THE SLEEPING IMPERIUM BY KEN HOOD
INTORDUCTION
Fifty million years in the future, humanity is dying. Time and space fray like an old
garment. The sun, Suul'asafal, looms red, cold, and weary. The homeworld of
humankind, Ul'malcant, creaks under the weight of its history and bears
countless ruins of a powerful, long-gone Precursor culture. Living war machines
fight for causes forgotten and prowl the stars, devouring the thinking races.
The Gloaming drifts across the inhabited worlds like a storm cloud, bending
time and space, destroying sanity and shifting souls. All that stands between
the human race and total extinction is the Sleeping Imperium, an empire
spanning nearly a dozen worlds, ruled by a dreaming emperor who sends his
divine spark to live within his regents and disciples.
SPECIES
Advawi (Imperium Humans)
The product of a sixteen thousand year long, culture-wide eugenics program,
Imperium humans are a strong, capable race with ordered minds, powerful bodies,
and a sense of manifest destiny in the universe. They, as a whole, are the very
best the human race has to offer.
Advawi is the Low Imperium word that refers to the "pure" human race.
Personality: Cultured and barbaric,
stoic and expressive, decadent and disciplined, moral and depraved, religious
and secular, scientific and superstitious, Imperium humanity are a culture of
contradictory extremes. They are a long-lived culture who have embraced and
distilled the essence of all that is human, claiming it as their glorious
heritage. They are militant and focused, viewing life as a challenge to be
bested and bested well, not only for themselves but for future
generations.
The Advawi are Machiavellian. They recognize and account for the depravity
inherent in all things. "Corruption is the way of things when the world is
old," says the sage, Ratavar. (Ratavar's student, Iyud the Cynic, wrote,
"The universe is a dying corpse and thinking creatures are maggots living
in its festering shell. Can we do anything else but feed upon its corruption?")
All Advawi behavior and thought is based upon a teaching known as the Foundation
and Five Pillars.
Physical Appearance: Magnificent in
appearance, Imperium humans are muscular and statuesque, taller and much more
physically fit than modern humanity, like the difference between a thoroughbred
and a quarter horse. While physical characteristics
can vary as widely as Notwi, most Imperium humans share the same phenotype.
They have dark olive or golden complexions, broad cheekbones and square jaw, a
thin, angular nose, and epicanthic folds on the eyes. Hair color is dark,
usually black or brown. Eye color is light, either green,
blue, or violet.
Males in the Imperium average six feet in height and 180 pounds in weight.
Females are tall as well, usually five feet, eight inches tall and 130 pounds
in weight.
It is not unusual for Imperium humans to live two hundred years.
Because of the genetic and medical advances of their society, the existence of
physically and mentally handicapped Imperium humans is almost unheard. Those
with genetic defects are sterilized.
Obesity is rare. It is seen as the mark of a life of ease and sybaritic
opulence, a lack of the need for personal discipline
because one has too much and disregards the present danger of a hostile world.
Only the most hardened, high ranking giu and mefet flaunt their wealth in this
manner. Their obesity shows that they have others to handle their labor and
need not even lift a finger in their own defense.
Imperium humans are genetically marked with their caste and rank in their
society. These markers cause subtle chemical shifts in an Advawi's pheromone
production. Other Advawi are engineered by the Hadarahk to be sensitive to
theses pheromones. By sniffing or tasting, Advawi can detect the social status
of another human. (The ritual greeting of Advawi is an embrace, followed by
kisses on both cheeks. This allows them to politely ascertain status.)
Marriage: The Hadarahk arrange all
legal marriages within the Imperium. Their selection of couples is based on
long-ranged eugenic goals for the human race. Perhaps the mating of the pair
will produce a desirable trait or eliminate a harmful recessive trait. Perhaps
couples from different regions mate to eliminate stagnation in the local gene
pool. Like master conductors, the Hadarahk carefully orchestrate human
heritage.
Divorce does not occur in the Imperium. Spouses are bound together as long as
the Hadarahk desire the relationship. Should a more suitable partner be found
for one of the couple, the Hadarahk annul the marriage and enforce a new one.
Death is the only other means of legally ending a marital covenant.
Marriage for love alone violates shavoishavah. Marriage is a duty to the
Emperor and the human race, not the dictate of a beating heart. The pleasure
houses of the meko-untahf are the place for romance. There, surrogates can be
hired to satisfy sexual longings. Also, lovers may legally meet to commit
adultery upon their spouses. Such behavior is expected.
That said, many couples fall in love after their
arranged marriage. The Imperium looks poorly on couples who lack harmony and
mutual respect. The Imperium's idea of marital counselling is flogging. For
couples with continual problems, it is execution. Faced with these stiff
punishments, couples are forced to resolve their difficulties. Stable and happy
relationships are often the result.
The Hadarahk do consider the happiness and harmony of a couple. They will not
split loving partners of many years. However, they might require the husband to
impregnate a different woman or the wife to become pregnant by another man,
should a good genetic opportunity present itself.
Family: Children are born in one of
three ways in the Imperium.
Typically, the Hadarahk superintend a child's birth. The organization grants
license to a couple's petition for a child, or they order a couple to bear a
child. The Hadarahk then provide fertility potions to the couple
that counteract the contraceptives in a city's water and food.
Additional ch'vordic potions are given to a couple, ensuring the child develops
the genetic traits desired by the Imperium. (For instance, a metef couple could
have traits the Imperium wishes to introduce into the giu; therefore, the
couple bears a giu child.) The child is born with the fuhumtahf chosen by the
Hadarahk.
Sometimes, the Hadarahk custom engineer a child. An
aemot is chosen to bear the child. She brings the child to term, then separates from it.
Occassionally, a couple "accidentally" produces a child, despite the
Imperium's precautions. These free births violate shavoishavah, incurring a
measure of dishonor to the couple. Fifty percent of the time, the child will
bear the fuhumtahf of one of the parents. The rest of the time, they will
either be born without genetic markers (khlarfahthal) or with corrupted genetic
markers. Since the Imperium values each and every human life, the Hadarahk
repair any damaged genes to provide the child with a "normal" life.
Once a child is born, the Hadarahk place him in the custody of parents of the
same fuhumtahf. Rarely will a child remain with his biological parents. The
couple rears the child as if he were their own.
A child's early education takes place in a nursery run by an aemot. The
children are taught language and mathematical skills. They receive an education
in the Foundation and Five Pillars.
At the age of eight, a child leaves the nursery and apprentices to a member of
his fuhumtahf. He learns the basic skills, attitudes, and behavior associated
with his station in life. The apprentice's master assumes responsibility for
the child's behavior, sharing in any legal punishments enacted against the
child. If a child demonstrates constant willful disobedience, he is publicly
executed by his parents, nursery teacher, and master. The child must be
destroyed by their hand, because his death represents a failure on their part.
At the age of thirteen, the child undergoes the ceremony of bazt'on,
"The Coming of Adulthood." The ceremony involves fasting, followed by
a lengthy session of questions from the Hadarahk and upper-ranked members of
the child's fuhumtahf. If the child is judged intellectually and morally fit,
he undergoes a ritual ordeal of physical suffering. Should the child endure the
pain, he is declared an adult and a true human. In a great feast, he is given
his adult names and presents his scars as proof of his adulthood. He then
begins his life as a baahniti of his fuhumtahf.
Should a child fail to demonstrate intellectual and moral fitness in the
questioning session or fails to properly endure the trial of pain, the Hadarahk
change the child's genetic markers, converting them to unt. In a public
ceremony, the village ostracizes the child and casts him into the wilderness to
find his own fate.
Relations: Imperium humans are
racist, but not xenophobic.
The non-human species have their place in the universe, but only places given
to them by human hand. The Advawi are a guiding light to all other species.
They civilize the lesser races, generously granting
them function and hope. By associating with humanity, the non-human races are
elevated. Non-humans are welcome, as long as they remember their place.
Within Imperium society, the non-humans are treated as second-class citizens
and khlarfahthal. They do not receive educations from the Imperium, as do human
children, nor do they pass through bazt'on. Gifted and driven members of
a non-human race may petition to become ni- (honorary) members of a
fuhumtahf, but they do not receive the full privileges of a full member.
The Notwi are treated as "country cousins" by Imperium humanity. They
are uncivilized humans who could only benefit from the Imperium's influence.
The Imperium invites Notwi to assimilation. On a pragmatic level, the Imperium
views the Notwi as a fresh source of genetic material, preventing stagnation in
the Imperium's gene pool.
Other races are careful to deal with Advawi. If the Imperium discovers they
have something of high value, particularly land free from the Gloaming and
humgalough, the Imperium will take it as part of gehdal-advawi.
Lands: Imperium humans prefer to
dwell in cities built over Precursor ruins. Many ruins have fields that prevent
the Gloaming from entering the area, as well as teleportation gateways and
defenses against humgalough. Ancient ch'vord and keshid tend to be plentiful in
ruins.
Religion: Imperium humans subscribe
to a monotheistic religion with a single, distant, all-powerful, all-knowing,
masculine Creator-God. The Emperor serves as the Right Hand of the Creator and
intercedes for his people. The Advawi are God's chosen people and intercede for
the lesser races. The lesser races are redeemed by their contact with Imperium
humanity and may only truly know the Creator through the example of Imperium
humanity. If one relates rightly to the Emperor, and by extension, God, then
one is assured a paradisiacal afterlife beyond the Unknowable Other.
Advawi also practice ancestor worship. They believe that all humans have gone
before eagerly watch them from beyond the Unknowable Other, bearing witness to
their deeds and wishing them greatness. It is their duty to fulfill the hopes
of their ancestors and do honor to them.
No formal priesthood or temples exist for the Advawi religion. It is more of a
pervasive, cultural belief -- something almost taken for granted by their
society. Occasional shrines to ancestors may be found in villages and along
roadsides.
Language: Almost all Advawi speak Low
Imperium, the trade language of the empire.
