(3) Legend of the Elder Souls (Inactive)

Game Master mdt

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Hell Village Demonreach


Strangers taken without their permission, given the chance to die, or destroy or save a world. Which will they choose?

GM Stuff:

[dice=Perception Johnny]1d20+9[/dice]
[dice=Perception Liisa]1d20+15[/dice]
[dice=Perception Lina]1d20+12[/dice]
[dice=Perception Litlwhatsit]1d20+23[/dice]
[dice=Perception Luna]1d20+12[/dice]
[Dice=Perception Neri]1d20+9[/dice]

[dice=Initiative Daichi]1d20+2[/dice]
[dice=Initiative Johnny]1d20+7[/dice]
[dice=Initiative Kong]1d20+7[/dice]
[dice=Initiative Liisa]1d20+5[/dice]
[dice=Initiative Lina]1d20+8[/dice]
[dice=Initiative Luna]1d20+8[/dice]
[Dice=Initiative Neri]1d20+7[/dice]

Coins:

Coppers :
Half-Copper (half penny)
Copper (penny)
Deuce Copper (two cents)
Royal Copper (Nickle)
Silver (dime)
Deuce Silver (twenty cents)
Royal Silver (5 silver, 50 cents)
Gold (100 coppers, 10 silver)
Deuce Gold (2 gold pieces)
Royal Gold (5 gold pieces)
Platinum (10 gold pieces)
Deuce Plat (20 gold pieces)
Royal Plat (50 gold pieces)
Electrum (100 gold pieces)

Phasewarped Template:

Creatures with the phasewarped template have been warped by the magical energy of the shield surrounding the Cave of Origin. Only an animal or magical beast within the interior of the shield can receive this template. It is an applied template gained at birth. It cannot be gained after birth.

Creatures who have been phasewarped are reversed versions of their usual carnivore/herbivore selves. Only animals who are carnivore or herbivore can gain this template. Omnivores do not. Note that it is based on the preferred diet, some carnivores can eat plants, and some herbivores occasionally eat meat. But they are still primarily one or the other.

A phasewarped animal’s quick and rebuild rules are the same.

Herbivore Rebuild Rules

The former herbivore gains a primary bite attack that is appropriate for it's size. If it already had a bite attack, the attack gains one die level. It retains any other natural attacks it already had. The animal gains +2 Natural Armor. Ability Scores +4 Str, -2 Dex, -2 Wis, -2 Cha.

Carnivore Rebuild Rules

The former Carnivore loses it's primary bite attack, if any. If it doesn't have a bite attack, all other natural attacks are reduced by one die size, to a minimum of 1. It gains Enhanced Senses, granting it a +4 Perception, and gains 5ft of movement if it's small or smaller, and 10ft if it's medium or larger. Ability Scores -2 Str, +4 Dex, +2 Wis, +2 Cha.

Gods:

The trinity are the only allowed gods to be worshipped. The church puts to death anyone who doesn't worship the gods, and then forces those who were close to them to move to the Apostate territory, in case they are also tainted.

Use of magic is only allowed if you are a member of clergy, anyone who uses magic that is not of an allowable nature is killed or maimed so they can't use magic. Allowed Magic is :

Arcani - Arcani study magic, but are assumed apostate by the church. As such, they are under a permanent death sentence, and can be killed by any member of the Clergy at any time for any reason. They can be identified by the steel collars they wear, which rise up over the lower part of the face to prevent them from speaking. Also by the heavy steel cuffs on their wrists, and steel weights on their fingers, which prevent them from being able to move their fingers and arms freely. If a member of the clergy deems their power needed, the clergy can touch the Arcanus and free them to use their powers.

Bloodtainted - Bloodtainted don't study magic, they are born with magic coursing through their veins. They have no control over their magic, and it often drives them into madness. The church keeps them in heavy shackles and a collar similar to the Arcani collars. Again, they are either exterminated or, if they seem controllable, kept by the church as magical slaves and for warfare.

Seekers - Seekers are Followers of Barathiel, or more rarely, Korbran. Seekers seek out those who break the magic proscriptions, or who worship demons. They are specially trained in hunting and killing these creatures, and have divine spells and powers granted by the gods.

