I'm sure if you were to have a conversation with Asmodeus, he would tell you there is no greed, only wealth. I'm sure he'd say there is no lust, only fertility. There is no wrath, only righteous anger. That there is no sin, only virtue.
Lissala's seven virtues are nothing more than sugar coated synonyms of the seven deadly sins. Is it that hard to imagine that evil recognizes the importance of subtlety or deception? That some of the greatest evils are those that pretend to be good? Yes, the runelords became more openly decadent and violent in their worship of Lissala, but Lissala never abandoned them or censored her followers for "warping" her teachings. Most gods would unleash holy fire on followers who twisted legitimate virtues into sins, but Lissala continued to support the runelords. Perhaps Lissala represents the "banality of evil". That her devotion to Law made her blind to the clear viciousness or oppressive nature of her teachings? But more likely, Lissala is aware of her own wickedness, but saw such evil as necessary to maintain order.
To surmise, what did Lissala do that was evil? She was the active patron to an evil faith, an evil group of despot wizards, and an evil nation for centuries. What did Lissala promote that was evil? The enslavement of several races, the runelords themselves, the Empire of Thassilon, sin magic, the construction of the Sihedron, and general lawful evilness.
Is she the cackling billboard sign of evil that Zon-Kuthon is? No. But she is evil. The kind of evil that slowly corrupts empires. The kind of evil that makes good man weaker. She is the embodiment of "absolute power corrupts absolutely".
It depends on how one defines "evil". For my campaigns, the concept of evil is defined as selfishness:
-Chaotic evil is reckless self-indulgence (The Joker: "Some men just WANT to watch the world burn).
-Neutral evil is pure egotism (Charles Augustus Magnussen: "I'm not a villain, I have no evil plan. I'm a businessman acquiring assets).
-Lawful evil is tyrannical self-interest. (Sauron: One ring to rule them all. One ring to find them. One ring to bring them all. And in the darkness bind them).
The whole belief system surrounding Lissala promotes a tyrannical manipulation of magic. It birthed the runelords and sin magic. The question shouldn't be "what exactly is it she does that' evil" because she doesn't need to do anything. Her faith encourages its followers to give into their megalomania, to pursue their own power and subjugate all around them, and to indulge in their most wicked desires. She enables men to become devils. She rewards discipline but encourages despots. That's the definition of Lawful Evil.
The Dominion sacrifice millions into black holes as part of their "Banquet" ritual.
Black holes are portals within the Dark Tapestry to the Negative Energy Plane, also known as the Void.
"What you think of as life is a great deception. The faithful have already been claimed, taken, and saved. You are ours".
-Eternity's Doorstep.
The Negative Energy Plane is also the "metaphysical" core of the Shadow Plane.
If you'd indulge me in repeating myself from nearly two years ago,
"It was purely by chance that Dou-Bral noticed the faint glimmer of a star (perhaps the epic flash of the Earthfall through the window of a Black Hole?) and escaped the endless prison...Yet, to him, it was sign of his victory. The void could not consume him. He had won. He had been rewarded. He had come to understand truth and now he was ready to share it with the world. The void must be challenged. Nihilism must be crushed. Existence must endure. Life is pain."
The Dominion gets the body. The Kyton gets the soul. Both stand against the Void, which swallows all life whole.
I would recommend reading James Jacobs comments on the relationship between Zon-Kuthon, kyton, Nidel, Cheliax, and the denizens of Hell. It's fascinating.
Sticky (1RP), The outer membrane of these Ooze-folk acts as a super-adhesive. Ooze-folk with this trait gain a +1 bonus to CMB when attempting a grapple, as well as a +1 bonus to CMD against disarm attempts. This trait replaces Toxic.
Slippery (1RP), The outer membrane of these Ooze-folk is extremely slippery. Ooze-folk with this trait gain a +1 bonus to CMD against drag, grapple, and reposition attempts, however suffer a -1 penalty to CMD against disarm attempts. This trait replaces Toxic.
Ooze-folk
A featureless creature stands before you. It is vaguely shaped as a man, and is wearing clothing and armor. However, it glows with a faint green light and peers at you with dark gray orbs.
Type: Aberration (3RP), Ooze-folk are alien beings in nearly every sense of the word.
Size: Medium (0RP), Modelling themselves after the most prolific species, Ooze-folk are average sized creatures.
Base Speed: Slow (-1RP), Given their amorphous origins, Ooze-folk lack the agility associated with creature of their size and shape.
Ability Score Modifier: Standard (+2 Con, +2 Int, -2 Dex) (0RP), The thick fluid that makes up an Ooze-folk's mass is essentially a massive brain. And while the fluid is quite resilient, its viscous nature impeded quick movements.
Language: Linguist (1RP), Ooze-folk are surprisingly adaptable to new cultures and languages.
Racial Traits:
Ooze-kin Immunities (3RP), Ooze-folk are immune to paralysis and poison, as they lack a muscle structure and are poisonous in nature themselves.
