http://wiki.faxcelestis.net/index.php?title=Special:Contributions&feed=atom&target=MikeLemmerFax Encyclopedicus - User contributions [en]2024-03-29T12:13:06ZFrom Fax EncyclopedicusMediaWiki 1.15.1http://wiki.faxcelestis.net/index.php?title=Immigrants_Experience_%26_LootImmigrants Experience & Loot2009-10-20T00:32:05Z<p>MikeLemmer: </p>
<hr />
<div>==Current XP==<br />
XP gained up through Session 59.<br />
<br />
Party XP: 13,000<br />
<br />
Level 9 at: 16,500 (3,500/3,500xp left)<br />
<br />
===Kid===<br />
*419g (held by Canter)<br />
*Autumn Harvest Totem +2<br />
*Amulet of Health +1<br />
*Hide Armor +2<br />
*Dynamic Belt<br />
*Boots of Spider Climbing<br />
<br />
===Talia===<br />
*1769g<br />
*Boots of Eagerness<br />
<br />
==Loot to Divvy==<br />
None</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Encyclopedius_LemmusEncyclopedius Lemmus2009-10-19T23:35:39Z<p>MikeLemmer: </p>
<hr />
<div>=Immigrants=<br />
<br />
Our current version: [http://www.rptools.net/download/zip/maptool-1.3.b59.zip 1.3.b59]<br />
<br />
[[The Immigrants PCs]]: Descriptions of the PCs in The Immigrants Campaign.<br />
<br />
[[Immigrants Geography]]: Summary of the areas around Verra.<br />
<br />
[[Immigrants Factions]]: Summary of the important groups & NPCs met so far.<br />
<br />
[[Immigrants Timeline]]: Okay, what happened when again?<br />
<br />
[[The Immigrants NPCs]]: Information on the NPCs in The Immigrants Campaign.<br />
<br />
====Homebrew====<br />
<br />
[[Immigrants Experience & Loot]]: Experience & loot gained.<br />
<br />
[[Immigrants PC Races]]: Racial bonuses for PCs.<br />
<br />
=Archives=<br />
<br />
[[3E Immigrants PC Races]]: Racial bonuses for PCs.<br />
<br />
[[Occult Hunter]]: A ranged class that uses holy power to fight her belief's enemies.<br />
<br />
[[Scale Seasons]]</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Immigrants_FactionsImmigrants Factions2009-10-12T17:57:21Z<p>MikeLemmer: </p>
<hr />
<div>==Nation of Verra==<br />
A new island nation led by a former adventurer. Lenient towards adventurers and the more exotic races. <br />
* Malik: Human wizard, former adventurer, current governor of Verra. Recently gave the party permission to "go rogue" to undermine the Vostan Empire's efforts without pulling Verra into a premature war with them.<br />
* Lillindra: Drow priestess, follower of Elistraee, Malik's advisor & fiance.<br />
* Saveta: Half-dragon cleric of Bahamut, leader of the local Church of Bahamut.<br />
* The Irregulars: Adventurers company set up by the government. Provides adventurers with jobs & some law enforcement privileges.<br />
<br />
==Vostan Empire==<br />
A distant, powerful nation whose state religion worships Zarus, deity of human superiority. Not known for treating non-humans well. Recently, they've taken an interest in the area around Verra, sending their navy to help their new ally Dolghan win their war against Balinas.<br />
* Two Vostan ships attempted to bring a group of cursed drow to the Devil's Mouth in Verra. The party stopped that plot and hijacked the ships.<br />
* The Vostan ambassador to Verra is involved with a plot to sabotage New Dallos using dopplegangers, gunpowder, stirge eggs, and infernal rituals. The party has currently killed a few dopplegangers associated with him, hijacked his ship, stole a few crates from him, and is busy moving in for the final blow.<br />
<br />
==The Aristocrats==<br />
Materially rich, morally bankrupt scoundrels & ruffians. Run a criminal empire of hedonism from their mansions.<br />
* An Aristocrats group tried to kill a scholar in Creol to nab his book on ancient history. The PCs stopped them.<br />
* An Aristocrats group ran a slave ring out of a mansion in New Dallos until the PCs interfered.<br />
* It seems the Aristocrats are somehow involved with the Vostan ambassador's sabotage attempts in Verra. The ambassador seems to frequent one of their mansions.<br />
<br />
==Lost City of Avantum==<br />
An underwater city near Verra, home to powerful mages. Talia's birthplace.<br />
* Maria: Avanti spy & summoner assigned to New Dallos. Attempted to forcibly capture Talia & failed miserably; later freed by the party when she swore to help them unravel the Vostans' plans. Currently reluctant ally to the party.<br />
<br />
==Devils==<br />
Seem to be working with the Vostans. Why they are is unknown.<br />
* Devil's Mouth: A currently inert portal to the Nine Hells on the isle of West Verra. Considered extremely dangerous; a holy order attempted to watch over the portal, but it was destroyed after only a few years. The Vostans appear to have an interest in the portal and even have a forward base on West Verra.<br />
<br />
==Followers of Lolth==<br />
An enemy in the shadows. Despise the drow that escaped to Verra.<br />
* On the party's first adventure together, they stopped an attempt to sabotage a festival in Creol and pin it on the escaped drow.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Immigrants_GeographyImmigrants Geography2009-10-12T17:43:37Z<p>MikeLemmer: </p>
<hr />
<div>[http://images.community.wizards.com/community.wizards.com/user/jeffgroves/large/6e1506aab6c36d98e6d58e58365c022c.png?v=163800 Map of the Region]<br />
==Verra==<br />
<br />
An infant nation founded by a legendary group of adventurers, Verra has turned into a haven for exiles and an opportunity for anyone looking for some quick coin. Verra consists of a large island, a smaller western island (West Verra), and archipelagoes to the north & south.<br />
<br />
Much of the nation is still uncivilized, having just been cleared of dragons and hostile tribes. The population centers are clustered around [[Calipor]] (capitol, under construction) and [[New Dallos]] (primary port, trade center). Farms have sprung up on its western island & spreading south along the frontier into the [[Grasslands]], where wandering tribes of half-orcs, gnolls, and goblinoids skirmish. The [[Dusk Woods]], nestled against the [[Boneridge Mountains]], have become a haven for drow exiles adapting to life aboveground.<br />
<br />
Almost all of Verra's trade passes through New Dallos on its way to Creol (in Balinas) and Lira (in Fayune).<br />
<br />
====Founders====<br />
Verra was founded by an adventuring party that stopped a devilish plot to conquer the world at Devil's Mouth in West Verra. The party established Verra mainly because there was no place they could settle down together comfortably. They were, by their own admission, a party of half-breeds: a half-elf, a half-dragon, a half-orc, and a half-foreigner. Their beliefs have made Verra more representative & less feudalistic than its neighbors and attracted a diverse range of races.<br />
<br />
The party recently learned the founders had a 5th member, unknown to the outside world, who died in the battle at Devil's Mouth. The 5th member was Nu's half-fiend son. He's commemorated by an unnamed statue outside of the Irregulars HQ; most people mistake it for an angel.<br />
<br />
===New Dallos===<br />
New Dallos is Verra's largest city, current seat of government, and main travel/trade hub. Built beside, on top of, and beneath a seaside cliff, New Dallos is divided into 3 sections:<br />
* '''Topside:''' The most well-off section. Home to the Church District, the Elven District, and The Park.<br />
* '''Seaside:''' The largest section, nestled between the ocean and the cliff. Home to the docks, the Market, the Government District. Most of New Dallos's low- & middle-class live here.<br />
* '''Underside:''' A cavern underneath the cliff expanded by the dwarves, drow, and other underground denizens of New Dallos. The Dwarven District is well off, but the rest of it is home to some of the poorest & most vicious citizens of New Dallos. On the flip side, some of New Dallos's best guards and Irregulars came from here.<br />
<br />
New Dallos has one of the most diverse populations known, filled with exiles, refugees, and "monstrous races" looking to make a new home for themselves. It's said that if a race can be civilized, there's a member of it living in New Dallos. New Dallos also has one of the highest concentrations of adventurers in the civilized world. Adventurers are used to the racial diversity, appreciate the variety of services & goods available, and enjoy the lack of feudalistic rules and landed nobles lording over them. Even adventurers from other countries regularly visit New Dallos. Most of New Dallos's adventurers are also members of the Irregulars. <br />
<br />
====Irregulars====<br />
A network of adventurers sanctioned by Verra's government. Irregular benefits include:<br />
* Banking, storage, and healing services<br />
* Notification of odd jobs & requests for adventurers<br />
* Limited law enforcement powers<br />
* Legal ownership of any loot acquired (with a few exceptions)<br />
<br />
Irregulars are given a lot of freedom in their methods; they have no duty to the network, merely responsibility. The founders realized most adventurers would wither under the laws, regulations, and duties that guards & soldiers follow. There are no mandatory duties; all jobs are optional, with benefits measured by a member's accomplishments. Members are only kicked out if they break the Irregulars's First Rule: "Do no evil."<br />
<br />
The Irregulars is still a fledgling network made of the most cunning, aggressive, and motivated individuals in Verra. New incidents & grey areas in the Irregulars's guidelines seem to crop up every month.<br />
<br />
===Calipor===<br />
Verra's soon-to-be capital is still under construction. Smaller and more serene than New Dallos, the government plans to move there within a year.<br />
<br />
===Dusk Woods===<br />
The Dusk Woods, south of New Dallos, are quickly being settled by the new drow exiles moving to Verra. A recent "prank" by the original pixie inhabitants of the forest have left relations between them & the drow strained.<br />
<br />
===Boneridge Mountains===<br />
The Boneridge Mountains were once home to a large number of warring evil dragons considered gods by the neighboring tribes. Now that most of them are wiped out, the Boneridge Mountains are home to a large number of kobolds & stubborn dwarven mining operations.<br />
<br />
===Eastern Desert===<br />
Just southeast of New Dallos is a small desert formed by the Boneridge Mountains. It is not settled and rarely traveled; travelers often disappear in it. Rumor is they missed a dragon in it.<br />
<br />
===The Grasslands===<br />
The southern part of Verra is still wild, home to marauding tribes of goblinoids, gnolls, and other savage humanoids. A friendly half-orc tribe recently moved down here to help keep them in line, with help from the gith of the Toppled Peak.<br />
<br />
====Toppled Peak====<br />
A major planar aberration from the same event that created the Devil's Mouth, the Toppled Peak is githzerai monastery that was wrenched from Limbo and deposited here on its side a couple centuries ago. The githzerai monastery has rebuilt and turned into a haven of martial & psionic prowess. The surrounding tribes regard it with fear & awe. Malik's party used it as a base of operations while they were investigating Devil's Mouth; it remains a staunch ally of Verra in the wild South.<br />
<br />
===West Verra===<br />
A verdant island suited for farming & grazing, marred by the...<br />
<br />
====Devil's Mouth====<br />
A volcanic peak transplanted to this world from the Nine Hells in some epic planeshift centuries ago. An archdevil once tried to harness its infernal power & natural connection to the Nine Hells to conquer the world; Malik's party stopped him, saving the world and setting the stage for Verra's founding. Now numerous churches have shrines & branches established here, attempting to keep its infernal influence to a minimum.<br />
<br />
According to the Planar Rule of Three, Devil's Mouth & Toppled Peak should have a sister site near Verra ripped from a neutral good plane. No such site has been found yet.<br />
<br />
==Islands En Route to Verra==<br />
A sparse archipelago connects Verra to the mainland. It's spotted with independent ports on good terms with the neighboring countries.<br />
<br />
===Izagora===<br />
A trading port halfway between Creol & New Dallos. A popular outfitting stop for travelers.<br />
<br />
===Havenfar===<br />
A small port & pirate town near Izagora. When the PCs visited here, they freed the town from giant spiders, uncovered a pirate treasure, saved the town's aranea population from death from the spider eaters, and dumped its corrupt mayor into the ocean.<br />
<br />
==Balinas==<br />
<br />
Balinas is known for its fertile farmland & the vast marshlands surrounding [[Creol]], its major port city. Balinas has an uneasy truce with the lizardfolk who used to rule the marshlands. Balinas is friendly towards Verra & Fayune, and is currently waging (and winning) a war against Lecia. Balinas is also hostile towards Dolghan, who they suspect of aiding Lecia.<br />
<br />
==Fayune==<br />
<br />
An elven colony established centuries ago on the forested peninsula. Remote even by elven standards, it was considered a backwater region by the elven homeland until Verra was established. The subsequent waves of goods and travelers have turned [[Lira]], its main port, into a boomtown. Fayune is friendly towards Balinas & on good terms with Verra, although they have expressed displeasure at the recent influx of drow entering Verra.<br />
<br />
==Dolghan==<br />
<br />
A mountainous dwarven nation to the north, it stands above one of the largest entrances to the Underdark & has a proud heritage of fighting off attacks from below. It provides most of Verra's minerals. Many of the Underdark exiles heading to Verra also pass through Dolghan, slipping through cracks in the dwarven defenses; Dolghan hasn't had a problem with shipping them off to Verra instead of imprisoning them so far. Dolghan is allies with Lecia & trades with Verra.<br />
<br />
==Lecia==<br />
<br />
The rocky, hilly coastland of Lecia is dominated by independent city-states that band together for mutual defense in times of war. Descendents of Hahnol's nomads, they rely on the sea for sustenance and the mountains for defense. Lecia is currently at war with Balinas. They lost some land to Balinas' larger armies before fighting them to a standstill in the mountains. Most of Verra's human and gnomish residents came from Lecia; Lecia had the largest gnomish population in the area before Verra was established. They are allied with Dolghan & friendly towards Verra, sharing many of their ideals. They distrust Fayune for their support of Balinas, but have tolerated them because they control the trade routes to Verra.<br />
<br />
==Hahnol==<br />
<br />
The oldest human nation in the region, Hahnol was dominated by tribes of nomadic horsemen for a thousand years. Although the Nebiros Empire conquered them a few decades ago, they have left the Hahnolans alone for the most part. Hahnol's nomadic tribes are a mixture of humans and halflings. Hahnol is a stalwart ally of Lecia due to their common past. Hahnol is also on good terms with Verra; combined, Hahnol & Lecia account for almost all of Verra's human/halfling residents.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=The_Immigrants_PCsThe Immigrants PCs2009-10-12T17:06:54Z<p>MikeLemmer: </p>
<hr />
<div>=Active=<br />
<br />
==Canter (X), Doppleganger Exaltant (Nuathi)==<br />
====Description====<br />
<br />
Doppelgangers defy description, and X is no exception. If it has a real name, sex, height, ''whatever'', that's not known at this time. It does seem to have an ethereal body double, referred to colloquially as "Bright". Bright inhabits the same space as the doppelganger, for the most part. Both it and Bright exude an oft varying brightness of white light.<br />
<br />
There are two forms commonly associated with your friendly neighborhood doppelganger:<br />
<br />
Canter Born is a bemused seeming half-elf wanderer. He stands just under six feet and has a light complexion with matching fair hair, receding though it is. He is clad in traveler's finery and a brigandine with dark iron studs. He wields a heavy slab of a sword with a casual feel.<br />
<br />
Sophia Adulsturm is, as she will commonly point out, "third generation Lecian nobility". An exceeding tall human, this cigar smoking woman struts with confidence in dark brigandine under an unclasped olive reefer jacket with riding breeches and tall boots. Her rippled, chestnut locks and a black fedora contrast her light face and bright, constant smile.<br />
<br />
====Style====<br />
<br />
X likes to take a place in the shadow of leaders. He knows the score, and knows how to effectively use his resources. It's a rare instance for him to make his stance on matters known directly. He will, however, take any opportunity presented to point out any flaws in another's reasoning, generally using choice terms such as 'quite moronic' and 'ignorantly stupid'. Around friends he tends to speak more frankly about his views on living and killing, although he finds it difficult to voice many of his own ideas, as often he is at odds with the public consensus. He tends to be awkwardly verbose, sometimes phrasing sentences oddly and interjecting uncommon words.<br />
<br />
He has not revealed to anyone if Bright is a product of his own abilities, or a separate entity connected to him. Bright tends to the same emotive styles as X, but is often far more confrontational.<br />
<br />
X is openly anarchistic, and will take any road presented that leads to greater freedoms for those around him. Beyond the fact they'd just prefer him dead, this is the source of his staunch opposition of Vosta and the followers of Zarus, who would seek freedoms for humans only.<br />
<br />
====Backstory====<br />
<br />
It is known that he lived in Lecia for a long time before coming to Verra, but beyond that is quiet and bland mystery.<br />
<br />
====Connections====<br />
====Goals====<br />
<br />