Judges - Judges are the followers of Celestine. They are trained to discern lies, find evidence, and determine who is guilty of sedition and blasphemy and who are not. They do not have spells, but they are able to make syrums and potions.

Spiritualists - Spiritualists follow the voices of the Spirits that the gods supply them. A spiritualist is always accompanied by a Spirit from one of the gods. Barathiel usually sends spirits of Battle, while Celistine usually sends Spirits of Death. Korbran usually sends spirits of Healing.

Battle Heralds - Battle Heralds study magic to provide bonuses to the warriors of the church during battle. Battle Heralds are generally extremely ferocious, to prove they are loyal. This results in their tending to be brash and uncontrolled in battle, more interested in exhorting themselves and their cohorts to battle and a glorious death. Battle Heralds are all but exclusively worshippers of Barathiel.

Priests - Priests are the most common spellcaster the gods employ. They are in every town and city, every village and thorpe. The priest the demons killed was typical of a town like Demonreach. They can heal or harm with their spells, and are very good fighters. Priests worship all three gods in the trinity, and can draw on powers from all three.

Barathiel - God of Fighting, Light, and Vengeance
Barathiel is the god of Fighting, Light, and Vengeance. He is known for enjoying the torment of his enemies, and he shows no mercy in battle, killing his enemy, and anyone close to his enemy, and anyone related to his enemy who isn't helping him kill his enemy.
His is a large man who prefers to use his hands to beat people into submission. His priests often use their fists to fight, and his Raiders rarely use ranged weapons, prefering to get into close combat and beat their enemies down.

Celistine - Goddess of Death, Ice, and Punishment
Celistine is the Goddess of Death, Ice and Punishment. Her cold demeanor hides no heart of gold. She is a cold and judgemental creature, who doles out death and punishment with a cold even hand. Her followers prefer to fight with cool efficiency, balancing defense and offense. She herself uses a pair of rapiers, and her priests often do as well. Many of her temple guards also wield two rapiers in a deadly cold dance of death.

Korbran - God of Birth, Healing, and Farming
Korbran is, arguably, the most popular of the trinity, although no one would say so publicly. At least not where a member of the other trinity's clergy could hear. His followers are generally not very martial, and, oddly, he has the smallest number of clergy. The rest of the clergy look down on followers of Korbran, and so his temples tend to be small. Those seeking healing can generally find one though, as can couples who, as is often the case, are unable to concieve. Farmers alway say a prayer to him for a good harvest. When his priests do have to fight, they seem to do so reluctantly, and often use cudgels or saps to avoid killing people.

Raptorian:

Raptorians

Raptorians are reptillian creatures descended from various species of raptor dinosaurs, such as Velociraptors. They have evolved specialized hands with three fingers, one in opposition to the other two. They have thick skin and are natural runners. They have lived underground for many hundreds of generations, and have adapted to life in a cave environment.

Physical Description: Raptorians are bipedal, with a long tail, taloned feet, a large mouth with sharp teeth, thick skin, and vestigal feathers that are ornamental in addition to providing some warmth. Their hide varies in color from black to gray to green and occassionally dark blue. Raptorians are warm blooded reptiles, and find the cold uncomfortable but not deadly.

Society: Raptorians have an oral tradition, and do not understand the concept of reading and writing. Their leaders are the oldest and wisest among them, and they revere those who are older than them. Typical lifespans for a Raptorian are comparable to humans. They are generally peaceful, unless provoked.

Relations: Raptorians are generally between two semi hostile forces, the humans of the surface world and the Phaitai, a race of four armed mushroom type creatures. With hostiles on all sides, the Raptorians have learned not to go find trouble, it will instead find them.

Alignment and Religion: Raptorians do not discuss their religion with outsiders, although it seems to be something akin to ancestor worship. Generally Raptorians tend toward lawful and neutral alignments, although Raptorians of any alignment can be found, especially among those who don't conform to their brethren (the most likely to be adventurers or travellers).

Adventurers: Raptorians are not pre-disposed toward being adventurers by nature, but there is always some small number of them that do travel either the underpassages or the surface world. Those that do are considered mildly insane by their fellows, and not overly bright.

Names: Azure Streak Upon Wind, Blue Haze In Song, Black Spray In Dance

Raptorian Racial Traits

+2 Dexterity, +2 Constitution, -2 Intelligence: Raptorians are fast and hardy, but not always the brightest in the room.