All-Around Vision (4RP), Ooze-folk vision is not limited to direction, every inch of their body can act as "eyes".
Toxic (1RP), Ooze-folks inner fluids are extremely toxic to most life forms.
Acid Resistance (1RP), Ooze-folk are immune to all but the strongest corrosive agents.
Cold Vulnerability (-2RP), The fluids that compose Ooze-folk are extremely susceptible to freezing.
Total: 10RP
Origin: Once a group of lake settler, the Ooze-folk are victims of circumstance.
Spoiler:
Once there was an great lake, hidden in an ancient valley. The lake was plentiful and pure, and over time, settlements surrounded its waters. Protected by the valley's natural barriers, the people of the lake lived an unmolested life at the shores of their beloved lake.
Not long ago, a great green star fell from the night sky and disappeared into the lake. Few within the settlements witnessed the event, and most were unconcerned. As weeks passed, the people of the lake noticed strange things. At night the lake began to glow with a soft green light. The fish, while always bountiful, were larger. No one much minded that fact that their meat was so much softer, as it cooked just as well.
However, soon the signs grew darker. Many in the settlements became ill. The fish seemed to melt if pulled from the lake. The water became thick and caustic. The lake had become a mass of verdant pulsating sludge.
Many wanted to leave, but had become too sick to travel. Others, maddened by their sickness, leaped into the ooze that was once their lake. Some simply vanished, leaving only a mount of ooze in their place.
Before long the settlements were quiet. Weeks gave way to months without word. Finally, other settlements outside the valley ventured to the lake. They had hoped to uncover the reason for the silence. What they found horrified them.
The valley was noxious. Trees oozed slime and fungus grew upon everything. The once beautiful lake was gone, replaced by a glimmering mass of green muck. But the greatest horror was within the settlements. The people of the lake had changed. The colours within the star had bleed out into the water and corrupted everything in the valley. Everyone exposed was dead. Melted away. Yet, in their place were a new people. Faceless creatures in loose the shape of men. The Ooze-folk.
Possessing no memory of the people of the lake or their own origins, the ooze-folk had simply been living as if they had always been there. To the explorer's surprise, they were horrified to learn of the previous settlement's fate. Sensing the innocent nature of the Ooze-folk, the explorers took pity on them and, after much examination, welcomed them into their communities. With the help of the surrounding settlements, the Ooze-folk quarantined the valley, and began explore the world themselves.
Physiology: Ooze-folk are walking sacks of sludge.
Spoiler:
The Ooze-folk is a fascinating creature possessing a number of unique physical features. Firstly, Ooze-folks are oozes. They are comprised exclusively of three viscous fluids. The first is a thick non-toxic membrane which provides the outermost layer of the Ooze-folk body. This layers functions as, and is as durable as humanoid skin, but is much more resilient to corrosives. The second fluid comprises the bulk of the Ooze-folk's mass. This highly toxic substance function as the creatures means of locomotion, as well as its brain, stomach, and lung. Finally, the third fluid forms into two semi-solid orbs found in the Ooze-folk's "head". These orbs serve as the sensory organs of the Ooze-folk, as well as housing the creatures consciousness.
Another interesting aspect of the Ooze-folk is the method of procreation. The only effective method of creation is exposure to the ooze source, namely the Ooze Lake. Exposure to the toxin within the lake begins a slow and painful metamorphosis. Firstly, the subjects muscles and bone structure liquefy. Second, the subjects skin slowly mutates into a non-sentient ooze, which absorbs the liquefied innards. The ooze condenses the materials into two small semi-soft spheres and forms a massive bulbous "egg". After a week, the "egg" reforms into a mature Ooze-folk. In addition to this method, if a humanoid creature dies from exposure to the Ooze-kin toxin, their is a slight (1%) chance they will undergo the transformation into a new Ooze-kin.
Kirth, this wasn't make clear in initial post but are this abilities in addition to the standard rogue goodies, or do they replace some? And if so, which abilities are replaced?
I like the fixes, just figuring out how to implement.
I remember that Eberron gave aberrations a unique DR. It was a fun idea. I prefer Viridium, as it has an otherworldly taint to it. Maybe consider lessening the cost of reinforcing it to make it a more viable material for weapons (I don't know how much your players are going to be fighting aberrations, but if its a lot they may feel like they're being penalized)
Dreadnought
That's what I call them. Like the old battleships. Conveys power, steely resolve, and overwhelming strength. Plus, it has "dread" in the name.
I don't allow multi-classing in any of my campaigns. If a rogue meets a wizard and decides that he wants to be one, he goes to college. Seven years later, he is a 1st level wizard. But in those seven years, he's nearly forgotten everything about being a rogue and must find new adventuring party. Wizard wants to be a paladin, she goes to a monastery. Barbarian considering becoming a bard? Bardic University. Ranger feeling the call of a the barbarian? Spend a few years with a horde of reavers. Essentially, you want a new class, start over. My players complained at first, but eventually agreed it is more fulfilling to play one awesome class to its fullness rather than a mosaic of everyone. The jack of all trades is the master of nothing.