==Kid, Elven Druid (WolfKrakow)==<br />
====Description====<br />
====Style====<br />
====Backstory====<br />
====Connections====<br />
====Goals====<br />
<br />
==Lykaon, Fire Genasi Monk (Rilmani)==<br />
====Description====<br />
====Style====<br />
====Backstory====<br />
====Connections====<br />
====Goals====<br />
<br />
==Megara Senbravii, Fartouched Warlock (Shiny)==<br />
====Description====<br />
A vaguely humanoid figure. She- it's unmistakably a she from the stride, though there's not much by way of curves- looks to be either costumed as a Brachina...or actually one. Her hair's flawless, and her couturier is likely to cost more than most people's houses; even as you watch, a stray lock is pushed back into place by an unseen hand. She flexes her arms, which are wrapped in a disconcertingly fleshy stole- it looks like she might have ripped it off a nastier, more tentacle-intensive fiend. She's grinning, and her teeth are...awfully pointy.<br />
<br />
The purplish 'stole' Megara was wearing resolves itself into a pair of waving tentacles; they stay relatively close to her sides, but they're quavering like snakes.<br />
<br />
====Style====<br />
M. Senbravii will be more or less evenly enhancing her abilities as a Rogue, with a possible detour into the Streetfighter definition class, and her talents as a Totemist.<br />
<br />
Upon qualifying, she will take levels in Umbral Disciple, peaking at level three (after gaining embrace of shadow).<br />
<br />
Further, Megara will be taking levels as a Kensai (her tentacles being her signature weapon) upon qualifying, and, with occasional Rogue dips, will be advancing that prestige class to completion.<br />
<br />
====Backstory====<br />
Megara Senbravii is best and most widely known as a prosperous and painstakingly scrupulous dealer in tea leaves, spices, and occasionally in fabrics. She is known to be native to Lecia, and indeed, her present name is that of a minor, extinct house of yeoman rank. M. Senbravii has, however, spent much of her life in Balinas, and considers it her true homeland.<br />
<br />
Further inquiry will likely turn up the odd fact that Megara was, before her sailing and trading career and the short and unsung adventuring career that preceded that, associated with the noble Balinasi house of Bael Berath, known locally as the Kraken Knight. It may be assumed that his estates at Batterstone Point, known to be a haven for free riders and knights-errant, were the site of her introduction to archery, horsemanship, and acrobatics.<br />
<br />
In the face of questions about her unusual appendages, M. Senbravii is likely to reply to the effect that they represent a rare and possibly unique blessing from one or more divine powers associated with the sea; she cheerfully admits that their exact nature is unknown, to her or, indeed, anyone else.<br />
<br />
There is little sign that Senbravii intends to continue her trading career- at least, from where she left off; apparently, the lure of adventure, or of new markets, grew too strong. To all appearances, she has left behind most of her previous wealth, and taken no pains to travel 'in style'. Those who have met Megara, but do not know her well, generally remark most on her attention to detail and propriety, her striking looks, and her tentacles.<br />
<br />
====Connections====<br />
Megara Senbravii still retains a network of correspondence, albeit a far-flung one once she arrives in Verra, with various merchants, suppliers, and brokers in the commodities she is accustomed to trade.<br />
<br />
In addition, frequent visitors to Batterstone Point and sailors on the ''Bitterblack'', the ''Fourth Hand'', and the ''Kraken's Favor'' will likely recognize Megara, by name if not by sight. The former would likely respond to Senbravii, while the latter would recognize Megara Whiteleaf- her trade sobriquet.<br />
<br />
====Goals====<br />
M. Senbravii's stated goals are entirely mercenary; she is seeking to re-establish her business here, with the aid of funds gained by adventuring, and also to somewhat curb the chaotic practices reputed to be the norm in Verra's economy.<br />
<br />
Privately, Megara is not at all averse to a little adventure, or a chance to improve the subtle machinations of justice in favor of the innocent.<br />
<br />
Ultimately, M. Senbravii de Berath hopes to regain the full right to certain names she assumed in days long past, and the full regard of certain hearts, whether by deed or by word. She also hopes to learn somewhat of what power, precisely, is responsible for her unusual physiology and her equally rare talents.<br />
<br />
==Nusharukh, Erinyes Incarnist (Reina)==<br />
====Description====<br />
Nusharukh of the 16th legion, or preferably Nu, is a figure of subtle shifting forms - hiding what she is from the fear that she may have to injure something in defense. Her normal, proper, form is an Erinyes, a tall silken tan skinned devil, with long black hair of immortal perfection, a delicately beautiful face with aberrant yet spectacular eyes showing a red sclera with an almost slit black pupil and no iris. Extending from the muscular just below where a shoulder blade would start juts a dark navy fleshed bone structure with a dark webbing base forming up and layered with black feathers, providing a nearly angelic sight twisted by the subtle vile taints of something else. The rest of her bodily form is graceful, hairless, and of a diva shape just beyond the grasp of womanly when uncovered.<br><br />
Nu is clothed in a fashion as to declare warrior while keeping seductress in part. Her gray and blue laden leathers cover most of her figure while still providing a form fit and leaving her collar, shoulders, and arms exposed (of which have natural appearing tattoo like markings in blue). Fitted neatly in two small hook loops with a leather strap rests a longbow against her back, the shaft of the bow tilted in such a way as to rest under and not disturb her left wing. Nu's quiver is led by her left side of her lower back, adjusted forward for quick access by her right hand. Upon a belt strap hugging just above the waste and leaning towards her right is hooked a small bag of holding.<br />
====Style====<br />
Nu is a born aggressor, commander. She applies the ideas of her devil legionnaire and battlefield commander life inside the mortal thoughts of benefit of the group rather than the benefits to a lord. To do so she is mostly defensive, providing behind the fray arrow fire (literally, usually) with group movement adjustments, insight, and healing. When things turn towards the negative, she will not falter in providing herself as a distraction and moving light tank as to pull attention away from others if only for a moment. With all of this, however, she leans to prefer to not having to do any of the above, keeping with the devilbased ideas of pressing (though less tricking for such) others in to her tasks to avoid the conflict, or applying her unnatural charm as a pleasure devil in order to best remove the chance of immediate battle.<br><br />
With her ease of being more accepted openly as well as more familiarity with the group, she is slowly working herself as the diplomatic speech figure - or at the very least, bluffer - of the group.<br />
====Backstory====<br />
Nu, is a 'risen' Erinyes born to one of the original fallen 1184 mortal years prior to the current events.<br />
====Connections====<br />
====Goals====<br />
<br />
==Talia, Water/Storm Genasi Spellsword (Phoekun)==<br />
====Description====<br />
====Style====<br />
====Backstory====<br />
====Connections====<br />
====Goals====<br />
<br />
=Backup=<br />
<br />
==Chris: Alanar, Drow Druid==<br />
====Description====<br />
He is dressed in a robe stitched together from various skins, and holding a quarterstaff. A hawk is perched on his shoulder. He stares out over the sea, a look of wonder on his face.<br />
<br />
====Advancement Plan====<br />
====Backstory (Public OOC Knowledge)====<br />
====Connections====<br />
====Goals====<br />
<br />
==Fax Celestis: Astraea Theodosia, Silverbrow Human Dragonfire Adept==<br />
====Description====<br />
A human woman--well you can assume she's human, but she's got something vaguely...draconic about her--carrying a longspear.<br />
<br />
====Advancement Plan====<br />
*searching for PrC.<br />
====Backstory (Public OOC Knowledge)====<br />
====Connections====<br />
====Goals====<br />
<br />
==Roland: Bellflower, Pixie Beguiler==<br />
====Description====<br />
She appears as a two and a half foot tall pixie, floating off the ground. She's incredibly beautiful, and pouting at the mean man.<br />
<br />
====Advancement Plan====<br />
As far as I know right now, Bellflower will continue to take Beguiler levels all the way. I'm actually open to a change of direction dictated by the roleplaying, but for now the plan is Beguiler 20.<br />
<br />
====Backstory (Public OOC Knowledge)====<br />
Her fortune, as told by Madam Ann, includes, "A smoldering ember bursts to life and warms the soul, but an old flame burns everything it touches."<br />
<br />
====Connections====<br />
====Goals====<br />
<br />
==Emerald: R'ol Grehr, Gnoll Warblade==<br />
====Description====<br />
R'ol himself is a tall figure, towering even despite being hunched lower. Ruddy fur with a suggestion of red covers all but darker feet and hands, and a pair of sharp yellow eyes and some sharp teeth are the only points of real brightness on his body.<br />
<br />
====Advancement Plan====<br />
R'ol will progress as a pure warblade, barring me finding any attractive prestige options. Most of his skill points are going into his warblade skills, but Diplomacy has a high focus, as does taking cross-class ranks of Sense Motive.<br />
<br />
Emerald also mentioned R'ol might switch to Crusader if in-game events lead him towards it. '''-Mike L.'''<br />
<br />
====Backstory (Public OOC Knowledge)====<br />
R'ol was a member of a breakaway tribe of gnolls attempting to find a less warlike life. For all his young life, R'ol has been a defender of the splinter faction. From both the gnolls they had left behind to the more(-or-less) civilized races attacking them out of mistrust, he's spent a good deal of his existence fighting. No matter where they wandered, the tribe met hostility and just as much violence as they ever had. <br />
<br />
One day, he woke up, rolled over, and said "fuck that." <br />
<br />
He confronted their chieftain that day, making a bid for leadership. The newborn nation of Verra represented a chance, R'ol had claimed. If they could join while it was in its infancy, establish themselves as trustworthy assets to the country, they might have allies and a chance at the life they were looking for. The chief would have none of it. <br />
The fight wasn't close, but it was closer than many had expected. R'ol had managed to impress upon some that his plan might work, and so the tribe split yet again. Led by R'ol, a handful of gnolls struck it out for Verra. While his people establish their homeland, R'ol has taken to the front lines, seeking to win honor and acceptance among its leaders--or at the very least, a place his kind could call their own.<br />
<br />
As for what his tribe's called, he's not telling. They forsake their traditional compound name when they abandoned their vicious ways.<br />
R'ol's history has been painted as a "success story" for Verra, and so made more-or-less public knowledge. (Note: I need to check with Mike on this, but I would say it would be given with a DC 10 knowledge: local about Verra, or a DC 15 knowledge: history.)<br />
<br />
====Connections====<br />
R'ol left his tribe, nomadic gnolls living on the plains on the uncivilized edges of Verra, but not on unfriendly terms. They remain in contact with the Verra faction. <br />
Nearer to the population centers, a few dozen of the gnolls begin to lay the foundation of their new home. As an unlikely representative of the group, R'ol has volunteered himself into service for their continued existence within Verra. He maintains some government ties as their chieftain-sort-of. The faction itself defers to R'ol, something that he isn't entirely comfortable with.<br />
A few of the warrior gnolls work like R'ol, but most guard the tribe's children and noncombatants. <br />
<br />
====Goals====<br />
First and foremost, R'ol wants to establish a safe location his tribe can live in peace.<br />
He would like to reunite his splinter with the rest of his tribe eventually by showing them Verra's their best chance.<br />
On top of his wish to preserve the tribe, he also finds himself more and more emotionally involved in Verra's ideals as they ring very close to his own. He wants to see it prosper.<br />
Finally, he has some personal ambitions and would enjoy a title of some order.<br />
<br />
==Korot Proudfist, Minotaur Monk (Urch)==<br />
====Description====<br />
====Style====<br />
====Backstory====<br />
====Connections====<br />
====Goals====<br />
<br />
==R'olf (Jim)==<br />
====Description====<br />
Rolf is a human male in his early forties of Balinian ethnicity. His shaved scalp sports tattoos of iridescent, arcane writing that most magically inclined people can’t read. His face is craggy and weathered, making him appear older then he really is. He lost his right eye some time ago and covers the wound with an eye patch that has a stylized eye embroidered on it. His one remaining eye is blue which has a mischievous glint when he smiles. The man’s chin features a sandy coloured goatee which is forked into two braids. Rolf carries with him a battered but serviceable spear that he uses as a walking stick and sometimes for defense. His leather armour is intricately tooled and may have some spells engraved upon it. A large, leather bound book hangs from a steel chain shoulder strap and his belt is covered with various pouches and small trinkets which hang from it.<br />
<br />
====Style====<br />
<br />
Rolf prefers to hit first if he knows a fight is unavoidable or desirable. His training has provided him with many devastating spells that can lay waste to large areas. He prefers to act as artillery, letting more heavily armoured fighters screen him from the enemy.<br />
<br />
====Backstory====<br />
<br />
Rolf Bolduc, “The Duke” as his fellow Balinian soldiers called him, is the son of blacksmith Aurelien Bolduc and his wife Clairie. He left his rural village at the age of eighteen to enlist in the Balinas Royal Army which was fighting a stagnating war with the neighboring land of Lecia. He left behind his family and childhood love, Amélie, whom he would always remember later in life.<br />
<br />
At the Balinas military academy, instructors discovered an aptitude for magic and placed him in the armies War Mage School, to serve as heavy fire support to foot soldier units. Upon completion of his arcane training, the school instructors tattooed the customary oath of a Balinas War Mage onto his skull. The tattoo serves as both a reminder of his duty and a means of executing him, had he turned his spells on his countrymen.<br />
<br />
His oath tattoo reads thus:<br />
<br />
I, Rolf Bolduc, do solemnly swear to bear true faith and allegiance to the nation of Balinas, and to serve my lord honestly and faithfully against all their enemies or opposers whomsoever, and to observe and obey the orders of the King of Balinas, and the orders of the officers appointed over me, according to the articles of war. I pledge this until such time as my lord release me or death take me.<br />
<br />
Rolf signed the customary service contract most soldiers agreed to, 20 years of combat duty at the end of which he would be given a remittance to retire on. What most men did not know when they signed was that roughly only 1 in 20 lived to see their contract discharged. During his service his father died after a long illness and his mother soon after to grief. At the age of thirty-eight, Rolf had served his full tour of duty and his tattoos wards were deactivated when he received his discharge.<br />
<br />
He then spent the next five years traveling the length and breadth of the world before venturing to Vera.<br />
<br />
====Connections====<br />
<br />
Being a former member of the Balinas Army, Rolf has many friends and contacts within that organization as well as a wealth of former comrades in arms who have retired like him.<br />
<br />
====Goals====<br />
<br />
Rolf has no particular goals besides to travel and see the world. Since he has no other trade then soldiering, he often acts a mercenary to earn money, although he has never taken a job he felt was immoral.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Immigrants_PC_RacesImmigrants PC Races2009-10-12T08:00:18Z<p>MikeLemmer: </p>
<hr />
<div>The Immigrants PCs' races modified for 4E. Since we're using some exotic races, these races are more powerful than the PHB's default races. I've assigned point values like this '''(3 pts.)''' to certain racial traits (besides the attribute & skill bonuses) to show how powerful & useful I think that trait is. I tried to balance the races aiming for a total of 10 points worth of traits each.<br />
<br />
==Doppleganger==<br />
*+2 Int, +2 Cha<br />
*+2 Bluff, +2 Insight<br />
*Languages: Common, choice of two others '''(1 pt.)'''<br />
*Move 6<br />
*+1 Will Defense '''(2 pts.)'''<br />
*1 Bonus Training in Any Skill '''(2 pts.)'''<br />
*Shapechange '''(2 pts.)''': As MM p.276<br />
*Dilettante '''(2 pts.)''': As half-elf trait, PHB p.42<br />
*Shapeshifter Feint '''(1 pt.)''': <br />
**Encounter, Minor action, one adjacent enemy<br />
**Cha +2 vs Reflex; on hit, you gain combat advantage against that enemy until the start of your next turn.<br />
<br />
==Erinyes (Risen)==<br />
*+2 Dex, +2 Cha<br />
*+2 Bluff, +2 Diplomacy<br />
*Lanuages: Common, Supernal<br />
*Move 6 (Fly 6) '''(5 pts.)'''<br />
*Normal Vision<br />
*Resist Fire 5+one-half your Level '''(2 pts.)'''<br />
*Shapechange '''(1 pt.)'''<br />
