised the halberd and sneered. "State your business, or I will strike you down in Lord Demogorgon's name!"

"Keep yer voice down, ya damn zealot. I been called here. They call me Drownin' Simon. Now, if ya still want to try strikin' me down, I'd love to see ya try."

The wretch stepped aside, his face blank once again. Simon's hand pulled back from the cutlass that hung from his waste. The temple's marble doors swung open and Simon sauntered in, seating himself on a bench and putting his feet upon on the table in front of him.

"You wear your insolence like a badge of honor, Fischer." came a scathing yet lyrical voice from across the chamber.

"Ay, well, we can't all be whores, Sapphire." said Simon, fishing around in his coat for his cigar case.

Across the room, an achingly beautiful woman sneered at Simon. She wore little more than a corset and tight bodice, with her dark hair falling down to her waste, cropped short above her dark eyes. Most men found her irresistible; Simon knew better.

A male voice spoke next, deep and velvety, the sort of voice that can make the most vulgar curses caress the ears like a sweet lullaby. "We are all in attendance, let us begin."

The voice emanated from a man in a deep red robe with the serpent tattoo on his forehead and again on the back of each hand. Like the wretch outside, his head was shaved. His eyes were completely black, a mark of his station--a prophet of Demogorgon. Simon didn't want to think about what sort of bargain the bastard must have struck for such a position--or what the price had been. The room's only other occupant was a hunchbacked scarecrow of a creature wearing a mask with a long, hooked nose. The creature called the Fletcher of Souls was utterly silent--not even the sound of breathing came from his direction.

"Shall we begin with a prayer of allegiance?" said the Prophet.

Simon lit his cigar in one of the room's torches and took a drag. "We're all here. If we weren't loyal, we wouldn't-a showed up. Let's get this show on the road."

Sapphire scoffed. "Simon, your petulance rivals treason. Men have been killed for less."

"And I'll bet the fear of death was a mark stronger in 'em, wasn't it? Now are we gonna sit around and yammer all day, or are we gonna accomplish somethin'?"

"We shall begin without the prayer." said the prophet. "You have been called here to continue preparations for the Lord's approaching plot. The Headless Witch has seen to it that the Underfolk populace is kept busy with the Grimstone Empire. The Fletcher has removed the chieftains of all the major Orc clans, pushing them into a leaderless frenzy in which they will not pose a significant threat. And Drowning Simon has put the Sea Bulls' flagship at the bottom of the ocean."

"Didn't get that damned bullfish, though." muttered Simon.

The prophet continued. "All commendable feats, and the Lord is pleased with your performance, but your tasks are not yet complete.

"Headless Witch," said the prophet, turning his gaze to Sapphire. "You must tread carefully. Gladin the Blasphemer is rumored to be training recruits in his particular brand of mounted combat--the Lord is sure you recall his brutal efficiency, and wishes for you to prevent such tutelage. Stop him by any means you can--poison the steeds, turn the students against one another, the details mean little. However, the Lord states that Gladin himself must not be harmed in any way--his death would put the Empire on edge, a scenario we cannot afford at the moment. You are also instructed to keep your identity from him for the same reasons. It would be best if outside influence went entirely undetected."

"The dwarf may have a strong arm, but he's always been slow. This shouldn't take long." said Sapphire, staring at her flawless fingernails.

"Indeed. Fletcher, your assignment is the type you are suited to. There is rumor of a cult of devil worshippers outside the city of Ember. Locate them and eliminate them. They have the chance to complicate the Lord's plans."

The hunchback leered forward, and the sound of claws rubbing against one another could be heard.

"As for you, Drowning Simon, your assignment is more complex. There is a chain of islands to the Southeast called the Draelic isles. They swear fealty to Gwideo Empire, but the Imperial presence there is minimal. The entire chain of islands is considered to be an insignificant backwater."

"I know, I been around that area before. Me pearl's a few weeks' sail from the isles." said Simon.

"That is why you have been chosen for this assignment. There is word of nine powerful witches, one on each of the Draelic isles. They are sisters, and most assuredly Fae. They are called--"

"The Corrigans." said Simon, blowing smoke out his nose. "I heard of 'em."

"Yes, the Corrigans. They are powerful witches who, should they choose to take action against our Lord, could prove a sizeable threat. Our information reveals that the eldest sister, Celeidh Corrigan, is their leader and easily the most powerful of the family; without her guidance, the other eight sisters are easily cowed. You must go to the isle called Leinster and deal with Celeidh Corrigan."

"Would that be dealing with words or irons?"