Scholars, mathematicians, and other keepers of lore speak High
Imperium, the technical language of the Imperium.
Names: Imperium humans have three
names: a child name, a public adult name, and a private adult name. To gain
adult names, the human must have endured bazt'on. The public adult name is the
commonly used name of an individual. The private adult name is used by lovers
and close friends.
Masculine names: Garuhnd, Kroata, Malek, Sed, Tahv.
Feminine names: Kuala, Sheyal, Ahashadun, Kefeira, Michal.
The following
are the various Arvawi Human Races and their favored classes:
Aemot: Aemot are bred to be teachers and caregivers for children. Only females belong to this fuhumtahf.
+2 Wisdom, +2 Charisma.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+4 racial bonus to Bluff, Diplomacy, Heal, Intimidate, Memetics, and Sense Motive when dealing with children.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Meme Bearer (Bard).
Belet: Belet are eugenically bred craftsmen and artisans.
+2 Dexterity, +2 Intelligence.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+2 racial bonus to all Craft skills.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Craftsman (Expert).
Bohobaet: Bohobaet are bred to be bureaucrats.
+2 Intelligence, +2 Charisma.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+4 racial bonus to Diplomacy skills.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Diplomat (Noble).
Giu
The lowest of fuhumtahf, giu are thieves and thugs, similar to the mafia or yakuza. They are also entertainers, prostitutes, artists, drug dealers, and casino owners.
Giu provide pleasures and entertainment for Imperium society. They also legally engage in theft, extortion, blackmail, murder, and similar functions in accords with the Rules of Intent.
Giu are unique among fuhumtahf in that they may murder and steal from one another without following the Rules of Intent. However, because their station is so low, they have almost no legal recourse against the higher fuhumtahf. Rarely will a bohobaet offer them a dueling license against a higher ranking individual. Only if they are hired by an individual -- in accords with the Rules of Intent -- may they engage in violence against the upper castes.
In the Imperium's scheme of things, the giu are expendable. They provide no goods or services absolutely necessary to its existence and are easily replaced. The best for which most giu can hope is to become so adept at the pleasure-crafts that they become a "treasure" for a higher fuhumtahf individual.
Racial Abilities:
+2 Dexterity, +2 Charisma.
Medium-size.
Base speed is 30 feet.
Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+2 racial bonus to Perform and Gather Information skills.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Trickster.
Tet: Tet are warriors and assassins.
+2 Strength, +2 Constitution.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+1 racial bonus to Attack.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Combat Specialist (Fighter) or Martial Savant (Monk).
Mefet: Mefet are bred to be merchants.
+2 Wisdom, +2 Charisma.
Medium-size.
Base speed is 30 feet.
Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+2 racial bonus to Appraise and Diplomacy skills.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Merchant (Expert).
|
Tet'nahkshem
|
Thot: Thot are scholars, mystics, philosophers, healers, and thinkers.
+2 Intelligence, +2 Wisdom.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+2 racial bonus to all Knowledge skills.
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium and High Imperium. Bonus Language: Any.
Favored Class: Intellectual (Expert), Meme Bearer (Bard), Spirit Invoker, Enunciator.
Tufet: Tufet are engineered to be farmers, ranchers, and animal handlers.
+2 Constitution, +2 Wisdom.
Medium-size.
Base speed is 30 feet.
Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.
+2 racial bonus to Handle Animal, Knowledge (Agriculture), and any agricultural Profession skill (e.g., farmer, stablehand).
One extra feat at first level.
Four extra skill points at first level and one extra skill point at each additional level.
Automatic Language: Low Imperium. Bonus Language: Any.
Favored Class: Farmer (Commoner).
Enunciator
Game Rule Information
Abilities: Intelligence is the primary ability of Gohm'jiit,
enabling them to understand more powerful Words. Wisdom is also an important
ability because it helps them to resist the madness that occurs while
interacting with higher dimensional forces.
Vitality (Hit Die): 1d4 plus Constitution modifier per level.
Class Skills: Gohm'jiit class skills, and the key ability
for each, are as follows: Alchemy (Int), Hkaahmsu'jha
(Cognition Control) (Wis), Concentration (Con), Craft (Int), Yeuntyei'jha
(Extrasensory Perception) (Wis), Knowledge (all skills, taken individually)
(Int), Gohm'jha
(Enunciator Magic) (Int, exclusive skill), Profession (Wis), Scry (Int),
Speak Language, and Spellcraft (Int).
Skill points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.
Table CS-1: The Gohm'jiit |
||||||
Class |
Base |
|
Ref |
Will |
Wound |
Special |
1 |
+0 |
+0 |
+0 |
+2 |
+0 |
Starting package, bonus feat, signature spell |
2 |
+1 |
+0 |
+0 |
+3 |
+0 |
|
3 |
+1 |
+1 |
+1 |
+3 |
+1 |
Signature spell |
4 |
+2 |
+1 |
+1 |
+4 |
+1 |
Bonus feat |
5 |
+2 |
+1 |
+1 |
+4 |
+1 |
|
6 |
+3 |
+2 |
+2 |
+5 |
+2 |
Signature spell |
7 |
+3 |
+2 |
+2 |
+5 |
+2 |
|
8 |
+4 |
+2 |
+2 |
+6 |
+2 |
Bonus feat |
9 |
+4 |
+3 |
+3 |
+6 |
+3 |
Signature spell |
10 |
+5 |
+3 |
+3 |
+7 |
+3 |
|
11 |
+5 |
+3 |
+3 |
+7 |
+3 |
|
12 |
+6/+1 |
+4 |
+4 |
+8 |
+4 |
Bonus feat, signature spell |
13 |
+6/+1 |
+4 |
+4 |
+8 |
+4 |
|
14 |
+7/+2 |
+4 |
+4 |
+9 |
+4 |
|
15 |
+7/+2 |
+5 |
+5 |
+9 |
+5 |
Signature spell |
16 |
+8/+3 |
+5 |
+5 |
+10 |
+5 |
Bonus feat |
17 |
+8/+3 |
+5 |
+5 |
+10 |
+5 |
|
18 |
+9/+4 |
+6 |
+6 |
+11 |
+6 |
Signature spell |
19 |
+9/+4 |
+6 |
+6 |
+11 |
+6 |
|
20 |
+10/+5 |
+6 |
+6 |
+12 |
+6 |
Bonus feat |
Class Features
Starting Package: The Gohm'jiit begins play with the
following feats:
Firearm Proficiency
Suke'nkal
(Psionic Talent)
Simple Weapon Proficiency
Note that armor check penalties apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also,
Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.
Bonus Feats: At first level, the Gohm'jiit gets a bonus
feat in addition to the feat that any first level character gets and any bonus
feats granted for race/species. The Gohm'jiit gains an additional
bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and
20th). These bonus feats must be Gohm'ginrejha
(Enunciator Magic Feats), Item Creation feats, or from the following list:
Combat Casting
Godelized
Communication
Grammatical
Modeling
Iron Will
Meditation
Non-causal
Reasoning
Spell Focus
Spell Penetration
Signature Spell: At first level, the Gohm'jiit gains a
Signature Spell. The character chooses a single spell. When memorizing this
particular spell, the character gains a +2 bonus on all Gohm'jha
skill checks.
When the Gohm'jiit chooses a Signature Spell, he must decide
which metamagic feats he will apply to it, and whenever he attempts to memorize
that particular Signature Spell, it must always have those feats and
none other. (For example, fireball, maximized and enhanced fireball,
and quickened fireball all count as separate spells for purposes of a
Signature Spell bonus. Only one of the three may be chosen with each
acquisition of a new Signature Spell.)
At 3rd level and every three levels thereafter, the Gohm'jiit
gains an additional Signature spell.
Ex-Gohm'jiit: Like a member of any other class, a Gohm'jiit
may multi-class, but Gohm'jiit face a
special restriction. A Gohm'jiit who gains a new class or (if
already multiclass) raises another class by a level may never again raise his Gohm'jiit
level, though he retains all his Gohm'jiit abilities.
Bushfighter
Game Rule Information
Abilities: Stealth and high situational awareness are necessities of the
Raba'jiit's trade, thus they need a high Dexterity and Wisdom.
Alignment: Any. (The Sleeping Imperium setting does not use
alignment.)
Vitality (Hit Die): 1d10 plus Constitution modifier per level.
Class Skills: The Raba'jiit's class skills, and the key ability
for each, are as follows: Animal Empathy (Cha), Climb (Str), Concentration
(Con), Craft (Int), Demolitions (Int), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature)
(Int), Listen (Wis), Hkaahmfel'jha
(Metabolic Control) (Wis), Move Silently (Dex), Profession (Wis), Ride
(Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness
Lore (Wis).
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.
