Monday, March 31, 2008

Fringilla Style

Characters with this feat are adept at using their foe's momentum against them.

Prerequisite:
Improved Unarmed Strike, Special: must be taught this martial art by the Fringilla Monks.

Benefit: Characters with this feat receive a +1 on their unarmed attacks against opponents who have just moved more than 5 feet. Additionally, they receive a +4 on trip checks made against those who have just moved more than 5 feet.

In addition, when two or more characters with this feat are fighting the same foe, they both receive a +1 to their attack rolls.

Thursday, March 20, 2008

The Middle Kingdoms

Geography
The lands commonly referred to at the Middle Kingdoms are bordered on the east by the Kitel Woods, the north by vast steppes, the south by badlands and the tail of the Skullcrush Mountains, and stretch west to mountain-encircled Lake Abernath. The region consists of ranges of low mountains, interspersed with rivers and generally descending as the water flows east towards Soguer and the Soral Sea.

The Daren River and roads that follow it are a major route for trade and provide an avenue for goods traveling from all the far-flung shores of the Soral Sea to the tributaries that feed Lake Abernath and the free cities that surround it.

The northeastern portion of the area is marked by wild badlands surrounding a range of rocky, mountainous highlands, which trail off into goblin-infested hills. Further north are cold swamps.

The plains of Dahl in the southwest provide good grazing for the herds of the people there.

Lands and Peoples

A traveler who follows the River Daren north and west towards it's headwaters will encounter the following lands:

Shires of Etela - If one follows the Aet River due west from the Daren they will come into the hills and valleys of the Shires of Erela. The halflings that live here are typical of their kind: somewhat reclusive but generally plain country folk. They are mistrustful of the horsemen of Dhal to their west, citing "unforgotten history." Their lands begin at Aetford, where men, halflings and handfuls of elves live together by the large stone bridge.

High Elves of Verdone - Thick and quiet, the Verdone Forset seems foreboding to many who pass it on the River Daren. The tales of the uncaring elves that dwell within and their strange magics are whispered by boatmen. Few have seen their white towers, for the wood is said to be enspelled to confuse the minds of men and lose them among the tall, silent trees.

City of Devin - This city and it's fortified castle grow large on the trade here at the meeting of the Rivers Bedeflow and Daren. A diverse city, it includes large populations of gnomes from the mountains to the east, elves from Verdone and halflings from the shires to the south.

Dhilic People - The men here are known to be superb horsemen and warriors, a tradition that is celebrated in passed down from father to son. They ride the plains of Dhal on their fine fast steeds herding their cattle, goats and sheep. In the villages in the hills surrounding Keep Dhilia they make leather goods and weave picturesque tapestries to warm their homes against the winter winds.

City of Argros - Vast fields of grain grow in the lands surrounding Argros. The peoples here tend to build their homes raised on posts to help them survive the spring floods of the Daren. Traditionally all landowners serve as pikemen in the militia, territorially guarding their borders from the men, gnolls, half-orcs, and wood elves surrounding them.

Marble Falls valley - Mining dominates this deep mountain valley and the small cities here. Mist from the many waterfalls clings to the leaves of trees in the ravines carved by the water's slow hand. Fine stone gives the area it's name. Animal sculpture is popular, and most homes have at least one large stone statue near the entrance to ward off evil spirits. The area is also noted for a large, beautiful shrine to WeJas, goddess of death and magic, carved into a cliff face in the northeast of the valey. Within the shrine is a huge marble statue of her opening the door to the next world for the departed.

Free Cities of Abernath - The shores of Lake Abernath are dotted by human cities, each a city-state unto itself. Farming, fishing and trading on the lake are the pillars of their economies. Mercantile and guild conflicts occasionally spill over into violence here, but actual war between the cities is generally seen as being bad for business.

Dwarves of Rolang - In the mountains on the eastern shore of Lake Abernath, the dwarves of Rolang delve into the bones of the mountains. Brass and iron are traded from here, and also grains that they turn into casks of their famous dwarven ales.