"Whichever. The Lord wants you to bring back either an oath of fealty, or her head. He does not care which, so long as she is dealt with."

"Killin' a witch." said Simon, eyeing Sapphire. "Shouldn't be too hard."

"It wouldn't be, but there is another matter to be dealt with on Leinster. A cult of the Old God Vecna, God of Secrets. They call themselves Secretkeepers. Though Vecna has not been openly worshipped for generations, the Lord thinks that you would understand that living, vibrant gods are not the only ones who can pose threats, yes?"

The image of his late Lord, Dagon, passed through Simon's mind. "And what shall I do with 'em?"

"The Lord is, again, flexible. They must either swear subservience to Lord Demogorgon or have enough of their number killed that they will not be a threat. There is no preference as to which, but by their clandestine nature, they may prove difficult to eliminate with force."

"Anything they do I should know about?"

"They venerate Vecna, and have power over secrets. You can imagine the implications."

"Aye." said Simon, snuffing his cigar out on the table in front of him. "Am I gettin' me new ship, then?"

The prophet smiled. "Yes. In light of your success against the Sea Bulls, the Lord has thought it fit to reward you with the flagship you requested."

"Haha, praise Dagon!"

The prophet's smile vanished. "Praise Demogorgon, indeed."

"Aye, as you like. Is there anythin' else we need to cover, or can we be about our errands?"

"There is nothing more upon which the Lord wishes me to elaborate." said the prophet. "We will close with a prayer and offering to Lord Demogorgon."

The prophet pulled a chain hanging from the ceiling. The great marble doors swung open and a pair of cultists pushed an iron cart through. A young man lay on the cart, chained down and screaming. The prophet withdrew a curved knife from his robe.

Simon noticed that the prayer couldn't be properly heard over the screams of the offering.


*

Simon stood on the dock with fifty odd men of a dozen odd shapes behind him, each of them with a trunk or bag in his possession.

"And what in the name Dagon is that supposed ta be?" Simon growled at boatswain, pointing at the black shape amongst his flagship's masts.

"That," said the boatswain, rubbing his hands, "is the Serpent's Talon! The Lord has recognized that the true strength of the Mobb is in infantry engagements, not prolonged sea battles! This great device must merely be unhooked from the crow's nest and will swing downward, impaling the enemy ship's decks, turning ship-to-ship combat into an infantry skirmish!"

Simon's hand strayed to his sidearm. "It's a two-ton shaft of iron, you witless landlubber! There's nothin' worse to have in your damn sails durin' a storm! Now get it out of my damn ship before I make you a figurehead for me bow!"

"But the tactical advantages it facilitates--"

"Ain't worth it if she's on the bottom of the deep!
You're damn cultists may not be able to handle 'emselves without the earth beneath they feet, but me boys and me sunk everything the Sea Bulls could make float--we don't need no lightnin' rod in order to make us unafeared to cross the ocean. Now get that damn thing down from there."

"I think not." said a voice behind Simon that was all too familiar.

Simon sneered over his shoulder at Sapphire's beautiful form as she waded through his men. She parted them like a prophet walking through a field of the faithful. Simon's blood boiled to see his men fawning over her--unconsciously, his pale skin shifted a shade towards orange, with spots becoming visible along his neck and ears.

"And how the hell does the Headless Bitch think she has the right to tell Captain Fischer what goes in his ship?" growled Simon.

Sapphire smiled triumphantly. "Because Captain Fishmonger agreed to take the ship as-is. Lord Demogorgon wants to see if the Talon is a viable weapon, and you and your crew are his test subjects. Speaking of which, I find it hard to believe that this paltry lot can crew a ship this size."

Simon would begrudgling admit he'd made the same observation. His old ship, Scourge of Shoggoth, had been barely half the size of the new flagship. His crew might be enough to sail her, but not to man her guns.

Simon heard many of his crew murmuring agreement, enthralled by Sapphire's glamers. His hand twitched on the sidearm, while his right hand began to move instinctlively towards the cutlass.

"Luckily for you, Simon, I care enough for the Lord's plans to have accounted for this problem. I have thirty men and women, hand picked and ready to serve."

"And I'm sure every last one of them is ready to sink a dagger into me back as soon as it's to 'em. Get yer damn demon-worshippers out of me hair, Sapphire. I'll pick up some boys along the way. And besides."

Simon spat on her boots. "It's bad luck to have a woman on a ship."