** At-will, Polymorph, Minor action, Personal<br />
** You can alter your physical form to take on the appearance of any mixture of yourself and a specific Medium or Small humanoid, including a unique individual. You can change which specific humanoid you can disguise yourself as once per day.<br />
*Seduction '''(2 pts.)'''<br />
** Encounter, Charm, Minor action, Ranged 5, 1 creature<br />
** Either '''A:''' gain a +5 bonus to your next Diplomacy or Bluff check against the target this encounter, or '''B:''' make a Cha +2 vs Will attack against the target. On a hit, the target can not make an attack that includes you until the end of your next turn. Increase bonus to +4 at 11th level & +6 at 21st level.<br />
<br />
==Fartouched (Human)==<br />
*+2 Con, +2 Int<br />
*+2 Arcana, +2 Intimidate<br />
*Languages: Common, Deep Speech<br />
*Move 6<br />
*Low-Light Vision<br />
*Water Breathing '''(1 pt.)'''<br />
*Tentacle Infusion: Her tentacles can absorb the magic bonus and properties of a melee weapon's residuum through a modification of the Disenchant Magic Item ritual.<br />
*+1 to Attack Rolls against Bloodied targets '''(1 pt.)'''<br />
*+1 Will defense '''(2 pts.)'''<br />
*1 Bonus feat '''(2 pts.)'''<br />
*Tentacle Lash '''(2 pts.)''':<br />
**Encounter, Weapon, Minor action, Close burst 2, all enemies in burst<br />
**Con vs AC; on a hit, 1[W]+Str damage to target. Damage increases to 2[W]+Str at 21st level.<br />
*Breathless Gaze '''(2 pts.)''':<br />
**Encounter, Psychic, Minor action, Ranged 5, one enemy<br />
**Cha +2 vs Will; on a hit, 1d6+Cha psychic damage, and the target must use a Move action each round to breathe or he takes 5 damage from suffocation at the end of that round (save ends). Increase to +4 bonus and 2d6+Cha psychic damage (10 suffocation) at 11th level, & +6 bonus and 3d6+Cha psychic damage (15 suffocation) at 21st level.<br />
<br />
==Genasi (Water/Storm)==<br />
*+2 Str, +2 Int<br />
*+2 Endurance, +2 Nature<br />
*Languages: Common, Primordial<br />
*Move 6<br />
*Normal Vision<br />
*Elemental Origin<br />
*Bonus Feat: Extra Manifestation '''(2 pts.)'''<br />
*Elemental Manifestations: Watersoul & Stormsoul '''(5 pts.)'''<br />
**Gains the Aquatic subtype while Watersoul's manifested.<br />
*Weather Attunement '''(1 pt.)''': Can predict incoming storms up to 2 days in advance. Can use & gains a bonus to weather manipulating rituals.<br />
*Stormcall: '''(2 pts.)'''<br />
**Encounter, Minor Action, Burst 1 within 10 squares<br />
**A downpour appears (underwater, the waters become murky) in the affected area, making its squares Lightly Obscured (providing concealment) until the end of your next turn.<br />
<br />
==Genasi (Fire)==<br />
*+2 Str, +2 Int<br />
*+2 Endurance, +2 Nature<br />
*Languages: Common, Primordial<br />
*Move 6<br />
*Normal Vision<br />
*Elemental Origin<br />
*Resist Fire 10 '''(3 pts.)'''<br />
*Resist Cold 5 '''(2 pts.)'''<br />
*+1 Reflex '''(2 pts.)'''<br />
*Firepulse '''(1 pt.)'''<br />
*Firebreath '''(2 pts.)''': As dragonborn Dragon Breath, fire damage<br />
<br />
<br />
==Inactive PC Races==<br />
<br />
===Drow (Eilistraee)===<br />
*+2 Dex, +2 Cha<br />
*+2 Dungeoneering, +2 Stealth<br />
*Languages: Common, Elven<br />
*Move 6<br />
*Darkvision '''(1 pt.)'''<br />
*+5 on Saving Throws vs Necrotic powers '''(1 pt.)'''<br />
*Can shift 2 squares, instead of 1, as a move action '''(3 pts.)'''<br />
*Darkfire '''(2 pts.)''': As in MM p.276<br />
*Blinding Light '''(3 pts.)''':<br />
** Encounter, Minor action, Close blast 3, all creatures in blast<br />
** Wis+2 vs Reflex; On a hit, the target is blinded until the end of your next turn. Bonus increases to +4 at 11th level & +6 at 21st level.<br />
<br />
As a drow follower of Elistraee, Alanar's racial traits revolve around darkness & light, exposing what is hidden and taking the enemies' sight away from them. The necrotic resistance is a result of decades of exposure to it from Lolth's priestesses. The extra square of shifting is related to the elves' ability to shift in difficult terrain, but better-suited to getting out of situations where you're surrounded on normal terrain.<br />
<br />
===Gnoll===<br />
*+2 Con, +2 Dex<br />
*+2 Intimidate, +2 Nature<br />
*Languages: Common, Abyssal<br />
*Move 7 '''(2 pts.)'''<br />
*Low-Light Vision<br />
*Blood Fury '''(1 pt.)''': +2 damage when Bloodied. Increases to +4 damage at 21st level.<br />
*Gnoll Resilience '''(3 pts.)''': As Dwarven Resilience, PHB p.36.<br />
*Pack Attack '''(3 pts.)''':<br />
** Encounter, Weapon, Immediate Reaction, 1 adjacent enemy just hit by a melee attack<br />
** Make a basic melee attack against that enemy.<br />
*Darter '''(1 pt.)''':<br />
** At-will, Immediate Reaction, personal<br />
** If an effect pushes, pulls, or slides you, you may shift 1 space after the push/pull/slide.<br />
<br />
In the Korot & R'ol duo, R'ol the gnoll is the Speedster, Korot is the Bruiser. I decided to remove the gnolls' charge power because it was too similar to the minotaurs' power, and replaced it with a gang-up power made for those times R'ol & Korot double-team an enemy. I also borrowed a few traits from the dwarves to make gnolls a mixture of hardiness & speed. The Darter power is similar to the dwarves' Stand Your Ground, but can help R'ol move into position under the right circumstances.<br />
<br />
===Minotaur===<br />
*+2 Str, +2 Con<br />
*+2 Nature, +2 Perception<br />
*Languages: Common<br />
*Move 6<br />
*Normal Vision<br />
*Oversized Weapons '''(3 pts.)''': Can use weapons 1 size larger than himself.<br />
*Charger '''(1 pt.)''': +1 speed while charging or running.<br />
*Goring Charge '''(2 pts.)''':<br />
**Encounter, Immediate Reaction, 1 enemy you just hit with a charge<br />
**The enemy takes an extra 1d6 damage and falls prone. Increase damage to 2d6 at 11th level & 3d6 at 21st level.<br />
*Shove '''(2 pts.)''':<br />
**Encounter, minor, adjacent ally or enemy<br />
**Str/Dex/Con +2 vs Fort, auto-hit if target's willing; on a hit, push target 2 squares. Increase bonus to +4 at 11th level & +6 at 21st level.<br />
*Ferocity '''(3 pts.)''':<br />
**Encounter, Weapon, Immediate Reaction, Melee range, you become Bloodied<br />
**Make a basic melee attack against 1 enemy in Melee range.<br />
<br />
===Githzerai===<br />
*+2 Dex, +2 Wis<br />
*+2 Acrobatics, +2 Athletics<br />
*Languages: Common, Deep Speech<br />
*Move 6<br />
*Normal Vision<br />
*+2 Initiative '''(2 pts.)'''<br />
*+1 Will defense '''(2 pts.)'''<br />
*+5 on Saving Throws vs Charm '''(1 pt.)'''<br />
*Psionic Hand '''(1 pt.)''': Can use Mage Hand at-will as a psionic power. Can make Thievery checks using Mage Hand at up to Range 5; such checks get a -2 penalty.<br />
*Iron Mind '''(2 pts.)''':<br />
**Encounter, Immediate Reaction, an attack hits you<br />
**Gain +2 to all defenses until end of your next turn.<br />
*Telekinetic Leap '''(2 pts.)''':<br />
**Encounter, Move Action, Ranged 10, You or 1 Ally<br />
**The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.<br />
<br />
===Human===<br />
*+2 to 2 ability scores of your choice '''(1 pt.)'''<br />
*Gain training in one additional skill from your class skill list. '''(1 pt.)'''<br />
*Bonus Feat '''(2 pts.)'''<br />
*Bonus At-Will Power '''(2 pts.)'''<br />
*Human Defense Bonus '''(4 pts.)''': +1 to Fort, Ref, and Will defenses</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Immigrants_TimelineImmigrants Timeline2009-10-11T20:59:06Z<p>MikeLemmer: </p>
<hr />
<div>====1184 Years Ago====<br />
* Nu born.<br />
<br />
====~400 Years Ago====<br />
* Devil's Mouth & Toppled Peak are "called" to the Verra Isles from the Nine Hells and Limbo respectively.<br />
<br />
====147 Years Ago====<br />
* Alanar born.<br />
<br />
====40 Years Ago====<br />
* Nu's son Leoshin born.<br />
<br />
====28 Years Ago====<br />
* An infant Megara is found alive in a burnt manor by the Kraken Knight while he's pillaging a Lecian citystate. The Knight considers her tentacles a blessing from the kraken and adopts her.<br />
<br />
====25 Years Ago====<br />
* Korot born.<br />
<br />
====22 Years Ago====<br />
* Archdevil Granckus discovers the portal from the Nine Hells to the Devil's Mouth.<br />
<br />
====21 Years Ago====<br />
* Nu helps Leoshin escape the Nine Hells through the Devil's Mouth, depositing him in the Verra Isles.<br />
<br />
====18 Years Ago====<br />
* The Half-Breeds adventuring party gets together for the first time.<br />
<br />
====17 Years Ago====<br />
* The Kid born.<br />
* R'ol born.<br />
<br />
====16 Years Ago====<br />
* Alanar is sent to the Verra Isles to train under the gnoll druid Chekarr.<br />
<br />
====15 Years Ago====<br />
* Archdevil Granckus prepares to conquer the world by having his devils & cultists clear out any resistance on West Verra Isle.<br />
* Numerous good & neutral outsiders are pulled into the Verra Isles along with the devils traveling through the portal. Most of them fight against the devils, severely hampering the Archdevil's progress.<br />
* Most of the humanoid tribes on West Verra Isle, include R'ol's, flee to the main Verra Isle, inciting a war that starts among the pressed humanoid tribes but eventually turns into a fight between the tribes & Granckus's forces.<br />
* Alanar & a young R'ol meet for the first time when Chekarr helps R'ol's tribe find refuge.<br />
* A celestial manages to flee the Verra Isles and find the Half-Breeds. They accept his request to help stop the Archdevil.<br />
* The Half-Breeds travel through the Verra Isles, befriending a hobgoblin tribe, the local druids, and the githzerai of Toppled Peak and helping them fight off the Archdevil's minions.<br />
* Leoshin joins the Half-Breeds to help them kill the Archdevil.<br />
<br />
====14 Years Ago====<br />
* Archdevil Granckus killed by the Half-Breeds at Devil's Mouth, ending his plot to conquer the world.<br />
* Nu's son Leoshin killed battling Archdevil Granckus with the Half-Breeds.<br />
* Bellflower hitches a ride on the Half-Breeds's boat back to civiliation to explore the world outside Verra Island.<br />
* Nu flees from Hell and ends up in this world.<br />
* The Half-Breeds are granted ownership of the Verra Isles by the coastal nation of Balinas & the elven colony of Fayune for destroying Granckus.<br />
<br />
====10 Years Ago====<br />
* The Half-Breeds return to the Verra Isles prepared to clear them of hostiles and establish a nation. They have brought an army and numerous adventurers with them by promising them land in addition to payment.<br />
* The nation of Verra signs an alliance with a hobgoblin tribe in the north they befriended on their previous trip to the Verra Isles, providing them with reinforcements and intel about the Verra Isles' inhabitants.<br />
<br />
====9 Years Ago====<br />
* The nation of Verra signs an alliance with the githzerai of Toppled Peak. Toppled Peak becomes the primary Verran outpost in southern Verra.<br />
* The Half-Breeds kill the last hostile dragon on the Verra Isles.<br />
* Korot begins training under his strange, visiting mentor.<br />
<br />
====8 Years Ago====<br />
* The last hostile humanoid tribe is driven south of the Issun River.<br />
<br />
====7 Years Ago====<br />
* Verra officially established.<br />
* Work begins on the cathedral to Bahamut in New Dallos.<br />
<br />
====6 Years Ago====<br />
* Dwarven & Elven Architects Guilds established.<br />
* Dozens of architects migrate to Verra to help construct Calipor, Verra's future capital.<br />
* The architects also develop a plan for New Dallos's growth. It is the most successful joint effort between the 2 Architects Guilds.<br />
<br />
====5 Years Ago====<br />
* Construction completed on Tritherion's first public church in New Dallos.<br />
<br />
====3 Years Ago====<br />
* A tribe of wandering half-orcs arrives in Verra and begins roaming the Uncivilized South, cooperating with Toppled Peak to keep the hostile tribes in check.<br />
<br />
====2 Years Ago====<br />
* R'ol's tribe allies with Verra, settles near the mountain range to the south. R'ol becomes an Irregular in New Dallos to establish gnolls as legitimate citizens.<br />
<br />
====1 Year Ago====<br />
* Lillindra, drow High Priestess of Elistraee, convinces the Verran government to take in exiled drow. Thousands of drow arrive from hidden conclaves to settle in Verra, forming the most populous drow region aboveground.<br />
<br />
====Present====<br />
* The party gets together and starts throwing down all sorts of shit.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=The_Immigrants_NPCsThe Immigrants NPCs2009-01-02T20:06:42Z<p>MikeLemmer: </p>
<hr />
<div>==Allies==<br />
<br />
===Delilah===<br />
Medusa alchemist. Blindfolded, but can see through 3 eye stalks in her hair (vaguely beholder-ish). Sometimes snappy, sometimes courteous. Usually lurid as hell. Dating Korot.<br />
<br />
===Julian===<br />
Drow bard. When you met him, Bellflower & Astraea gave him a book on origin myths he was expecting; soon after, he was attacked by the Aristocrats, who wanted the book. Currently escaping Creol with the party.<br />
<br />
===Thorn===<br />
Halfling urban druid, Irregular, friend of Alanar & R'ol's.<br />
<br />
===Jadsen===<br />
Dwarven wizard. Thorn's new partner.<br />
<br />
===Arianne===<br />
A sorceress from Havenfar that has recruited the PCs to help her recover a treasure in a nearby spider lair. Later revealed she was actually an aranea, an intelligent shapechanging spider. Traveled to New Dallos with the PCs, Westin, and over a half-dozen orphaned aranea.<br />
<br />
===Westin===<br />
Councilman from Havenfar and friend of Arianne's. Left Havenfar with her for Verra. Has expressed interest in partnering with Megara for a new shop.<br />
<br />
===Malik===<br />
Wizard, former adventurer, leader of Verra. Knew Nu's son.<br />
<br />
===Lillindra===<br />
High priestess of Elistraee, Malik's fiance. Political & religious leader of the exiled drow in Verra.<br />
<br />
===Saveta===<br />
Half-dragon high cleric of Bahamut. In charge of the cathedral to Bahamut in New Dallos. Knew Nu's son.<br />
<br />
===Kylie & Simon===<br />
Gnomes in charge of Tranquility, the caravel the PCs traveled to New Dallos on. Simon's a healer, Kylie's the cap'n.<br />
<br />
===Teeth===<br />
Doppleganger warrior, member of a secretive Order devoted to serving those that beat them in battle. Under Callista's control, it murdered Creol's guard captain and took his place to kill the town's mayor. Pledged servitude to the PCs when they almost killed it. Quite disturbed by Megara & Astraea's advances towards him. Was recently replaced in the party by Nu.<br />
<br />
===Pierre===<br />
Official investigator in Creol. Knows Megara well; there seems to be tension & respect between the two. Last seen preparing to attack the Lolthian drow saboteurs. Survived the attack on the drow saboteurs.<br />
<br />
==Enemies==<br />
<br />
===The Aristocrats===<br />
A revolting, lecherous group of bandits that enjoys dressing like high-society folk, beating the helpless, enslavement, and lewd insults. The PCs fought them off when they came after Julian for his book.<br />
<br />
The PCs recently discovered they were infesting an elven mansion in New Dallos and proceeded to beat the crap out of them.<br />
<br />
===Tristalo===<br />
The pixies' diplomat to Verra and, in Bellflower's words, "a mean lecherous creep". Got Korot kicked out of an expensive restaurant, too. Seems to have ties to the Aristocrats. Was chased down and executed by the PCs for his involvement in cursing the drow into orcs.<br />
<br />
===Callista===<br />
Priestess of Lolth, conspirator of the drow attack on Creol. Fled from the party when they defeated the mob she riled up. Former master of Teeth.<br />
<br />
===Titus===<br />
A priest of Zarus that rubbed everyone the wrong way. Was on Tranquility until the party convinced Kylie & Simon he hated their guts and got him kicked off at Izagora.<br />
<br />
===Kioni===<br />
Former lover of Galen, Zarus follower, and golden half-fiend. Tried to kill the PCs and the children they were protecting to get at a pirate treasure, but failed. Currently missing.<br />
<br />
===Galen===<br />
Former "mayor" of Havenfar; the PCs incited a revolt against him after the spider eater incident. Korot tossed him overboard in the middle of the ocean. Presumed dead.<br />
<br />
===Nargol===<br />
Half-orc leader of the drow/orcs. The PCs were sent to usurp control of the drow/orcs from him before he could lead them to devil-tainted lands.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=3E_Immigrants_PC_Races3E Immigrants PC Races2008-07-10T09:35:09Z<p>MikeLemmer: </p>
<hr />
<div>==Drow (Elistraee variant)==<br />
<br />
====1st Level====<br />
*+2 Dex<br />
*-2 Con<br />
*Additional +2 to charm/enchantment saves.<br />
*Immune to Sleep<br />
*Darkvision 120'<br />
*Minor powers (1/day): Dancing Lights or Faerie Fire. CL=HD<br />
*Light Blindness<br />
*Proficient with Hand Crossbow, Short Sword, Rapier<br />
<br />
====3rd Level====<br />
*+2 Int<br />
*+2 Will saves<br />
*Major power (1/day): Darkness. CL=HD<br />
<br />
====5th Level====<br />
*+2 Cha<br />
*+3 Will saves<br />
*Spell resistance 4+HD<br />
*Minor powers -> 3/day<br />
*Major power: Shining Weapon; Acts as a spiritual weapon with ''daylight'' cast upon it.<br />
*No longer dazzled in bright light.<br />
<br />
====8th Level====<br />
*+2 Wis<br />
*+4 Will saves<br />
*Major power: Darkvision + Ebon Eyes on 3 creatures for 1 hour.<br />
*Major powers -> 2/day<br />
*Permanent Ebon Eyes effect on self.<br />
<br />
====10th Level====<br />
*Dex bonus increased to +4<br />
*Spell resistance 8+HD<br />
*Piercing Moonlight (1/day): Moonlight bursts in a 50' radius from the source, piercing evil creatures like swords. Evil creatures in the spell's effect are automatically dazzled & take 2d6 magical piercing damage per round (Fort save for half). '''Option:''' The moonlight can also pierce neutral creatures for 1d6 damage per round as well. Neutral creatures aren't dazzled. Damage increases by 1d6 for every 5 levels after the 10th. '''Option:''' The burst can be in a 180-degree arc instead of a circular burst.<br />