So, no prestige classes in your campaigns? Or do you make an exception for them? What about the PrCs that require more than one base class to qualify?
All this based on what you like or dislike?
I personally don't like to play wizards; ever since the sorcerer class appeared I haven't looked back. However, I wouldn't dream of banning wizards from my campaigns, or disallowing that choice to my players!
I once had a DM who was of the opposite view; he didn't like sorcerers, loved wizards and hated warlocks (3.5). When he DMed he chose to create a world, create a nation run by wizards in that world, create laws which make sorcery illegal in that nation, set the adventure in that nation and ban us from playing sorcerers. Want to play a warlock? Play somewhere else!
So I did.
What a DM likes or dislikes as a player should not translate to forcing his players to obey those personal preferences. If you don't like multi-classing then don't do it, but don't force your prejudices on your players. As a player, if a potential DM starts laying down stuff like that, it rings alarm bells about other likely shenanigans. Avoid DMs who do stuff like that like the plague.
I didn't ban multi-classing because I don't like the concept. What part of my post led you to believe I ban anything because I don't like? I loved multi-classing and PrC in 3.5, and encouraged it when I GMed then. It was practically required for the majority of 3.5 campaigns as the classes we underpowered. Pathfinder created more balanced classes and 20th level capstone abilities, negating most of the practical application. Archetypes have further trivialized multi-classing and PrC. I made a decision, and it works.
Last time I checked, that was something I was allowed to do as a GM.
As for the implication that I'm a restrictive GM, that is extremely presumptuous. I currently have 36 custom races and 24 class potentials in my campaign. I allow any race to be any class, and any race to be any alignment. I retooled the paladin to allow LN and LE. I reworked monks to allow N, NG, and NE. I have and will always believe if it works, its in my world, in every way possible. I ban multi-classing because it is irrelevant. You want to be a fighter/ sorcerer? Be a magus. Want to be an assassin? Ninja with any number of rogue archetypes.
I don't allow multi-classing in any of my campaigns. If a rogue meets a wizard and decides that he wants to be one, he goes to college. Seven years later, he is a 1st level wizard. But in those seven years, he's nearly forgotten everything about being a rogue and must find new adventuring party. Wizard wants to be a paladin, she goes to a monastery. Barbarian considering becoming a bard? Bardic University. Ranger feeling the call of a the barbarian? Spend a few years with a horde of reavers. Essentially, you want a new class, start over. My players complained at first, but eventually agreed it is more fulfilling to play one awesome class to its fullness rather than a mosaic of everyone. The jack of all trades is the master of nothing.
Mengkare is too public to actually be a veiled master, though his experiments at Hermea are clearly crooked. I could see him being manipulated by the aboleths (lord knows they'd love to continue to shape the growth of their favorite creations). What is more terrifying, tragic, and dangerous than a genuinely good creature being controlled by a vile puppeteer?
Norgorber is an interesting idea. Nothing trivializes the divinity of the gods than a veiled master becoming one himself. A atheistic deity. What irony? Just as some qlippoth become demon lords, forsaking their former lives, perhaps Norgorber likewise transformer? Though, just as Dagon and Cyth-V'sug are no longer considered qlippoth, Norgorber would no longer be an aboleth in any real way.
Greed is more than just gold. Greed is the want of what they do not have, and a willingness to harm others to get it. Thus I would say Artifice trumps Earth. I misspoke earlier when I suggested the Toil sub-domain. The Construct sub-domain applies better, both with the replacement spells (limited wish and polymorph any object) and the animate servant (devils love slaves).
So long as he is controlled by the DM, he is controlled by the DM. An NPC. The template states the alignment changes to evil, but you're the DM. Those things aren't set in stone.
Set the ki point cost high. At 4th level, and average monk would have 4 to 6 ki points. If your full round flurry as a standard action cost 2 ki points, it wouldn't feel very over powered.
Conan raged all the time. He would recklessly charge headlong into fights using renewed or untapped strength. I think our conception of rage is warps by the Hulk or other "mindless rager" archetypes. Rage does not make you stupid. It has no mechanical effect on your mental stats other than you can't use INT based skills while raging, i.e. reckless.
In "The God in the Bowl" Conan displays all the signs of rage while fighting the snake god. At the sight of his dying companion, he screams, activates his rage (free action), and charges into the room which the god is hiding. The others warn him against attacking, but he recklessly ignores them (penalty to AC). He was injured from a previous fight, but his anger has renewed his strength and constitution (bonus to STR and CON/ temporary hit points). The god tries to hypnotize him, he overcomes it (bonus to Will).
Yes, he's not the Hulk when he rages, grunting or speaking in broken English. But, really, no barbarian (save the True Primitive or the Wild Rager archetypes, and even they don't suffer penalties to mental stats) should be played that way. I don't know how it started (probably 3E with their Half-Orc Iconic Barbarian and their illiterate ability), but Barbarians aren't mindless juggernauts. They're Conan.