Table BF-1: The Raba'jiit |
||||||
Class |
Base |
|
Ref |
Will |
Wound |
Special |
1 |
+1 |
+2 |
+1 |
+1 |
+2 |
Starting package, 1st preferred terrain, chosen prey (+1),
+1d6 sneak attack |
2 |
+2 |
+3 |
+2 |
+2 |
+3 |
Uncanny dodge (Dex bonus to AC), Trailblazing |
3 |
+3 |
+3 |
+2 |
+2 |
+3 |
+2d6 sneak attack |
4 |
+4 |
+4 |
+2 |
+2 |
+4 |
Uncanny dodge (can't be flanked) |
5 |
+5 |
+4 |
+3 |
+3 |
+4 |
2nd preferred terrain, chosen prey (+2), +3d6 sneak attack |
6 |
+6/+1 |
+5 |
+3 |
+3 |
+5 |
|
7 |
+7/+2 |
+5 |
+4 |
+4 |
+5 |
+4d6 sneak attack |
8 |
+8/+3 |
+6 |
+4 |
+4 |
+6 |
|
9 |
+9/+4 |
+6 |
+4 |
+4 |
+6 |
+5d6 sneak attack |
10 |
+10/+5 |
+7 |
+5 |
+5 |
+7 |
3rd preferred terrain, chosen prey (+3), uncanny dodge (+1
against traps) |
11 |
+11/+6/+1 |
+7 |
+5 |
+5 |
+7 |
+6d6 sneak attack |
12 |
+12/+7/+2 |
+8 |
+6 |
+6 |
+8 |
|
13 |
+13/+8/+3 |
+8 |
+6 |
+6 |
+8 |
+7d6 sneak attack, uncanny dodge (+2 against traps) |
14 |
+14/+9/+4 |
+9 |
+6 |
+6 |
+9 |
|
15 |
+15/+10/+5 |
+9 |
+7 |
+7 |
+9 |
4th preferred terrain, chosen prey +4, +8d6 sneak attack |
16 |
+16/+11/+6/+1 |
+10 |
+7 |
+7 |
+10 |
Uncanny dodge (+3 against traps) |
17 |
+17/+12/+7/+2 |
+10 |
+8 |
+8 |
+10 |
+9d6 sneak attack |
18 |
+18/+13/+8/+3 |
+11 |
+8 |
+8 |
+11 |
|
19 |
+19/+14/+9/+4 |
+11 |
+8 |
+8 |
+11 |
+10d6 sneak attack, uncanny dodge (+4 against traps) |
20 |
+20/+15/+10/+5 |
+12 |
+9 |
+9 |
+12 |
5th preferred terrain, chosen prey (+5) |
Class Features
Starting Package: The Raba'jiit begins play with the following
feats:
Armor Proficiency (light)
Firearm Proficiency
Martial Weapon Proficiency (all)
Simple Weapon Proficiency
Track
Note that armor check penalties apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also,
Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.
Chosen Prey: At 1st level, a Raba'jiit gains
the ability to study a particular opponent and designate it as his prey.
Against that opponent, the Raba'jiit gains a +1 bonus to Bluff, Listen,
Sense Motive, Spot, and Wilderness Lore checks. He also gets the same bonus to
weapon rolls against his target. (The bonus also applies to ranged weapons, but
only against targets with 30 feet. The damage bonus does not apply to creatures
that are immune to critical hits.)
At 5th level and every five levels thereafter (10th, 15th, and 20th), this
bonus increases by +1, to a maximum of +5.
The Chosen Prey bonus can apply to an individual, a small group (a number of
related individuals up to the Raba'jiit's class level in size), a large
group, or a species. It takes one week of study to gain the bonus against an
individual or small group. A large group or species takes at least a month of
preparation.
The Raba'jiit may only have one chosen prey at a time. He cannot change
his prey during an adventure. While he is studying a new prey, he loses his
bonus against his old prey; therefore, until he completes his study, he has no
bonuses.
Preferred Terrain: At 1st level, a Raba'jiit may select a type of
terrain (e.g., tundra, temperate forest, jungle, desert, rocky mountain) as a
preferred terrain. The Raba'jiit gains a +1 bonus to Climb, Hide, Intuit
Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks
while in his preferred terrain.
At 5th level and at every five levels thereafter (10th, 15th, and 20th), the Raba'jiit
may select a new preferred terrain, and the bonus associated with every other
previously selected preferred terrain increases by +1. For example, a 15th
level Raba'jiit will have four preferred terrains, with bonuses of +4,
+3, +2, and +1.
Sneak Attack: Any time the Raba'jiit's target would be denied her
Dexterity bonus to AC (whether or not she actually has a Dexterity bonus) or
when the Raba'jiit flanks his opponent, he can perform a sneak attack,
targeting his opponent's vitals to inflict extra damage. The extra damage
starts at +1d6 and increases by +1d6 every other class level.
Only one sneak attack may be performed per round. Sneak attacks must be
intentional and may not be delivered as attacks of opportunity. The Raba'jiit
must declare he is attempting a sneak attack before he rolls the attack die; if
he misses the attack, the attempt is wasted for the round.
If the character rolls a critical hit while performing a sneak attack, the
extra damage is not multiplied. However, if the campaign uses the
Vitality/Wounds damage system, the sneak attack damage is converted to Wound damage.
Ranged attacks can only count as sneak attacks if the target is within 30 feet.
A character can only sneak attack a living creature with a discernable
anatomy. Undead, constructs, oozes, plants, and incorporeal creatures lack
vital areas to attack. Any creature immune to critical hits cannot be sneak attacked. Finally, the character must be able to see
his target well enough to target a vital spot and must be able to reach a vital
spot. Creatures with concealment may not be sneak
attacked, nor can the character sneak attack the limbs of a creature whose
vitals are beyond reach.
Trailblazing: At 2nd level, the Raba'jiit gains the ability to
find the best route through unfamiliar areas or difficult terrain.
When traveling overland, the Raba'jiit can make a Wilderness Lore check
to reduce travel time. With a result of 15 or better, the total travel time is
reduced by 25%. On a 25 or better, the time is reduced by 50%.
Up to three individuals may be guided by the Raba'jiit with no penalty.
For every additional three individuals (or fraction thereof), apply a -2
penalty to the Raba'jiit's Wilderness Lore check.
Uncanny Dodge: Starting at 2nd level, the Raba'jiit gains the
extraordinary ability to react to danger before his senses would normally
detect it. This permits him to retain his Dexterity bonus to AC (if any)
regardless of being caught flat-footed or struck by an invisibile attacker. (He
still loses his Dexterity bonus to AC if immobilized.)
At 4th level, he can no longer be flanked. He can react to opponents on either
side of himself as easily as he can react to a single attacker. This defense
denies other character's sneak attack or Martial
Sneak Attack ability. However, another character with the sneak attack
ability and at least four levels higher than the Raba'jiit can flank him
and sneak attack.
At 10th level, the Raba'jiit gains an intuitive sense that alerts him to
danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks by traps. At 13th level and every
three levels thereafter (16th, 19th), this bonus increases by another +1.
Combat Specialist
Game Rule Information
Abilities: Because of the introduction of firearms and their emphasis on
ranged combat and de-emphasis on armor, Dexterity is perhaps the most important
ability score for a Sishzir'jiit; it helps them to more accurately hit a
target and avoid being hit. If the Sishzir'jiit wishes to focus on
melee, then Strength is important as well, increasing damage and attack rolls.
Constitution is the third most important ability.
Alignment: Any. (The Sleeping Imperium setting does not use
alignment.)
Vitality (Hit Die): 1d10 plus Constitution modifier per level.
Class Skills: Sishzir'jiit class skills, and the key ability for
each, are as follows: Climb (Str), Craft (Int), Demolitions (Int), Handle
Animal (Cha), Intimidate (Cha), Jump (Str), Fela'jha
(Martial Arts), Profession (Wis), Ride (Dex), and Swim (Str).
Skill points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.
Table CS-1: The Sishzir'jiit |
||||||
Class |
Base |
|
Ref |
Will |
Wound |
Special |
1 |
+1 |
+2 |
+1 |
+0 |
+2 |
Starting package, bonus feat |
2 |
+2 |
+3 |
+2 |
+0 |
+3 |
Bonus feat |
3 |
+3 |
+3 |
+2 |
+1 |
+3 |
|
4 |
+4 |
+4 |
+2 |
+1 |
+4 |
Bonus feat |
5 |
+5 |
+4 |
+3 |
+1 |
+4 |
|
6 |
+6/+1 |
+5 |
+3 |
+2 |
+5 |
Bonus feat |
7 |
+7/+2 |
+5 |
+4 |
+2 |
+5 |
|
8 |
+8/+3 |
+6 |
+4 |
+2 |
+6 |
Bonus feat |
9 |
+9/+4 |
+6 |
+4 |
+3 |
+6 |
|
10 |
+10/+5 |
+7 |
+5 |
+3 |
+7 |
Bonus feat |
11 |
+11/+6/+1 |
+7 |
+5 |
+3 |
+7 |
|
12 |
+12/+7/+2 |
+8 |
+6 |
+4 |
+8 |
Bonus feat |
13 |
+13/+8/+3 |
+8 |
+6 |
+4 |
+8 |
|
14 |
+14/+9/+4 |
+9 |
+6 |
+4 |
+9 |
Bonus feat |
15 |
+15/+10/+5 |
+9 |
+7 |
+5 |
+9 |
|
16 |
+16/+11/+6/+1 |
+10 |
+7 |
+5 |
+10 |
Bonus feat |
17 |
+17/+12/+7/+2 |
+10 |
+8 |
+5 |
+10 |
|
18 |
+18/+13/+8/+3 |
+11 |
+8 |
+6 |
+11 |
Bonus feat |
19 |
+19/+14/+9/+4 |
+11 |
+8 |
+6 |
+11 |
|
20 |
+20/+15/+10/+5 |
+12 |
+9 |
+6 |
+12 |
Bonus feat |
Class Features
Starting Package: The Sishzir'jiit begins play with the following
feats:
Armor Proficiency (light)
Armor Proficiency (medium)
Firearm Proficiency
Fela'rishrejha
(Martial Arts Training)
Martial Weapon Proficiency (all)
Simple Weapon Proficiency
Note that armor check penalties apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also,
Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.
Bonus Feats: At first level, the Sishzir'jiit gets a bonus feat
in addition to the feat that any first level character gets and any bonus feats
granted for race/species. The Combat Specialist gains an additional bonus feat
at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus
feats must be Fela'ginrejha
(Martial Arts Feats) (not Sukeifela'ginrejha (Advanced Martial
Arts)), Combat Feats, or from the following list:
Ambidexterity
Armor Proficiency (heavy)
Blind-fight
Combat Reflexes
Dodge (Mobility, Spring Attack)
Energy Weapon Proficiency
Exotic Weapon Proficiency
Expertise (Whirlwind Attack)
Improved Critical
Improved Initiative
Mounted Combat (Mounted Archery, Mounted Shooting, Trample, Ride-By Attack,
Spirited Charge)
Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run)
Power Attack (Cleave, Sunder, Great Cleave)
Quick Draw
Two-weapon Fighting (Improved Two-weapon Fighting)
Weapon Finesse*
Weapon Focus*
Weapon Specialization*
Weapon Specialization: On achieving fourth level or higher, the Sishzir'jiit
may select Weapon Specialization as a feat. Weapon specialization adds a +2
damage bonus with a chosen weapon. The Sishzir'jiit must have Weapon
Focus with that weapon to specialize in it. If the weapon is a ranged weapon,
the damage bonus only applies if the target is within 30 feet, because only at
that range can the Sishzir'jiit strike precisely enough to hit more
effectively. The Sishzir'jiit may take this feat as a bonus feat or as a
regular one.