<br />
==Fartouched Human==<br />
<br />
====1st Level====<br />
*Type: Humanoid/Outsider (Native)<br />
*+2 Int<br />
*-2 Wis<br />
*+1 skill point/level<br />
*Extra limbs: 2 tentacles. Light bludgeoning attacks.<br />
*Gain minor Fartouched trait.<br />
<br />
====3rd Level====<br />
*Bonus feat (from being human).<br />
*+2 Con<br />
*Fort +2<br />
*SR 2+HD<br />
*Blindsight 30'<br />
*Gain major Fartouched trait.<br />
<br />
====5th Level====<br />
*+2 Str<br />
*Fort +3<br />
*Gain minor Fartouched trait.<br />
*Fartaint(2/day): Touch attack, target makes a Fort save or sprouts 2 tentacles that attack him or any enemies of the fartouched within threat range.<br />
<br />
====8th Level====<br />
*+2 Cha<br />
*SR 4+HD<br />
*Gain major Fartouched trait.<br />
<br />
====10th Level====<br />
*Int bonus increases to +4<br />
*Fort +4<br />
*Gain minor Fartouched trait.<br />
*Fartouch (2/day): Touch attack, target makes a Fort save or goes insane as his body twists & warps into a nightmarish version of itself.<br />
<br />
==Erinyes (Risen)==<br />
====1st Level====<br />
*+2 Dex<br />
*+2 Cha<br />
*-2 Con<br />
*Fly 30' (Average)<br />
*Darkvision 60'<br />
*Alter Self, at will, from natural form to alter form at will. Alter form can be of any small or medium humanoid race without secondary movement types. No stats are changed. Can change alter form 1/day.<br />
<br />
====3rd Level====<br />
*+2 Wis<br />
*Charm Person 1/day<br />
*Tongues 1/day<br />
*Resist Fire 10<br />
<br />
====5th Level====<br />
*+2 Int<br />
*Suggestion 1/day<br />
*SR 4+HD<br />
<br />
====8th Level====<br />
*Charm Monster 1/day<br />
*Resist Fire 20<br />
<br />
====10th Level====<br />
*Cha increases to +4<br />
*True Seeing 1/day<br />
*SR 8+HD<br />
<br />
==Gnoll==<br />
<br />
====1st Level====<br />
*+2 Con<br />
*-2 Cha<br />
*+1 natural armor<br />
<br />
====3rd Level====<br />
*+2 Str<br />
*Bonus feat: Run<br />
*Bonus feat: Dodge<br />
*+2 Reflex saves<br />
*+1 Fort saves<br />
*+10' move speed<br />
<br />
====5th Level====<br />
*+2 Dex<br />
*Bonus feat: Mobility<br />
*Bonus feat: Mettle<br />
*+3 Reflex saves<br />
*+2 natural armor<br />
*Swift Haste (3/day): Swift action, act as if ''hasted'' for one round.<br />
<br />
====8th Level====<br />
*Str bonus increases to +4<br />
*Gains Scent<br />
*+2 Fort saves<br />
*Bonus feat: Spring Attack<br />
*+3 natural armor<br />
*+20' move speed<br />
<br />
====10th Level====<br />
*Con bonus increases to +4<br />
*+4 Reflex saves<br />
*Blood Rush (3/day): Summons forth a burst of speed & energy when bloodied or immobilized. Activates automatically when gnoll drops below half health or fails a save against an immobilizing spell. '''Below half health:''' Gnoll gains bonus to speed, Str, Con, Reflex saves. Can make full attack on a charge. Lasts for 3+Con rounds. '''Immobilizing spell:''' Gets another save vs it on the next round. If it succeeds, gnoll breaks free of the effect and goes into a Blood Rush as stated above.<br />
<br />
==Minotaur==<br />
<br />
====1st Level====<br />
*Large size & 10' Reach<br />
*Natural Attack: 1d8 Gore<br />
*Natural Armor +1<br />
*+2 Str<br />
*-4 Int<br />
*-2 Cha<br />
*Darkvision 60'<br />
<br />
====3rd Level====<br />
*+2 Con<br />
*+2 Fort saves<br />
*Natural Armor increases to +2<br />
*Scent<br />
*Bonus Feat: Fling Ally<br />
<br />
====5th Level====<br />
*+2 Wis<br />
*Str increases to +4<br />
*+3 Fort saves<br />
*Natural Armor increases to +3<br />
*Powerful Charge (4d6+Str*1.5 dmg)<br />
*Never caught flatfooted<br />
<br />
====8th Level====<br />
*Con increases to +4<br />
*Dex +2<br />
*+4 Fort saves<br />
*Natural Armor increases to +4<br />
*+4 to Spot, Listen, Search checks.<br />
*Bonus Feat: Fling Enemy<br />
<br />
====10th Level====<br />
*Str increases to +6<br />
*Natural Armor increases to +5<br />
*Defenstrating Charge (3/day): As Powerful Charge, but if the target's Large size or smaller, he must also make a Fort save. If he fails, he's tossed into the air 1d6x10'+20' and takes falling damage as ''defenstrating sphere''. He also lands prone 1d6 squares away in a random direction. The distance into the air he's tossed increases by 10' for every 2 levels past 10th.<br />
<br />
==Pixie==<br />
<br />
====1st Level====<br />
*+2 Dex, +2 Cha<br />
*-4 Str<br />
*Fly 30' (good)<br />
*Invisibility: Pixies are naturally invisible, and can usually turn visible/invisible at will. If a pixie does something that normally breaks invisibility, or has it dispelled, he remains visible until he uses Regain Invisiblity. At 1st level, Regain Invisibility can be used 1/day.<br />
*+2 to Hide & Move Silently<br />
*SR 5+CL<br />
*Minor powers (1/day): Dancing Lights, Detect Good, Detect Evil, Detect Law, or Detect Chaos.<br />
<br />
====3rd Level====<br />
*+2 Int<br />
*SR 4+HD<br />
*Add Detect Thoughts to Minor Powers.<br />
*Major powers (1/day): Entangle<br />
<br />
====5th Level====<br />
*+2 Wis<br />
*DR 3/cold iron<br />
*Minor powers 3/day.<br />
*Add Dispel Magic to major powers.<br />
*Regain Invisibility (self only) 2/day. Regain Invisibility is now a swift action.<br />
<br />
====8th Level====<br />
*Dex bonus increases to +4<br />
*SR 8+HD<br />
*Minor powers 5/day.<br />
*Major powers 2/day.<br />
*Add Permanent Image (visual, audio only) to Major powers. (A pixie can't have more than one Permanent Image up simultaneously.)<br />
*Add Polymorph (self only) to Major powers.<br />
<br />
====10th Level====<br />
*Cha bonus increases to +4<br />
*DR 6/cold iron<br />
*Major powers 3/day.<br />
*Greater Invisibility (self only) as a swift action 2/day.<br />
<br />
==Silverbrow==<br />
<br />
====1st Level====<br />
*Bonus feat (Human)<br />
*Feather Fall 1/day<br />
*Disguise Aptitude<br />
*Dragonblooded<br />
<br />
====3rd Level====<br />
*+2 Con<br />
*Cold Resistance 10<br />
*Feather Fall 2/day<br />
*SR 2+HD<br />
*+2 Will saves<br />
<br />
====5th Level====<br />
*+2 Cha<br />
*+3 Will saves<br />
*Feather Fall 3/day<br />
*Alter Self 1/day<br />
*Draconic Form: Can use Alter Form to give yourself silver dragon wings. (30' Average)<br />
<br />
====8th Level====<br />
*+2 Int<br />
*Feather Fall 4/day<br />
*SR 4+HD<br />
*Alter Self 2/day<br />
<br />
====10th Level====<br />
*+2 Wis<br />
*+4 Will saves<br />
*Cold Resistance 20<br />
*Feather Fall 5/day<br />
*Lsr. Dragonshape (1/day): Turn into a young silver dragon form for rds = CL.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Occult_HunterOccult Hunter2008-05-16T05:15:42Z<p>MikeLemmer: </p>
<hr />
<div>===Class Features===<br />
<br />
'''Weapon & Armor Proficiency:''' An occult hunter is proficient with all simple and martial weapons, and with light armor and shields (but not tower shields).<br />
<br />
'''Class Skills:''' (6 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Disguise, Gather Information, Heal, Hide, Intimidate, Knowledge (Religion), Knowledge (Planes), Listen, Move Silently, Profession, Search, Sense Motive, Spot<br />
<br />
'''Divine Aura:''' An occult hunter radiates a divine aura that works like a dragon shaman or marshal's aura. Its bonus is +1 at 1st level and increases by 1 every 5th level.<br />
<br />
'''Alignment Focus:''' At 1st level, an occult hunter chooses an alignment to follow: Good, Evil, Law, or Chaos. Her opposing alignment is the one opposite of the alignment she follows. An occult hunter does not need to be that alignment to follow it, but she may not follow an alignment opposed to her own alignment.<br />
<br />
'''Incarnum:''' An occult hunter gains soulmelds, essentia, and chakra binds. She uses Cha as her main stat for them and uses the Incarnum list (with the subsequent restrictions based on her chosen alignment).<br />
<br />
'''Detect Opposition:''' An occult hunter can use ''detect (opposing alignment)'' at will like a paladin.<br />
<br />
'''Smite:''' An occult hunter may attempt to smite her opposing alignment a number of times per day equal to her Charisma bonus with a normal melee or ranged attack. She adds her Charisma bonus to the attack roll and deals one extra point of damage per occult hunter level.<br />
<br />
'''Bonus Archery Feat:''' At 2nd, 6th, 11th, and 16th levels, an occult hunter gains a bonus feat related to archery.<br />
<br />
'''Touch of Vitality:''' At 3rd level, an occult hunter gains Touch of Vitality, like a dragon shaman. At 8th level, an occult hunter can heal effects with it like a dragon shaman.<br />
<br />
'''Divine Spark:''' At 4th level, an occult hunter gains an illusory companion similar to the hexblade's Dark Companion (PHB2). Instead of cursing enemies, it can emanate your divine aura. Only one of you can emanate a divine aura at a time. Switching your aura from yourself to your companion (or back) is a swift action.<br />
<br />
'''Lesser Divine Wings:''' An occult hunter can sprout or hide supernatural wings as a swift action. She gains a fly speed equal to her land speed at Average maneuverability.<br />
<br />
At 17th level, this improves to Fly 60' (Good maneuverability).<br />
<br />
'''Evasion:''' An occult hunter takes no damage on a successful Reflex save.<br />
<br />
'''Crippling Smite:''' An occult hunter can curse enemies of her opposing alignment with a successful smite. If the victim fails a Will save, it suffers from a crippling curse similar to the Hexblade's Curse.<br />
<br />
At 18th level, the curse's effects double (as Greater Hexblade's Curse).<br />
<br />
===Auras===<br />
<br />
Note: AB = Aura Bonus<br />
<br />
* '''Accuracy:''' +AB to attack rolls<br />
* '''Presence:''' 2xAB to Bluff, Diplomacy, Intimidate<br />
* '''Resilience:''' +AB to all saves<br />
* '''Resistance:''' 5xAB resistance to 2 types of damage chosen at 1st level (fire, acid, cold, or electicity)<br />
* '''Resolve:''' +2xAB to Concentration checks and saves versus fear, paralysis, and sleep.<br />
* '''Senses:''' +2xAB to Listen & Spot checks, +AB to Initiative<br />
* '''Toughness:''' Gain DR 2xAB/opposing alignment<br />
* '''Vigor:''' 2xAB Fast Healing, up to half of maximum HP.<br />
* '''Wading:''' Gain Spell Resistance 5+AB+CL<br />
<br />
===Progression===<br />
<br />
{|border=1px<br />
!Level !!BAB !!Fort !!Ref !!Will !!Auras Known !!Special !!Melds !!Essentia !!Binds<br />
|-<br />
|1st || +1 || +0 || +2 || +2 || 2 || Divine Aura +1, Alignment Aura, Detect Opposition, Smite || 0 || 0 || 0<br />
|-<br />
|2nd || +2 || +0 || +3 || +3 || 2 || Bonus Archery Feat || 0 || 0 || 0<br />
|-<br />
|3rd || +3 || +1 || +3 || +3 || 2 || Touch of Vitality || 0 || 0 || 0<br />
|-<br />
|4th || +4 || +1 || +4 || +4 || 3 || Divine Spark || 1 || 0 || 0<br />
|-<br />
|5th || +5 || +1 || +4 || +4 || 3 || Divine Aura +2 || 1 || 0 || 0<br />
|-<br />
|6th || +6/1 || +2 || +5 || +5 || 3 || Bonus Archery Feat || 1 || 1 || 0<br />
|-<br />
|7th || +7/2 || +2 || +5 || +5 || 4 || Lesser Divine Wings || 1 || 1 || 0<br />
|-<br />
|8th || +8/3 || +2 || +6 || +6 || 4 || Touch of Vitality (heal effects), Chakra Binds (crown, feet, hands) || 2 || 2 || 1<br />
|-<br />
|9th || +9/4 || +3 || +6 || +6 || 4 || Evasion || 2 || 2 || 1<br />
|-<br />
|10th || +10/5 || +3 || +7 || +7 || 5 || Divine Aura +3 || 2 || 3 || 1<br />
|-<br />
|11th || +11/6/1 || +3 || +7 || +7 || 5 || Bonus Archery Feat || 2 || 3 || 1<br />
|-<br />
|12th || +12/7/2 || +4 || +8 || +8 || 5 || - || 3 || 4 || 1<br />
|-<br />
|13th || +13/8/3 || +4 || +8 || +8 || 5 || Crippling Smite || 3 || 4 || 1<br />
|-<br />
|14th || +14/9/4 || +4 || +9 || +9 || 5 || Chakra Binds (arms, brow, shoulders) || 3 || 5 || 2<br />
|-<br />
|15th || +15/10/5 || +5 || +9 || +9 || 5 || Divine Aura +4 || 3 || 5 || 2<br />
|-<br />
|16th || +16/11/6/1 || +5 || +10 || +10 || 5 || Bonus Archery Feat || 4 || 6 || 2<br />
|-<br />
|17th || +17/12/7/2 || +5 || +10 || +10 || 5 || Greater Divine Wings || 4 || 7 || 2<br />
|-<br />
|18th || +18/13/8/3 || +6 || +11 || +11 || 5 || Chakra Binds (throat, waist) || 4 || 8 || 3<br />
|-<br />
|19th || +19/14/9/4 || +6 || +11 || +11 || 5 || Greater Crippling Smite || 4 || 9 || 3<br />
|-<br />
|20th || +20/15/10/5 || +6 || +12 || +12 || 5 || Divine Aura +5 || 5 || 10 || 3<br />
|}</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Scale_SeasonsScale Seasons2008-05-16T05:02:45Z<p>MikeLemmer: </p>
<hr />
<div>===Scale Seasons===<br />
<br />
====Campaign====<br />
<br />
[[Scale Seasons Roster]]<br />
<br />
[[Scale Seasons NPCs]]<br />
<br />
[[Scale Seasons Log]]<br />
<br />
[[Scale Seasons Inventory]]<br />
<br />
====Religion====<br />
<br />
[[Selunai]]: Goddess of light<br />
<br />
[[Shau]]: God of the void<br />
<br />
[[Hydraxus]]: Gods of the reptilians<br />
<br />
====Natives====<br />
<br />
[[Native Sketches (Scale Seasons)]]: Drawings of the native races for perusal and comparison.<br />
<br />
[[Lakhu]]: The lizardmen. Aggressive river-dwelling reptilians.<br />
<br />
[[Caudabran (Scale Seasons)]]: The newtmen. Meek, stealthy, and psionic, the caudabrans survive by being subserviant to the other, stronger reptilian races. Created by Shiny.<br />
<br />
[[Troglodytes]]: An arrogant reptilian race that controls most of the underground and metal supply of the reptilians. A society of merchants & mercenaries content to profit off the other races.<br />
<br />
[[Sahreet]]: The raptormen. Fast striders that make up in speed and cunning what they lack in physical strength.<br />
<br />
[[Drazai (Scale Seasons)]]: Smaller cousins to the sahreet, they research, experiment, and craft in their undermountain homes, traveling out into the world to learn new & exciting things. Created by JackMann.<br />
<br />
[[Kobolds]]: "Spawned from dragon dung." One of the weakest, lowliest reptilian races. Untrustworthy, devious, and lazy, most reptilians think they're useful only as servants and slaves.<br />
<br />
[[Yuan'Ti]]: The snakemen. A cursed race of reptilians, they are divided into castes based on how reptilian they are. The purebloods are the strongest and most reptilian of them, while the abominations are weak mutants sharing few similarities with other reptilians. Known for deviousness, treachery, and secret conspiracies against the other reptilians.<br />
<br />
[[Buran]]: Large plated reptilians that tower over most other species. They see themselves as spiritual guides for the lesser races.<br />
<br />
[[Dracotaurs]]: A four-legged reptilian race from the east. Strong and fast, they are known for their combat prowess and brutality.<br />
<br />
===House Rules===<br />
<br />
[[Melee House Rules (Scale Seasons)]]: Two-Weapon Fighting, Claw Attacks, Bite Attacks.<br />
<br />
[[Reptilian PCs]]: Rules for creating a PC using the Reptilian races.<br />
<br />
[[Cold-Blooded]]: The Cold-Blooded flaw that plagues many of the native races.<br />
<br />
===Equipment===<br />
<br />
[[Claw Weapons (Scale Seasons)]]: Because bone isn't sharp enough...<br />
<br />
[[Hydraxian Psionics & Incarnum]]: The role of psionics & incarnum in Hydraxian society.<br />
<br />
===Other Stuff===<br />
<br />
[[Lemmus Sandbox]]: Place to put all the stuff under construction.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Health_AspectHealth Aspect2007-08-11T23:49:24Z<p>MikeLemmer: /* Granted Power */</p>
<hr />
<div>{{Aspects}}<br />
==Granted Power==<br />
<br />
*Immunity to poison, disease, or paralyzation. Your immunity can be changed at the beginning of each day.<br />
<br />
==Aspect Powers==<br />
===First Tier Powers===<br />
*'''Cure Flanker:''' If you & an ally both threaten the same target, he can be targeted by harmless Touch spells, even if he isn't within your reach.<br />
<br />
''Cost:'' 2 AP, -1 AP if limited to spells of the (Healing) subschool<br />
<br />
*'''Ease Blow:''' Activating this power takes an immediate action. It lasts a minute or until discharged. If you hit an enemy while it's activated, you can discharge it to curse your victim. The next time that enemy hits someone, the curse is discharged and a Close Wounds is immediately cast on the enemy's victim.<br />
<br />
''Cost:'' 2 AP for 3 uses/day, +1 AP per additional use<br />
<br />
*'''Know Cures (1st Tier):''' Spontaneous casters add Cure Minor Wounds (0th), Cure Light Wounds (1st), Cure Moderate Wounds (2nd), & Cure Serious Wounds (3rd) to their spells known.<br />
<br />
''Cost:'' 3 AP<br />
<br />
===Second Tier Powers===<br />
*'''Swift Shield Other:''' As an immediate action, choose an ally. Until your next turn, that ally only takes half hit point damage; The amount of damage not taken by that ally is taken by you instead. This power has a Close range.<br />
<br />
''Cost:'' 3 AP for 3 uses/day, +1 AP per additional use, -1 AP if range reduced to Touch, -1 AP if target must have same alignment as you.<br />
<br />
*'''Know Cures (2nd Tier):''' Spontaneous casters add Cure Critical Wounds (4th), & Cure Light Wounds Mass (5th) to their spells known.<br />
<br />
''Cost:'' 6 AP<br />
<br />
===Third Tier Powers===<br />
*'''Divine Arc:''' An arc of divine power connects you and a target within Close range. You & the target are healed for 1d6 damage per character level (max 15d6). Everything else hit by the arc takes 1d6 damage per character level (max 15d6, Reflex half, SR yes). Half of this damage is electrical damage; the rest results directly from divine power and isn't subject to resistance.<br />
<br />
''Cost:'' 6 AP for 3 uses/day, +1 AP per additional use, -1 AP if healing/damage reduced to 1d4 per character level.<br />
<br />
===Fourth Tier Powers===<br />
===Conditionals===<br />
*The power only functions after being charged with positive energy--after which it functions for one hour. -1 AP<br />
*The power only functions for someone who can cast spells with the (Healing) descriptor. -1 AP</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=LakhuLakhu2007-07-28T01:58:40Z<p>MikeLemmer: </p>
<hr />
<div>==Lesser Lakhu==<br />