Yeah, I also increase the ego of the black blade by 5 and change the alignment to one step away from the Magus (usually towards evil or chaos for fun). This makes the class much more interesting.
A farmer boy finds a strange black sword in a crater near his home. It crackles and seethes with dark energy. The boy gingerly touches the hilt of the blade. Its cool, yet comforting. He lifts the black sword into the air. Indigo runes glow down the center of the blade. The energy courses through the boy's arm and into his heart. Before he realizes what is happening, sparks are flying out of his other hand, igniting a nearby bush. The young man drops the blade. He is scared. He knows his simple life is over. Someone... something chose him. For what? He did not know. Yes, he was scared. But part of him knew he would be safe. So long as he held that strange black blade.
The Barbarian is modeled after Conan. Acrobatics, trap sense, and uncanny dodge is an homage to his thief past, DR/-, D12 hit die, and martial weapon proficiency display his time as a gladiator, rage and survival for his Cimmerian origins, and indomitable will shows distrust of magic (especially the beguile magics that cloud the mind).
Conan never used sneak attack, he never wore full-plate armor, he never trained himself to kill a favored enemy. He was a reaver, a raider, a thief, a scoundrel, a warrior, and a king. But above all else, he was a Barbarian.
Ranger doesn't quite work. Conan works alone meaning no animal companion or hunter's bond. Spells are out, Conan was superstitious and hostile towards magic. Conan was never a renown tracker, thus Swift Tracker, Quarry, and Improved Quarry don't fit with him.
Then why does The Monk entry in The Core Rulebook state...
Core Rulebook wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Does a weapon enhancement somehow not count as a spell or effect that enhances or improves a manufactured weapon?
I was always under the impression that the reason this was added to the Unarmed Strike section because it allowed the Monk to circumvent the rule stating you cannot enhance natural weapons.
In my campaign, I have these two Forces. Preservation, which is the balance of all components, and Perversion, which is the discord within each component. Both are representations of Neutrality.
The Nature of Preservation and Perversion:
Preservation is the Neutrality of Balance. The neutrality that states good, evil, law, and chaos are each equally important and must coexist. It is the neutrality we understand and sometimes ascribe to.
Perversion is the Alien Neutrality. The unknowable and obvious, erratic yet calculated, selfish but selfless neutrality. The Neutrality of Contradiction.
The Multiverse is known as the Wheel of Preservation, because each element exists in ignorant harmony and support the whole. Preservation is why the forces of Law have never destroyed the forces of Chaos. Preservation is why evil and good can meet as allies from time to time. It is the bound that unites all beings. Preservation is the eight spokes and the center.
Perversion is a jealous force. Perversion is why Law believes it is superior to Chaos, rather than its equal. Perversion is why good and evil plot endlessly against one another, knowing that any ultimate victory achieved would destroy everything. Perversion is the rust corroding the bounds of life. Perversion does not want good or evil. Perversion does not want chaos or law. Those are the elements of Preservation. Perversion twists these things, warps them into mockeries, makes them perverse blasphemies in line with the philosophy of perversion. Perversion is a hateful, loving, destructive, nurturing single force.
I use perversion as the Neutral alignment of the Far Plane, the Outer Gods, and the aberrations. Lovecraft never described Cthulhu or Azathoth as evil, but as uncaring and alien, yet they pose the greatest threat to life. Thus it is this alien neutrality that is my campaigns ultimate antagonist. Perversion is beyond any notion of evil. Perversion why two paladins can fight one another over different interpretations of the same belief. It is madness. Unknowable, alien, indescribable being. Perversion corrupts simply to corrupt. Its sole drive is to supplant Preservation and have a universe of its own. It twists beings into Aberrations and tries to expand further into the Multiverse. The parallels between my Perversion and the Dominion are surprising.
I like the idea of Flurry of Blows working as a Standard action rather than a Full-round action, but I'm concerned about action conservation. Allowing one class to perform a full-round attack action as a standard may break the game in unforeseen ways. I only bring this up because I was lectured on action conservation myself not to long ago.
If the Dominion and the Great Old Ones are not the same, how do they feel about one another? Allies? Enemies? Inconsequential?
Last Kyton question. How do Devils feel about Kyton? Its been stated that Kyton see themselves above the hierarchy of Hell, but nothing has really been said about the converse. And how does the Devils view of Kyton effect Cheliax and Nidel? Again, we know Nidel thinks of themselves as a coy spider bidding its time with the fat flies of Cheliax, but surely the infernal powers that be have their own concerns.
The Dominion sees the Great Old Ones as competition at best, but more likely tries to avoid them.
The Great Old Ones think of the Dominion the same way they think of humanity—inconsequential with some slight use as minions in certain cases for certain Great Old Ones.
Devils are not threatened by kytons, just as Cheliax is not threatened by Nidal. Both are wrong to think this way.