Weapon Mastery: On achieving seventh level or higher, the Sishzir'jiit
may select Weapon Mastery as a feat. Weapon Mastery adds an additional +1 to
attack rolls and damage rolls with a chosen weapon. This bonus is cumulative
with those for Weapon Focus and Weapon Specialization, granting a total bonus
of +2 to attack and +3 to damage. The Sishzir'jiit must have Weapon
Focus and Weapon Specialization with that weapon to gain Weapon Mastery with
it. If the weapon is a ranged weapon, the damage bonus only applies if the
target is within 30 feet, because only at that range can the Sishzir'jiit
strike precisely enough to hit more effectively. The Sishzir'jiit may
take this feat as a bonus feat or as a regular one.
Weapon High Mastery: On achieving tenth level or higher, the Sishzir'jiit
may select Weapon High Mastery as a feat. Weapon High Mastery adds an
additional +1 to attack and damage rolls with a chosen weapon. This bonus is
cumulative with those for Weapon Focus, Weapon Specialization, and Weapon
Mastery, granting a total bonus of +3 to attack and +4 to damage. The Sishzir'jiit
must have Weapon Focus, Weapon Specialization, and Weapon Mastery with that
weapon to gain Weapon High Mastery with it. If the weapon is a ranged weapon,
the damage bonus only applies if the target is within 30 feet, because only at
that range can the Sishzir'jiit strike precisely enough to hit more
effectively. The Sishzir'jiit may take this feat as a bonus feat or as a
regular one.
Weapon Grand Mastery: On achieving thirteenth level or higher, the Sishzir'jiit
may select Weapon Grand Mastery as a feat. Weapon Grand Mastery increases the
size of the chosen weapon's damage dice by one step (i.e., from d4 to d6, d8 to
d10). The Sishzir'jiit also gains one bonus attack per round, at his
highest attack bonus, with that chosen weapon. The Sishzir'jiit must
have Weapon Focus, Weapon Specialization, Weapon Mastery, and Weapon High
Mastery with the chosen weapon to gain Weapon Grand Mastery with it. The Sishzir'jiit
may take this feat as a bonus feat or as a regular one.
Sishzir'jiit of the Imperium: Within the Sleeping Imperium, not only are
a warrior's fighting skills important, but also his ability to speak clearly
and thoughtfully. Thus, Sishzir'jiit, who are
Imperium citizens, are trained in oratory and diplomacy. Also, the
"standard" weapon of the warrior within the Imperium is the kishoto.
All Imperium citizens who are trained as sishzir'jiit also receive extensive
training in this weapon.
For these reasons, Sishzir'jiit who are citizens of the Imperium gain
Diplomacy and Perform as class skills. They also receive Exotic Weapon
Proficiency (Kishoto)
as a free, bonus proficiency.
Tet'nahkshem
The Tet'nahkshem ("Warriors of the Emperor's Holy Law") are the Emperor's hand-picked, elite police force and shock
troops. They are the paladins of the Emperor, his Right Hand and Executors of
his Wrath.
Given great independence and mobility, Tet'nahkshem wander
the Malcants performing the will of the Emperor. They punish lawbreakers and
the immoral, from lowest fuhumtahf to highest. Not even the Hadarahk or
Vadashem are exempt from their scrutiny. They are the court of no appeals, the
judge, jury, and executioner of the Foundation and Five Pillars.
The Tet'nahkshem also patrol the frontiers of the
Imperium, seeking out the enemies of civilization and destroying humgalough. In
times of war, they gather in small units and conduct guerilla and terrorist
warfare on the enemies of the Imperium. In times of direst need, the Ten
Thousand gather into a single battle column and devastate their enemies in a
rain of atomic force.
They are tough, hard-bitten, fearsome, and fanatical -- utterly devoted to the
ideals of the Foundation and Five Pillars.
A fuhumatahf in their own right, the Tet'nahkshem are specially bred by the
Hadarahk, ensuring that they are Advawi of the highest caliber. Only males are
permitted into this order.
At birth, the Tet'nahkshem is taken from his parents and remanded to the care
of a monastery, rather than raised in an aemot nursery like other children of
the Imperium. At the monastery, he is given a number, not a name. His
instructors provide harsh training in discipline and warfare, as well as history
and aesthetics. Many potential Tet'nahkshem die, go mad, or become crippled
during training. Those who do survive undergo a final ordeal to determine their
physical, mental, and spiritual fitness for their role as the Imperium's
protectors.
The survivors of the final test -- usually only a handful of the strongest
individuals -- are presented to the Emperor in an eleven day long ritual of
solitude, meditation, and fasting. The Emperor tempts and tests them to
determine who is fit to carry his divine spark. The unfit are consumed in a
column of the Emperor's glory, destroying them utterly. Those whom persevere
are chosen and imbued with a portion of the Emperor's consciousness, his divine
spark. This grants them powerful abilities, such as a mystical awareness of
sedition and threat to the Imperium. This spark dwells within them, allowing
the Emperor to communicate directly with them and guide their every action.
The
With the acquisition of the Name, the Tet'nahkshem becomes something larger
than an individual. He becomes living, breathing history: an unbroken lineage
from the dawn of the Imperium to the present, a creature of dread purpose and
grand destiny. The Tet'nahkshem is then armed with his pediti-romahk (quantum
lance) and given a kishoto
which belonged to the one who possessed the Name before him. Then, he leaves
the monastery to do the Will of the Emperor in the outside world.
It is a terrible thing to battle against the Tet'nahkshem. They have no limits
in their zeal for the Emperor and his Way. Each is a master of armed and
unarmed combat, as well as a talented psionic. Indwelt by the Emperor, they may
Enunciate his Words to alter the nature of time and
space. The best weapons and armor are theirs for the asking; almost unlimited
resources are at their disposal. Murder, torture, intimidation, extortion, and
terrorism are their tools in the never-ending battle for civilization. And they
are absolutely assured they do the Right Thing.
Meme Bearer
Alignment: Any nonlawful.
Hit Die: d6.
The bard’s class skills (and
the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide
(Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen
(Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each
Additional Level: 6 + Int modifier.
Table: The Bard |
||||||||||||
|
|
|
|
|
|
––—— Spells per Day ——–— |
||||||
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
1st |
+0 |
+0 |
+2 |
+2 |
Bardic music, bardic
knowledge, countersong, fascinate, inspire courage +1 |
2 |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+0 |
+3 |
+3 |
|
3 |
0 |
— |
— |
— |
— |
— |
3rd |
+2 |
+1 |
+3 |
+3 |
Inspire competence |
3 |
1 |
— |
— |
— |
— |
— |
4th |
+3 |
+1 |
+4 |
+4 |
|
3 |
2 |
0 |
— |
— |
— |
— |
5th |
+3 |
+1 |
+4 |
+4 |
|
3 |
3 |
1 |
— |
— |
— |
— |
6th |
+4 |
+2 |
+5 |
+5 |
Suggestion |
3 |
3 |
2 |
— |
— |
— |
— |
7th |
+5 |
+2 |
+5 |
+5 |
|
3 |
3 |
2 |
0 |
— |
— |
— |
8th |
+6/+1 |
+2 |
+6 |
+6 |
Inspire courage +2 |
3 |
3 |
3 |
1 |
— |
— |
— |
9th |
+6/+1 |
+3 |
+6 |
+6 |
Inspire greatness |
3 |
3 |
3 |
2 |
— |
— |
— |
10th |
+7/+2 |
+3 |
+7 |
+7 |
|
3 |
3 |
3 |
2 |
0 |
— |
— |
11th |
+8/+3 |
+3 |
+7 |
+7 |
|
3 |
3 |
3 |
3 |
1 |
— |
— |
12th |
+9/+4 |
+4 |
+8 |
+8 |
Song of freedom |
3 |
3 |
3 |
3 |
2 |
— |
— |
13th |
+9/+4 |
+4 |
+8 |
+8 |
|
3 |
3 |
3 |
3 |
2 |
0 |
— |
14th |
+10/+5 |
+4 |
+9 |
+9 |
Inspire courage +3 |
4 |
3 |
3 |
3 |
3 |
1 |
— |
15th |
+11/+6/+1 |
+5 |
+9 |
+9 |
Inspire heroics |
4 |
4 |
3 |
3 |
3 |
2 |
— |
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
4 |
4 |
4 |
3 |
3 |
2 |
0 |
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
4 |
4 |
4 |
4 |
3 |
3 |
1 |
18th |
+13/+8/+3 |
+6 |
+11 |
+11 |
Mass suggestion |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
19th |
+14/+9/+4 |
+6 |
+11 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
20th |
+15/+10/+5 |
+6 |
+12 |
+12 |
Inspire courage +4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Table: Bard Spells Known |
|||||||
|
————— Spells Known ————— |
||||||
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
1st |
4 |
— |
— |
— |
— |
— |
— |
2nd |
5 |
21 |
— |
— |
— |
— |
— |
3rd |
6 |
3 |
— |
— |
— |
— |
— |
4th |
6 |
3 |
21 |
— |
— |
— |
— |
5th |
6 |
4 |
3 |
— |
— |
— |
— |
6th |
6 |
4 |
3 |
— |
— |
— |
— |
7th |
6 |
4 |
4 |
21 |
— |
— |
— |
8th |
6 |
4 |
4 |
3 |
— |
— |
— |
9th |
6 |
4 |
4 |
3 |
— |
— |
— |
10th |
6 |
4 |
4 |
4 |
21 |
— |
— |
11th |
6 |
4 |
4 |
4 |
3 |
— |
— |
12th |
6 |
4 |
4 |
4 |
3 |
— |
— |
13th |
6 |
4 |
4 |
4 |
4 |
21 |
— |
14th |
6 |
4 |
4 |
4 |
4 |
3 |
— |
15th |
6 |
4 |
4 |
4 |
4 |
3 |
— |
16th |
6 |
5 |
4 |
4 |
4 |
4 |
21 |
17th |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
18th |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
19th |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
20th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
1 Provided the bard has a high enough Charisma score
to have a bonus spell of this level. |
All of the following are
class features of the bard.