<br />
*'''Abilities:''' +2 Con, -2 Int<br />
*'''Size:''' Medium<br />
*'''Base Speed:''' 30 feet.<br />
*'''Racial Hit Dice:''' A lakhu with class levels has 1 level of humanoid for its racial HD, which provides 1d8 Hit Dice, a BAB of +0, and base saving throw bonuses of Fort +0, Ref +2, and Will +0.<br />
*'''Racial Skills:''' A lakhu's humanoid level give it skill points equal to 2+Int modifier, minimum 1. It has Balance, Jump, and Swim as class skills.<br />
*Lakhu have a +4 racial bonus on Balance, Jump, and Swim checks. They use their tails for power and balance.<br />
*'''Weapon & Armor Proficiency:''' Simple weapons & shields.<br />
*'''Flaw:''' [[Cold-Blooded]].<br />
*'''Natural Armor Bonus:''' +2<br />
*'''Natural Attacks:''' 2 claws (1d4, primary) and 1 bite (1d4, secondary).<br />
*'''Automatic Languages:''' Hydraxian, Lakhu.<br />
*'''Bonus Languages:''' Draconic, Aquan.<br />
*'''Favored Class:''' Druid or Spirit Shaman.<br />
*'''ECL:''' 1<br />
<br />
==Full Lakhu==<br />
<br />
*'''Abilities:''' +2 Str, +2 Con, -2 Int<br />
*'''Size:''' Medium<br />
*'''Base Speed:''' 30 feet.<br />
*'''Racial Hit Dice:''' A lakhu with class levels has 2 levels of humanoid for its racial HD, which provides 2d8 Hit Dice, a BAB of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.<br />
*'''Racial Skills:''' A lakhu's humanoid levels give it skill points equal to 2x(2+Int modifier), minimum 1. It has Balance, Jump, and Swim as class skills.<br />
*Lakhu have a +4 racial bonus on Balance, Jump, and Swim checks. They use their tails for power and balance.<br />
*'''Weapon & Armor Proficiency:''' Simple weapons & shields.<br />
*'''Flaw:''' [[Cold-Blooded]].<br />
*'''Natural Armor Bonus:''' +5<br />
*'''Natural Attacks:''' 2 claws (1d4, primary) and 1 bite (1d4, secondary).<br />
*'''Special Qualities:''' Natural Swimmer. Lakhu can hold their breath for 4 rounds per Constitution point. You gain a +4 bonus on Constitution checks to continue holding your breath. On a successful Swim check, you can swim your land speed (as a full action) or swim half your land speed (as a move action).<br />
*'''Automatic Languages:''' Hydraxian, Lakhu.<br />
*'''Bonus Languages:''' Draconic, Aquan.<br />
*'''Favored Class:''' Druid or Spirit Shaman.<br />
*'''ECL:''' 2<br />
<br />
===Upgrades from Lesser Lakhu===<br />
*'''Abilities:''' +2 Str<br />
*'''Racial Hit Dice:''' Add 1 HD.<br />
*'''Natural Armor Bonus:''' Add 3 to natural armor.<br />
*'''Special Qualities:''' Natural Swimmer. Lakhu can hold their breath for 4 rounds per Constitution point. You gain a +4 bonus on Constitution checks to continue holding your breath. On a successful Swim check, you can swim your land speed (as a full action) or swim half your land speed (as a move action).<br />
*'''ECL:''' Increased by 1</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Scale_Seasons_NPCsScale Seasons NPCs2007-07-27T18:56:39Z<p>MikeLemmer: Added Roamer NPCs</p>
<hr />
<div>===Party NPCs===<br />
<br />
*'''Krizul''': A lakhu shaman, following the party after his tribe was exterminated by kobolds. A follower of Hydraxus. Has shown himself to be a font of knowledge about this new continent, even while drunk. Has a pet skitch trained for combat he refers to as a "self-mobile food source".<br />
*'''Kalossin''': A lakhu warrior, following the party to get revenge on the kobolds who exterminated his tribe. Seems a bit mentally unstable; he was probably better before his entire family was killed.<br />
*'''Rapoko''': An observer spirit of Orissa, head of knowledge and magic. Was trapped when his temple was overrun by lektoa; the party freed him, and he asked to accompany them on their journey. Is bound to a rock anchor necklace.<br />
<br />
===Roamer NPCs===<br />
<br />
*'''Syleste''': Enigmatic yet entertaining yuan-ti abomination bard. Appears knowledgeable in a variety of topics. Defended by the party in a tavern brawl when a barbarian insulted her.<br />
*'''Malicient''': A "feathered" dracotaur royal arcanist. Powerful and regal.<br />
<br />
===Base Camp===<br />
<br />
*'''Sir (The Commander)''': The official leader of the expedition. Not his actual name, but the only one most people hear him called by. A middle-aged human male with military bearing. Rumored to have been a prominent sargeant in the Dwarven Foreign Legion, moving to leading expeditions when the war ended. Errs on the side of caution.<br />
*'''Priestess Naria''': The unofficial leader of the expedition. The only person The Commander accepts orders from on this voyage. A blind gnome priestess of the Enlightened Church with a colorful wardrobe and a motherly tone. Rumored to be an oracle. Always accompanied by Brenhild.<br />
*'''Holy Assistant Brenhild''': Naria's bodyguard. A female dwarf paladin with a face that could cut diamond and a glare that could melt steel. Rumored to have come from a family lineage of paladins, which has removed her entire sense of humor. Often has to save Naria from herself, when she gets involved and almost runs into/off something.<br />
*'''Talis''': The bard and scribe of the Enlightened Church on this voyage. A human male native of the northern lands with perfect hair, he always has a grin, a song, and a fib. Rumored to have done everything. Believed to have started all the rumors about himself himself. Known to be a rascal.<br />
*'''Lillian''': The base camp quartermaster. A half-elven blacksmithing arcanist, equally skilled in steel and magic, combat and crafting, she switches between roles so often she's going to give herself a split personality. Perhaps she already has.<br />
*'''Imilim''': Your "support mage" for the expedition. A nonchalant young elven wizard that takes care of analyzing any relics you bring back and outfitting you with necessary gear. Forgetful and terse, he got your first batch of equipment to you a day after you needed it.<br />
<br />
===Other NPCs===<br />
<br />
*'''Lord Kaladar''': The bronze dragon overlord of the region, which included Krizul and Kalossin's tribe. Gave the expedition permission to camp on his shores for a "small" tribute. Has been friendly so far, but his suggestions imply he expects the party to do something for him. Suggested they check the temple they just cleared for sunstones; perhaps he wanted them to clear out the temple?<br />
*'''Malidun''': Head of the Roamers. The PCs' contact with Lord Kaladar.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=A_Storm_is_ComingA Storm is Coming2007-07-22T20:06:37Z<p>MikeLemmer: </p>
<hr />
<div>*[[ASiC Loot]]: Greed is good. Gathering loot, identifying loot, divvying loot.<br />
*[[Pantheon]]: The Gods and Goddesses. If you've got ideas, lemme know or fill'em in.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Claw_Weapons_(Scale_Seasons)Claw Weapons (Scale Seasons)2007-07-22T04:13:04Z<p>MikeLemmer: </p>
<hr />
<div>Claw weapons are often used by the reptilians to enhance their natural claw attacks. Claw weapons are treated as martial weapons by the reptilian races; they are treated as exotic weapons by the standard races. The attack penalty for two-weapon fighting is decreased by 1 if both weapons are claw weapons; natural claw attacks aren't claw weapons.<br />
<br />
{|border=1px<br />
!Light Melee Weapons !!Cost !!Dmg (S) !!Dmg (M) !!Critical !!Range !!Weight !!Type<br />
|-<br />
|Blade Talons || 10 gp || 1d4 || 1d6 || 19-20/x2 || - || 1 lb. || Slashing<br />
|-<br />
|Katar || 12 gp || 1d3 || 1d4 || 18-20/x2 || - || 1 lb. || Slashing/Piercing<br />
|-<br />
!One-Handed Melee Weapons !!Cost !!Dmg (S) !!Dmg (M) !!Critical !!Range Increment !!Weight !!Type<br />
|-<br />
|Greater Talons || 18 gp || 1d6 || 1d8 || 20/x3 || - || 4 lbs. || Slashing<br />
|-<br />
|Suwayyah || 20 gp || 1d4 || 1d6 || 18-20/x2 || - || 2 lbs. || Slashing/Piercing<br />
|}</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Scale_Seasons_LogScale Seasons Log2007-07-14T23:32:05Z<p>MikeLemmer: /* Marel (1st month) */</p>
<hr />
<div>Each scout team has been given a log to record their travels and discussions. Study it often; you may have to destroy it if it might fall into enemy hands. '''-Sir'''<br />
<br />
====Marel (1st month)====<br />
<br />
'''Marel 3:'''<br />
<br />
*Ordered to scout a day upriver from the landing site. -Sir<br />
*Seemingly abandoned village spotted. Smoke seen rising from the North West. -Anton<br />
*Met Lakhu, found & buried dead. -Wilmorn<br />
<br />
'''Marel 4:'''<br />
<br />
*Dragon Lord Kaladar visited camp, demanded tribute for using his shores. Tribute was given, securing permission to keep Base Camp. -Sir<br />
*Far-field scouting groups returned to camp with short-range reports. -Sir<br />
* on the hunt for [http://www.giantitp.com/forums/showpost.php?p=1823279&postcount=352 sungems] along with a month long scouting expedition - Larus<br />
<br />
'''Marel 5:'''<br />
<br />
*Possessed heathen idol caused disturbances in camp, moved out of camp by Group Gran. Group Alko and some scouts sent after them to check their status, report back to camp. -Sir<br />
*Learned Sketch make good food. V rejoins, A & K leave. -Wilmorn<br />
<br />
'''Marel 9:'''<br />
*Lakhu hunter spotted, but ran - Jarelk<br />
*Lakhu war party now trying to skewer us - Jarelk<br />
*Scared away Lakhu War Party, succeeded in fleeing - Jarelk<br />
<br />
'''Marel 10:'''<br />
*Slogged thru the rain until we found the temple Krizul pointed us to as a possible source of [http://www.giantitp.com/forums/showpost.php?p=1823279&postcount=352 sungems] in the evening.<br />
*Too much to write about the temple. Most of the lower floor seems to be empty now, but I don't expect what we've done will keep it clear of Lektoa for long. It will apparently be worst in summer. Further scouts shouldn't mess around with the magic here. -Wilmorn<br />
<br />
'''Marel 12:'''<br />
*Lord Kaladar arrived at camp, warning us that Group Gran had accidently cleared out a hostile invading species from some temple and that their kin would be attacking us in revenge now. Damn idiots, do they always have to be heroes?! At least Kaladar offered us equipment and strategies for fighting these... lektoa. Also gave us some sending stone for contacting Group Gran; wish we had those before! Gave it to Imilim to use. -Sir<br />
<br />
'''Marel 13:'''<br />
*Priestess Naria said she was visited in a dream by some draconic angel named Caudis. She's kept hush about what he said, either saying we aren't the right people to tell or she'd have to think about it. Sometimes I hate oracles... -Sir<br />
<br />
'''Marel 15:'''<br />
*Some crazed group of lakhu attacked one of our scouting patrols before running away, screaming something about aliens. We have no idea what that was about. My theory is that the natives must be crazy. -Sir</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Scale_Seasons_InventoryScale Seasons Inventory2007-07-14T21:02:05Z<p>MikeLemmer: </p>
<hr />
<div>====Latest Gear====<br />
Equipment not yet distributed or divvied. The parantheses shows who's carrying it. '''-Lillian'''<br />
<br />
=====Finances=====<br />
*Blue sapphire gem<br />
*Jade gem<br />
*Bloodeye gem: 30gp<br />
*664gp<br />
<br />
=====Mundane Equipment=====<br />
*3 Shortspears<br />
*3 Spears<br />
*3 Heavy Wooden Shields<br />
*Medium leather armor (lektoa-fitted)<br />
*Light steel shield<br />
<br />
=====Magical Items=====<br />
*Anklets of stomping (3/day stomp: 15' cone, DC 13 reflex or fall prone + 1d4 nonlethal)<br />
<br />
====Party Gear====<br />
I know you know what you're carrying, but everyone else doesn't. You might want to let everyone else know. It could come in handy when they're looking for a curing potion to stabilize you, or you forget you have a wand of fireballs you can use against charging natives. '''-Lillian'''<br />
<br />
=====Meral:=====<br />
*Bronze sending stone (to Malidun, head of the Roamers)<br />
*Armband of Elusive Action: 1/day, avoid provoking 1 AoO.<br />
<br />
=====Anton:=====<br />
*Silver sending stone (to Base Camp)<br />
*Arcane scroll: 3 Tongues spells<br />
*Arcane scroll: 3 Tongues spells<br />
*Three recall runes<br />
*Arcanist's gloves (+2 CL to 1st-level arcane spell 2/day)<br />
<br />
=====Fesethir:=====<br />
<br />
*Antitoxin (2 doses)<br />
*Bedroll<br />
*Crossbow, hand<br />
**Crossbow bolts (49)<br />
*Daggers (5)<br />
*Everburning torch<br />
*Lock, amazing<br />
*Rapier, masterwork<br />
*Signal whistle<br />
*Studded leather armour, masterwork<br />
*Waterskin<br />
*Whetstone<br />
<br />
=====Jarelk:=====<br />
*Bedroll<br />
*10 Candles<br />
*3 Waterskins<br />
*Grappling Hook<br />
*50 ft. of Silk Rope.<br />
*Hooded Lantern<br />
*5 Parchments<br />
*1 Vial of Ink<br />
*Inkpen<br />
*Artisan's Tools (Woodcarving)<br />
*Spell Component Pouch<br />
*Trail Rations for 10 days<br />
*3 Pints of Oil<br />
*Healer's Kit<br />
*Holly & Mistletoe<br />
*MW Shortspear<br />
*Wand of Doom (50 charges)<br />
*Sissear cloak of resistance +1 (+2 vs fire)<br />
<br />
=====Vakiah:=====<br />
*Masterwork warhammer<br />
*Masterwork studded leather armor<br />
*Masterwork heavy steel shield<br />
*Armor sigil of iron ward, least (DR 1/-, prevents up to 10 dmg/day) - Attached to heavy steel shield<br />
*Rapoko's Anchor Necklace<br />
*Amulet of Aquatic Salvation: 1/day, breathe water for 5 rounds.<br />
*Backpack<br />
*Bedroll<br />
*Winter blanket<br />
*Fishing net<br />
*Flint and steel<br />
*Small steel mirror<br />
*Silk rope (50')<br />
*2 ''potions of cure light wounds''<br />
*1 ''potion of endure elements''<br />
*15 gold pieces<br />
*4 silver pieces<br />
*3 Javelins<br />
*Medium chain shirt (fitted for raptor-esque humanoid)<br />
*Whiteling tooth (from feast attack)<br />
<br />
=====Larus:=====<br />
*Spongeweed of Shield of Faith +3<br />
<br />
=====Yena:=====<br />
Whiteling Spine (from feast attack, sewn into cloak)</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Lemmus_SandboxLemmus Sandbox2007-07-11T21:39:29Z<p>MikeLemmer: /* Enhancement Bonus */</p>
<hr />
<div>==Legacy Items 2.0==<br />
<br />
'''Basis:''' Legacy weapons are an upgradable +X weapon with numerous other benefits unlocked through expensive & dangerous rituals.<br />
<br />
'''Problem:''' Legacy weapons also cause penalties to HP, attack rolls, skill points, and spell slots, often nullifying its other bonuses. Many of these penalties are made in exchange for activated powers. Also, legacy weapons are often worse than customized weapons.<br />
<br />
'''Idea:''' Legacy items are basically upgradable mini-artifacts. Instead of using gold to upgrade them, why not use other magical items?<br />
<br />
Legacy items are powered by destroyed magic items. Every magic item destroyed by or sacrificed to a legacy item gives it 1 Aspect Point per 1000gp in the item's cost. (Round down; magic items costing less than 1000gp don't give any Aspect Points.) Unlocking a legacy item ability requires 3 things:<br />
* Prerequisite Level<br />
* Prerequisite Sacrifice: Either a certain type of item or a certain type of monster defeated.<br />
* Aspect Point Cost: <br />
<br />
====Slots per Level====<br />
<br />
Most extra abilities of a legacy item use up its slots. Each ability either takes up X Least slots, X Lesser slots, or X Greater slots. You can place abilities in a higher slot as well: an ability placed in a higher slot only takes up 1 slot, no matter how many slots it normally takes up.<br />
<br />
Level: Least/Lesser/Greater<br />
<br />
*05th: 1<br />
*06th: 2<br />
*07th: 3<br />
*08th: 4<br />
*09th: 5<br />
*10th: 6<br />
*11th: 6/1<br />
*12th: 6/2<br />
*13th: 6/3<br />
*14th: 6/4<br />
*15th: 6/5<br />
*16th: 6/6<br />
*17th: 6/6/1<br />
*18th: 6/6/2<br />
*19th: 6/6/3<br />
*20th: 6/6/4<br />
<br />
====Weapon Bonuses====<br />
<br />
These bonuses are for weapons only. Each bonus has the previous one as a prerequisite; for example, you need to buy the +3 bonus before you can get a +4 bonus.<br />
<br />
*+1: Default<br />
*+2: 7th level, Weapon +1 or higher, 6 AP<br />
*+3: 11th level, Weapon +2 or higher, 10 AP, 1 Lesser<br />
*+4: 12th level, Weapon +3 or higher, 14 AP<br />
*+5: 14th level, Weapon +4 or higher, 18 AP<br />
*+6: 17th level, Weapon +4 or higher, 22 AP, 1 Greater<br />
*+7: 19th level, Weapon +5 or higher, 26 AP<br />
*+8: 20th level, Weapon +6 or higher, 30 AP<br />
<br />
====Armor Bonuses====<br />
<br />
These bonuses are only for armor & shields. Each bonus has the previous one as a prerequisite; for example, you can only buy a +5 bonus if you already have a +4 bonus.<br />
<br />
*+1: Default<br />
*+2: 6th level, Armor +1 or higher, 3 AP<br />
*+3: 8th level, Armor +2 or higher, 5 AP<br />
*+4: 11th level, Armor +3 or higher, 7 AP, 1 Lesser<br />
*+5: 12th level, Armor +4 or higher, 9 AP<br />
*+6: 14th level, Armor +4 or higher, 11 AP<br />
*+7: 15th level, Armor +5 or higher, 13 AP<br />
*+8: 17th level, Armor +6 or higher, 15 AP, 1 Greater<br />
*+9: 18th level, Armor +7 or higher, 17 AP<br />
*+10: 20th level, Armor +8 or higher, 19 AP<br />
<br />
====Enhancement Bonus====<br />
<br />
This is a special 11th-level ability. The legacy item gives its user a +2 inherent bonus in one stat. Each legacy item can only take this once.<br />
<br />
*+2 Inherent bonus to one stat: 11th level, Item with a +4 or higher Enhancement bonus to this stat, 15 AP, 1 Lesser<br />
<br />
==[[Armadon Monster Class]]==<br />
<br />
===Armadon Monster Class Variants===<br />
<br />
('''NOTE:''' Rough draft. Feel free to comment on the variants. Inspired by Shiny's armadon variants.)<br />
<br />
An armadon's variants are chosen on creation. An armadon can take as many variants as it wants, with these exceptions:<br />
<br />
*An armadon can only have one of these variants: Acid-Focused, Poison-Focused, Resistant<br />
*An armadon can only have one of these variants: Huge Size, Medium Size<br />
<br />
====Acid-Focused====<br />
'''Lose:''' The armadon loses its Poison ability. It can't lose an ability it's already lost for another trait.<br />
<br />