Revised Monk Overhaul 4 (Heavy changes to previous purposals)
D10 Hit die.
Full BAB.
6 + INT modifier skill points per level.
Proficient with all monk weapons, including exotic monk weapons.
Gains a +1 bonus to AC and CMD at 1st level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +6 at 20th level. This modifies AC Bonus.
At 2nd level, Unarmed strike is always considered Magic for overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for overcoming DR.
Add Elemental Fist, Combat Style Master, and all Style feats to list of bonus feats. Style feats of the same tree must be taken in sequential order.
At 3rd level, gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
Number of points in ki pool equal to monk level + WIS modifier.
At 4th level, spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the enhancement bonus increases by 1, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement.
At 4th level, spend 1 ki point to cast Feather fall as an immediate action. At 12th level, spend 1 ki point to cast Air walk as an move action. Both effects last a number of rounds equal to the monks level. This modifies Slow Fall.
Wholeness of Body heals his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + WIS modifier. By spending an additional ki point, a monk can also heal 1 + WIS modifier points of ability damage. A monk may also restore 1 negative level or 1 point from an ability drain by spending 2 additional ki points. In addition, a monk can remove one condition he is suffering when using this ability. At 7th level, a monk may remove Fatigued, Shaken, or Sickened. At 10th level, a monk may also remove Dazed or Staggered. At 13th level, a monk may also remove Exhausted, Frightened, or Nauseated. At 16th level, a monk may also remove Blinded, Deafened, Paralyzed, or Stunned.
At 8th level, gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. This replaces Slow Fall increase at 8th level.
Razmir is a frightened old athiest who knows the fate that awaits him in the Boneyard. Perhaps a veiled master is helping him survive, but he himself is all too human.
Is it possible? Golarion is cyclical, and it seems to be heading for another golden age of magic and wonder. People are finding more and more ancient artifacts and lost texts, and gleaning eldritch knowledge from them. Is it possible that someday soon a wizard will unlock the secrets of the runes once again, resurrect Lissala, and recreate the power of the runelords?
If the Dominion and the Great Old Ones are not the same, how do they feel about one another? Allies? Enemies? Inconsequential?
Last Kyton question. How do Devils feel about Kyton? Its been stated that Kyton see themselves above the hierarchy of Hell, but nothing has really been said about the converse. And how does the Devils view of Kyton effect Cheliax and Nidel? Again, we know Nidel thinks of themselves as a coy spider bidding its time with the fat flies of Cheliax, but surely the infernal powers that be have their own concerns.
Yes, the kytons are absolutely connected in some way to Zon-Kuthon. Whether or not he actually created them, or whether or not the kytons even existed before Zon-Kuthon existed, I don't think we've revealed.
That's awesome. Their connection has never been bluntly stated before. Thank you. I use the Kyton and Zon-Kuthon heavily in my current campaign. Hopefully, we'll learn more about their relationship as time goes on.
Does this connection mean a cleric of Zon-Kuthon would be more likely to summon or seek aid from a Kyton than a Devil?
Zon-Kuthon is in fact associated with the Plane of Shadow, so that COULD well be where he went to be transformed in the stories.
It's more likely, though, that he went even further. Remember, he was a full-fledged god before, and going into the Material Plane isn't all that "uncharted" for a deity. But going outside the Outer Sphere? That's uncharted for everything. Except what might live out there, of course... if there's an out there at all!
Ah HA!
That gets back to my original question, are the Kyton and Zon-Kuthon connected?
Both are connected to the Plane of Shadows, both promote a similar philosophy, and both seem based on the Cenobites of Hellraiser/ Hellbound Hearts. I can't imagine that these two, who are so similar in appearance, conduct, motive, habitat, and origin, are wholly independent from one another. Even if one did not influence the other, something unites them.
Is there a connection? If so, how? If not, why? (both in lore and logistically)
As for my purposed origin, perhaps it was the blackness at the edge of the Plane of Shadows that Dou-Bral and the Kyton foolishly explored? Perhaps it is the exploration of any dark boundaries, be it on the material, outer, transitive, or elemental planes that drives beings mad?
I know Zon-Kuthon has no affiliation with the Dominion as far as his origins are concerned but what about Zon-Kuthon and the Kyton (sorry to be tangential)?
There appears to be a clear connection between the two, though never stated.
In my campaign, theologians debate these topics. Did Zon-Kuthon create the Kyton in his imagine? Were the Kyton divine beings loyal to Dou-Bral prior to his transformation and were corrupted by his prescience? Or did Dou-Bral find them at the edge of existence and was corrupted by their dark workings?
Personally, I've always thought Zon-Kuthon was the Kyton's greatest convert. He is beholden to them, yet they are not his master. Rather they see themselves as equals, linked by their common philosophy of pain, sorrow, and bleak enlightenment.
As to Zon-Kuthon's connection to the Dominion, perhaps their is one through the Kyton?
