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Svetocher

Umbral Reaver's page

5,261 posts (5,569 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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My true neutral character is a chronicler interested primarily in learning about the cultures of the diverse people of the world and happens to be on a quest to save the world because that's where all the stuff is.


TOZ wrote:

A miserable pile of secrets.

/obligatory

I clicked on this thread intending to post this very line. Well done.


I give kobolds a better statline and 'tunnel runner', the ability to take no penalties while squeezing.


Public education to ensure that the majority of your adult population are wizard 1 instead of any NPC class?


I am bad at things!

I still want that Vulture, though. :3

Space Lord Leoric's bike looks pretty awesome...

And Li Ming is coming out soon. Augh. Blizzard, why do you taunt me with such treasures?


I haven't been playing lately. Too wrapped up in the current D3 season.


I releveled my wizard, the very first character I ever made in D3!

I'm going better than ever. The free Firebird set doesn't hurt, either!


Do you need a lich specifically? Or will a non-evil intelligent undead of any other kind do?


Does anyone here play?

I enjoy it quite a bit, and I used to hate the MOBA genre. It turns out I just don't like LoL and DotA.

RECRUITMENT LINK

I'll be honest. I'm mainly posting this in hopes that enough people join through my link that I get the Vulture mount (bonus for four recruits reaching level 10). :3


QuidEst wrote:


The hat is pretty terrible for staying human permanently, since people will notice you saying the command word every three minutes.

Just make the command word something like 'hmm' or another common, meaningless noise. There's no downside to it going off inadvertently, is there? It just remains active.


When a summoned creature is holding stuff it wasn't summoned with and disappears (dispelled, dismissed, spell duration ends, etc.), those items fall down in its space.


A weird kind of mount somehow?


I came here to say Spheres of Power but it has already been mentioned several times.


2 people marked this as a favorite.

In Archmage, a setting I've been working on for years, humans are the culmination of a vast genetic engineering project that incorporates the other humanoid races into a 'perfect being'. The project was deemed a failure, and now those awful humans are everywhere.


I recently wrote 35 or so traditions for my game. I could post them here, although most of them aren't particularly fancy.


How much of an optimiser is your player? Say every time he comes back, one of his stats goes down by 1 point. >:)


And another map!

A view of the Northernmost parts of the Gotekein continent.

This is the Cauldron (area on the right), a hotspot of conflict between the ever more numerous races as a consequence of the gene wars. It is a fertile but dangerous area, subject to seasonal and sometimes unexpected flooding as heavy rains blow in from the Doomwall just to the North.

To the West are Wendikell (far left) and Jhogun (left). Jhogun is full of Grimbolds, a bunch of slave-raiders that have a long history of kidnapping Syldanar children from the coastal regions to their Southeast. Due to the short lifespans of Grimbolds, their Syldanar captives end up the rulers. They retain Grimbold culture and sensibilities, mixed with a garish parody of traditional Syldanar nobility.

You haven't heard of Grimbolds before!

They're a Kobold culture. Conceptually, they were originally goblins, but I am consolidating a lot of the races to help with overcoming cultural monotony. Fewer races with more cultures is far better than heaps of races with only one culture each.


I finally did up Pathfinder stats and additional descriptions for a bunch of the races!

Find them here!


Finally, PF stats for all most of these daft nubbins!

Living Kyne - Natural Species

Krodanos
The Krodanoi were the first species to gain the power of cognition. They arose from large plains predators of the felidae family. The polydactlyly and semi-upright stance of their ancestors allowed them to become tool-users. It was they that dominated the continent of Rurthekein Aman long before the rise of other sophonts. Their rapid evolution is popularly attributed to their favour with Argath, God of Strength and War. Thier forebears were chosen from amongst the beasts to be made worthy to create and use weapons and armour, for the glory of their divine patron.
The modern Krodanos adult stands on average 70" tall, although their slightly forward-leaning posture makes them appear shorter. Like their smilodon cousins, they have a small, stubby tail. They typically have a short covering of fur that is thicker about the neck and head, usually more pronounced in males. Fur colours range through light and dark tans and browns, to oranges and in some cases, even greens. Fur may be plain, striped, spotted or mixed. Family lines can very easily be traced by fur patterns. Their large canines are rarely used in combat against other kyne due to the risk of breakage against armour or tough clothing; most Krodanos cultures view such use of their fangs as disgusting. Female Krodanoi have six nipples on their abdomen, which are not pronounced except during pregnancy and nursing. Otherwise, Krodanoi express amongst the least gender dimorphism compared with other kyne species.

Standard Racial Traits
Abililty Score Racial Traits: +2 Str, +2 Con
Size: Krodanoi are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Krodanoi are humanoids with the catfolk subtype.
Base Speed: Krodanoi have a base speed of 30 feet.
Languages: Krodanoi begin play speaking Kroden and Rhudric. Krodanoi with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Close to Nature: Krodanoi gain a +2 racial bonus on Survival and Knowledge (nature) checks on land (not underground) and may make such checks untrained.
Keen Senses: Krodanoi gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Sprint: As a free action, a Krodanos may spend 2 stamina points to increase his or her base speed by 10 ft. for one round. This ability cannot be used while fatigued or exhausted.

Senses Racial Traits
Low-Light Vision: Krodanoi can see twice as far as humans in conditions of dim light.

Offense Racial Traits
Predator Soul: Krodanoi gain a +1 racial bonus on combat maneuver checks and a +1 racial bonus to the DC of touch-range spell-like and supernatural abilities they use.
Natural Attacks: Krodanoi have a natural bite attack that deals 1d3 damage. This is always a secondary attack.

Rhuz
Originating from cave-dwelling hominids in the Northern continent of Gotenkein, the Rhuz developed tool use and language without supernatural aid. Spirits did later discover them and begin to teach various forms of magic. They quickly became the favourites of the spirits of discovery and change.
Rhuz are short, stocky people with a fully upright stance, the males partially furred, especially on the chest and back. Female Rhuz do not have facial hair but can grow rockin' sideburns (it is of cultural importance to state how rockin' their sideburns are). Rhuz are slower on foot than other kyne but possess considerable health and fortitude and can remain active for very long periods without tiring. They see in the dark reasonably well and are not impaired in sunlight, though they cannot see in utter darkness like the Myrdanar. The adult Rhuz masses about the same as a Krodanos but stands about a foot and a half shorter. Rhuz are cognitively remarakable, possessing an excellent ability to store and retrieve information accurately relative to other kyne.