'''Gain:''' The armadon increases Acid Spray's damage by 1d8 acid and its range by 5 feet. It still can't use its Acid Spray before 3rd level.<br />
<br />
'''Note:''' An armadon can't take this variant with the Poison-Focused or Resistant variants.<br />
<br />
====Poison-Focused====<br />
'''Lose:''' The armadon loses its Acid Spray ability. It can't lose an ability it's already lost for another trait.<br />
<br />
'''Gain:''' The armadon's Poison also affects Dex. At 6th level, it receives Poison (1d3 Str + 1d3 Dex / 1d3 Str + 1d3 Dex). At 12th level, it receives Poison (1d6 Str + 1d6 Dex / 1d6 Str + 1d6 Dex).<br />
<br />
'''Note:''' An armadon can't take this variant with the Acid-Focused or Resistant variants.<br />
<br />
====Resistant====<br />
'''Lose:''' The armadon loses either its Poison ability or Acid Spray ability. It can't lose an ability it's already lost for another trait, such as Acid- or Poison-Focused.<br />
<br />
'''Gain:''' The armadon gains Resistance 5 (fire, elec, sonic, cold) at 3rd level. Its resistance increases to 10 at 5th level, 15 at 8th level, and 20 at 10th level.<br />
<br />
'''Note:''' An armadon can't take this variant with the Acid-Focused or Poison-Focused variants.<br />
<br />
====Huge Size====<br />
'''Lose:''' The armadon takes a -2 size penalty to attacks and AC. The armadon takes up a 15'x15' space.<br />
<br />
'''Gain:''' The armadon's natural weapons' damage increases by one size category. It can carry Large riders. Its carrying capacity increases to 6x that listed in the PHB's Carrying Capacity table (p.162).<br />
<br />
'''Note:''' An armadon can't take this variant with the Medium Size variant.<br />
<br />
====Medium Size====<br />
'''Lose:''' The armadon's natural weapons' damage decreases by one size category. Its carrying capacity decreases to 1.5x that listed in the PHB's Carrying Capacity table (p.162).<br />
<br />
'''Gain:''' The armadon takes a +1 size bonus to attacks and AC. The armadon takes up a 5'x5' space. It can carry Small riders<br />
<br />
'''Note:''' An armadon can't take this variant with the Huge Size variant.<br />
<br />
====Spikespewer====<br />
'''Lose:''' The armadon loses its 2 Claw 1d8 attacks.<br />
<br />
'''Gain:''' The armadon gains 2 Spikes 1d6 attacks. They have a range of 70', are considered thrown weapons, and add half of the armadon's Str mod to damage. They suffer the same penalties & AoOs as ranged weapons if used in melee combat.<br />
<br />
====Offensive====<br />
'''Lose:''' The armadon loses its natural armor increases at 1st and 11th levels. It gets Natural armor 3 at 2nd level, Natural armor 6 at 5th level, and Natural armor 9 at 8th level.<br />
<br />
'''Gain:''' The armadon's natural weapons' damage increases by one size category.<br />
<br />
====Skilled====<br />
'''Lose:''' The armadon loses its initial +4 Str bonus.<br />
<br />
'''Gain:''' The armadon gets an extra 16 skill points for its first HD, and an extra 4 skill points per HD after that.<br />
<br />
====Runner====<br />
'''Lose:''' The armadon loses its initial +2 Con bonus.<br />
<br />
'''Gain:''' The armadon adds 10 feet to its base land speed.<br />
<br />
====Agile====<br />
'''Lose:''' The armadon doesn't get +2 Str at 4th level and 9th level.<br />
<br />
'''Gain:''' The armadon gets +2 Dex at 4th level and 9th level.<br />
<br />
====Wary====<br />
'''Lose:''' The armadon doesn't get +2 Con at 5th level and 10th level.<br />
<br />
'''Gain:''' The armadon gets +2 Wis at 5th level and 10th level.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Native_Sketches_(Scale_Seasons)Native Sketches (Scale Seasons)2007-07-04T23:06:52Z<p>MikeLemmer: </p>
<hr />
<div>[[http://img403.imageshack.us/my.php?image=lakhusahreetdu9.gif Lakhu & Sahreet]]<br />
<br />
[[http://img184.imageshack.us/my.php?image=burankoboldda0.gif Burans & Kobolds]]</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=BuranBuran2007-07-04T21:01:50Z<p>MikeLemmer: </p>
<hr />
<div>*'''Abilities:''' +2 Str, -2 Dex, -2 Int, +2 Wis<br />
*'''Size:''' Large.<br />
*'''Reach:''' 10'<br />
*'''Base Speed:''' 30 feet.<br />
*+2 racial bonus to Knowledge (Religion). Burans are trained in Knowledge (Religion), even if they don't have any ranks in it.<br />
*'''Flaw:''' [[Cold-Blooded]].<br />
*'''Natural Armor Bonus:''' +7<br />
*'''Natural Attacks:''' 2 claws (1d4), 1 gore (1d6, secondary).<br />
*'''Automatic Languages:''' Hydraxian.<br />
*'''Bonus Languages:''' Draconic.<br />
*'''Favored Class:''' Cleric or Favored Soul.<br />
*'''Base HD:''' 2<br />
*'''Level Adjustment:''' +1<br />
*'''Base ECL:''' 3<br />
<br />
Fax suggested upping their natural attacks to 1d8 (claws) & 1d10 (gore).</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=SahreetSahreet2007-07-04T16:23:07Z<p>MikeLemmer: </p>
<hr />
<div>*'''Abilities:''' +2 Dex, -2 Wis, -2 Cha.<br />
*'''Size:''' Medium.<br />
*'''Base Speed:''' 40 feet.<br />
*Low-light vision.<br />
*+4 racial bonus to Balance and Jump.<br />
*Proficient in the shortbow.<br />
*'''Bonus Feats:''' Run.<br />
*'''Flaws:''' [[Cold-Blooded]].<br />
*'''Natural Armor Bonus:''' +3<br />
*'''Natural Attacks:''' 2 claws (1d4), bite (1d4, secondary).<br />
*'''Automatic Languages:''' Hydraxian.<br />
*'''Bonus Languages:''' Draconic.<br />
*'''Favored Class:''' Scout.<br />
*'''Base HD:''' 0<br />
*'''Level Adjustment:''' +0<br />
*'''Base ECL:''' 0</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Reptilian_PCsReptilian PCs2007-07-04T16:11:18Z<p>MikeLemmer: </p>
<hr />
<div>Many of reptilian races, bred and trained for warfare for centuries, are naturally tougher, meaner, and nastier than the usual player races. That means a lot of racial HD, level adjustments, and ECLs get tossed around. Since monster classes could see a lot of use in this game, I've designed my own rules for handling them, similar to ''Savage Species'':<br />
<br />
*'''The First Level''': A character's 1st level can either be a racial class level or a class level, since it determines inital HP and initial skill points. A person's training can be more important than his heritage.<br />
*'''Racial Class Levels''': A monster race has a racial class with levels equal to its HD-1. A monster must gain all of its racial class levels before it can level in another class. (The only exception is the First Level; see above.) A character can't take racial class levels of another race.<br />
*'''Racial Feats''': Many of the reptilian races have racial feats that enhance their natural abilities. You can take these just like regular feats. You can also take racial feat levels (see below) to get a batch of them in exchange for a level.<br />
*'''Racial Feat Levels''': Monster races can gain racial feat levels. A racial feat level provide no HD, no BAB increase, and no save bonus. The only thing it provides is 3 Bonus Racial Feats.<br />
*'''Favored Classes''': Due to the growing number of base classes in D&D, many of the reptilian races have two or more favored classes. Each PC must choose one of these as his favored class; a PC can't have two or more favored classes. For example, Caudabrans can choose Lurk or Psychic Rogue as their favored class, but not both. A Caudabran with Monk 5/Lurk 1/Psychic Rogue 1 would suffer the multiclassing XP penalty. Racial class levels and racial feat levels are always favored classes; PCs take no XP penalty for either.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Drazai_(Scale_Seasons)Drazai (Scale Seasons)2007-07-02T06:33:11Z<p>MikeLemmer: </p>
<hr />
<div>(Link to the original [[Drazai]].)<br />
<br />
The '''Drazai''' live deep in the mountain ranges of this continent, where they fight for metal ores with the troglodytes. They are known far and wide as celebrated magic users, being among the best wizards in the land. They are constantly experimenting with new magics.<br />
<br />
'''Personality:''' Drazai are often cautious, though they are not afraid to take risks once they've identified a potential gain. They constantly experiment and try to learn more about their environments and their comrades. Living in tight warrens as they do, they have little or no sense of privacy. They see nothing wrong with going through a companion's bags, or walking into a privy that's in use.<br />
<br />
'''Physical Description:''' Drazai are small, lizard-like humanoids. * Their colors range from light bronze to nearly black, with colorful strips and crests in blues and greens. The males stand at three-and-a-half feet tall, with the females standing slightly taller and broader. Eye color ranges from yellow, to green, to the occasional brown. Their clothing tends towards thick, leather robes.<br />
<br />
'''Alignment:''' Drazai are usually lawful, with a tendency towards good. They believe in a strong, unified community, with various members working for the good of the whole. However, they have a strong individualistic streak as a group, making them resist other races who try to impose their ways on them.<br />
<br />
'''Drazai Lands:''' Drazai live in the mountains, in tunnels and caves they've carved out. Most drazai settlements are deep within the Drakerot Mountains.<br />
<br />
'''Religion:''' Drazai are notoriously lax on worship, instead preferring to spend their time on research or self-improvement. They don't ask anything from the gods, so they don't feel obliged to give anything in return.<br />
<br />
'''Language:''' Drazai speak Hydraxian & Draz, a language that has both Terran and Draconic roots.<br />
<br />
'''Relations:''' The drazai are on wary terms with most of the reptilian races, who view them as weaklings. A few of them snatch drazai for slaves. They particularly hate the troglodytes, who enslave their people, compete with them for metal, and steal their metalworking plans (the trogs deny the stealing). They are on friendliest terms with the sahreet, who share their cunning and perception as a weak species. Drazai and sahreet are so similar that they're probably related, and there are rumors of drazai/sahreet hybrids.<br />
<br />
'''Adventures:''' Drazai feel a strong compulsion to explore and discover new things. A drazai adventurer is either looking for new magic (or other learning) or else is looking for something to strengthen the community. A very few drazai adventurers are outcasts who were unable to fit into the rigid mold of Drazai society. Generally, other drazai look at them with pity, rather than scorn or anger.<br />
<br />
'''Aging:''' Drazai reach adulthood at 10, middle age at 25, old age at 38, and venerable at 50.<br />
<br />
==PC Drazai==<br />
*+2 Int, -2 Con.<br />
*'''Small:''' As a [[Small]] creature, a drazai gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. <br />
*'''[[Humanoid]] [[Reptilian]]''' <br />
*Drazai '''base speed''' is 20 feet. <br />
*Low-light vision<br />
*Drazai gain a +2 bonus to Craft checks involving metal objects. Drazai are adept at working steel and iron, having perfected their work over the centuries.<br />
*Drazai gain a +2 bonus to Climb checks. The claws on the drazai, though not very long, are good for helping them find handholds and footing. <br />
*A Drazai's well-ordered mind gives him a +2 racial bonus to saves vs. confusion & insanity.<br />
*'''Natural Attacks:''' 2 Claws (1d2)<br />
*'''Flaws:''' [[Cold-Blooded]].<br />
*'''Automatic languages:''' Hydraxian, Draz<br />
*'''Bonus Languages:''' Any (except for secret languages such as druidic)<br />
*'''Spell-like abilities:''' Detect Magic and Amanuensis 1/day, CL 1st; Light 3/day, CL 1st<br />
*'''Favored Class:''' Wizard. A multiclass drazai's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Armadon_Monster_ClassArmadon Monster Class2007-07-02T03:36:26Z<p>MikeLemmer: </p>
<hr />
<div>==Armadon Monster Class (Final)==<br />
<br />
The following was originally created by Shiny; the estimable Mike Lemmer is responsible for this, the expanded and completed version.<br />
<br />
Armadons are formian warbeasts, born and bred to serve as frontline shocktroops. Some of them also serve as warmounts, forming strong bonds with their riders.<br />
<br />
Armadons possess the following racial traits:<br />
*+4 Str, +2 Con.<br />
*Type: Magical Beast<br />
*Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks.<br />
*Quadruped. Lifting and carrying limits 3x those of Medium biped creatures.<br />
*An armadon's base land speed is 40 feet.<br />
*Armadons do not need to sleep. They do need to breathe and eat.<br />
*Immunity to ''sleep'' spells and effects, like elves.<br />
*Hivemind: Armadons are in constant mental contact with any formians within 50 feet. It is aware of danger if any in the hive mind are. If one is not flat-footed, none of them are. No formian in the hive mind is considered flanked unless they all are.<br />
*Rider Bond: Armadons form an empathic bond with their rider. An armadon's rider gains a +5 bonus on any Ride check to control their mount. This bond may strengthen with time.<br />
*Darkvision out to 60 feet.<br />
*Automatic Languages: Terran, Common. Armadons can't speak, but can understand spoken languages. They are illiterate.<br />
*Favored Class: Armadon<br />
<br />
'''Class Skills:''' The armadon's Class Skills (and the key ability for each) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).<br><br />
Due to their Large size, armadons take a -4 penalty to Hide checks.<br />
<br />
{|border=1px<br />
!Level !!HD !!BAB !!Fort !!Ref !!Will !!Skill Points !!Special<br />
|-<br />
|'''1st''' || 1d10 || +1 || +2 || +2 || +0 || (2+Int mod) x4 || Feat, Lawful subtype, Bite 1d8, Natural armor 3<br />
|-<br />
|'''2nd''' || 2d10 || +2 || +3 || +3 || +0 || 2+Int mod || +2 Dex, Natural armor 6<br />
|-<br />
|'''3rd''' || 3d10 || +3 || +3 || +3 || +1 || 2+Int mod || Feat, Acid spray 1d8 (10' line), Immunity (acid)<br />
|-<br />
|'''4th''' || 4d10 || +4 || +4 || +4 || +1 || 2+Int mod || Ability point, +2 Str, 2 Claws 1d8<br />
|-<br />
|'''5th''' || 4d10 || +4 || +4 || +4 || +1 || -- || +2 Con, Natural armor 9, Resistance 5 (fire, elec, sonic, cold)<br />
|-<br />
|'''6th''' || 5d10 || +5 || +4 || +4 || +1 || 2+Int mod || Sting 1d4, Poison (1d3 Str/1d3 Str), Immunity (poison)<br />
|-<br />
|'''7th''' || 5d10 || +5 || +4 || +4 || +1 || -- || +2 Str, Spell resistance (7+CL), Acid spray 2d8 (15' line)<br />
|-<br />
|'''8th''' || 6d10 || +6 || +5 || +5 || +2 || 2+Int mod || Feat, +2 Wis, Natural armor 12<br />
|-<br />
|'''9th''' || 6d10 || +6 || +5 || +5 || +2 || -- || +2 Con, Bite 2d6, Immunity (cold)<br />
|-<br />
|'''10th''' || 7d10 || +7 || +5 || +5 || +2 || 2+Int mod || +2 Str, Resistance 10 (fire, elec, sonic)<br />
|-<br />
|'''11th''' || 7d10 || +7 || +5 || +5 || +2 || -- || +2 Con, Natural armor 15, Acid spray 3d8 (20' line)<br />
|-<br />
|'''12th''' || 8d10 || +8 || +6 || +6 || +2 || 2+Int mod || Ability point, Sting 2d4, Poison (1d6 Str, 1d6 Str), Immunity (petrification)<br />
|-<br />
|'''13th''' || 8d10 || +8 || +6 || +6 || +2 || -- || +2 Str, Augmented critical (bite, 19+/x3)<br />
|}<br />
<br />
'''Bite:''' An armadon's primary natural weapon. It uses its bite in its standard attack. Its Strength modifier is added to damage. This attack is Lawful-aligned.<br><br />
'''Claws:''' Starting at 4th level, an armadon can also use two claws in a full attack. Half its Strength modifer is added to damage. This attack is Lawful-aligned.<br><br />
'''Sting:''' Starting at 6th level, an armadon can also use a tail stinger in a full attack. Half its Strength modifier is added to damage. On a successful hit, it also poisons its target (see below). This attack is Lawful-aligned.<br><br />
'''Poison (Ex):''' An armadon delivers its poison with each successful sting attack, causing Str damage. A Fort save negates the poison (DC 10 + 1/2 racial HD + Con mod).<br><br />
'''Acid Spray (Ex):''' Starting at 3rd level, an armadon can spit a stream of acid from its mouth, hitting everyone in a line for acid damage. A successful Reflex save halves the damage (DC 10 + 1/2 racial HD + Con mod). Once an armadon uses this ability, it can't use it again for 1d4 rounds.<br><br />
'''Spell Resistance (Ex):''' Starting at 7th level, an armadon gains spell resistance equal to 7 + class level.<br><br />
'''Augmented Critical (Ex):''' Starting at 13th level, an armadon's bite threatens a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.<br />
<br />
===A 5th-Level Armadon===<br />
<br />
For ''A Storm is Coming'', the PCs' mounts are one level behind the PCs. Therefore, our 6th-level PCs have 5th-level mounts. Our armadon mounts use the Elite Array (15, 14, 13, 12, 10, 8) to determine initial stats. They roll HP like PCs. (Max HP 1st level, roll for the rest.)<br />
<br />
The stats for a 5th-level armadon PC mount are:<br />
<br />
'''HD:''' 4d10 (10+3d10+(Con mod x4))<br><br />
'''BAB:''' +4<br><br />
'''Saves:''' Fort +4, Reflex +4, Will +1<br><br />
'''Feats:''' 2 (from HD)<br><br />
'''Abilities:''' Elite array, +6 Str, +4 Con, +2 Dex, +1 to any (from HD)<br><br />
'''Skill points:''' (2+Int mod) x7, max ranks 7/3.5<br><br />
'''Natural attacks:''' Bite 1d8+Str mod (primary), 2 Claws 1d8+half Str mod (round down)<br><br />
'''Special attacks:''' Acid spray 1d8 (10' line, Ref DC 12+Con mod, cooldown 1d4 rounds)<br><br />
'''Special defenses:''' Natural armor +9, resistance 5 (fire, elec, sonic, cold), immunity (acid)<br />
<br />
===Carrying Capacity===<br />
<br />
An armadon can carry up to 3x the weight listed on the PHB's Carrying Capacity table (p.162) since it's a large quadruped. For your convenience, the modified light load for an armadon is listed below.<br />
<br />
{|border=1px<br />
!Strength !!Light Load<br />
|-<br />
|'''14''' || 174 lb.<br />
|-<br />
|'''15''' || 188 lb.<br />
|-<br />
|'''16''' || 228 lb.<br />
|-<br />
|'''17''' || 258 lb.<br />
|-<br />
|'''18''' || 300 lb.<br />
|-<br />
|'''19''' || 348 lb.<br />
|-<br />
|'''20''' || 396 lb.<br />
|-<br />
|'''21''' || 459 lb.<br />
|-<br />
|'''22''' || 519 lb.<br />
|}<br />
<br />