Let us say the assume that the Dark Tapestry is just what it claims to be. The nothingness between stars. Let us also assume that the edge of the universe functions the same in both worlds, and the further to the edge you travel, the great the distance between stars. Eventually, there is just nothingness. A void of light, sound, sensation, and matter. The Dark Tapestry.
Now imagine the hopelessness one would feel staring into that endless all-consuming nothingness. The nothingness, you would eventually imagine, is so much greater than the substance of the universe. The universe is finite, surrounded by an infinite absence. Thus, the universe must be insignificant in comparison to the void. A figment or light in a reality or darkness. It would eventually break anyone's spirit.
From Serenity: "They got out to the edge of the galaxy, to that place of nothin', and that's what they became."
Now, how did nothing turn Dou-Bral into Zon-Kuthon? Each deity represents an ideal, which they hold higher than themselves. Asmodeus esteems tyranny, Dou-Bral esteems beauty, so on. Just as mortals search for proofs to justify their faith, so to did the gods search the cosmos for evidence of these ideals. Dou-Bral sent his divine servants out to the farthest reaches of the universe to find true beauty. Eons later, the Kyton returned. They claimed that true beauty was born in pain. That one would understand beauty only in the moment that they experience true pain. Beauty was a selfish expression of meaning to temporarily dull the pointlessness of existence. They claimed they had gleamed this knowledge from the gods in the blackness between stars. Uncaring gods. Massive eternal gods. All-powerful gods. Gods of nothing. Horrified, enraged, and curious, Dou-Bral traveled himself into the Dark Tapestry, looking for these uncaring gods who twisted his servants. Countless centuries passed as Dou-Bral trekked deeper into oblivion. Finally, he realized the Kyton had simply gone mad. There was nothing out there. No truths. No beauty. No gods. Just oblivion. A vacuum absorbing all sensation and crushing it into nothing. Dou-Bral turned back, only to realize he had lost himself in the nothingness. He was alone. Frustration turned to fear. The nothingness was so massive, how could he hope to find the universe within it? He was lost and made utterly insignificant by the massiveness of the void. Then, it clicked. He was no different than the universe itself. It, like him, was a mere droplet in the ocean of black. Yet, why? Here was the truth. And what a beautiful truth it was, though he was not yet ready to understand. There were no gods in the Dark Tapestry, the Dark Tapestry was the god the Kyton rambled on about. Not a god though, something greater. An ideal. No, more than that. It was the reality behind the ideals which he has searched for. Life was alien to the void, and the void foreign to life. The two were in conflict. Though existence could be made meaningless by the void, experience allowed life to defy annihilation. Only vivid sensation could alleviate the numb oblivion. "Existence is such only to challenge the nothingness." This was the first truth. Isolated from everything, Dou-Bral tried to generate experiences. His mind had long forgotten the colors, smells, tastes, or sounds of others. But even in the grips of nothingness, he had himself. He talked and sang to himself. He smelled his flesh. He stared into his hands. But eventually, those sensations dulled and lost meaning. He screams. Gnash his teeth. Bit at himself. Clawed his flesh. Drew patterns with his blood across his lips. Each time the void returned, Dou-Bral ravaged himself further, enjoying the brief respite from nothingness a little more than the time before. "We are alone in oblivion, and we endure only through selfish experience." This was the second truth. Tearing at himself, Dou-Bral turned forever inward to endured the bleakness. He focused on the anger, the sorrow, and the grief of his existence. His physical, emotional, and spiritual pain gave him strength. He would not succumb to the void. Pain overcame the void. The void had no feeling. It could never understand pain. It was powerless against his pain. This was the final truth. "Pain was the most powerful force of all. Pain is a blessing. Through pain, we endure."
It was by chance that Dou-Bral noticed the faith glimmer of a star and escaped the endless prison of the Dark Tapestry. Yet, to him, it was sign of his victory. The void could not consume him. He had won. He had been rewarded. He had come to understand truth and now he was ready to share it with the world. The void must be challenged. Nihilism must be crushed. Existence must endure. Life is pain. Thus, Dou-Bral was gone, and Zon-Kuthon was born.
The Kyton, without Dou-Bral guidance, abandoned their station and former master, choosing to migrate along the lower planes refining and teaching their twisted philosophy. Zon-Kuthon cares little about their independence, for what use are servants when we are all alone? He needs nor craves no servants, only fellow comrades in truth. In this way, Zon-Kuthon views the Kyton as allies, though loss allies at best. And those Kyton who encounter their former master simply smile, proud in the knowledge that their guidance has converted a god to the true path.
Then what is the Dominion of the Black and who are the gods the follow?