Standard Racial Traits
Abililty Score Racial Traits: +2 Con, +2 Int
Size: Rhuz are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Rhuz are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Rhuz have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Rhuz begin play speaking Hightongue and Rhudric. Rhuz with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Tough it Out: Before rolling a Constitution check or a Fortitude save, a Rhuz may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Canny Marksman: Rhuz gain Amateur Gunslinger as a bonus feat and use their Intelligence in place of Wisdom for the purposes of firearm-based class features and feats.
Long Memory: Rhuz gain a +2 racial bonus on checks with a single Craft, Knowledge or Profession skill, chosen at 1st level, and on Intelligence checks to recall information.

Senses Racial Traits
Low-Light Vision: Rhuz can see twice as far as humans in conditions of dim light.
Moon Sight: Rhuz can see in dim light as if it were normal light at a distance up to 60 ft.
Offense Racial Traits
Weapon Familiarity: Rhuz treat firearms as martial weapons.

Other Racial Traits
Strong Back: Rhuz treat their strength score as 2 points higher when determining how much they can carry.

Living Kyne - Spirit-Wrought

Manirachis
Nobody knows the truth of where the kobolds came from. The High Dragon Auctol initially claimed to have created them from naught but dust, but after a group of Manirachis sold their secrets of ironworking to the Syldanar, Auctol disowned them and claimed not to be responsible after all. Manirachis are small, lizard-like people with plumes of feathers on their head and neck and sometimes their forearms.
Manirachis culture is divided between loyalists and the independents. The loyalists believe that if they can perform great enough deeds, the dragons will return to them and raise their nation to new heights of power. The independents say that the dragons have left for good and that it is best for them to attemp to be self-sufficient and prosper for themselves, not their absent masters.
An offshoot of Manirachis called the Grimbolds never had a dragon patron, but like their fellows have a long history of raiding Syldanar lands. Whereas most Manirachis raided for food, the Grimbolds enjoyed stealing Syldanar children to raise as their own. As a result, Grimbold society is full of adult Syldanar with Grimbold views on life and morality, aping Syldanar noble society in ways their original forebears find tremendously garish, flamboyant and offensive.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Cha, -2 Str
Size: Manirachis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Manirachis are humanoids with the saurian subtype.
Base Speed: Manirachis have a base speed of 30 feet.
Languages: Manirachis begin play speaking Drukol and Rhudric. Manirachis with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Natural Armour: Manirachis have a +1 racial bonus to natural armour.
Zippy: A Manirachis may spend up to 5 stamina points when using the withdraw action and ignore attacks of opportunity for an additional 5 ft. of movement for each stamina point spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Child of the Forgesire: Manirachis gain a +2 racial bonus on Craft checks primarily involving metal, and on Survival checks while underground.

Senses Racial Traits
Low-Light Vision: Manirachis can see twice as far as humans in conditions of dim light.
Moon Sight: Manirachis can see in dim light as if it were normal light at a distance up to 60 ft.

Offense Racial Traits
Natural Weapons: Manirachis have a natural bite attack that deals 1d2 damage. This is always a secondary attack.

Other Racial Traits
Tunnel Runner: Manirachis take no penalties while squeezing.

Myrdanar
The Myrdanar are an offshoot of Syldanar that fled into the underground, to the uncharted Deeps to escape genocide after a failed civil war. Struggling to survive in the darkness, their leaders were approached by demons of darkness and offered a pact: To promise their entire peoples to Lyriasha, Goddess of Secrets and Shadows and self-proclaimed Goddess of Beauty (not recognised by other divine institutions). In a similar fashion to the original transformation of Krodanoi into Syldanar, the refugees were induced by spirits and demons of darkness to become a new species again: They named themselves the Myrdanar, after their champion that had fallen in the civil war, Vengeant Myrlith.
Changed again by spirits of the old world but in far less drastic ways, the Myrdanar are very similar in appearance to Syldanar. The unlearned might think they are still the same species, but Syldanar and Myrdanar cannot produce viable offspring. Myrdanar differ from their forebears in having increased femininity and altered colourations. Myrdanar skin can be white through grey and varying shades of blue and purple. Their hair is typically stark white or black, occasionally slightly bluish, with rare examples falling in between. The scleras of their eyes are utterly black, a trait shared with all other creatures that possess the mystical Deepsight. This allows supernaturally perfect vision in darkness, diminishing in areas of increased light. Myrdanar have difficulty seeing in bright light, especially sunlight. Their canines are slightly pronounced, thought a quirk in their transformation that harkens back to the Krodanoi. They almost universally consider themselves the most utterly gorgeous of all kyne, an opinion often shared by spirits with enough cognition to say so. Nonetheless, it is noted that they are more divergent from the image of the old gods than the Syldanar.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Cha
Size: Myrdanar are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Myrdanar have a base speed of 30 feet.
Type: Myrdanar are humanoids with the elf subtype.
Languages: Myrdanar begin play speaking Myrden and Rhudric. Myrdanar with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Shadow Blending (Su): Attacks against a Myrdanar in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Feat and Skill Racial Traits
Beguiling: Myrdanar gain a +2 racial bonus on Bluff and Sense Motive checks.
Keen Senses: Myrdanar gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Unseen Step (Su): A Myrdanar may, when making a 5 ft. step through or into dim or darker lighting, spend 2 stamina points to increase that movement to 10 ft. This ability cannot be used while fatigued or exhausted.