Weapon and Armor
Proficiency: A bard is proficient
with all simple weapons, plus the longsword, rapier, sap, short sword,
shortbow, and whip. Bards are proficient with light armor and shields (except
tower shields). A bard can cast bard spells while wearing light armor without
incurring the normal arcane spell failure chance. However, like any other
arcane spellcaster, a bard wearing medium or heavy armor or using a shield
incurs a chance of arcane spell failure if the spell in question has a somatic
component (most do). A multiclass bard still incurs the normal arcane spell
failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells, which are drawn from the
bard spell list. He can cast any spell he knows without preparing it ahead of
time. Every bard spell has a verbal component (singing, reciting, or music). To
learn or cast a spell, a bard must have a Charisma score equal to at least 10 +
the spell. The Difficulty Class for a saving throw against a bard’s spell is 10
+ the spell level + the bard’s Charisma modifier.
Like other spellcasters, a
bard can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on Table: The Bard. In addition, he
receives bonus spells per day if he has a high Charisma score. When Table: Bard
Spells Known indicates that the bard gets 0 spells per day of a given spell
level, he gains only the bonus spells he would be entitled to based on his
Charisma score for that spell level.
The bard’s selection of
spells is extremely limited. A bard begins play knowing four 0-level spells of
your choice. At most new bard levels, he gains one or more new spells, as
indicated on Table: Bard Spells Known. (Unlike spells per day, the number of
spells a bard knows is not affected by his Charisma score; the numbers on
Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and
at every third bard level after that (8th, 11th, and so on), a bard can choose
to learn a new spell in place of one he already knows. In effect, the bard
“loses” the old spell in exchange for the new one. The new spell’s level must
be the same as that of the spell being exchanged, and it must be at least two
levels lower than the highest-level bard spell the bard can cast. A bard may
swap only a single spell at any given level, and must choose whether or not to
swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need
not prepare his spells in advance. He can cast any spell he knows at any time, assuming
he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge: A bard may make a special bardic knowledge check with
a bonus equal to his bard level + his Intelligence modifier to see whether he
knows some relevant information about local notable people, legendary items, or
noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he
gains a +2 bonus on this check.)
A successful bardic knowledge
check will not reveal the powers of a magic item but may give a hint as to its
general function. A bard may not take 10 or take 20 on this check; this sort of
knowledge is essentially random.
DC |
Type of Knowledge |
10 |
Common, known by at least a
substantial minority drinking; common legends of the local population. |
20 |
Uncommon but available,
known by only a few people legends. |
25 |
Obscure, known by few, hard
to come by. |
30 |
Extremely obscure, known by
very few, possibly forgotten by most who once knew it, possibly known only by
those who don’t understand the significance of the knowledge. |
Bardic Music: Once per day per bard level, a bard can use his song
or poetics to produce magical effects on those around him (usually including
himself, if desired). While these abilities fall under the category of bardic
music and the descriptions discuss singing or playing instruments, they can all
be activated by reciting poetry, chanting, singing lyrical songs, singing
melodies, whistling, playing an instrument, or playing an instrument in
combination with some spoken performance. Each ability
requires both a minimum bard level and a minimum number of ranks in the Perform
skill to qualify; if a bard does not have the required number of ranks in at
least one Perform skill, he does not gain the bardic music ability until he
acquires the needed ranks.
Starting a bardic music
effect is a standard action. Some bardic music abilities require concentration,
which means the bard must take a standard action each round to maintain the
ability. Even while using bardic music that doesn’t require concentration, a
bard cannot cast spells, activate magic items by spell completion (such as
scrolls), or activate magic items by magic word (such as wands). Just as for
casting a spell with a verbal component, a deaf bard has a 20% chance to fail
when attempting to use bardic music. If he fails, the attempt still counts
against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use
his music or poetics to counter magical effects that depend on sound (but not
spells that simply have verbal components). Each round of the countersong, he
makes a Perform check. Any creature within 30 feet of the bard (including the
bard himself ) that is affected by a sonic or language-dependent magical attack
may use the bard’s Perform check result in place of its saving throw if, after
the saving throw is rolled, the Perform check result proves to be higher. If a
creature within range of the countersong is already under the effect of a
noninstantaneous sonic or language-dependent magical attack, it gains another
saving throw against the effect each round it hears the countersong, but it
must use the bard’s Perform check result for the save. Countersong has no
effect against effects that don’t allow saves. The bard may keep up the
countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use
his music or poetics to cause one or more creatures to become fascinated with
him. Each creature to be fascinated must be within 90 feet, able to see and
hear the bard, and able to pay attention to him. The bard must also be able to
see the creature. The distraction of a nearby combat or other
dangers prevents the ability from working. For every three levels a bard
attains beyond 1st, he can target one additional creature with a single use of
this ability.
To use the ability, a
bard makes a Perform check. His check result is the DC for each affected
creature’s Will save against the effect. If a
creature’s saving throw succeeds, the bard cannot attempt to fascinate that
creature again for 24 hours. If its saving throw fails, the creature sits
quietly and listens to the song, taking no other actions, for as long as the
bard continues to play and concentrate (up to a maximum of 1 round per bard
level). While fascinated, a target takes a –4 penalty on skill checks made as
reactions, such as Listen and Spot checks. Any potential threat requires the
bard to make another Perform check and allows the creature a new saving throw
against a DC equal to the new Perform check result.
Any obvious threat, such as
someone drawing a weapon, casting a spell, or aiming a ranged weapon at the
target, automatically breaks the effect. Fascinate is an enchantment
(compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use
song or poetics to inspire courage in his allies (including himself
), bolstering them against fear and improving their combat abilities. To
be affected, an ally must be able to hear the bard sing. The effect lasts for
as long as the ally hears the bard sing and for 5 rounds thereafter. An
affected ally receives a +1 morale bonus on saving throws against charm and
fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th
level, and every six bard levels thereafter, this bonus increases by 1 (+2 at
8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in
a Perform skill can use his music or poetics to help an ally succeed at a task.
The ally must be within 30 feet and able to see and hear the bard. The bard
must also be able to see the ally.
The ally gets a +2 competence
bonus on skill checks with a particular skill as long as he or she continues to
hear the bard’s music. Certain uses of this ability are infeasible. The effect
lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard
can’t inspire competence in himself. Inspire competence is a mind-affecting
ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in
a Perform skill can make a suggestion (as the spell) to a creature that
he has already fascinated (see above). Using this ability does not break the
bard’s concentration on the fascinate effect, nor does it allow a second
saving throw against the fascinate effect.
Making a suggestion doesn’t
count against a bard’s daily limit on bardic music performances. A Will saving
throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This
ability affects only a single creature (but see mass suggestion, below).
Suggestion is an enchantment (compulsion), mind-affecting, language
dependent ability.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in
a Perform skill can use music or poetics to inspire greatness in himself or a
single willing ally within 30 feet, granting him or her extra fighting
capability. For every three levels a bard attains beyond 9th, he can target one
additional ally with a single use of this ability (two at 12th level, three at
15th, four at 18th). To inspire greatness, a bard must
sing and an ally must hear him sing. The effect lasts for as long as the ally
hears the bard sing and for 5 rounds thereafter. A creature inspired with
greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary
hit points (apply the target’s Constitution modifier, if any, to these bonus
Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on
Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining
the effect of spells that are Hit Dice dependant. Inspire greatness is a
mind-affecting ability.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks
in a Perform skill can use music or poetics to create an effect equivalent to
the break enchantment spell (caster level equals the character’s bard
level). Using this ability requires 1 minute of uninterrupted concentration and
music, and it functions on a single target within 30 feet. A bard can’t use song
of freedom on himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks
in a Perform skill can use music or poetics to inspire tremendous heroism in
himself or a single willing ally within 30 feet. For every three bard levels
the character attains beyond 15th, he can inspire heroics in one additional
creature. To inspire heroics, a bard must sing and an ally must hear the bard
sing for a full round. A creature so inspired gains a +4 morale bonus on saving
throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally
hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a
mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above,
except that a bard of 18th level or higher with 21 or more ranks in a Perform
skill can make the suggestion simultaneously to any number of creatures
that he has already fascinated (see above). Mass suggestion is an
enchantment (compulsion), mind-affecting, language-dependent ability.
A bard who becomes lawful in
alignment cannot progress in levels as a bard, though he retains all his bard
abilities.
Martial Savant
Alignment: Any lawful.
Hit Die: d8.
The monk’s class skills (and
the key ability for each skill) are Balance (Dex), Climb (Str), Concentration
(Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump
(Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move
Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot
(Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each
Additional Level: 4 + Int modifier.