As foolish mortals seek the truth in the darkness between stars just as the Kyton and Dou-Bral had before, they too fall victim to its crushing madness. They give the void divine purpose and prophetic goals. They give it traits and characteristics befitting its assumed power. They call it Yog-Sothoth, Nyarlathotep, and Azathoth. They describe it in abstracts as colours out of space, swirling bubbling masses, writhing black tentacles, eldritch aeons, or cyclopean geometry. But it is merely their tiny mind's trying to grapple with infinite nothing. They are broken body, mind, and soul by it. They are one of the Dominion of the Black. And their psychotic devotion to these non-existent gods is so strong it can generate divine magic, tapping into and simultaneously feeding the same well of faith that the Kyton and Zon-Kuthon unwittingly share.
Friedrich Nietzsche "Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you."
There is nothing out there at the edge of existence. No power. No truth. No gods. No meaning. Just nothingness between stars. But that nothingness is so vast, so all-consuming, that those who confront it must contend it to be the greatest force encountered. It is only what we give it. Some call it The Uncaring God. Some call it the Philosophy of Pain. Some call it The Truth of All Things. All know it as The Dark Tapestry.
Use WIS modifier in place of his STR modifier on attack rolls when using unarmed strike or monk weapons.
Use WIS modifier in place of his STR modifier when calculating his Combat Maneuver Bonus and Combat Maneuver Defense. This modifies the AC Bonus and replaces Maneuver Training.
At 2nd level, Unarmed strike is always considered Magic for the purpose of overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for the purpose of overcoming DR.
Add Elemental Fist, Combat Style Master, and all Style feats to list of bonus feats. Style feats of the same tree must be taken in sequential order.
At 3rd level, gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
Number of points in ki pool equal to monk level + WIS modifier.
At 4th level, a monk can spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the monk can spend an additional ki point to gain another +1 enhancement bonus, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement to a maximum of +5.
At 4th level, a monk can spend 1 ki point to cast Feather fall as an immediate action. At 12th level, a monk can spend 1 ki point to cast Air walk as an move action. Both effects last a number of rounds equal to the monks level. This modifies Slow Fall.
Wholeness of Body allows a monk to heal his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + WIS modifier. By spending an additional ki point, a monk can also heal 1 + WIS modifier points of ability damage. A monk may also restore 1 negative level or 1 point from an ability drain by spending 2 additional ki points. In addition, a monk can remove one condition he is suffering when using this ability. At 7th level, a monk may remove Fatigued, Shaken, or Sickened. At 10th level, a monk may also remove Dazed or Staggered. At 13th level, a monk may also remove Exhausted, Frightened, or Nauseated. At 16th level, a monk may also remove Blinded, Deafened, Paralyzed, or Stunned.
At 8th level, gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. This is in response to the changes made to Slow Fall.
Maybe after a certain number of rounds? Say, every five rounds reroll initiative. That gives enough time for the effects of combat to actually change the initiative significantly.
Shallowsoul, I had a BB Magus at my table, and I allowed the Arcane Pool to remain at 1/2 level + INT rather than the reduced 1/3 level + INT. To compensate, I increased the Blackblade's Ego by 5 and changed the alignment rule to be they must be one step away from the wielder's alignment. The BB Magus was N and his blackblade was NE. The change increased Ego contests, but allowed for a slightly more powerful BB than before, which we all considered a fair trade.
The Venom Surge could use some more balancing out. Mutagen grant +4 to CON, +2 natural armor bonus, and -2 to CHA for ten minutes. Your alternative grants +4 CON and +2 to attack with no specified time limit. Consider this instead: +4 CON, +2 to attack, -2 WIS for ten minutes. Justify the wisdom penalty as the venomsoul make the drinker a little reckless and mad with power.
Also, try your hand at creating replacement discoveries to make up for the ones lost by the archetype.
Add WIS modifier to attack rolls when using Flurry of Blows.
Use WIS modifier in place of his STR modifier when calculating his Combat Maneuver Bonus and Combat Maneuver Defense. This modifies the AC Bonus and replaces Maneuver Training.
At 2nd level, Unarmed strike is always considered Magic for the purpose of overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for the purpose of overcoming DR.
Add Elemental Fist and all Style feats to list of bonus feats.
At 3rd level, gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
Number of points in ki pool equal to monk level + WIS modifier.
At 4th level, a monk can spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the monk can spend an additional ki point to gain another +1 enhancement bonus, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement to a maximum of +5.
At 4th level, a monk can spend 1 ki point to cast Feather fall as an immediate action. At 12th level, a monk can spend 1 ki point to cast Air walk as an move action. Both effects last a number of rounds equal to the monks level. This modifies Slow Fall.
Wholeness of Body allows a monk to heal his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + CON modifier. By spending an additional ki point, a monk can also heal 1 + CON modifier points of ability damage. A monk may also restore 1 negative level or 1 point from an ability drain by spending 2 additional ki points. In addition, a monk can remove one condition he is suffering when using this ability. At 7th level, a monk may remove Fatigued, Shaken, or Sickened. At 10th level, a monk may also remove Dazed or Staggered. At 13th level, a monk may also remove Exhausted, Frightened, or Nauseated. At 16th level, a monk may also remove Blinded, Deafened, Paralyzed, or Stunned.