Senses Racial Traits
See In Darkness (Su): Myrdanar can see perfectly in darkness of any kind.
Light Blindness: Myrdanar suffer from light blindness. Abrupt exposure to any bright light blinds Myrdanar for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Syldanar
The Syldanar originated from Syl, an aggregate clan of Krodanoi formed from the exiled weak, deformed and crippled members of other clans. Despite the vast apparent differences between Syldanar and Krodanoi, there is plenty of historical evidence for the connection between the species. The transformation of Krodanoi into Syldanar was not a natural one. A vast collection of spirits of nature, harmony, change and renewal induced the clan to enact a magic ritual of a magnitude that has never been matched in known history. The ritual transformed every member of Clan Syl into wholly new beings, almost entirely unlike what they had been before. Additionally, every trace of disease or injury was wiped from them. It is said that their Krodanos forms had been cast off and they were clothed in wholly new flesh, in the very likeness of the gods.
While still felid genetically, the Syldanar phenotype has vastly more in common with extant hominids. The average male stands 68" tall and the average female 65". They are almost entirely unlike Krodanoi, having a more upright stance and very little body hair except on the head, where it can grow to any length. Facial hair is retained only in adult males, about the chin and lips and like their head hair can grow to great lengths, although it is typically kept short for practical or aesthetic reasons. Syldanar skin and hair colour follow similar ranges to Krodanoi, with patterns found only in head hair. A few feline traits remain in their long, mobile ears, a remarkable sense of agility that is only enhanced by their comparatively smaller bodies, and keen senses. They lack the Krodanos sense of smell and incredible sprinting ability and their finer structure makes them more fragile. This is commonly attributed to the spirits having used the weakest Krodanoi to create them. Adult Syldanar express sexual dimorphism similar to hominid kyne. Female Syldanar have two breasts high on the torso and Krodanoi typically find this incredibly strange.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Wis
Size: Syldanar are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Syldanar have a base speed of 30 feet.
Type: Syldanar are humanoids with the elf subtype.
Languages: Syldanar begin play speaking Rhudric and Sylden. Syldanar with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Sanctified Blood: Syldanar gain a +2 racial bonus on saving throws against negative energy, death effects and the abilities of the death sphere.
Will of the Ancients: Before rolling a Wisdom check or a Will save, a Syldanar may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Keen Senses: Syldanar gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Agile Steps: Syldanar ignore rough terrain penalties for the first 5 ft. of their movement each round. This allows a Syldanar to make a 5 ft. step in rough terrain.

Senses Racial Traits
Far Sight: Syldanar can see clearly at great distances. They suffer half the normal penalty to Perception checks due to distance and gain Far Shot as a bonus feat.

Living Kyne - Gene-Smithed

Chirops
Yet another product of gene-smithing, the Chirops are part cave-dwelling bat and part humanoid (it's not clear which species were used). The origin of the Chirops is shrouded in mystery. Rumour has it they were engineered as spies for the underground and when Rhayud fell, they escaped to breed true and form their own civilisation.
Chirops are small creatures, rarely standing taller than three feet and appearing shorter due to their usual hunched posture. They look like bats in clothes. Their wings allow them to jump and glide well, but their larger physique compared to common bats makes it difficult for them to achieve sustained flight. They have dextrous fingers on their wings but cannot grasp objects with them while in flight, so are typically seen wearing many-pocketed vests or belts. They have extremely keen hearing and adequate night-vision.
Chirops live in tight-knit colonies in the Deep, usually within a short distance of major trading routes or settlements of Myrdanar or Rhuz. It's not uncommon to see them acting as middlemen for merchants or neutral parties in negotiations, as their culture emphasises a detached, unbiassed political stance. It's well known, although they'll rarely admit it, that Chirops culture favours Lyriasha's aspect as Goddess of Secrets. The bats hear all, and might be willing to give up those secrets for a price.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Wis, -2 Str
Size: Chirops are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Chirops are humanoids with the batfolk subtype.
Base Speed: Chirops have a base speed of 20 feet.
Languages: Chirops begin play speaking Chitter and Rhudric. Chirops with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Keen Ears: Chirops gain a +4 racial bonus on hearing-based Perception checks.

Movement Racial Traits
Bat Wings: Chirops have a flight speed of 30 feet while holding nothing in their hands and carrying no more than a light load. Flying in this way prevents the use of their hands for any purpose, including spellcasting.

Senses Racial Traits
Blindsense: Chirops have uncanny hearing and have Blindsense 30 ft.
Echolocation: Chirops may spend up to 5 stamina points (minimum 1) as a free action on their turn to improve this to Blindsight 30 ft. plus 5 ft. per point of stamina spent beyond the first for one round. This ability cannot be used while fatigued or exhausted.
Low-Light Vision: Chirops can see twice as far as humans in conditions of dim light.

Other Racial Traits
Grasping Feet: Chirops may hold but not use or manipulate objects with their feet. When not holding anything in their feet, Chirops gain a 20 ft. climb speed.

Gnostra
Gnostra are small humanoids, standing on average three and a half feet tall at adulthood. They are furred, with strongly feline features including mobile ears and a tail. There are many varieties of modern Gnostra, often resembling the diverse breeds of cat. Though rumoured to be able to breed with housecats, this has never been proven and Gnostra tend to find the rumour offensive.
Gnostra are agile and due to their small stature, not particularly strong. They are known to be uncommonly clever albeit with a tendency toward skittishness and poor attention spans. They inherit the dwarvish predilection for scientific aptitude but lack the stoic dedication.
Gnostra generally live in small settlements governed by a 'tom', who has first breeding rights with the females of his choice. This is not exclusive, as Gnostra females are free to have multiple relationships. Gnostra find it difficult to form lasting romantic bonds and monogamy is uncommon.
Gnostra are naturally curious and intelligent and despite their lack of overarching government, their towns typically have good utilities and infrastructure. These utilities are often, however, in poor maintenance or dotted with experimental 'upgrades'. Gnostra gadgeteers have produced some of the world's most advanced and unreliable technologies, including primitive flying machines.
Magic is uncommon amongst Gnostra. Even with their keen minds, their difficulty with attention span makes arcane magic a chore. They tend to eschew the other paths of magic for being unscientific. Most young Gnostra are expected to explore the world. Curiosity is their most powerful drive and Deutero is full of many curious things.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Int, -2 Str
Size: Gnostra are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Gnostra are humanoids with the catfolk subtype.
Base Speed: Gnostra have a base speed of 30 feet.
Languages: Gnostra begin play speaking Kroden and Rhudric. Gnostra with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Feline Agility: Before rolling a Dexterity check or a Reflex save, a Gnostra may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Adorable: Gnostra gain a +2 racial bonus on Diplomacy checks.
Keen Senses: Gnostra gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Deft Climber: Gnostra may use their Dexerity for Climb checks instead of Strength.

Offense Racial Traits
Natural Weapons: Gnostra have a natural bite attack that deals 1d2 damage. This is always a secondary attack.

Senses Racial Traits
Low-Light Vision: Gnostra can see twice as far as humans in conditions of dim light.
Moon Sight: Gnostra can see in dim light as if it were normal light at a distance up to 60 ft.