Elves of Forla Wood - This area is home to a large concentration of the semi-nomadic wood elves that move their homes all around the region. Every year representatives from each family meet in the sacred Emerald Grove to discuss issues important to the elves of the land. Bards from Forla's tribes, while rare, are welcomed in all cities of the Middle Kingdoms for the news they bring and their exceptionally beautiful music.

Queen Zedhrev's lands - From lake Abernath, further up the River Voros, at the foot of cold mountains, Queen Zedhrev sits in rulership. Her lands stretch through the swamps east to the Temple of Stars, and west along the R. Voros. It is generally agreed that she is a powerful sorceress, and she is mentioned in many stories and legends in the Free Cities, usually as a cruel and bloody villain.

Temple of Stars - The largest temple to Baccob in the known world, this site is said to be of importance due to it's position beneath certain constellations. Some say the view of the stars from the high hills in the clear cold air is why Baccob blesses this temple. It is only one of the many secrets of this temple. The priests here are on good terms with Queen Zedhrev to the west, and she gives them their solitude and protection from the barbarians and bestial peoples to the east. It is said that they gave her her sorcerous powers. It is also said that they resent and fear her power, and the truth of it is known only to them and her.

In later ages, this temple becomes the site of the final siege of the Anmagus Crusade of the Sword of Light. See also the Cult of Shan'n'nur.

Bare Peaks - The barren mountains of these highlands are home to groups of gargoyles and kenku, and no travelers go here. The gargoyles of this region call themselves the Dz'ata Möschu.

Lord Fevul's Lands - These dry badlands and rough, scrub covered hills are home to various goblinoid tribes, and have traditionally been an evil place to be avoided. Recently, however, the elves living to the east and south have been reporting raiders emerging from this area. They claim that a warlord named Lord Fevul has united the goblin tribes and that Magublet, the goblin god, sits at his side. In times past, the barbarians to the northeast with whom they skirmished, the Kitel Elves, and the swamps and mountins to the west have provided defense against these peoples, but now there are whispers of worry that a great host may soon march out of those brown hills.

Akmak and the half-orc lands - In the lands surrounding the Bare Peaks are scattered villages and small cities of predominantly half-orc people. Their traditions claim that they are descended from an ancient race of warriors, and they are indeed fierce fighters who's walled city of Akmak is a testament to their grim, martial culture.

Dwarves of Sturm Mountain - The dwarf clan that calls this mountain home have built an extensive stronghold deep into the bones of the land. The clan ruler, Oxymazus Axehand rules his people with strict laws adhering to Moradin's dictates. As a people they are extremely unwelcoming to any but their own, and the entrances to their mountian fastness are guarded day and night by dwarves in bright suits of mail.

Tehton - The hills, valleys and forests of Tehton are home to hardworking woodsmen and skilled carpenters with a strong code of ethics. The peoples here also have a close affinity with the various fey in the mountains from sprites to wood elves. Their largest city is called Forston, at a fork where the River Aelle meets the River Bedeflow.


Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check: (leave comments to create the rumors and information)


Tuesday, March 18, 2008

Fire Lances of the Ancient Hyperzephyrians

It is sung in The Deed of Barael:
... we crossed the burning wasteland
sought out forgotten tomb
within a shattered chamber
beneath a broken moon
we looked amongst the ruins
where cities once did rise
from graves of fallen kings there
what doom shall rise
...
old legends tell of weapons
wielded by kings of old
crafted by evil wizards
unholy to behold
we seek the fire lances
led to the ancient grave
the world where they were masters
now lays in waste
...
let us live the prophecy
all you know will cease to be ...

It is said that long ago the lands that are now the Middle Kingdoms were ruled by a band of friends; warrior lords who called themselves the Hyperzepharians. It is said that they wielded these weapons as they swept across the planes on steeds who flew with magic horseshoes.

In times long past, beset from the west by raiding gnoll tribes from the badlands, the beleaguered lords of that land traveled north to the temple of Baccob to beseech the mages there for aid defending their peoples. Unknown to them, the head clerics there had been seduced by the promises of Vecna, God of Secrets. After making a terrible bargain with the Priests of Secrets the warriors of the Hyperzephyrins were given these burning lances. At that time a prophecy was pronounced stating that the kings would defeat their enemies, but that upon their passing all that they knew would cease to be.