At 8th level, gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. This is in response to the changes made to Slow Fall.
Dabbler, thank you again for the critiques. Wholeness of Body is still tricky. I went with the idea of condition removal is free with healing, and recovery ability drain, ability damage, and negative levels can also be done for additional points, all at the price of one swift action. Too much? Not enough? Perfect? Wrong direction? or Right Track?
I would also like to point out one thing...
Dabbler wrote:
Why? The Greater maneuver feats still require 13 Intelligence. Just make the Greater maneuver feats available as monk bonus feats at a higher level, cut the need for Combat Expertise completely.
Actually, after looking up all the Improved and Greater maneuver feats that require Combat Expertise, I found that none require INT 13. Only Combat Expertise itself does. However, I added "even if he does not meet the requirements" to the text to cover the bases.
Ewww, spending a ki point (and a swift action) just to ignore piddling Damage Reduction? and only for one round at that?? No thanks ^_^
In my research, I found full Monsters with DR 5/- even at the highest level. My assumption is unspecified DR (DR #/-) rarely exceeds 5, thus it is not piddling. It in fact negates the most troublesome of all DR. It is the anti-Barbarian clause.
At 1st level, Unarmed Strike is considered a masterwork weapon, providing a +1 bonus to attack rolls. It can also be given enhancements as a manufactured weapon.
Add WIS modifier to attack rolls when using Flurry of Blows in addition to STR modifier. This bonus only applies if the monk is using Unarmed Strike or a monk weapon.
Add WIS modifier to attack rolls when using Unarmed Strike in place of his STR modifier. Only apply the STR modifier to Unarmed Strike during Flurry of Blows (see rule above).
Use WIS modifier in place of his STR modifier when calculating his Combat Maneuver Bonus and Combat Maneuver Defense. This modifies the AC Bonus and replaces Maneuver Training.
At 2nd level, Unarmed strike is always considered Magic for the purpose of overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for the purpose of overcoming DR.
Add Elemental Fist and all Style feats to list of bonus feats.
At 3rd level, gains Combat Expertise as a bonus feat.
Number of points in ki pool equal to monk level + WIS modifier.
Recover 1/2 of total ki points by meditating for 15 minutes. A monk can do this a number of times per day equal to 1 + CON modifier.
At 4th level, a monk can spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the monk can spend an additional ki point to gain another +1 enhancement bonus, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement to a maximum of +5.
At 4th level, a monk can spend 1 ki point to ignore 1 point of unspecified DR with his unarmed strike for one round. For every three levels beyond 4th, the monk can ignore 1 additional point of unspecified DR, to a maximum of 5 at 16th level.
Slow Fall does not require a wall to function.
Wholeness of Body allows a monk to heal his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + CON modifier by spending 2 ki points. A monk may also heal 1 + CON modifier points of ability damage by spending 2 ki points. This is a standard action. Finally, a monk may restore 1 negative level or 1 point from an ability drain by spending 4 ki points. This is a full-round action.
Dabbler, thanks for the suggestions. I'm not quite sure what you mean by "all monk-type weapons" though. Do you mean weapons for UC and APG? And, I guess hotfix was never the right word, as I'm more than willing to do an overhaul of the monk for my game.
At 1st level, Unarmed Strike is considered a masterwork weapon, providing a +1 bonus to attack rolls. It can also be given enhancements as a manufactured weapon.
Add WIS modifier to attack roll and damage bonus when using Flurry of Blows in addition to STR modifier. This bonus only applies if the monk is using Unarmed Strike or a monk weapon.
Add WIS modifier to attack roll and damage bonus when using Unarmed Strike in place of his STR modifier. Only apply the STR modifier to Unarmed Strike during Flurry of Blows (see rule above).
Uses WIS modifier in place of his STR modifier when calculating his Combat Maneuver Bonus and Combat Maneuver Defense. This modifies the AC Bonus and replaces Maneuver Training.
At 2nd level, Unarmed strike is always considered Magic for the purpose of overcoming DR. Unarmed strike is also considered Cold Iron at 4th Level, Adamantine at 7th Level, Lawful at 10th Level, and Epic at 13th Level for the purpose of overcoming DR.
Add Elemental Fist and all Style feats to list of bonus feats.
At 3rd level, gains Combat Expertise as a bonus feat.
Number of points in ki pool equal to monk level + WIS modifier.
Recover 1/2 of total ki points by meditating for 15 minutes. A monk can do this a number of times per day equal to 1 + CON modifier.
At 4th level, a monk can spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the monk can spend an additional ki point to gain another +1 enhancement bonus, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement to a maximum of +5.
Slow Fall does not require a wall to function.
Wholeness of Body heals a number of hit points of damage equal to his monk level + CON modifier. For every addition ki point spent, a monk can add 1d4 to total healing (monk level + CON modifier+ 1d4 at 3 ki points, monk level + CON modifier + 2d4 at 4 ki points, etc).