Gwehyrloch
Gwehyrlochs were a success in radical amalgamation of disparate forms, joining the forms of Syldanar with many traits of fish and other aquatic organisms. Contrary to popular myth, Gwehyrlochs have humanoid legs and not a fish tail, but are slow and weak on dry land. Gwehyrlochs exhibit a vast degree of variety in the shapes and placement of the fishy fins that adorn their bodies.
Gwehyrlochs are amphibious, preferring to live in coastal regions with good access to both land and water. They tend to compete with coastal land-dwellers for ideal living space, building their semi-flooded cities near river mouths and beaches.

No stats yet.

Hivekin
Hivekin are the result of a different type of gene-smithing amalgamation. Instead of adding animal traits to a kyne, kyne traits were added to animals. In this case, termites. Hivekin workers and soldiers share the same utter selflessness and loyalty to their hive as their mundane cousins. Hivekin queens train in the arts of necromancy and are served by vast numbers of 'Hollow Hivekin', animated exoskeletons. Hivekin are rarely seen outside a hive, but a few 'abberants' do walk the surface world, something in their brain having gone funny and lost the obsession to hive loyalty. The cost of freedom is never being able to go home. Abberants are killed on sight by loyal Hivekin.

No stats yet.

Human
According to legend, the long-standing goal of the highest spirits and gods has been to restore their earthly vessels upon this world, in perfect likeness of how they once were. The Syldanar were an early attempt at capturing the perfect image, the Myrdanar came as an exaggerated idealisation of that image, and with the discovery of the Rhuz and their intellectual prowess came the final phase of the plan. The Rhuz quickly developed the magical science of gene-smithing, said to have been inspired and guided by Yazrath, God of Change and Lyriasha, under the commission of Juric, God of Thrones and highest of the gods. The Gene Wars that followed were a series of expeditions by Rhuz military forces to gather vast numbers of biological specimens; Namely Krodanoi, Syldanar and even their own kind. The Myrdanar were largely spared due to their isolation in distant parts of the underground.
Once the gene-smiths had perfected their technique, humans were created in the thousands, all to be empty vessels for the gods and their servants. When the grand ceremony of awakening was held, the humans did indeed awaken, yet did so with their own newborn souls, fresh and impossible to dislodge from their flesh by even the greatest supernatural force. The Rhuz lost their powers of gene-smithing and the human race fled to fertile surface lands to begin their civilisation.
Humans are considered the perfect representations of the image of the gods. Indeed, they look remarkably like ancient sculptures representing the gods that predated their creation by thousands of years.

Standard Racial Traits
Ability Score Racial Traits: +1 all ability scores
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoids with the human subtype.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Hightongue and Rhudric. Humans with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Maximum Effort: A human may, before rolling a skill check that takes no more than one round, spend up to 5 stamina points, gaining a circumstance bonus equal to the number of stamina points spent on that check. This ability cannot be used while fatigued or exhausted.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Construct Kyne
Construct kyne retain their constitution score and use it to determine their hit points and Fortitude save as normal. They are subject to construct-specific diseases called 'corrosions' (which usually just do acid damage to living creatures) and they are subject to ability damage or drain from sources that are not limited to living creatures. They do not gain bonus hit points for their size. Constructs may be repaired by the Craft skill as follows:
Repair Construct: DC 20 Craft (mechanical)
Requirement: You must expend 10 gp of materials to perform this task.
When repairing a construct, you can restore hit points and damaged ability scores. Repairing a construct restores 1 hit point per level of the creature and up to 1 point of ability damage. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to the amount of hit points restored.
Action/Time: 1 hour
A repair kit grants a +2 circumstance bonus on Craft checks to repair damaged objects and constructs. A repair kit costs 50 gp and weighs 2 lbs.

Fabricant
The Fabricants are an iteration of the Forgecursed created by human artificers in hopes of fulfilling the ancient divine mission and creating worthy shells for the divine. Unlike Forgecursed, Fabricants were never alive. The working parts of captured Forgecursed were dismantled and studied in order to develop a science that could produce living constructs without the need for a living sacrifice. When the first Fabricants awakened, they like their human creators awoke with a newborn soul. The project failed its intended purpose, but the Fabricants themselves were a viable 'species'. Fabricants found it remarkably intuitive to learn how to create more of their kind using appropriate tools and materials.
Fabricants look like approximations of humans, crafted out of fine metals, wood and ivory. The first few were decorated with precious metals and gems. Originally designed to be vessels of the gods, they naturally appear to resemble depictions of those gods. Despite having gendered appearance, Fabricants do not usually identify as their apparent gender. Most are content to be agender, and a few identify as the opposite of their initial form. Fortunately for them, their outer shells can be customised without doing any harm to their workings.
Fabricants are the newest species, the original fifteen little more than a human generation old.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, -2 Cha
Size: Fabricants are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Fabricants are constructs with the ensouled subtype.
Base Speed: Fabricants have a base speed of 30 feet.
Languages: Fabricants begin play speaking Hightongue and Rhudric. Fabricants with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Armoured Body: Fabricants are made of materials that are tougher than flesh. They are treated as wearing a chain shirt, gaining a +4 armour bonus and suffering a -4 armour check penalty. This can be upgraded to masterwork or upgraded to heavier forms of metal armour by paying the difference. This armour is not affected by armour-piercing. Fabricants are always proficient in their armoured body. Additionally, it never has a chance of spell failure and does not reduce their movement.
Ensouled Construct: Fabricants count as both humanoids and constructs for the purpose of spells and abilities that affect only humanoids or only constructs.
Lingering Essence: Fabricants reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.

Feat and Skill Racial Traits
Machine Empathy: Fabricants gain a +4 racial bonus on Craft (mechanical) checks and on Knowledge (engineering) checks regarding mechanical objects and constructs.
Precision Gearing: Fabricants take half the normal time to take 20 on Dexterity-based checks and may take 10 on Dexterity-based checks even when threatened or distracted.

Other Racial Traits
Personal Light (Ex): A Fabricant may, as a free action, emit a cone of light from his or her eyes, producing normal light up to 30 ft. and dim light up to 60 ft. Personal Light may be activated or deactivated at will and may be reoriented as a free action during the Fabricant's turn.