So great was the power of these weapons that all who faces them on the battlefield were laid low, and soon the gnolls were driven back. Emboldened by their power and their fearsome reputation, the kings of the Hyperzepharins made war on their neighbors, and took other's lands for their own. After years of felling all who stood against them, they entered a long age of peace, and growing old, hid their magic lances and horseshoes and saddles for their sons to use if the need came.

But their subjugated neighbors never forgot that they were once free men, and under the banner of a rebel warlord from the east, they rose up and in a lightning war that swept the Hyperzepharian's royal line from the land.

The secret of the resting place of the fire lances died with them, or so it was thought until recently....


Fire Lance

These +2 heavy lances are enchanted such that, upon the speaking of a command word, they are sheathed in flames, dealing an additional 1d6 points of damage on a successful hit. In addition, they are imbued with the power to unleash bolts of fire from their tips three times a day. Striking a target with a bolt requires a ranged touch attack, and deals 12d6 points of fire damage, no save.

Were the location of any of these weapons known, their market value would be considerable.

Strong transmutation and evocation; CL: 11; Craft Magic Arms and Armor, scorching ray; 68,000 gold


And once again, thanks to The Sword for inspiration - lyrics to "Fire Lances of the Ancient Hyperzephyrians" copyright 2008 The Sword, used without permission but with total respect and admiration.

Monday, March 17, 2008

Merchant

Nearly every society requires commerce to thrive, and who but merchants ensure that commerce is successful. Found in almost every settlement, merchants live for one of two things: to see the community prosper through their individual actions, or to see themselves prosper at the expense of the community. Merchants come in all humanoid races, even orcs, goblins, and kobolds have their own trade networks. Halflings and humans are particularly drawn to the merchant lifestyle, as are some elves, dwarves, and gnomes. Some half-orcs have made a killing (literally and metaphorically) bridging the divide between the friends of humans and their foes.

Merchants are rarely found outside of settlements, unless they caravan goods from region to region over land or sea. It is this type who find adventure as caravan leaders, wandering collectors, arms dealers, and merchant marines.

Merchants gain attack bonus at the rate of one for every two levels, starting at 1. Fort, Ref, and Will saves are gained at the rate of one every three levels starting at 0.

Hit Die: d6.

The merchant's class skills are Appraise, Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Knowledge (Local), Knowledge (Geography), Knowledge (History), Listen, Profession, Ride, Spot, Survival, Use Magic Device, Use Rope.

Skill Points at 1st Level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.

Class Features
Depending on the specific merchant specialization,the following class features apply.

Weapon and Armor Proficiency: Merchants are skilled with all simple weapons. Those who have spent time in merchant marines or as caravan leaders gain the use of martial weapons. Merchants are not proficient with armor nor with shields, unless they have spent time in those same settings.

Starting Gear
4d6 x 10 gp worth of equipment.

The Elemental Subplane of Mist

The Elemental Subplane of Mist is a subplane where the Elemental Planes of Air and Water intersect. A Great Mist hangs suspended at the very center of the plane, its misty tendrils passing out in all directions all the way to the edge of the plane. It is said that great beings travel the misty tunnels of vapor. Outside the Great Mist, the plane has a calm breeze, which suspends creatures and objects, moving them in a clockwise manner around the exterior of the Great Mist.

The Elemental Subplane of Mist is home to mist elementals, the deep mist dragon, and the gods of obfuscation and warnings. At the edges of the plane are coastal waters which lead nowhere in particular, yet provide the moisture for the Great Mist.

This subplane has the following traits:
* Light winds which keep creatures and objects suspended above a non-extant ground (outside the Great Mist).
* Heavy, moist air (inside the Great Mist).
* Air-dominant, with room for water creatures to thrive.
* Enhanced magic (for the Air and Water domains).
* Impeded magic (for the Earth and Fire domains).

Sunday, March 16, 2008

Mist Elemental

These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.