Table: The Monk |
|||||||||
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
Flurry of Blows Attack
Bonus |
Unarmed Damage1 |
AC Bonus |
Unarmored Speed Bonus |
1st |
+0 |
+2 |
+2 |
+2 |
Bonus feat, flurry of
blows, unarmed strike |
–2/–2 |
1d6 |
+0 |
+0 ft. |
2nd |
+1 |
+3 |
+3 |
+3 |
Bonus feat, evasion |
–1/–1 |
1d6 |
+0 |
+0 ft. |
3rd |
+2 |
+3 |
+3 |
+3 |
Still mind |
+0/+0 |
1d6 |
+0 |
+10 ft. |
4th |
+3 |
+4 |
+4 |
+4 |
Ki strike (magic), slow fall 20 ft. |
+1/+1 |
1d8 |
+0 |
+10 ft. |
5th |
+3 |
+4 |
+4 |
+4 |
Purity of body |
+2/+2 |
1d8 |
+1 |
+10 ft. |
6th |
+4 |
+5 |
+5 |
+5 |
Bonus feat, slow fall 30 ft. |
+3/+3 |
1d8 |
+1 |
+20 ft. |
7th |
+5 |
+5 |
+5 |
+5 |
Wholeness of body |
+4/+4 |
1d8 |
+1 |
+20 ft. |
8th |
+6/+1 |
+6 |
+6 |
+6 |
Slow fall 40 ft. |
+5/+5/+0 |
1d10 |
+1 |
+20 ft. |
9th |
+6/+1 |
+6 |
+6 |
+6 |
Improved evasion |
+6/+6/+1 |
1d10 |
+1 |
+30 ft. |
10th |
+7/+2 |
+7 |
+7 |
+7 |
Ki strike (lawful), slow fall 50 ft. |
+7/+7/+2 |
1d10 |
+2 |
+30 ft. |
11th |
+8/+3 |
+7 |
+7 |
+7 |
Diamond body, greater flurry |
+8/+8/+8/+3 |
1d10 |
+2 |
+30 ft. |
12th |
+9/+4 |
+8 |
+8 |
+8 |
Abundant step, slow fall 60 ft. |
+9/+9/+9/+4 |
2d6 |
+2 |
+40 ft. |
13th |
+9/+4 |
+8 |
+8 |
+8 |
Diamond soul |
+9/+9/+9/+4 |
2d6 |
+2 |
+40 ft. |
14th |
+10/+5 |
+9 |
+9 |
+9 |
Slow fall 70 ft. |
+10/+10/+10/+5 |
2d6 |
+2 |
+40 ft. |
15th |
+11/+6/+1 |
+9 |
+9 |
+9 |
Quivering palm |
+11/+11/+11/+6/+1 |
2d6 |
+3 |
+50 ft. |
16th |
+12/+7/+2 |
+10 |
+10 |
+10 |
Ki strike (adamantine), slow fall 80 ft. |
+12/+12/+12/+7/+2 |
2d8 |
+3 |
+50 ft. |
17th |
+12/+7/+2 |
+10 |
+10 |
+10 |
Timeless body, tongue of
the sun and moon |
+12/+12/+12/+7/+2 |
2d8 |
+3 |
+50 ft. |
18th |
+13/+8/+3 |
+11 |
+11 |
+11 |
Slow fall 90 ft. |
+13/+13/+13/+8/+3 |
2d8 |
+3 |
+60 ft. |
19th |
+14/+9/+4 |
+11 |
+11 |
+11 |
Empty body |
+14/+14/+14/+9/+4 |
2d8 |
+3 |
+60 ft. |
20th |
+15/+10/+5 |
+12 |
+12 |
+12 |
Perfect self, slow fall any distance |
+15/+15/+15/+10/+5 |
2d10 |
+4 |
+60 ft. |
1 The value shown is for Medium monks. See Table:
Small or Large Monk Unarmed Damage for Small or Large monks. |
All of the following are
class features of the monk.
Weapon and Armor
Proficiency: Monks are proficient
with club, crossbow (light or heavy), dagger, handaxe, javelin,
Monks are not proficient with
any armor or shields
When wearing armor, using a
shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well
as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her
Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at
5th level. This bonus increases by 1 for every five monk levels thereafter (+2
at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply
even against touch attacks or when the monk is flat-footed. She loses these
bonuses when she is immobilized or helpless, when she wears any armor, when she
carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of
blows at the expense of accuracy. When doing so, she may make one extra attack
in a round at her highest base attack bonus, but this attack takes a –2
penalty, as does each other attack made that round. The resulting modified base
attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table:
The Monk. This penalty applies for 1 round, so it also affects attacks of
opportunity the monk might make before her next action. When a monk reaches 5th
level, the penalty lessens to –1, and at 9th level it disappears. A monk must
use a full attack action to strike with a flurry of blows.
When using flurry of blows, a
monk may attack only with unarmed strikes or with special monk weapons (
In the case of the
quarterstaff, each end counts as a separate weapon for the purpose of using the
flurry of blows ability. Even though the quarterstaff requires two hands to
use, a monk may still intersperse unarmed strikes with quarterstaff strikes,
assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th
level, her flurry of blows ability improves. In addition to the standard single
extra attack she gets from flurry of blows, she gets a second extra attack at
her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as
a bonus feat. A monk’s attacks may be with either fist interchangeably or even
from elbows, knees, and feet. This means that a monk may even make unarmed
strikes with her hands full. There is no such thing as an off-hand attack for a
monk striking unarmed. A monk may thus apply her full Strength bonus on damage
rolls for all her unarmed strikes.
Usually a monk’s unarmed
strikes deal lethal damage, but she can choose to deal nonlethal damage instead
with no penalty on her attack roll. She has the same choice to deal lethal or
nonlethal damage while grappling.
A monk’s unarmed strike is
treated both as a manufactured weapon and a natural weapon for the purpose of
spells and effects that enhance or improve either manufactured weapons or
natural weapons.
A monk also deals more damage
with her unarmed strikes than a normal person would, as shown on Table: The
Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk
deals less damage than the amount given there with her unarmed attacks, while a
Large monk deals more damage; see Table: Small or
Large Monk Unarmed Damage.
Table: Small or Large Monk Unarmed Damage
|
||
Level |
Damage (Small Monk) |
Damage (Large Monk) |
1st–3rd |
1d4 |
1d8 |
4th–7th |
1d6 |
2d6 |
8th–11th |
1d8 |
2d8 |
12th–15th |
1d10 |
3d6 |
16th–19th |
2d6 |
3d8 |
20th |
2d8 |
4d8 |
Bonus Feat: At 1st level, a monk may select either Improved
Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either
Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select
either Improved Disarm or Improved Trip as a bonus feat. A monk need not have
any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful
Reflex saving throw against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used only if a
monk is wearing light armor or no armor. A helpless monk does not gain the
benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to
her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or
heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on
saving throws against spells and effects from the school of enchantment.
Ki Strike (Su):
At 4th level, a monk’s unarmed attacks are empowered with ki. Her
unarmed attacks are treated as magic weapons for the purpose of dealing damage
to creatures with damage reduction. Ki strike improves with the
character’s monk level. At 10th level, her unarmed attacks are also treated as
lawful weapons for the purpose of dealing damage to creatures with damage
reduction. At 16th level, her unarmed attacks are treated as adamantine weapons
for the purpose of dealing damage to creatures with damage reduction and
bypassing hardness.
Slow Fall
(Ex): At 4th level or higher, a monk
within arm’s reach of a wall can use it to slow her descent. When first using
this ability, she takes damage as if the fall were 20 feet shorter than it
actually is. The monk’s ability to slow her fall (that is, to reduce the
effective distance of the fall when next to a wall) improves with her monk level
until at 20th level she can use a nearby wall to slow her descent and fall any
distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases
except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own
wounds. She can heal a number of hit points of damage equal to twice her
current monk level each day, and she can spread this healing out among several
uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She
still takes no damage on a successful Reflex saving throw against attacks, but
henceforth she takes only half damage on a failed save. A helpless monk does
not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of
all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically
between spaces, as if using the spell dimension door, once per day. Her
caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to
her current monk level + 10. In order to affect the monk with a spell, a
spellcaster must get a result on a caster level check (1d20 + caster level)
that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations
within the body of another creature that can thereafter be fatal if the monk so
desires. She can use this quivering palm attack once a week,
and she must announce her intent before making her attack roll. Constructs,
oozes, plants, undead, incorporeal creatures, and creatures
immune to critical hits cannot be affected. Otherwise, if the monk strikes
successfully and the target takes damage from the blow, the quivering palm
attack succeeds. Thereafter the monk can try to slay the victim at any later
time, as long as the attempt is made within a number of days equal to her monk
level. To make such an attempt, the monk merely wills the target to die (a free
action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the
monk’s level + the monk’s
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes
penalties to her ability scores for aging and cannot be magically aged. Any
such penalties that she has already taken, however, remain in place. Bonuses still
accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon
(Ex): A monk of 17th level or higher
can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an
ethereal state for 1 round per monk level per day, as though using the spell etherealness.
She may go ethereal on a number of different occasions during any single day,
as long as the total number of rounds spent in an ethereal state does not
exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She
is forevermore treated as an outsider rather than as a humanoid (or whatever
the monk’s creature type was) for the purpose of spells and magical effects.
Additionally, the monk gains damage reduction 10/magic, which allows her to
ignore the first 10 points of damage from any attack made by a nonmagical
weapon or by any natural attack made by a creature that doesn’t have similar
damage reduction. Unlike other outsiders, the monk can still be brought back
from the dead as if she were a member of her previous creature type.
A monk who becomes nonlawful
cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other
class, a monk may be a multiclass character, but multiclass monks face a
special restriction. A monk who gains a new class or (if already multiclass)
raises another class by a level may never again raise her monk level, though
she retains all her monk abilities.
Noble
A master of bargaining and
negotiation who inspires confidence and makes a great leader.
Abilities: Charisma is the most important,
Bonus class skill, favor +1 at 1st level
Inspire confidence at 2nd level
Favor +2, resource access at 3rd level
Coordinate +1 at 4th level
Class skills: Appraise, Computer Use, Craft, Diplomacy, Disguise, Entertain,
Knowledge, Profession, Read/Write Language, Ride, Sense Motive, Speak Language.
Weapon Group Proficiency(Blaster pistols)
Weapon Group Proficiency(Simple weapons)
*Bonus skill at 1st level must be cross-class.