Forgecursed
Once stripped of their powers, the former gene-smiths had no desire to abandon the art of creating life. Turning to necromantic means, a process was developed whereby a living organism could be slowly retooled into a creature of entirely synthetic materials. This process was incredibly painful and the resulting 'Forgecursed' retained that agony even after the process was complete.
A Forgecursed is often a terrible sight, a thing of wire and rods resembling a skinned version of its original species wrought in oily metals. Red stains often adorn the Forgecursed's body at the joints and amongst the muscles and the tubing in their torso. Forgecursed do not need blood, but their body continues to produce a small amount of something much like it from somewhere inside them. It's probably not actually blood. Somewhere deep underground, the necromantic forges remain in operation by elder Forgecursed smith-priests. The Forgecursed population is rising. It is terrifying.

Standard Racial Traits
Abililty Score Racial Traits: +2 Con, -2 Cha
Size: Forgecursed are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Forgecursed are constructs with the ensouled subtype.
Base Speed: Forgecursed have a base speed of 30 feet.
Languages: Forgecursed begin play speaking one racial language and Rhudric. Forgecursed with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Armoured Body: Forgecursed are made of materials that are tougher than flesh. They are treated as wearing a chain shirt, gaining a +4 armour bonus and suffering a -4 armour check penalty. This can be upgraded to masterwork or upgraded to heavier forms of metal armour by paying the difference. This armour is not affected by armour-piercing. Forgecursed are always proficient in their armoured body. Additionally, it never has a chance of spell failure and does not reduce their movement.
Ensouled Construct: Forgecursed count as both humanoids and constructs for the purpose of spells and abilities that affect only humanoids or only constructs.
Eternal Agony: Forgecursed are immune to pain and fear effects.
Death Pact (Su): Forgecursed may be healed by spells, spell-like and supernatural abilities as though they were undead.
Lingering Essence: Forgecursed reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.

Senses Racial Traits
See In Darkness (Su): Forgecursed can see perfectly in darkness of any kind.
Light Blindness: Forgecursed suffer from light blindness. Abrupt exposure to any bright light blinds Forgecursed for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Undead Kyne
Undead kyne retain their constitution score and use it to determine their hit points and Fortitude save as normal. They are subject to undead-specific diseases called 'rot' (living creatures may catch filth fever or other conventional diseases from a source of rot) and they are subject to ability damage or drain from sources that are not limited to living creatures.
The Treat Deadly Wounds use of the Heal skill may be used on corporeal undead.

Ghoul (template)
Ghoul is a template that may be applied to any living kyne and changes the character's type to undead. Ghouls gain the following special qualities:
Undead Energy: Ghouls have a pool of stamina points as though they were living but cannot regain stamina by resting.
Corpse Eater: A Ghoul may spend a standard action to feed on dead kyne flesh it is holding or is in its space, healing up to 1d6 hit points and 1 point of ability damage, and gaining 1 stamina point, up to his or her normal maximum. A medium-sized corpse may be fed on a number of times up to half its former Constitution score, minus 1 for each day it has been dead unless preserved. For each size category smaller or larger, this number is halved or doubled respectively. A damaged corpse is worth proportionally less (corpses of creatures killed by normal damage are assumed not to be missing any substantial mass).
Ensouled Undead: Ghouls count as both humanoids and undead for the purpose of spells and abilities that affect only humanoids or only undead.
Lingering Essence: Ghouls reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.
The Masquerade (Su): Ghouls with at least half their normal hit points and at least half their normal stamina points appear as living members of their original species and are not detected by abilities that detect undead.
Undead Senses: See in Darkness and Light Blindness replace the kyne's original sense racial traits.
See In Darkness (Su): Ghouls can see perfectly in darkness of any kind.
Light Blindness: Ghouls suffer from light blindness. Abrupt exposure to any bright light blinds Ghouls for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Vampire (template)
Vampire is a template that may be applied to any living kyne and changes the character's type to undead. Vampires gain the following special qualities:
Undead Energy: Vampires have a pool of stamina points as though they were living but cannot regain stamina by resting.
Light Weakness: Vampires suffer a -2 penalty to all ability scores and cannot use Vampire feats while in bright sunlight.
Blood Drain: A Vampire that ends his or her turn grappling a living creature may drink blood, causing 2 points of Constitution damage and healing up to 1d6 hit points and 1 point of ability damage. If drinking from a kyne, the Vampire gains 1 stamina point, up to his or her normal maximum.
Ensouled Undead: Vampires count as both humanoids and undead for the purpose of spells and abilities that affect only humanoids or only undead.
Lingering Essence: Vampires reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.
The Masquerade (Su): Vampires with at least half their normal hit points and at least half their normal stamina points appear as living members of their original species and are not detected by abilities that detect undead.
Undead Senses: See in Darkness and Light Blindness replace the kyne's original sense racial traits.
See In Darkness (Su): Vampires can see perfectly in darkness of any kind.
Light Blindness: Vampires suffer from light blindness. Abrupt exposure to any bright light blinds Vampires for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Racial statistics tables

Age
Race, Adult, Middle-Age, Old, Venerable, Max Age

Chirops
12, 28, 42, 56, 56 + 2d6

Gnostra
10, 23, 35, 46, 46 + 2d6

Gwehyrloch
30, 45, 68, 90, 90 + 2d12

Hivekin Drone
6, 14, 21, 28, 28 + 2d4

Human
15, 35, 53, 70, 70 + 2d10

Krodanos
13, 30, 46, 60, 60 + 2d8

Manirachis
10, 23, 35, 46, 46 + 2d6

Myrdanar
24, 60, 90, 120, 120 + 3d12

Rhuz
18, 50, 75, 100, 100 + 3d10

Syldanar
25, 65, 100, 130, 130 + 4d10

Height and Weight
Race, Base Height, Base Weight, Modifier, Weight Multiplier

Chirops, female
2 ft. 10 in., 18, 2d4, ×1 lbs.
Chirops, male
3 ft. 0 in., 22, 2d4, ×1 lbs.

Gnostra, female
2 ft. 6 in., 17, 2d4, ×1 lbs.
Gnostra, male
2 ft. 8 in., 21, 2d4, ×1 lbs.

Gwehyrloch, female
4 ft. 3 in., 80, 2d8, ×5 lbs.
Gwehyrloch, male
4 ft. 7 in., 110, 2d8, ×5 lbs.

Hivekin Drone
4 ft. 2 in., 110, 2d8, ×7 lbs.