Mist Elemental


























Mist Elemental, Small Mist Elemental, Medium Mist Elemental, Large
Size/Type: Small Elemental (Mist, Extraplanar) Medium Elemental (Mist, Extraplanar) Large Elemental (Mist, Extraplanar)
Hit Dice: 2d8+1 (10 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack / Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space / Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +1, Ref +6, Will +0 Fort +4, Ref +9, Will +1 Fort +6, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmt.: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:

























Mist Elemental, Huge Mist Elemental, Greater Mist Elemental, Elder
Size/Type: Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +13 +14 +15
Speed:
Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack / Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space / Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +19, Will +5 Fort +12, Ref +22, Will +9 Fort +13, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmnt.: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.

Mist Elemental Sizes








Elemental Height Weight Mistwind Save DC Damage Height
Small 4 ft. 2 lb. 11 1d4 5x5 ft.
Medium 8 ft. 4 lb. 13 1d6 10x10 ft.
Large 16 ft. 8 lb. 16 1d8 15x15ft.
Huge 32 ft. 16 lb. 22 1d10 20x20 ft.
Greater 36 ft. 20 lb. 25 1d12 25x25 ft.
Elder 40 ft. 24 lb. 28 1d2030x30 ft.

Combat

Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.

Mistwind (Su): The elemental can transform itself into a mistwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental shifts between being incorporeal as the mist and corporeal and moves at its normal speed.

The mistwind is amorphous yet contained in a up to 30'x30'x30' cube, depending on the elemental's size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.

The elemental's movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature's space.

Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind's perceptive effects varies with the elemental's size (see the table). The save DC is Wisdom based.

Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the mistwind's base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in mistwind form cannot make slam attacks and does not threaten the area around it.

Thursday, March 13, 2008

Darien

Dashing Darien, rogue, rake, fencer, wit, with a touch of magic and a flare for the daring. A cat-burglar and scoundrel, he steals to care for his younger sister, who along with him is orphaned, but additionally needs medical attention and care due to infirmities she suffers from. Their mother died when they were young, and they never knew their father, and Darien and his sister grew up on the streets. Their mother would only say that their father had to leave them all, but that she loved him very much. Later they discover that they both have a touch of draconic heritage and she eventually becomes a powerful sorceress.

Darien CR 1
male human rogue 1
CG Size medium humanoid
Init: +2 Senses: Listen +3, Spot +3

Languages: common

AC: 15 (+2 armor, +3 dex) touch 13, flatfooted 12
HP: 6 (HD 1d6)
Saves: Fort: +0 Ref: +5 Will: -1

Speed: 30 ft.
Attack: short sword +1 (1d6 / 19-20 x2)
Full Attack: short sword +1 (1d6 / 19-20 x2)
Attack Options: sneak attack, combat expertise
Space / Reach: 5 ft. / 5 ft.
Base Attack: +0 Grapple: +1

SA: sneak attack, trapfinding
Feats: a touch of magic (sorcerer), combat expertise

Abilities: Str 13 Dex 15 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts- appraise 4+2 = 6, balance 4+3 = 7, bluff 4+1 = 5, climb 4+1 = 5, disable device 4+3 = 7, jump 2+1 = +3, listen 4-1 = 3, open lock 4+3 = 7, search 4+2 = 6, sense motive 4-1 = 3, spot 4-1 = 3, tumble 2+3 = 5

Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand

Possessions: leather armor, short sword, dagger, shortbow, 10 arrows

After several campaigns with a band of mercenaries Darien has grown to become a leader of men, a brave swordsman and a skilled tactician. He has taken to giving offerings to the goddess of luck, and has adopted the heraldry of a white star above a white skull on a black field, a sign of his optimism rising above his grim experiences in war.