Members of the noble class use their intelligence and natural charisma to make
their way in the galaxy. From true royalty to elected officials, military
commanders to crime lords, traders, merchants, ambassadors, holovid stars, and
influential corporate magnates, character types who appear in the noble class
are varied and numerous. Some bring honor to the name. Others are sly,
treacherous, and dishonorable to the core. With a winning smile, a golden
tongue, a powerful message, or a knack for making compromises, the noble
commands respect, makes friends, and inevitably influences people.
Exploits
Most nobles wind up in dangerous situations because of something they believe
in or because their job calls for it. Others hope to use their negotiating
talents to navigate a course through the troubles around them, or seek to find
profit in the troubles of others. Whatever their initial
motivations, nobles usually wind up taking to a cause and a goal that sustains
them through the roughest missions. An adventuring noble might be a
senator's aide, a free trader, a diplomat, a true prince or princess, or an
outlaw's lieutenant. Nobles often feel responsible for others, though some
consider themselves to be better than those around them.
Characteristics
The noble fosters feelings of good will and honesty,
or at least the illusion of such, to succeed. Where other classes
shoot first, the noble starts out asking questions and hopes to finish
by negotiating a deal. The noble believes she can be more effective with words
and deeds than with violence, though some draw a blaster when push comes to
shove. The noble is more comfortable in civilized regions of space, where law
and order have some meaning. Of all the classes, nobles have the best
diplomatic and bargaining skills. They're good talkers, negotiators, and
bluffers. They have a knack for inspiring others, and they make good leaders.
Background
Nobles come to their profession in a variety of ways. Altruistic nobles believe
it is their duty and responsibility to serve and lead. More selfish nobles seek
the fame, wealth, and power often associated with the positions they aspire to.
Power-hungry nobles take advantage of the system and wind up helping others
only to help themselves. The halls of power are calling. How the noble answers
can make all the difference.
Game Rule
Information
Nobles have the following game statistics.
Abilities
Charisma is undoubtedly a noble's most important ability score, as the noble's
skill at interacting with others and projecting a sense of confidence is
crucial for his or her success. Wisdom and Intelligence form the basis of other
important skills, so these ability scores are also significant.
Vitality
Nobles gain 1d6 vitality points per level. The character's Constitution
modifier applies.
Class Skills
The noble's class skills, and the key ability for
each, are as follows (see Chapter Four: Skills for skill descriptions).
Appraise (Int),
Computer Use (Int), Craft* (Int), Diplomacy (Cha), Disguise (Cha), Entertain*
(Cha), Knowledge* (Int), Profession* (
* This skill
actually encompasses a number of unrelated skills. Each time this skill is
learned, a specific category must also be chosen. Examples include Craft
(droids), Entertain (kloo horn), Knowledge (Jedi lore), and Profession (droid
programmer).
Class Features
All of the following are class features of the noble.
Starting Feats
The noble begins play with the following feats:
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
Bonus Class Skill
At 1st level, a noble may designate any one cross-class skill (except for a
Force-related skill) as a class skill. This represents an area of expertise the
noble picks up outside his or her normal training.
Favors
The noble has the ability to call in favors from those
she knows. By making a favor check, the noble can call upon contacts to gain
important information without going through the time and trouble of doing a lot
of research. Favors can also be used to acquire the loan of equipment or
documents from influential acquaintances.
To call in a favor,
the noble makes a favor check. Roll a d20 and add the character's favor bonus
(+1 at 1st level, +2 at 3rd level, and so on). The GM
sets the DC based on the scope of the favor being requested. The DC ranges from
10 for a simple favor to as high as 25 for highly dangerous, expensive, or
illegal favors. The noble can't take 10 or take 20 on this check, nor can she
retry the check for the same (or virtually the same) favor. (See Chapter Four:
Skills for information on taking 10 and taking 20.) Note that favors should
help advance the plot of an adventure. A favor that would enable a character to
circumvent an adventure should always be unavailable to the character,
regardless of the results of a favor check.
A noble can try to
call in a favor a number of times in a week of game time that's equal to half
her noble levels, rounded up. So, as a 1st-level noble, Arani can attempt to
call in a single favor, while as a 7th-level noble she can attempt to call in
favors as many as four times from different contacts.
The GM should
carefully monitor the noble's use of favors to ensure that this ability isn't
abused. The success or failure of a mission shouldn't hinge on the use of a
favor, and calling in favors shouldn't replace good roleplaying or the use of
other skills. The GM may disallow any favor deemed to be disruptive to the
game. See Chapter Twelve: Gamemastering for additional information on favors
and contacts.
Inspire Confidence
Beginning at 2nd level, a noble can use oratory to
inspire confidence in allies, bolstering them and improving their chances of
success. An ally must listen to and observe the noble for a full round for the
inspiration to take hold. The effect lasts for 5 rounds. The noble can inspire
a number of allies equal to half her noble levels, rounded up. She can inspire
confidence once per day for every four levels of noble she possesses (once per
day from 1st to 4th level, twice per day from 5th to 8th level, and so on).
An ally inspired
with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus
on attack and weapon damage rolls.
The noble can't
inspire confidence in herself. The ability only aids her allies.
Resource Access
Beginning at 3rd level, a noble has access to an array
of resources (usually from family, influential friends, or patrons). Once per
game session, the noble can make a Charisma check to use those resources during
the adventure.
The value of
resources gained equals the noble's class level multiplied by the result of the
Charisma check multiplied by 20. Thus, a 3rd-level noble who gets a result of
16 on her Charisma check would gain 960 credits' worth of resources to use in
the adventure (3 x 16 x 20 = 960). Resource access can be used instead
of, but not in addition to a Profession skill check, to generate money.
(The difference being that a Profession check is done between adventures, while
Resource Access would be used during adventures, and can be traced more
easily.)
These resources can
take almost any form the noble chooses (within reason) and are hers to do with
as she pleases. She can keep them, use them, give them away, or sell them as
she sees fit. The resources gained arrive in the noble's possession 1d8 hours
after she makes the check. These resources must be reasonably available when
and where she chooses to make the check. For instance, a noble trekking through
the wilderness of Endor's forest moon won't have access to many resources.
Resource access
tends to be monetary, whereas favors tend to be benefits that can't necessarily
be measured in credits.
Coordinate
A noble has a knack for getting people to work
together. When the noble can aid others and give directions, she provides a
bonus to the task at hand by making an aid another check. This bonus is in
addition to the normal aid another bonus (+2), and it increases as the noble
gains levels. So, the noble provides a total +3 bonus
at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th
level, etc.
This ability can't
be used to assist in combat.
Bonus Feats At 6th,
9th, 14th, and 19th level, the noble gains a bonus feat. This feat must be
selected from the following list, and the noble must meet any prerequisites:
Fame, Frightful Presence, Influence, Mimic, Persuasive, Sharp-Eyed,
Trustworthy.
Inspire Greatness
Beginning at 11th level, a noble can inspire greatness
in an ally, granting extra fighting capability. This works similar to inspire
confidence, except it affects but a single ally. An ally inspired with
greatness gains +2d6 temporary vitality points, a +2 competence bonus on
attacks, and a +2 morale bonus to saving throws. The effect lasts for 5 rounds.
The noble can inspire greatness once per day. For every three noble levels
attained beyond 11th level, the noble can inspire greatness in one additional
ally.
The noble can't
inspire greatness in herself. The ability only aids her allies.
Table 3-3: The Noble
|
Base Attack |
Fort |
Ref |
Will |
|
Defense |
Reputation |
Level |
Bonus |
Save |
Save |
Save |
Special |
Bonus |
Bonus |
1st |
+0 |
+0 |
+1 |
+2 |
Bonus class skill, favor +1 |
+2 |
+1 |
2nd |
+1 |
+0 |
+2 |
+3 |
Inspire confidence |
+3 |
+1 |
3rd |
+2 |
+1 |
+2 |
+3 |
Favor +2, resource access |
+3 |
+1 |
4th |
+3 |
+1 |
+2 |
+4 |
Coordinate +1 |
+3 |
+2 |
5th |
+3 |
+1 |
+3 |
+4 |
|
+4 |
+2 |
6th |
+4 |
+2 |
+3 |
+5 |
Bonus feat |
+4 |
+2 |
7th |
+5 |
+2 |
+4 |
+5 |
Favor +3 |
+5 |
+2 |
8th |
+6/+1 |
+2 |
+4 |
+6 |
Coordinate +2 |
+5 |
+3 |
9th |
+6/+1 |
+3 |
+4 |
+6 |
Bonus feat |
+5 |
+3 |
10th |
+7/+2 |
+3 |
+5 |
+7 |
|
+6 |
+3 |
11th |
+8/+3 |
+3 |
+5 |
+7 |
Inspire greatness |
+6 |
+3 |
12th |
+9/+4 |
+4 |
+6 |
+8 |
Favor +4 |
+7 |
+4 |
13th |
+9/+4 |
+4 |
+6 |
+8 |
Coordinate +3 |
+7 |
+4 |
14th |
+10/+5 |
+4 |
+6 |
+9 |
Bonus feat |
+7 |
+4 |
15th |
+11/+6/+1 |
+5 |
+7 |
+9 |
|
+8 |
+4 |
16th |
+12/+7/+2 |
+5 |
+7 |
+10 |
Favor +5 |
+8 |
+5 |
17th |
+12/+7/+2 |
+5 |
+8 |
+10 |
|
+9 |
+5 |
18th |
+13/+8/+3 |
+6 |
+8 |
+11 |
Coordinate +4 |
+9 |
+5 |
19th |
+14/+9/+4 |
+6 |
+8 |
+11 |
Bonus feat |
+9 |
+5 |
20th |
+15/+10/+5 |
+6 |
+9 |
+12 |
Coordinate +5 |
+10 |
+6 |
Trickster
Alignment: Any.
Hit Die: d6.
The rogue’s class skills (and
the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable
Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)
(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each
Additional Level: 8 + Int modifier.