Monstrous Humanoid: Raptorians are Monstrous Humanoids with the Reptile subtype.

Medium: Raptorians are Medium sized, with no bonuses or penalties for their size.

Speed: Raptorians have a movement speed of 40ft, as their bodies are built for running.

Darkvision: Raptorians have Darkvision out to 60 ft.

Natural Armor: Raptorians thick hide grant them a +2 Natural Armor bonus.

Skilled: Raptorians gain a +1 Racial bonus on Knowledge(Dungeoneering) and Survival Checks.

Cave Stalker: Raptorians can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.

Natural Predator: Raptorians are natural predators, and have a Bite (1d4 damage), as well as two Talon attacks (1d4 damage). These are primary attacks.

Raptor Charge: When making a charge attack with a Talon attack, a Raptorian doubles damage dice with that attack, and gains a damage bonus of 1 1/2 it's strength, instead of it's strength as normal. If the Raptorian can make more than one attack at the end of a charge, only the first talon attack gains this benefit.

Ancient Enemies: Raptorians are often trained to fight their natural enemies. Raptorians gain a +2 dodge bonus to AC against either Humans or Phaitai (only 1, choice is permanent) and a +2 racial bonus on combat maneuver checks made to trip their trained enemy.

Light Blindness: Abrupt exposure to bright light blinds raptorians for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Oral Tradition: Raptorians can never learn to read and write. However, their natural ability to remember grants them a +2 to all INT checks to remember something they have heard or seen, and a +1 to any Knowledge checks to identify creatures.

Weak Hands: Raptorians hands are not designed for manual dexterity, and they receive a -2 penalty on all crafting checks. Raptors cannot wield manufactured weapons in their hands.

Scent: Raptorians have the scent trait.

Languages: Raptorians start with Raptorian language. Raptorians with high Int bonuses may learn Surfacer, Phaitai, and Terran languages.

ALTERNATE RACIAL TRAITS

Cave Messenger: Some Raptorians act as Messengers between far flung cities in the underground. Such Raptorians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. They also increase their base movement by +10 ft (to a total of 50ft).
This trait replaces Cave Stalker

Surface Trader: Some Raptorians act as traders with the surface folk, and have adapted to the bright light of the sun. These Raptorians gain +2 Racial bonus to Appraise and Perception checks.
This trait replaces Ancient Enemies, Cave Stalker, & Light Blindness.

Exotic Combat Training: Some Raptorians, rather than being trained to fight specific species, are instead trained in the ancient arts of combat. Those so instructed can use their tails to make attacks of opportunity with a reach of 5 feet. This is a natural attack that deals 1d8 points of damage plus the user's Strength modifier. If the Raptorian's size changes to Large for any reason, the strength bonus on the attack increases to 1 1/2 times Strength modifier (in addition to the die increase normally associated with growth).
This trait replaces Ancient Enemies.

Stonesinger: Some Raptorians have a natural affinity for the stone they live in, and a natural magical connection to it. Such Raptorians are found early and trained in magic from an early age. Such Raptorians add +2 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day each—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the Raptorian's character level. Additionally, the Raptorian is treated as 1 level higher when using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.
This trait replaces Ancient Enemies.

Favored Class Bonuses
Bloodrager(Bloodtainted): Increase the bloodrager's total number of bloodrage rounds per day by 1.
Hunter(Seeker): Add 1 skill rank to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Investigator(Judge): Add one extract formula from the investigator's formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Kineticist(Wild Mage): Gain 1/6 of an Extra Wild Talent feat.
Medium(Ghost Talker): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day. Source
Mesmerist(Trickster): Increase the mesmerist's towering ego bonus by 1/3 point (to a maximum increase of +2).
Occultist(Fortune-Teller): Gain 1/6 of a new focus power.
Psychic(Seer): Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast. Source PRG:OA
Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald(Battle Herald): Add one spell from the skald's spell list to the skald's known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
Slayer(Assassin): Gain 1/6 of a new slayer talent.
Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist's phantom. Source PRG:OA
Swashbuckler(Duelist): Increase the total number of points in the swashbuckler's panache pool by 1/4.