Darien CR 6
male human rogue 2, fighter 4
CG Size medium humanoid
Init: +3 Senses: Listen +3, Spot +3

Languages: common

AC: 20 (+5 armor, +3 dex, +2 shield) touch 13, flatfooted 17
HP: 28 (HD 2d6 + 4d10)
Saves: Fort: +5 Ref: +9 Will: +1

Speed: 30 ft.
Attack: long sword +8 (1d8 + 2 and 1d6 fire / 19-20 x2) or longbow +8 (1d8)
Attack Options: sneak attack, combat expertise, spring attack, whirlwind attack
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

SQ: evasion
SA: sneak attack, trapfinding
Feats: dodge, combat expertise, mobility, spring attack, weapon focus (longsword), weapon specialization (longsword), a touch of magic (sorcerer)

Abilities: Str 13 Dex 16 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts, 12 fighter, 10 rogue - Appraise 4+2 = 6, Balance 4+3 = 7, Bluff 8+1 = 9, Climb 9+1 = 10, Diplomacy 6+1 = 7, Disable Device 4+3 = 7, Jump 7+1 = +8, Listen 4-1 = 3, Open Lock 4+3 = 7, Ride 3+2 = 5, Search 4+2 = 6, Sense Motive 4-1 = 3, Spot 4-1 = 3, Swim 3+1 = 4, Tumble 2+3 = 5

Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand

Possessions: +1 mithril chain shirt (2,100 gp), large steel shield enameled with skull and star device, +1 flaming long sword (command word "ixen") (8,315 gp), dagger, longbow, 20 arrows, dark green cloak of resistance +1 (1,000 gp), dark traveling clothes, backpack, bedroll, 1,585 gold coins

Tuesday, March 11, 2008

Lands and peoples of northeast Soralia

This post is the first in an series of posts detailing Soralia, a continent you can use as part of your campaign world. I created this land while running several campaigns in it over the last seven or so years, and now that I feel like it's fairly well flushed out, I'd like to share it with everyone on Claw Claw Bite.

This first post gives a broad overview of the norteastern portion of Soralia.

Climate: the northern kingdoms are warmer than their latitude is generally, due to a major warm current that flows north into the Soral Sea, past the northeastern shores of the Princdoms of Ogham, and then west along the northern shore of the Soral Sea. This warm current results in heavy mists and fogs along the coasts of the so-called Pirate Kingdoms that stretch from the eastern edge of the peninsula to the halfling lands in the wide river basin that dominates the central portion of this region.

The Dwarvish lands are high and cold, set in the sprawling Dunheng Mountain chain that shields the eastern lands from the cold north western winds. The gnomish lands are a temperate and fertile land of hills and rivers which flow down from the dwarvish lands. The lands east of there with their small human kingdoms are warmer still in the southern reaches where the warm current runs strong. In the norther reaches they become more temperate as the lands rises slightly towards the arctic barrier mountains. These lands are drier and less fertile than the gnomish lands to the east.


Lands and Peoples: As one travels from west to east from the Fridon kingdoms along the north shore of the Soral Sea, one encounters first dwarvish and then gnomeish lands, followed by a stretch of heavily wooded wilderness, and several small human kingdoms.


Dwarven Kingdoms: two large and several small sovereign dwarven kingdoms claim the Dunheng Mountains and the surrounding land as theirs. Fairly isolate and xenophobic, these dwarven kingdoms have long-running feuds that occasionally break out into brief wars. Smaller kingdoms will be on one side or another as events change over the years.

These dwarves have some commerce with the underdark, primarily with deep dwarves and undergnomes. Other commerce is with occasional Fridon traders from the west and gnomes to the east, and through them, the warm human Pirate Kingdoms. Many young dwarves from these lands hire themselves out as small companies of mercenaries to the gnomes, halflings, and humans to the east.


Gnomish Lands: These lands are primarily gnomeish citiy-states ruled by family clan councils. The population includes a smattering of halflings, dwarves, humans and the occasional elf. Their economies are primiraly agrarian. For defense, the ruling councils use mercenary troops sparingly and wisely to defend against human raiders from the east. As their lands are not rich in precious metals, they tend to be at peace with the dwarven kingdoms of the Dunheng Mountains to their west.

The gnomes that live here tend to be practical, stoic folk, well used to defending themselves from the human bandits that spill out of the Pirate Kingdoms. To their north in the tail of the arctic barrier mountains tribes of Ice Kobolds and the Naahaogo mountain goat people occupy the last habitible stretch of land before the tundras and arctic wastes. Mixed among them in the rolling foothills west of the river basin are several small halfling, elven and human communities.