It can carry up to twice its light load as a medium load, or up to 3x its light load as a heavy load. It can carry up to twice its heavy load, but it can only move 5 feet a round (as a full-round action).<br />
<br />
== Original Version ==<br />
'''Starting Ability Score Adjustments:''' +4 Str, +3 Con, +1 Dex<br><br />
'''Speed:''' Armadon land speed is 40'.<br><br />
'''Carrying Capacity:''' As large quadrupeds, Armadons can carry 3x the listed Carrying Capacity for their Strength. (PHB 162)<br><br />
'''Care & Feeding:''' Armadons need to eat & breathe, but don't sleep.<br><br />
'''Darkvision:''' Armadons can see in the dark up to 60'.<br><br />
'''Automatic Languages:''' Formian and Common. Armadons do not speak, but can understand mental commands from its rider.<br><br />
'''Favored Class:''' Armadon<br />
<br />
'''Class Skills:''' The Armadon's Class Skills (and the key ability for each) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).<br />
<br />
{|border=1px<br />
!Level !!HD !!BAB !!Fort !!Ref !!Will !!Skill Points !!CR !!Special<br />
|-<br />
|'''1st''' || 1d10 || +1 || +2 || +2 || +0 || (2+Int mod) x4 || 1 || Lawful subtype, Feat, Large size, Immunity (petrification), Resistances (fire 5, elec 5, sonic 5), Hive Mind, 2 Claws 1d8<br />
|-<br />
|'''2nd''' || 2d10 || +2 || +3 || +3 || +0 || 2+Int mod || 2 || Multiattack, Acid Blast (least), Bite 1d6, Immunity (acid)<br />
|-<br />
|'''3rd''' || 3d10 || +3 || +3 || +3 || +1 || 2+Int mod || 3 || Feat, Augmented Critical (bite), Natural armor 5, Sting 2d4 (poison 1d4 Str, 1d4 Str), Wis +1<br />
|-<br />
|'''4th''' || 4d10 || +4 || +4 || +4 || +1 || 2+Int mod || 4 || Acid Blast (lesser), Immunity (cold), Resistances (fire 10, elec 10, sonic 10), Str +4, Con +2, Dex +1, Spell Resistance 10<br />
|-<br />
|'''5th''' || 5d10 || +5 || +4 || +4 || +1 || 2+Int mod || 5 || Natural armor 10, Wis +1, Bite 2d6<br />
|-<br />
|'''6th''' || 6d10 || +6 || +5 || +5 || +2 || 2+Int mod || 6 || Feat, Acid Blast (greater), Immunity (poison), Resistances (fire 20, elec 20, sonic 20), Sting 2d4 (poison 1d6 Str, 1d6 Str)<br />
|-<br />
|'''7th''' || 7d10 || +7 || +5 || +5 || +2 || 2+Int mod || 7 || Natural armor 15, Str +4, Con +3, Dex +1<br />
|-<br />
|'''8th''' || 8d10 || +8 || +6 || +6 || +2 || 2+Int mod || 8 || Improved Natural Attack, Spell Resistance 20<br />
|}<br />
<br />
'''Hive Mind (Ex)''': An Armadon is in constant mental communication with any formians within 50'. It is aware of danger if any in the hive mind are. If one is not flat-footed, none of them are. No formian in the hive mind is considered flanked unless they all are.<br><br />
'''Acid Blast (Ex)''': An Armadon can shoot acid from blisters near its tail. Once an armadon uses this ability, it can't use it again for 1d4 rounds. A successful Reflex save halves the damage (DC 10 + 1/2 racial HD + Con mod).<br><br />
''Least:'' 1d8 acid in a 10' line.<br><br />
''Lesser:'' 2d6 acid in a 15' line.<br><br />
''Greater:'' 3d8 acid in a 20' line.<br><br />
'''Poison (Ex)''': An Armadon delivers its poison with each successful sting attack, causing Str damage. A Fort save negates the poison (DC 10 + 1/2 racial HD + Con mod).</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Scale_Seasons_RosterScale Seasons Roster2007-06-30T18:46:54Z<p>MikeLemmer: /* Far-Field Scout Group Gran (the PCs) */</p>
<hr />
<div>'''Talis,'''<br><br />
I don't care how much the troops enjoy it. You will quit holding bets on which scouts will die first ''now''.<br><br />
'''-The Commander'''<br />
<br />
====Far-Field Scout Group Gran (the PCs)====<br />
*[http://www.rpgwebprofiler.net/view.php?id=46584 Meral Allwood], Human Paladin (headwarpage)<br><br />
**'''Odds:''' 12:1, '''Most Likely Death:''' Annihilated by evil cultist priest<br />
*[http://www.myth-weavers.com/sheets/view.php?id=6363 Anton Dreln], Human Sorcerer (Sahegian)<br><br />
**'''Odds:''' 7:1, '''Most Likely Death:''' Devoured by irritable dragon<br />
*[http://www.thetangledweb.net/profiler/view.php?id=2975 Fesethir Vurdroth], Avanti Wilderness Rogue (Firesong)<br><br />
**'''Odds:''' 11:3, '''Most Likely Death:''' Fireball and/or Lightning Bolt<br />
*[http://www.thetangledweb.net/profiler/view.php?id=9976 Jarelk Archon], Half-Elf Druid (Jarelk)<br><br />
**'''Odds:''' 3:1, '''Most Likely Death:''' Swept over Waterfall<br />
*[http://www.thetangledweb.net/profiler/view.php?id=1759 Vakiah ahn-Rahlkat], Ahihele Barbarian-Scholar (Fax_Celestis)<br><br />
**'''Odds:''' 7:1, '''Most Likely Death:''' Devoured by polar bear<br />
*[http://www.deltadave.net/characters/larus.htm Larus Kristjan], Human Cleric of St. Thrain (roninkelt)<br><br />
**'''Odds:''' 5:2, '''Most Likely Death:''' Skewered by Natives<br />
*[http://www.rpgwebprofiler.net/view.php?id=54707 Yena'kam*twist*], Caudabran Factotum/Psychic Rogue (Shiny)<br><br />
**'''Odds:''' 3:2, '''Most Likely Death:''' Backstabbed while backstabbing<br />
*[http://www.rpgwebprofiler.net/view.php?id=23494 Stralech], Drazai Diviner (JackMann)<br><br />
**'''Odds:''' 2:1, '''Most Likely Death:''' Eaten by Test Subject<br />
<br />
====Far-Field Scout Group Alko - Partial (Inactive PCs)====<br />
*[http://www.planetadnd.com/3eprofiler/view.php?id=9461 Alec Melbourne], Human Warlock (nnscientist)<br><br />
**'''Odds:''' 5:2, '''Most Likely Death:''' Sucked into Abyss<br />
*[http://www.thetangledweb.net/profiler/view.php?id=3429 Korrath], Half-Orc Favored Soul (Warrax)<br><br />
**'''Odds:''' 21:1, '''Most Likely Death:''' Spiked in pit trap<br />
<br />
====Other Locations (More Inactive PCs)====<br />
*[http://playrpgonline.net/3eprofiler/view.php?id=586 Wilmorn Taletreader], Elven Ranger (RS14)<br><br />
**'''Location:''' Traveling with Nature's Order, '''Odds:''' 9:2, '''Most Likely Death:''' Freak bow accident</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=KoboldsKobolds2007-06-30T15:31:10Z<p>MikeLemmer: </p>
<hr />
<div>*'''Abilities:''' -2 Str, +2 Dex, -2 Con<br />
*'''Size:''' Small.<br />
*'''Base Speed:''' 30 feet.<br />
*Darkvision to 60 ft.<br />
*+2 racial bonus to Craft (trapmaking), Profession (miner), and Search checks.<br />
*A kobold coming within 10 ft. of a trap automatically makes a Search check to notice it. Kobolds are so used to living in trapped environments that spotting them has become instinctive.<br />
*'''Flaws:''' [[Cold-Blooded]], Light Sensitive (dazzled in bright sunlight or ''daylight'' spell).<br />
*'''Natural Armor Bonus:''' +1<br />
*'''Natural Attacks:''' 2 claws (1d2).<br />
*'''Automatic Languages:''' Hydraxian.<br />
*'''Bonus Languages:''' Draconic, Terran.<br />
*'''Favored Class:''' Sorcerer.<br />
*'''Base HD: 1<br />
*'''Level Adjustment:''' +0<br />
*'''Base ECL:''' 1</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Caudabran_(Scale_Seasons)Caudabran (Scale Seasons)2007-06-30T15:17:42Z<p>MikeLemmer: </p>
<hr />
<div>(Link to original [[Caudabran]].)<br />
<br />
'''Summary'''<br />
<br />
A race of psionic reptilians, the product of ancient divine experimentation.<br />
<br />
Lurking in the swamps and shadows of many a reptilian community, on the outskirts of lakhu tribes or eking out an existence in spitting distance of some dragon's lair, are the Caudabrans. Born with gifts of speed and stealth at odds with the rough-and-tumble style of many of their scaly compatriots, they exist like a crocodile, one eye above the water, one eye below, only half-belonging anywhere at all. For this reason, Caudabrans are sometimes referred to (all too often unkindly) as 'marshlurks'.<br />
<br />
'''Personality:''' Caudabrans tend to be, at best, reticent; pulling the details of one's life or story from a marshlurk is roughly as easy as pulling the fangs from a monstrous spider. There exist Caudabrans who choose not to speak at all, though adventurers tend to be among the more garrulous of the breed. Even at their best, Caudabrans are suspicious, quiet, and have an ingrained (though deceptive) taste for bowing and scraping to their 'betters' (that is, almost anyone else). Caudabrans are not, naturally, disposed to keeping their promises if under even the slightest duress- their personal honor tends toward the prickly. It is this they offer as justification for the many 'masters' they have bowed to, only to eviscerate at a later and more convenient date.<br />
<br />
Those few Caudabrans who choose more martial career paths, and some that have managed to obtain great power, tend toward the opposite extreme, strutting and posturing, though in such a way that it is somewhat obvious they feel quite the impostor. To their friends, Caudabrans are matter-of-fact, no-nonsense, often described as 'professional' in demeanor; they have a stunning memory for details and a taste for obscure facts.<br />
<br />
'''Physical Description:''' Caudabrans are long-armed, slick-skinned humanoids. Their heads are wedge-shaped, at the end of a long, sinuous neck, and their eyes tend to be widely placed, large, and limpid. Their knuckles drag the ground at the end of multi-jointed, seemingly boneless arms; their 'musculature' tends toward the slick, undefined form found in creatures of the sea. Caudabran fingers are long and ridged like those of a gecko. Young or inexperienced Caudabrans possess a few small, crystalline scales; usually in a ridge leading down the neck and to the sides of their wedge-head. As a Caudabran grows and gains power, these scales grow into increasingly complex (and, some say, beautiful) patterns. <br />
<br />
'''Relations:''' Few races know enough about Caudabrans to have a relationship with them; their tendency toward reclusive behavior makes them mysterious to many. Lakhu, sahreet, and other reptilians, and some coastal races (notably the sahaguin) admire or despise the marshlurks and their mastery of stealth.<br />
<br />
'''Alignment:''' Caubrans tend towards Chaotic Neutral. Though conniving, not necessarily trustworthy, and as morally slick as they are physically, Caudabrans are not, in point of fact, evil; they lack the necessary drive, in most cases. Caudabrans that are actually good (and they are many, though not vocal) tend toward anonymous acts of goodwill. Breakfasts cooked without apparent agency, babies cared for by a mysterious benefactor (or simply saved from a grisly fate), etc. are the hallmarks of Caudabran heroism.<br />
<br />
'''Caudabran Lands:''' Caudabrans have no lands of their own, as such. They generally reside in the outskirts (or, rarely, the secret heart) of other reptilian communities.<br />
<br />
'''Religion:''' Many Caudabran individuals merely pay lip service to the deities, treating them like another 'master' they must appease. Those that are devout tend toward the worship of Rekash, whom some marshlurks believe to be the ancient progenitor of their line.<br />
<br />
'''Languages:''' Caudabrans speak Hydraxian and their own sign-language, Caudasign. More learned Caudabrans generally speak the languages of nearby species, and Aquan.<br />
<br />
'''Names:''' Caudabran names are similar to those of the mysterious race known as Shadowswyfts (a fact which many planar scholars make much of) in that it consists of a handful of syllables (usually nonsense ones- Caudabrans believe that a name can give your enemy a clue) and a signifying gesture. A typical Caudabran name would be, for instance, Na'na'keer'luhr [twisting of neck].<br />
<br />
'''Adventuring:''' Most Caudabrans adventure to gain opportunities to practice and hone their skills; a Caudabran who returns to his family without first 'growing new scales' (literally or figuratively) is likely to be mocked.<br />
<br />
===Caudabran Racial Traits===<br />
*+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma; Caudabrans are nimble, swift swimmers who are smarter than most would guess; however, they are none too hardy and too reticent to gain much notice.<br />
*'''Medium:''' As medium creatures, Caudabrans have no special bonuses or penalties due to size.<br />
*Caudabran base speed is 30 feet.<br />
*'''Low-light vision:''' A Caudabran can see twice as far as a human in moonlight or other conditions of poor illumination.<br />
*'''Rubbery hide:'''Caudabrans gain a +1 natural armor bonus to AC.<br />
*'''Flaw:''' [[Cold-Blooded]].<br />
*'''Bonus Feat:''' [[Two-Weapon Fighting]]. Caudabrans are trained in the ways of the rogue early in life.<br />
*'''Naturally Psionic:''' Caudabrans, even those who choose not to pursue such a destiny, have a grasp of mental power; they gain 2 bonus power points at 1st level.<br />
*'''Seascales:''' The crystalline scales of a Caudabran allow them to become a near-perfect amphibious warrior. A Caudabran may spend 1 PP to gain water breathing, and a swim speed equal to their base land speed, for 10 minutes.<br />
*'''Darkscales:''' Every Caudabran, in addition to their seascales (which are immediately obvious) possesses a set of 'Darkscales'. These Darkscales are usually actually embedded in the Caudabran's skin, invisible until utilized- usually in the service of a psionic power. When a Caudabran manifests a power, their Darkscales glimmer softly. A Caudabran may spend 1 PP to gain a +4 bonus to Hide and Move Silently for 10 minutes/level.<br />
<br />
*'''Favored Class:''' Lurk or Psychic Rogue. A multiclass Caudabran's Lurk or Psychic Rogue class does not count when determining if he or she is assessed a penalty for multiclassing.<br />
<br />
==Caudabran Racial Feats==<br />
<br />
====Improved Seascales====<br />
<br />
'''Prerequisites:''' Caudabran, 1st level.<br />
<br />
'''Benefit:''' The length of your seascale ability increases to 10 minutes/level. You can also use this ability on others; its range is Touch.<br />
<br />
====Improved Darkscales====<br />
<br />
'''Prerequisites:''' Caudabran, 1st level.<br />
<br />
'''Benefit:''' The bonus from your darkscale ability increases to a +8 bonus to Hide and Move Silently.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Cold-BloodedCold-Blooded2007-06-30T14:41:32Z<p>MikeLemmer: /* Fire-Blooded Feat */</p>
<hr />
<div>Cold-Blooded is a common trait of the reptilian races. A character with the Cold-Blooded flaw takes extra damage from cold attacks.<br />
<br />
*A Cold-Blooded character adds +2 damage/die to any lethal or non-lethal cold damage he takes.<br />
<br />
A character with Cold-Blooded also requires magical protection (such as a constant Endure Elements) to stay active during the frigid winters. Most Cold-Blooders hibernate once the temperature hits freezing.<br />
<br />
====Fire-Blooded Feat====<br />
<br />
'''Prerequisite:''' Cold-Blooded flaw. 1st level only.<br />
<br />
You have been blessed by Hydraxus with an inner fire. Fire-Blooded removes the Cold-Blooded flaw.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Two-Weapon/Claw_FightingTwo-Weapon/Claw Fighting2007-06-30T06:15:38Z<p>MikeLemmer: Two-Weapon/Claw Fighting moved to Melee House Rules (Scale Seasons): More Generic Name</p>
<hr />
<div>#REDIRECT [[Melee House Rules (Scale Seasons)]]</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Melee_House_Rules_(Scale_Seasons)Melee House Rules (Scale Seasons)2007-06-30T06:15:38Z<p>MikeLemmer: Two-Weapon/Claw Fighting moved to Melee House Rules (Scale Seasons): More Generic Name</p>
<hr />
<div>===Two-Weapon Fighting, Modified===<br />
<br />
In addition to the Two-Weapon Fighting feat's hit penalty reduction, taking Two-Weapon Fighting lets you attack with both weapons on a standard action attack or charge.<br />
<br />
===Two-Claw Fighting===<br />
<br />
Most of the reptilian races have claw attacks for unarmed attacks. The claw attacks of Humanoid (Reptilian) and Monstrous Humanoid creatures are ''not'' treated as natural attacks:<br />
*The number of attacks in a full attack for a single claw increase as BAB does, just like weapons.<br />
*Attacking with both claws is treated as Two-Weapon Fighting. Claws are light weapons. The penalties are -4/8, or -2/2 if the attacker has Two-Weapon Fighting.<br />
*Attacks with claws are considered armed attacks, just as spiked gauntlets are.<br />
*For magical enhancements, claws are treated as natural attacks, not weapons.<br />
<br />
===Biting===<br />
<br />
Some reptilian races have a bite attack as well. This is added to their full attack and is treated as a secondary natural attack:<br />
*Half of your Strength modifier (rounded down) is added to bite attack damage<br />
*The attack penalty for bites is -5 normally, -2 if you have the Multiattack feat.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=Yuan%27TiYuan'Ti2007-06-29T18:03:22Z<p>MikeLemmer: </p>
<hr />
<div>==INFORMATION CLASSIFIED==</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=OrissaOrissa2007-06-27T12:17:22Z<p>MikeLemmer: Updated Information from First Contact</p>
<hr />
<div>'''Intermediate God (Neutral Good)'''<br />
<br />
'''Symbol:''' A silver dragon eye.<br />
<br />
'''Color:''' Silver<br />
<br />
'''Portfolio:''' Curiousity, Invention.<br />
<br />
'''Domains:''' Good, Knowledge, Magic, Mind, Oracle<br />
<br />
'''Cleric Alignments:''' Any Good, True Neutral<br />
<br />
'''Favored Weapon:''' Quarterstaff<br />
<br />
''"Walk a mile in someone's claws. What can you learn from them?"''<br />
<br />
Orissa is the Hydraxian deity of curiousity & invention. Passionately obsessed with the unknown, She's willing to do nearly anything, from activating a potentially dangerous device to living as a member of another species, to learn about the world. She has the knowledge of an elder wyrmsage and the curiousity of a child. Nearly all reptilian wizards, seers and inventors, and many explorers, worship Her.<br />
<br />
=====Relation with Other Hydraxian Deities=====<br />
<br />