Sapphire sneered and beckoned to one of Simon's men--Blackbeard Ironfist--and the dwarf undid his bandana and began wiping her shoe off. "We both know that killing you doesn't do any good. Let's just say it's in my best interests that your mission succeeds. Besides, if one of us doesn't do the other a good turn sooner or later, we're going to wind up turning our irons on each other instead of those filthy Imperials."

"I don't trust you as far as I can spit, Sapphire. You ain't nothin' but a lyin' whore in me book, and ya know it. But I ain't got time to pick 'em over meself. You send yer boys along, and we'll see if that's worth changin', ya hear?"

"Couldn't agree more." said Sapphire, a smug grin resting on her perfect features. She strode off through the crowd, which parted before her once again.

Simon beckoned to his first mate, a half-breed of mixed human and elven stock who called himself Asrael hands. The aging sailor came over.

"Get the men settled, I'll get the new lot aboard. Start takin' a look at that Talon, see if there's a way we can drop the cursed thing without tippin' the ship over."

"Aye, cap'n." said Asrael. "But ya best get Eddy Brushes out on the side. This ship ain't got a name, and you know an unnamed ship's bad luck."

"Aye, so it is."

"Any idea what you'll call her?" asked Asrael.

"I think I got an idea." said Simon, looking at the Talon among the masts.

*

The Cursor pulled up her anchor and set sail the next morning, as the sun rose. Simon stood at the front of the flagship, the twin serpent design flying beneath a larger flag bearing Dagon's symbol, a pair of black eyes beneath a finlike crest.

Around one in the afternoon, Simon called the Chaplain Sapphire had installed into his cabin, where they had a serious discussion that lasted more than an hour. In it, the Chaplain, a man named Hayt, contradicted Simon and challenged his leadership no less than eleven times. At sunset, Simon forced Hayt down a plank of wooden built into the side of the Cursor for just such a purpose, informing the crew that questioning his authority would not be tolerated.

The rest of the journey to Leinster was uneventful.

Snake Eyes: Favored Class Equivalencies

Most races in the game use one of the 11 core classes for their favored class. This works fine in theory, but many non-core classes mesh together very well, prohibiting non-humans from making good use of certain builds. The following are equivalencies for non-core classes based on your race's favored class. In order to make this more open-ended, rather than less, if your favored class is any of the following, it's of its equivalent classes as well. I went from thematics over mechanics in assigning these, because I found that route more interesting. If your race already has a non-core class, just find what it equates to.

Barbarian
(Self-taught characters and untrained brawlers)
-Wilder (Expanded Psionics Handbook)
-
Soulknife (Expanded Psionics Handbook)

Bard
(Performers, motivators, and talkers)
-Hexblade (Complete Warrior)
-
Beguiler (Player's Handbook II)
-
Marshal (Miniatures Handbook)

Cleric
(Servants of a higher power)
-Ardent (Complete Psionic)
-Binder (Tome of Magic)
-
Dragonfire Adept (Dragon Magic)
-
Favored Soul (Complete Divine, Miniatures Handbook)
-Warlock (Complete Arcane)

Druid
(Servants, but not of deities)
-Dragon Shaman (Player's Handbook II)
-
Healer (Miniatures Handbook)
-
Spirit Shaman (Complete Divine)
-
Shugenja (Complete Divine)

Fighter
(Career warriors and the highly trained)
-Samurai (Complete Warrior)
-
Warblade (Tome of Battle: The Book on Nine Swords)
-
Psychic Warrior (Expanded Psionics Handbook)
-
Duskblade (Player's Handbook II)

Monk
(Wise warriors)
-Ninja (Complete Adventurer)
-
Swordsage (Tome of Battle: The Book of Nine Swords)

Paladin
(Champions of a cause and protectors of the weak)
-Crusader (Tome of Battle: The Book of Nine Swords)
-
Divine Mind (Complete Psionic)
-
Knight (Players' Handbook II)

Ranger
(Warriors comfortable in the woodlands)
-Scout (Complete Adventurer)

Rogue
(Sneaks, scoundrels, and thieves)
-Factotum (Dungeonscape)
-
Lurk (Complete Psionic)
-
Spellthief (Complete Adventurer)

Sorceror
(Specialized magicians with limited training)
-Warmage (Complete Arcane, Miniatures Handbook)
-
Dread Necromancer (Heroes of Horror)

Wizard
(Bookworms with power)
-Archivist (Heroes of Horror)
-
Artificer (Eberron Campaign Setting)
-
Psion (Expanded Psionics Handbook)
-
Truenamer (Tome of Magic)
-
Wu Jen (Complete Arcane)