Human, female
4 ft. 5 in., 85, 2d10, ×5 lbs.
Human, male
4 ft. 10 in., 120, 2d10, ×5 lbs.

Krodanos, female
4 ft. 9 in., 110, 2d10, ×5 lbs.
Krodanos, male
4 ft. 10 in., 130, 2d10, ×5 lbs.

Manirachis, female
3 ft. 0 in., 30, 2d4, ×1 lbs.
Manirachis, male
3 ft. 2 in., 36, 2d4, ×1 lbs.

Myrdanar, female
4 ft. 9 in., 90, 2d8, ×3 lbs.
Myrdanar, male
5 ft. 0 in., 100, 2d8, ×3 lbs.

Rhuz, female
3 ft. 7 in., 120 lbs., 2d4, ×7 lbs.
Rhuz, male
3 ft. 9 in., 150 lbs., 2d4, ×7 lbs.

Syldanar, female
4 ft. 9 in., 85, 2d8, ×3 lbs.
Syldanar, male
5 ft. 0 in., 100, 2d8, ×3 lbs.

Fabricant/Forgecursed
Fabricants weigh 3 times the form they are modelled on, Forgecursed weigh 4 times.


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I am writing a players' document for the players to use when making their characters.

It is now 22 pages long and includes 35+ magical traditions.

At this rate I'll end up with a full-fledged campaign guide.


I'm probably allowing conjuration with warnings attached, as I may end up with a small group of players. A conjurer can help fill out the roster. If I end up with a large group (depending on responses to invitations and so on), I'm considering banning not only conjuration, but also class features that add companions.


I'm going to be running e6, which looks like it will work better with SoP than with standard magic, since it is essentially feat-based. I will be disallowing access to some sphere effects just due to the setting and theme, including warp talents that use extradimensional spaces. I'm creating a game with zero planar aspects. I don't want travel to be trivial either, so teleportation stuff may be limited.

Maybe I'm better off just banning the warp sphere altogether.

Edit: Or maybe time and warp will be obscure, hard to find secrets that can be parceled out to players in tiny fragments as they uncover the writings of the lost arts.


Have you played a game with it? Any quirks that caught you off guard?


Have you played in a game that used Drop Dead Studios' Spheres of Power system? I am keen to hear about peoples' experiences. I'm working on a fairly large set of magical traditions and custom rules for them, and I would like to hear if people have had some interesting experiences that could inspire or warn.


Ooh! How did I not notice this earlier? I am quite keen on Spheres of Power and happy to see it getting more support.


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I came to this thread to suggest Spheres of Power, but I see that has already been done! Good job.

Basically:

Spells cost talents. You can spend a feat to gain a talent. Spellcasting classes gain a talent every level or so. Spells are fueled by spell points, which are based on your level and casting stat, and regained by resting.

You can take drawbacks to gain more talents and spell points.

A fighter could take a bunch of drawbacks such as making their buffs target themselves only, attack spells require weapon attacks, and a bunch of other fightery-themed things, and end up with a hell of a lot of magic for less than a wizard would pay for it.


Does this mean they do a twirl every six seconds?


If you have a bullseye lantern, how often can you reorient it to light up different directions? I very much hope you can't spin to get 360 degrees of light all the time. That would be silly.


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More Spheres of Power (Drop Dead Studios)! I can't recommend it enough for those that are tired of Vancian magic, and I do hope to see it expanded and improved.


Another crosspost from Reddit r/worldbuilding:

Okay! Let's see.

Let's begin with a further description of spirits and their natures before answering these questions. Thank you for asking! This prompted me to think more about these things.

The Nature of Spirits

It is widely accepted that the spirits that inhabit this world, yet are without form or earthly presence, are the remnants of the population of a world that came before and was destroyed. The exact nature of that destruction and the transition to the current world remains a mystery spoken of only in metaphor.

A spirit is a disembodied and usually quite damaged soul, having spent countless eons trapped in the Maelstrom between worlds. While it is understood that they were just as varied and capable as modern folk, most have been reduced to one most driving aspect of their being. The ancient ghost of a skilled huntsman may now be the spirit of the snare, keen only to grasp and defeat its prey. Any thoughts of family, home and society are lost. Its singular purpose is called its 'focus'.

The spirits are thus divided into the categories of higher, lower and bestial spirits - not indicative of their relative power, but of whether they can hold a conversation. Higher spirits still have a focus, but can be more rational when pursuing it. The most cogent spirits can recognise their focus and choose not to follow it at all. Such entities are truly rare. Even the gods did not traverse the Maelstrom unharmed. Lower spirits were once capable of thought but as mentioned above, cannot form thoughts about anything beside their focus. Bestial spirits seem more able to relate to their surroundings appropriately than lower spirits, but do so in animalistic ways. It's debated whether these were the ghosts of the old world's animals, or if they are merely a variation on lower spirits.

1. What manner of changes can occur in cases of unwilling possession?

The body of the possessed begins to manifest aspects of the possessing spirit's focus. Many start to resemble beasts, especially where those beasts are popularly known as figurative representations of the focus. Most are violent, but some seek other outlets for their overwhelming need to revel in physical sensation. Those possessed by bestial spirits gave rise to tales of werewolves, as when the host cannot repel the desires of the spirit they transform into monstrous half-beast creatures and lose themselves to primal hunger.

Some possessions may result in more unusual changes, including outgrowths of metal, wood or even strange machinery or even non-solids like water or fire. The possessed invariably display some subtle mark of their possession even when in full control, and become dramatically unkyne (inhuman) when the spirit holds sway. Those of weak will may become permanently controlled by the spirit.

2. How does the changing process work on a physical level, and what specifically causes it?

It is a truly supernatural phenomenon, and cannot be explained by mundane science. This is not that it can't be explained at all. Most well-learned thaumaturges can give a detailed description of the magical mechanisms at work.

The primary cause for spirit transformation is the spirit's overwhelming will to be. The eons of formative magic from the Maelstrom flow through the spirit into the host and can cause radical changes. Study and repetition of these powers led to the birth of the magic schools of Alteration and Enhancement (at least, in the Spheres of Power version of my setting).

Some spirits also have additional powers of their own that they are able to use while possessing a host. These are typically no different from the spells of common mages, and in fact were the inspiration for many early magical traditions.