According to the myths & legends you've skimmed, Orissa and [[Kuranas]] often collaborate on ideas and plans. It's hinted they might be lovers. [[Zula]] often aids Orissa as well, despite her reluctance for it. Zula admires Orissa's passion for learning and treats Her like a little sister, dispensing advice and assistance. Sometimes it works, sometimes it doesn't. Orissa is rather cold towards [[Rekash]], despite their similarities. In one of the myths, Orissa shows pity for a race Rekash created and then discarded, living among them and helping them find a secluded location they could live in peace. Well, at least until the neighboring races invaded and slaughtered them for their land. (The moral is, no matter how much you care about something, it will be destroyed if it isn't strong.) She's okay with the other Hydraxian deities.<br />
<br />
=====Relation with Selunai=====<br />
<br />
Orissa is the first Hydraxian deity to make actual contact with Selunai, as you saw once you cleared out Her temple. Her spirits have been friendly towards you, exchanging information and knowledge for more details about your people. Your deeds in clearing the invaders and taint from one of Her temples didn't hurt, either. Out of all the deities you've encountered on this land, Orissa has been the friendliest. You might even receive aid and assistance from Her worshippers.<br />
<br />
Caudis, one of Her priest-researchers, was Selunai's first convert in the new land as well. Caudis swore that Orissa wanted him to convert. His argument was that since Orissa wanted Her followers to seek out unknown experiences for new knowledge to return, he couldn't encounter a new benevolent religion and ''not'' join it. Doing so would reject Her teachings and denounce Her as well. Therefore, the only way he could serve Her was by swearing his devotion to Selunai. It seems like a strange argument, but who are you to question the whims of the deities?<br />
<br />
If everything goes well, Selunai & Orissa could become allies.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=SurinnSurinn2007-06-27T12:15:08Z<p>MikeLemmer: Info Updated upon Contact</p>
<hr />
<div>'''Intermediate God (Lawful Good)'''<br />
<br />
'''Symbol:''' An ouroboros (self-eating serpent).<br />
<br />
'''Color:''' Green<br />
<br />
'''Portfolio:''' Judgement, Reincarnation, Birth.<br />
<br />
'''Domains:''' Law, Good, Creation, Healing, Purification<br />
<br />
'''Turns:''' Elementals or Undead<br />
<br />
'''Cleric Alignments:''' Lawful Good, Neutral Good, Lawful Neutral<br />
<br />
'''Favored Weapon:''' Light Mace<br />
<br />
''"Do not fear death; it is merely another step on the path to purity."''<br />
<br />
Surinn was Hydraxus's second head, and the first to be born from Its dead body. She embodies the Hydraxian system of judgement and reincarnation.<br />
<br />
=====Relation with Other Hydraxian Deities=====<br />
<br />
Surinn is a kindly deity that spends more time caring for the reptilian races than bonding with the other heads. Her strongest relation is with [[Vulkalth]], as His preferred mate. She has a working relation with [[Beros]], plotting the future of the reptilian races and what traits they'll need to succeed against the elementals. She doesn't like [[Rekash]]'s constant tampering with Her children, seeing Him as a flighty transmuter that leaves Her to care for His failed creations. She also has a fierce rivalry with [[Zula]]: They represent the polar opposites of love, but They must work together for the reptilian races to flourish, and They also fight over Vulkalth's affections. Her relation with the other Hydraxian deities is distant but friendly.<br />
<br />
=====Relation with Selunai=====<br />
<br />
Unknown. Surinn has not encountered Selunai yet.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=SelunaiSelunai2007-06-27T12:08:13Z<p>MikeLemmer: </p>
<hr />
<div>'''Greater Goddess (Chaotic Good)'''<br />
<br />
'''Symbol:''' A rising sun with chromatic rays.<br />
<br />
'''Portfolio:''' Emotions, Art, Light.<br />
<br />
'''Domains:''' Chaos, Creation (''Deities & Demigods''), Good, Healing, Sun + See Below<br />
<br />
'''Cleric Alignments:''' Any but NE, LE, LN<br />
<br />
'''Favored Weapon:''' Scimitar<br />
<br />
Selunai is the goddess of joy, passion, rage, and hope. She inspires men and colors the world. She cared for the civilized races and delivered them from the uncaring elemental lords who ruled them before. Now she fights against Shau, god of dark, emptiness and the void, for the future of the world.<br />
<br />
===The Two Churches===<br />
<br />
Selunai's followers recently split into two churches:<br />
<br />
'''The Established Order''' was Selunai's original church. Founded by the elves in prehistory, the Established Order emphasizes the arts, grace, and light. Their followers, mostly elves, halflings, and some humans, are patient, cunning, and skilled.<br />
<br />
'''The Enlightened Church''' was formed when the dwarves split from the Established Order because they weren't "willing to fight and preach for Selunai". The Enlightened Church emphasizes passion, action, and sound. Their followers, mostly dwarves, gnomes, and humans, are loud, assertive, and merry.<br />
<br />
Worshippers of Selunai can be a member of either church, or neither. Since they just made peace after a few decades of holy wars, most members are bitter towards members of the other church and suspicious of anyone who doesn't belong to either.<br />
<br />
====Herald & Allies====<br />
<br />
Selunai usually sends an epic-level celestial humanoid as a herald. Allies include lillends, seelie fey, and eladrin.<br />
<br />
===Saints & Lords===<br />
<br />
Selunai is aided by divine minions who pool their power with hers. They are divided into two groups: '''saints''' are mortals who ascended to join Selunai, while '''lords''' are the elemental deities who swore allegiance to Selunai after they lost the First War. Most people just pray to them when needed, but some venerate a particular saint/lord. (Similar to the ''cult of the saints'' in Medieval times.)<br />
<br />
Players can venerate a saint/lord of Selunai, in addition to worshipping Selunai. If a PC venerates a particular saint/lord:<br />
*The PC can choose one of his domains from the saint/lord's domains.<br />
*The PC uses the saint/lord's favored weapon as his favored weapon.<br />
<br />
There are saints of Selunai to cover almost anything. Ask about a field and I will provide with a saint for it.<br />
<br />
====Saints====<br />
<br />
'''Sharran''', Saint of the Focused Edge; '''Domains:''' Strength, Protection; '''Favored Weapon:''' Battleaxe<br />
<br />
Once a slave to his passions and bloodthirst, he was saved from his worst frenzy by a passing cleric. He converted and spent decades strengthening his willpower until he could hold and release them as precisely as his axe. His teachings guide the barbarians and anyone else in danger of being consumed by their passions to this day.<br />
<br />
'''Kyria''', Saint of the Hidden Eye; '''Domains:''' Knowledge, Trickery; '''Favored Weapon:''' Sap<br />
<br />
The original undercover agent of the law. Brought hundreds of slavers, murderers, smugglers, and cultists of Shau to justice. No one has ever learned her cover identities.<br />
<br />
'''Stromlind''', Saint of the Final Pursuit; '''Domains:''' Law, Travel; '''Favored Weapon:''' Warhammer<br />
<br />
After the Traitor of Irogon betrayed the dwarves and open the stronghold's gates, Stromlind swore to deliver him to justice. Two hundred years and three thousand miles later, she smote his undead form into nothingness with her dying breath.<br />
<br />
'''Thrain''', Saint of the Unyielding Bulwark; '''Domains:''' Planning ''(Living City Guide to FR)'', Protection; '''Favored Weapon:''' Heavy Pick<br />
<br />
Thrain spent half of his life engineering the Abyss's Edge Gate and the other half of it protecting it. After millenia of drow invasions, it still has not fallen once.<br />
<br />
====Elemental Lords====<br />
<br />
These are some of the elemental lords who swore allegience to Selunai. I will detail more if a PC wants to venerate one.<br />
<br />
'''Paoka''', Lord of Volcanoes; '''Domains:''' Fire, Destruction; '''Favored Weapon:''' Flail<br />
<br />
'''Verlis''', Lord of Streams; '''Domains:''' Water, Travel; '''Favored Weapon:''' Shortspear<br />
<br />
'''Sylanu''', Lady of Forests; '''Domains:''' Animal, Plant; '''Favored Weapon:''' Longsword</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=VulkalthVulkalth2007-06-20T05:22:05Z<p>MikeLemmer: </p>
<hr />
<div>'''Greater God (Neutral?)'''<br />
<br />
'''Symbol:''' A flame in the shape of a dragon head.<br />
<br />
'''Color:''' Red<br />
<br />
'''Portfolio:''' Fire, Strength, Power.<br />
<br />
'''Domains:''' ??<br />
<br />
'''Cleric Alignments:''' Neutral Good, Neutral Evil, True Neutral, Chaotic Neutral, Lawful Neutral?<br />
<br />
'''Favored Weapon:''' Claws<br />
<br />
''"Nature favors the strong and punishes the weak. The weak will fall, the strong will rise."''<br />
<br />
Vulkalth was Hydraxus's first head. Born of primal power and fire, he represents the raw strength and energy of dragonkind.<br />
<br />
=====Relation with Other Hydraxian Deities=====<br />
<br />
Vulkalth was the original head of Hydraxus, hence all of the other heads defer to him in some way. [[Surinn]] is His preferred mate, while [[Zula]] constantly tries to tempt Him. [[Kuranas]] and [[Beros]] are His trusted advisors for planning the next war against the elementals and preparing the reptilians for it. [[Orissa]] and [[Rekash]] develop new magics, weapons, and races for Him.<br />
<br />
=====Relation with Selunai=====<br />
<br />
Unknown. Vulkalth has not encountered Selunai yet.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=ZulaZula2007-06-18T05:36:24Z<p>MikeLemmer: </p>
<hr />
<div>'''Intermediate God (Chaotic Evil?)'''<br />
<br />
'''Symbol:''' A screaming, firebreathing dragon head.<br />
<br />
'''Color:''' Brass<br />
<br />
'''Portfolio:''' Anger, Passion, Lust.<br />
<br />
'''Domains:''' ??<br />
<br />
'''Cleric Alignments:''' Chaotic Evil, Neutral Evil, or Chaotic Neutral?<br />
<br />
'''Favored Weapon:''' Scythe<br />
<br />
''"Let your inner fire warm your lovers and incinerate your foes!"''<br />
<br />
Zula is the Hydraxian deity of rage & passion. She soaks in the primal emotions of anger and lust, encouraging her followers to lose all conscious thought and do the same. Nothing about Her is calm or stable; Her favors change on a whim, and She strikes with unrelenting fury at those who attack Her loves and those who scorn Her advances. Barbarians, lovers, and the more flamboyant scoundrels worship Her.<br />
<br />
=====Relation with Other Hydraxian Deities=====<br />
<br />
Zula only has one true love: [[Vulkalth]]. Although Vulkalth has succumbed to Zula's temptations occasionally, He still favors [[Surinn]]. Zula & Surinn despise each other, but usually keep things civil. Whenever tensions boil over, Zula's always the first to strike. The only other Hydraxian head Zula likes is [[Orissa]]; Zula sees Her as a little sister and enjoys Her passion towards learning. Zula often gives Her advice and assistance, whether She wants it or not. Zula's attitude towards the other three Hydraxian heads varies, depending on how She feels at the moment.<br />
<br />
=====Relation with Selunai=====<br />
<br />
The first contact Selunai's worshippers had with Zula was through one of Zula's altars. When a scouting group brought it back to camp, spirits within the altar possessed people, driving them into a seething fury. The altar was quickly moved out of camp and the possessions ceased. No one knows how Zula and Selunai would react to each other; since They're both deities of emotions, They could treat each other as kindred spirits or hated rivals. Selunai's worshippers are cautioned to treat Zula's worshippers as potentially hostile.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=HydraxusHydraxus2007-06-11T05:16:45Z<p>MikeLemmer: </p>
<hr />
<div>''"Hydraxus is the One from which all spring. Through death, It improves Itself, just as through our deaths and reincarnations, we improve ourselves. Prove yourself strong and do not fear death; it is the fires in which you are refined."''<br />
<br />
Hydraxus is the body of the reptilian deities. Each reptilian deity is actually a head of Hydraxus. Like a hydra (a magical beast your characters haven't heard of until now), a new deity "head" grew out of Hydraxus each time It was slain; the new head takes on a domain that would help It survive the next time.<br />
<br />
Reptilians refer to Hydraxus when they're talking about their deities as a whole; none of them actually worship Hydraxus Itself because It is just the body. Worshipping It would be like worshipping Selunai's foot. Hydraxus, if It has an alignment, is True Neutral. Its sacred beast is the hydra.<br />
<br />
====Hydraxus's Heads====<br />
<br />
Hydraxus began with just one head: Vulkalth, deity of fire and strength. Then It died in battle with the elemental lords. That's when Surinn, deity of rebirth and judgement, and Hydraxus's second head, grew out of Hydraxus. Six times, Hydraxus died; each time, It was reborn with a new head. Hydraxus's seven heads are the only deities of the reptilians. Aside from their enemies, the elemental lords, the reptilians know of no other deities besides Hydraxus. (This will change with your arrival.)<br />
<br />
Hydraxus's heads, in the order they grew, are listed below:<br />
<br />
*[[Vulkalth]]: Deity of strength & fire. The primal strength of Hydraxus and the reptilians. Believes that might makes right. Often worshipped by warriors and combatants of any type.<br />
*[[Surinn]]: Deity of rebirth & judgement. She judges the souls of the dead based on how well they followed Hydraxus's teachings and assigns them their new forms. She is charged with nurturing the reptilians' strength and ideals. Often worshipped by healers, caretakers, and trainers.<br />
*[[Kuranas]]: Deity of the hunt & cunning. Kuranas taught the reptilians tactics & stealth, not to just rely on strength. Kuranas was responsible for the first major victories against the elemental lords. Often worshipped by adventurers and anyone else that relies on wits to live.<br />
*[[Zula]]: Deity of rage & passion. The antithesis of Kuranas, Zula lit the inner fires of the reptilians, driving them to rage & anger. Thanks to Her, the reptilians fought longer in the wars, and were less susceptible to the elementals' enchantments and domination. Zula also ignited sexual passion, bolstering the reptilians' ranks for decades to come. Often worshipped by barbarians, bards, and spontaneous casters.<br />
*[[Rekash]]: Deity of evolution & change. Rekash was charged with making the newborn reptilians better, faster, stronger. He experiments with new breeds and races. His major achievements include the half-dragons (by giving dragons the ability to breed with anything) and the yuan-ti, although there's many other races (such as the [[caudabran]]) that are also His creations. Often worshipped by half-dragons, mutants, and those trying to improve themselves through more than just training.<br />
*[[Orissa]]: Deity of curiousity & invention. Orissa helped the reptilians learn the elemental lords' magics and develop their own, devastating the elementals. All of the reptilians' tools and magics are dedicated to Her. Often worshipped by wizards, seers, inventors, and adventurers.<br />
*[[Beros]]: Deity of preparation & organization. Beros was born near the end of the Ancient War. He was the first to realize that, although the reptilians were beginning to win the war, both sides were so evenly matched that even if they did win, the reptilians would probably be devastated. It would be a phyrric victory at best. He convinced the other heads to agree to a truce with the elementals. They would split the land, the reptilians on one, the elementals on the other, and leave each other alone until some future date, when they would meet again and finish the war. Beros is confident that with a few thousand years of preparation, the reptilians will be strong enough to annihilate the elementals and claim victory.</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=ShauShau2006-11-23T07:47:56Z<p>MikeLemmer: </p>
<hr />
<div>'''Greater God (Lawful Evil)'''<br />
<br />
'''Symbol:''' A black whirlpool.<br />
<br />
'''Portfolio:''' Void, Numbness, Conformity, Absolutes.<br />
<br />
'''Domains:''' Death, Destruction, Evil, Law, Knowledge + See Below<br />
<br />
'''Cleric Alignments:''' Any but Good, CN<br />
<br />
'''Favored Weapon:''' Heavy Mace<br />
<br />
Shau is the god of the void, unyielding conformity, and emotional detachment. His name sounds like a voice dying in the throat, and His presence drains the very color from His surroundings. His followers are those who detach themselves from life, whether to escape despair or persue obsessions. (Wizards often fall prey to His temptations.) Many of them eventually lose all sense of individuality, give themselves to Shau, and are changed into undead to eternally serve with perfect obedience.<br />
<br />
Although Shau has few followers compared to Selunai, they are powerful, cunning and merciless. They have no internal quarrels, no fear, and no honor. They twist Selunai's virtues to break their victims emotionally and physically. This fate is so terrible to Selunai's worshippers that insanity is blissful salvation compared to it.<br />
<br />
===Proxies & Lords===<br />
<br />
Like Selunai, Shau is aided by divine minions who pool their power with his. They are divided into two groups: '''proxies''' are mortals who descended to serve Shau, while '''lords''' are the elemental deities who swore allegiance to Shau after they lost the First War. Both provide extra domains & favored weapons to their venerators. The details about them are not common knowledge.<br />
<br />
The domains of the elemental lords who serve Shau ''are'' well-known, as are the dangers of traversing such terrain. These domains include:<br />
* Frozen Wastes<br />
* Deep Ocean<br />
* Underdark</div>MikeLemmerhttp://wiki.faxcelestis.net/index.php?title=User:MikeLemmerUser:MikeLemmer2006-11-17T04:21:24Z<p>MikeLemmer: </p>
<hr />
<div>''Ne Cede Malis Sed Contra Audientor Ito''<br />
<br />
[[Encyclopedius Lemmus]]</div>MikeLemmer