Pirate Kingdoms: Collectively known as the Pirate Kingdoms, these are small and factious kingdoms that stretch out across the end of the northern Soralic peninsula. On the whole, they tend to be somewhat poor and rather chaotic. Due to the laxness of laws in this region, they are a haven for pirates for which they are known.

One kingdom is ruled by the famous Mad King of Pitosala, a small state in the Pirate Kingdoms. Cursed with a split personality, his fits and shrewdness are famous. His main personality is an Aristocrat 10, regal and charismatic, and his next dominant personality is Wizard 10, shrewd, cruel and scheming, with a third personality which is a babbling mix of voices....

The humans here tend to view dwarves with a bit of distrust, as their main contact with them is as mercenaries.


Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountains, but they do not tend to make war on each other. They come into frequent conflict with the gnomes and to a lesser extent with the dwarves that live in the Dunheng Mountains to the southwest of them.

Their king is a fighter 5, sorcerer 8, dragon disciple 5. Also of note among them is a powerful sorcerer (18?) who builds fantastic constructs for use as war machines, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs.


Beast Men (Na'ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They are organized into small family units and are primarily nomadic gatherers.

They have the aspect of men with the head and hind legs of a goat, with a thick pelt of fur across their entire bodies, giving them good resistance to cold weather. They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live. They receive a +1 racial adjustment to dex and con and a -2 adjustment to intelligence and -1 to charisma. Their favored class is ranger, but scouts, druids and barbarians are common among them. Their society tends to be neutral and slightly chaotic as do individuals. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.


Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check.... (use the comments section to add rumors for this region)

Thursday, March 06, 2008

Issue 11 Released

As our readers well know, Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with cool details and intriguing features.

We've just finished issue 11 of Claw / Claw / Bite, and are releasing it for sale on RPGnow.com. Follow the link below to receive half off the cover price. That's right, for our blog readers, this issue is only $1.50.

Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.

This issue of Claw/Claw/Bite includes

* New variant rules for casting with mana instead of preparing spells
* Four new creatures, including a new True Dragon: the jungle hunting Onyx Dragon
* Two new campaign locations -- the town of Alabaster and the wilderness of Goduanil
* A new feature: Seeds, Legens and Hooks
* Two new magic items
* Two new spells
* Twelve NPCs, including the cadre of heroes at 5th level
* A mini-adventure in which the party is split up, captured, and must escape from a prison in hell.

Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!

Tuesday, March 04, 2008

Divine Liberation

I'd like to dedicate today's post to E. Gary Gygax, who has just passed away. Gary's adventures surrounding Tharizdun were a major inspiration for this idea, and so it seems appropriate to dedicate it to him. Of course, this small thing is nothing compared to the joy and inspiration I have received because of him and his work. I write this in the spirit of sending thanks and help to those who are no longer in this world.

This campaign plot line turns a common thread around.

Generally, an imprisoned deity is the bad guy that the PC heroes are trying to keep locked up. In this reversal of the story, a benevolent deity that the PCs worship or care about has been imprisoned.

This could be a long story arcing over a campaign, or a shorter story for higher level characters.

If used for a long campaign, the imprisoned deity may have been trapped long ago, and now some prophecy or omen has involved the PCs with it's release.

If a short story, the deity may have just been recently tricked or put upon by another, malevolent or jealous deity, and the PCs must help the god overcome it's tribulations. The part they play may be a minor, but pivotal part in a larger effort.

Monday, March 03, 2008

Die Harder

Prerequisite Endurance, Diehard, Iron Will, Toughness

Benefit

When reduced to -9 hit points, you remain stable. At this point, you begin to use your strength score as though they were additional hit points. Each point of damage you take reduces your strength score by 1 (this counts as ability damage). Once your strength score reaches 0 you immediately die.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 0 strength, you immediately die.

Normal

A character with diehard usually dies once reaching -10 hp.

Anton Fink

Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.

Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.

Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal

AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4

Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)

Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;

Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);

Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster - Known:

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb

Sunday, March 02, 2008

Rogue Caster

This prestige class brings together rogue and caster in two ways. First, the caster abilities are not the same as a sorcerer's, since the spellcasting relies upon dexterity rather than intelligence. Second, the caster is actually a rogue class. The spells are all geared toward enhancing rogue abilities in one form or another, for instance improved forgery, perfect appraisal, sleight of hand, walk on rope, etc. There are no direct damage spells in the rogue caster's arsenal.

Rogue casters have learned to hone their natural abilities for magic into spells that help them in their day -- ahem, night -- jobs. Only rogues may become rogue casters. NPC rogue casters usually lead lead solitary lives roaming the streets and backalleys. Some organize others into small-time criminal outfits, and the most successful run thieves' guilds. Some of these outfits and guilds even have legitimate fronts.

Hit Die: d6.

Requirements

To qualify to become a rogue caster, a character must fulfill the following criteria.

Alignment: Any non-lawful
Skills: Use magical device +5, Spellcraft +4
Special: A character must have pulled off a moderate-sized heist using a magical device in order to discover the powers of the rogue caster.

Class Skills

Rogue Casters are intended to hone their Spellcraft and Knowledge: Arcana skills. These can then be exchanged on a case-by-case basis at a 2-for-1 cost using the Arcane Skill Bonus skill.

Class Features

Rogue Casters gain the ability to cast Rogue Caster Spells at the rate of one spell level per level of rogue caster, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their rogue caster level. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Planes, Spellcraft, and Use Magic Device. They do not gain the ability to use magical devices as sorcerers; instead they still must make use magic device rolls as a rogue would.

Arcane Skill Bonus: At level three, the rogue caster can use half of their spellcraft and knowledge: arcana skills (rounded down) to boost a rogue skill in exchange for a 0th-level spell. These are equivalent to having the ability to cast 0th-level spells to boost these abilities, and they take a standard action and a verbal component to activate.

Rogue Caster Spells

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace

Level 2: Invisibility, Sleight of Hand, Spider Climb

Level 3: Perfect Forgery, Perfect Appraisal, Perfect Balance

level 4: Dimension Door, Greater Invisibility

Level 5: Undetectability

Saturday, March 01, 2008

Bat out of Hell

Spawned out of the fiery furnace of Hell itself, these creatures are bred solely for killing and devouring its prey. The bat out of Hell's favorite food is meatloaf, but it'll settle for any humanoid flesh. In solitary environments they are sneaky, usually swooping down and taking off with one of the group. In colonies, they are formidable foes, ambushing their prey in large, deep caverns, where their prey cannot flee to safety.

Bat out of Hell (CR 6)
Lawful Evil Large Outsider (Evil, Extraplanar, Fire, Lawful)
Initiative: +10
Senses: Blindsight 60ft

Armor Class: 23 (-1 size, +7 Dex, +7 natural), touch 17, flat-footed 15
Hit Dice: 8d8+18 (60 hp)
Saves: Fort +10, Ref +13, Will +10

Speed: 30 ft. (6 squares), fly 60 ft. (12 squares)
Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Base Attack/Grapple: +3/+10

Feats: Alertness, Stealthy, Fly-by attack, Improved Grapple
Special Qualities: Blindsense 60 ft.

Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +8, Listen +16*, Move Silently +14, Spot +10*

Environment: Subterranean caverns, Planes of Hell, Outer Planes
Organization: Solitary or colony (5-8)
Challenge Rating: 6
Treasure: None

Advancement: 9-16 HD (Huge)
Level Adjustment: —

An adult bat out of Hell has a wingspan of 15-20 feet and weighs between 300 and 500 pounds.

Combat

Dire bats swoop down upon unsuspecting prey from above, often grappling them on a fly-by attack and taking them to higher ground where they can fight them one-on-one or outnumber them.

Blindsense (Ex)

A bat out a Hell uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the bat unless it can actually see them.

Breath Weapon (Su)

Bats out of Hell can breath fire in a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based. On the Planes of Hell, this damage is 3d6.

Fiery Bite (Su)

A bat out of Hell deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. on the Planes of Hell, this extra fire damage is 2d6.

Skills

Bats out of Hell have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. On the Planes of Hell, these bonuses are +8.