3. Can such changes, in cases of willing possession, be induced and shaped to the benefit of the Rythkyne?

Sometimes! The degree of transformation expressed by Rythkyne is typically much reduced compared with possession. The cooperative union between the host and the spirit prevents most of the changes that a possessed would express. Rythkyne still do exhibit minor marks of their spirit. Some Rythkyne can willingly use their spirit's power to transform themselves and rarely, others.

The union allows the host to use the spirit's magic powers as if they were his or her own. The spirit gains from this arrangement the ability to feel alive, to experience physical existence, and a much reduced chance of being exorcised or the host being destroyed. Very experienced Rythkyne are said to have grown so close to their inhabiting spirit that the two have become one, a seamless whole forged from two souls.

4. If so, what costs are incurred by the organism?

In both cases, the spirit's powers are fueled by the host's mana. A possessed's spirit usually burns through available mana very quickly and becomes dormant for a while, until it is renewed. Prior to magical aid, one cure for possession was to keep the victim in a state of exhaustion and nausea for days in the hopes that the spirit would starve and leave before the host dies from the treatment. A Rythkyne's spirit does not demand constant influx of mana and is typically content to use it in moderation.

Being depleted of mana is not dangerous, but it is extremely unpleasant. Most non-casters go their entire lives without ever experiencing it.

Newly bonded Rythkyne are not without their troubles. The host and spirit must learn to cooperate as any two kyne would. They may like each other, or they may not. They must compromise when faced with each others' foibles, and share their lives as two living in one body. Romantic relationships are extremely hard for Rythkyne due to this inner duality. Some actually find love with their spirit. In Krodanoi culture this is seen as a good thing. Rythkyne of other cultures may be scorned for favouring their spirit over a mortal companion.

Some Rythkyne have said mortal love is incomparable to a lasting bond between host and spirit. They truly share everything that they have, that they are, in a way that two people never can.

A Rythkyne that falls into strife with his or her spirit instead risks the union breaking. If that happens and the spirit chooses not to leave, the Rythkyne becomes possessed.


Certainly. Lycanthropes would be an example of someone being possessed by a bestial spirit, able to suppress it sometimes and unleashing primal fury when the pent up spirit is able to wrest control. At times, the spirit may rest (or get distracted/confused) and the host is allowed a semblance of normalcy for a while. Someone of tremendous will, armed with protective talismans and such, might be able to quell a hostile spirit for long periods of time.

The problem was that possession is a contest of will between spirit and host, to control the body.

The Rythkyne find compromise and become a shared being. In this union they are something greater.

Edit: These original shamans predated the use of magic. They were 'wise ones' in the traditional sense, having useful knowledge passed down through oral tradition. They used knowledge of spirits, the effects of various substances and runes to commune with and attempt to compel them.


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Some may note the similarity between 'Rythkyne' and 'Rurthekein'. The names are related, with the same etymological origin. Both 'kyne' and 'kein' come from the world the Primordials used to describe mortals, but has come to mean simply 'person'. The term excludes spirits and intelligent beasts. 'Ryth' and 'Rurthe' are related as well, albeit different in meaning. Rurthekein translates more or less to 'People live here', and the nearby Gotekein is to no surprise, 'People live over there'. Rythkyne, however, means 'Person that is lived in.'

The Rythkyne were perhaps the very first magic users, and their forebears were almost certainly not willing. Common amongst spirits is a desire to experience material sensation. Early contacts between kyne and spirit took the form of violent possession, the spirit entering the body and wresting control from the native soul. These troubled beings were shunned as monstrous and dangerous (as they often were, many spirits showing the ability to transform their hosts frighteningly). Most of the possessed died in violence or by accident or neglect on the spirit's part; the ghosts of a long-dead world had largely forgotten how to maintain a living body.

The first proper Rythkyne came from attempts to placate the spirits with willing hosts. Shamans would perform rites to draw out the spirit from the unwilling host, offering themselves in return. These shamans were often driven wild and deformed, just as the possessed has been. This activity did, however, spark new interest in the more reserved members of the spirit community.

Some spirits began offering to indwell hosts cooperatively, sharing control of the body in exchange for the supernatural gifts their possession bestowed. The first Rythkyne were formed from these unions and in time developed a culture that expressed their dual nature. A more surprising development came when intellectual Rythkyne began studying their powers and learned they could be taught to others that were not possessed at all.

These were the first mages.

-

I welcome people to discuss, poke holes in it, whatever. Questions help me with my worldbuilding!

(crossposted from r/worldbuilding)


I usually take Charisma to be presentation. It's not physical appearance, but social appearance. It doesn't matter what you look like if you've got hella swag.


Working on nations now. I have encountered a problem. That problem is that I am aiming on fairly realistic sizes for nations given the level of travel and communications technology (and magic). This means that there should be hundreds of nations.

I have written one or two sentence blurbs for... 14.

:I


While one might reasonably assume that fire destroys a straw golem, it in fact makes the resultant flaming straw golem far more threatening.


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Yet again no Proteans? :(


I have mentioned before that it's possible for constructs and undead to catch 'diseases'. Here are some of them!

The Rust
Type construct disease (contact); Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1 Dex damage and 1 Con damage; Cure 2 consecutive saves

The Rust is an affliction that falls upon constructs that operate in particularly moist or salty environments. It causes parts to sieze up and eventually stop functioning. Regular maintenance and cleaning can stave off the Rust and prevent further damage, but once the damage is done the afflicted parts must be repaired or replaced; constructs do not heal naturally.

Energy Leak
Type construct disease (injury); Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d3 Str damage; Cure 2 consecutive saves

Certain devices and creatures possess the ability to inflict the energy systems of a construct with a contagious malfunction. Energy Leak causes the inner magics animating a construct to gradually leak out, reducing the ability to move and exert force. Once the leak has been halted, repairs must be made to restore the damaged systems.

Disharmony
Type ensouled construct disease (contact); Save Will DC 15
Onset immediate; Frequency 1/day
Effect 1d3 Cha damage; Cure 2 consecutive saves

Disharmony is a frightening malady that can come upon ensouled constructs that have contact with mind-shattering horror. The construct's soul housing begins to erode, slowly becoming witless and servile until finally halting activity altogether. This can even spread to other constructs, as if the very touch of a machine losing its free will is enough to strike a similar blow to another. Fortunately, a construct's mental state can be repaired by appropriate work on the soul housing and other cognitive components.
Soulless constructs have no care for such existential doom and are unaffected by Disharmony.


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Whoops. This should work.

Additionally, I've made a separate thread for Archmage rules discussions over here.

This thread will remain dedicated to fluff from now on, though I may link back and forth wherever relevant.


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This shall be my thread wherein I post about my Pathfinder/Spheres of Power implementation of Archmage. Minimum fluff, maximum rules. Be aware that the rules posted here may frequently refer to Drop Dead Studios' 'Spheres of Power', an alternate spellcasting system for Pathfinder.

For the setting information and stuff about that, see HERE.

My first entry is an item invaluable to armies facing magical enemies, but rather a burden for most adventuring spellcasters.

Spell Negator

Aura moderate Protection; CL 6th
Slot None; Price 3,600 gp; Weight 8 lbs.

A Spell Negator is a large, heavy device that grants its weilder the ability to counter spells and aids in doing so successfully. While traditionally created from arrays of spirit-crafted dreamcatchers and ancient runes of nullification, modern Negators are built using finely-crafted orichalcum and fulgurite components arranged in a complex astrolabe. Thus, Negators can be produced in weeks rather than years, albeit at greater material cost.

When wielded in two hands, a Negator may be activated at a cost of 1 spell point to counter spells as if using the Counterspell feat, with a Magic Skill Bonus of 6 or the wielder's, whichever is higher. If the wielder possesses the Counterspell feat, he or she gains a +2 bonus on MSB checks to counter spells using the Negator. Abilities and feats that improve counterspelling may be used with a Negator.

A Negator can only be used to counter a spell or effect as it is being cast.

While carried, besides using a Negator to counter spells, its bearer cannot use spells, spell-like abilities or sphere effects and cannot activate magic items. This effect applies even when the Negator is not being held in the hands.

Construction Requirements
Craft Wand, Counterspell; Cost 1,800 gp

The Spell Negator comes from thoughts about how armies deal with magical artillery. A low level mage can provide reasonable protection to a force, with the use of an item made relatively inexpensive by weighing it down with awful drawbacks.


Here's a very rough colouring of the broad climate zones and the names of the major land masses; elevation is not yet taken into account here:

Dark Green: Temperate to Taigan
Light Green: Tropical
Pale Brown: Horse Latitude Deserts

Deutero Landmasses

Rurthekein Aman is the ancient homeland of Danar life (Krodanos, Syldanar, Myrdanar), which has since migrated to Khrubat, Gotekein and Buraz. The Rurthekein Deeps harbour the majority of the Myrdanar civilisation and passages beneath the Etiennos sea (the Westernmost of the Triplets) connect up to the Gotekein Deeps to the far North.

Gotekein is the cradle of life of the Rhuz and all the nonsense that spilled out of the Gene Wars. A large mountain range makes travel between the West and East very difficult. Underground passages do exist, but have largely been abandoned to monsters. Humans have established their own divinely-aided kingdoms across large parts of Eastern Gotekein.

Interested in me exploring any particular areas first? I need the nudge to become productive.


At the moment I'm figuring out where national bodies emerge from the history I've already laid down. From there, I can fine-tune things to a higher level of detail.

Basically, I'm starting with 'Why is there a nation here?' before going into anything else about it.


Working on writing up a bunch of the nations! Struggling with fatigue and stuff as usual. At least I'm doing something. :I


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Why didn't those pre-agrarians just cast fabricate? Their society is unrealistic.


This is why I keep constitution for undead and constructs. It's just called 'construction' if they're not alive. It does pretty much the same thing, but refers to the strength of the materials used. If a PC becomes undead, their constitution just becomes construction. It does have the bonus that things that damage or penalise constitution do not affect construction, but there are a few extra things that do (typically stuff that would reduce object hardness also gets the ability to penalise or damage construction).


TrollingJoker wrote:
Milo v3 wrote:
TrollingJoker wrote:
This would be entirely perfect! It doesn't mention anything on duration. It only speaks of a battle between the two counter parts. Is it necessary for them to battle and for one to die right off the bat or can you postpone this so it can be an epic questline?
By RAW the duplicate attacks, if the real one gets away though or simply neither is defeated or dies, then you could do the epic questline.

Well I'd rule it as a must. Some philosophers agree that there cannot be two of one being. Some even think that might break everything we know. I'm not going to bring it that far but I do want to give both entities the urge to vanquish the other.

I think I will change the RAW a little bit by making the real one attack the duplicate and letting the duplicate run away. My reason for this is because I want the evil one to be the real one. I thank you for your assistance!

As for the other suggestions, they sound amazing and I will be looking into them as well but since Mirror of Opposition is almost a textbook example of what I want, I'll be going with that.

Thank you all!

Philosophers don't have access to magic. Do what you want.


Everyone knows that kobolds bleed XP.


It is a sinister sword of black metal. When used to kill a living creature, the final blow drives the sword straight through the torso (or torso-equivalent) of the victim.

However, when the sword is removed from the victim, the killing blow is undone and they return to life with no additional penalties. The victim cannot return to life by any means but removing the sword. Even wishes and other powerful magic are insufficient.

It could be used to trap powerful enemies that have countermeasures to death. Maybe the party discovers a strange, ancient corpse with a neat-looking sword stuck in it...


The Chalice of Souls. Whoever drinks from it is immediately disintegrated and their ash flows into the chalice, disappearing entirely. Some say that the victims of the Chalice are sent... somewhere.


The pioneers of internet planar travel.


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It's not that I don't want it to come up.

I want it to come up in ways that challenge the assumptions of the inhabitants of the world, who think they were first, to challenge the faithful of the gods, who think there was no life before them. To give people society-changing ideas, not society-changing toys. And maybe to inspire the artisans and artificers of the world to seek loftier goals; not an instant change, but the beginnings of a renaissance.

In the age of myth (about 3000-5000 years ago), when the divines were much more liberal with their powers, a wholly unprecedented race was created: A small, feathery, lizardlike people: Kobolds.

In truth, the power of a god was used to resurrect the species from discovered fossils, for the gods do not actually have the power to create. They can only use what already is, albeit altered to their purpose.

The newly created kobolds have no knowledge of their ancient origin and assume they were created wholecloth to be servants of the high dragon, Auctol the Forgesire (with help from the god of change).

Auctol later abandons the kobolds, disappointed with them, leaving them to their own devices.

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