Table: The Rogue |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+0 |
+0 |
+2 |
+0 |
Sneak attack +1d6,
trapfinding |
2nd |
+1 |
+0 |
+3 |
+0 |
Evasion |
3rd |
+2 |
+1 |
+3 |
+1 |
Sneak attack +2d6, trap
sense +1 |
4th |
+3 |
+1 |
+4 |
+1 |
Uncanny dodge |
5th |
+3 |
+1 |
+4 |
+1 |
Sneak attack +3d6 |
6th |
+4 |
+2 |
+5 |
+2 |
Trap sense +2 |
7th |
+5 |
+2 |
+5 |
+2 |
Sneak attack +4d6 |
8th |
+6/+1 |
+2 |
+6 |
+2 |
Improved uncanny dodge |
9th |
+6/+1 |
+3 |
+6 |
+3 |
Sneak attack +5d6, trap
sense +3 |
10th |
+7/+2 |
+3 |
+7 |
+3 |
Special ability |
11th |
+8/+3 |
+3 |
+7 |
+3 |
Sneak attack +6d6 |
12th |
+9/+4 |
+4 |
+8 |
+4 |
Trap sense +4 |
13th |
+9/+4 |
+4 |
+8 |
+4 |
Sneak attack +7d6, special
ability |
14th |
+10/+5 |
+4 |
+9 |
+4 |
— |
15th |
+11/+6/+1 |
+5 |
+9 |
+5 |
Sneak attack +8d6, trap
sense +5 |
16th |
+12/+7/+2 |
+5 |
+10 |
+5 |
Special ability |
17th |
+12/+7/+2 |
+5 |
+10 |
+5 |
Sneak attack +9d6 |
18th |
+13/+8/+3 |
+6 |
+11 |
+6 |
Trap sense +6 |
19th |
+14/+9/+4 |
+6 |
+11 |
+6 |
Sneak attack +10d6, special
ability |
20th |
+15/+10/+5 |
+6 |
+12 |
+6 |
— |
All of the following are
class features of the rogue.
Weapon and Armor
Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier, shortbow, and short
sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to
defend himself effectively from her attack, she can strike a vital spot for
extra damage.
The rogue’s attack deals extra
damage any time her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her
target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every
two rogue levels thereafter. Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied.
Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an
unarmed strike, a rogue can make a sneak attack that deals nonlethal damage
instead of lethal damage. She cannot use a weapon that deals lethal damage to
deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only
living creatures with discernible anatomies—undead, constructs, oozes, plants,
and incorporeal creatures lack vital areas to attack. Any creature that is
immune to critical hits is not vulnerable to sneak attacks. The rogue must be
able to see the target well enough to pick out a vital spot and must be able to
reach such a spot. A rogue cannot sneak attack while striking a creature with
concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to
locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has
a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a
DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can
use the Disable Device skill to disarm magic traps. A magic trap generally has
a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC
by 10 or more with a Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even
magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue does not gain the
benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that
alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus to AC against attacks made by traps. These
bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th
level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th
level.
Trap sense bonuses gained
from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger
before her senses would normally allow her to do so. She retains her Dexterity
bonus to AC (if any) even if she is caught flat-footed or struck by an
invisible attacker. However, she still loses her Dexterity bonus to AC if
immobilized.
If a rogue already has
uncanny dodge from a different class she automatically gains improved uncanny
dodge (see below) instead.
Improved Uncanny Dodge
(Ex): A rogue of 8th level or higher
can no longer be flanked.
This defense denies another
rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
If a character already has
uncanny dodge (see above) from a second class, the character automatically
gains improved uncanny dodge instead, and the levels from the classes that
grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels
thereafter (13th, 16th, and 19th), a rogue gains a special ability of her
choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents
with such precision that her blows weaken and hamper them. An opponent damaged
by one of her sneak attacks also takes 2 points of Strength damage. Ability
points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to
take less damage from it than she otherwise would. Once per
day, when she would be reduced to 0 or fewer hit points by damage in combat
(from a weapon or other blow, not a spell or special ability), the rogue can
attempt to roll with the damage. To use this ability, the rogue must
attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she
takes only half damage from the blow; if it fails, she takes full damage. She
must be aware of the attack and able to react to it in order to execute her
defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this
ability. Since this effect would not normally allow a character to make a
Reflex save for half damage, the rogue’s evasion ability does not apply to the
defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the
rogue still takes no damage on a successful Reflex saving throw against attacks
henceforth she henceforth takes only half damage on a failed save. A helpless
rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of
opportunity against an opponent who has just been struck for damage in melee by
another character. This attack counts as the rogue’s attack of opportunity for
that round. Even a rogue with the Combat Reflexes feat can’t use the
opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain
skills that she can use them reliably even under adverse conditions.
Upon gaining this ability,
she selects a number of skills equal to 3 + her Intelligence modifier. When
making a skill check with one of these skills, she may take 10 even if stress
and distractions would normally prevent her from doing so. A rogue may gain
this special ability multiple times, selecting additional skills for it to
apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle
free from magical effects that would otherwise control or compel her. If a
rogue with slippery mind is affected by an enchantment spell or effect and
fails her saving throw, she can attempt it again 1 round later at the same DC.
She gets only this one extra chance to succeed on
her saving throw.
Feat: A rogue may gain a bonus feat in place of a special
ability.
Spirit Invoker
Alignment: A cleric’s alignment must be within one step of his
deity’s (that is, it may be one step away on either the lawful–chaotic axis or
the good–evil axis, but not both). A cleric may not be neutral unless his
deity’s alignment is also neutral.
Hit Die: d8.
The cleric’s class skills
(and the key ability for each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history)
(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds
Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who
chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A
cleric who chooses the Travel domain adds Survival (
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each
Additional Level: 2 + Int modifier.
Table: The Cleric |
|||||||||||||||
|
|
|
|
|
|
———————— Spells per Day1
——–————— |
|||||||||
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Turn or rebuke undead |
3 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
|
4 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
|
4 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
|
5 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
|
6 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
|
6 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
|
6 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
6 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
4+1 |
4+1 |
1 In addition to the stated number of spells per day
for 1st- through 9th-level spells, a cleric gets a domain spell for each
spell level, starting at 1st. The “+1” in the entries on
this table represents that spell. Domain spells are in addition to any bonus
spells the cleric may receive for having a high Wisdom score. |
All of the following are
class features of the cleric.
Weapon and Armor
Proficiency: Clerics are proficient
with all simple weapons, with all types of armor (light, medium, and heavy),
and with shields (except tower shields).
A cleric who chooses the War
domain receives the Weapon Focus feat related to his deity’s weapon as a bonus
feat. He also receives the appropriate Martial Weapon Proficiency feat as a
bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity
has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics
who don’t worship a specific deity but choose the Chaotic, Evil, Good, or
Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from
the cleric spell list. However, his alignment may restrict him from casting
certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil,
Good, and Lawful Spells, below. A cleric must choose and prepare his spells in
advance (see below).
To prepare or cast a spell, a
cleric must have a Wisdom score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell
level + the cleric’s Wisdom modifier.
Like other spellcasters, a
cleric can cast only a certain number of spells of each spell level per day.
His base daily spell allotment is given on Table: The Cleric. In addition, he
receives bonus spells per day if he has a high Wisdom score. A cleric also gets
one domain spell of each spell level he can cast, starting at 1st level. When a
cleric prepares a spell in a domain spell slot, it must come from one of his
two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for
their spells. Each cleric must choose a time at which he must spend 1 hour each
day in quiet contemplation or supplication to regain his daily allotment of spells.
Time spent resting has no effect on whether a cleric can prepare spells. A
cleric may prepare and cast any spell on the cleric spell list, provided that
he can cast spells of that level, but he must choose which spells to prepare
during his daily meditation.
Deity, Domains, and Domain
Spells: A cleric’s deity influences
his alignment, what magic he can perform, his values, and how others see him. A
cleric chooses two domains from among those belonging to his deity. A cleric
can select an alignment domain (Chaos, Evil, Good, or Law) only if his
alignment matches that domain.
If a cleric is not devoted to
a particular deity, he still selects two domains to represent his spiritual
inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric
access to a domain spell at each spell level he can cast, from 1st on up, as
well as a granted power. The cleric gets the granted powers of both the domains
selected.
With access to two domain
spells at a given spell level, a cleric prepares one or the other each day in
his domain spell slot. If a domain spell is not on the cleric spell list, a
cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity)
can channel stored spell energy into healing spells that the cleric did not
prepare ahead of time. The cleric can “lose” any prepared spell that is not a
domain spell in order to cast any cure spell of the same spell level or
lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral
cleric of an evil deity), can’t convert prepared spells to cure spells
but can convert them to inflict spells (an inflict spell is one
with “inflict” in its name).
A cleric who is neither good
nor evil and whose deity is neither good nor evil can convert spells to either cure
spells or inflict spells (player’s choice). Once the player makes
this choice, it cannot be reversed. This choice also determines whether the
cleric turns or commands undead (see below).
Chaotic, Evil, Good, and
Lawful Spells: A cleric can’t cast
spells of an alignment opposed to his own or his deity’s (if he has one).
Spells associated with particular alignments are indicated by the chaos, evil,
good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead
(Su): Any cleric, regardless of
alignment, has the power to affect undead creatures by channeling the power of
his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric
who worships a good deity) can turn or destroy undead creatures. An evil cleric
(or a neutral cleric who worships an evil deity) instead rebukes or commands
such creatures. A neutral cleric of a neutral deity must choose whether his
turning ability functions as that of a good cleric or an evil cleric. Once this
choice is made, it cannot be reversed. This decision also determines whether
the cleric can cast spontaneous cure or inflict spells (see
above).
A cleric may attempt to turn
undead a number of times per day equal to 3 + his Charisma modifier. A cleric
with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks
against undead.
Bonus Languages: A cleric’s bonus language options include Celestial,
Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil
outsiders, respectively). These choices are in addition to the bonus languages
available to the character because of his race.
A cleric who grossly violates
the code of conduct required by his god loses all spells and class features,
except for armor and shield proficiencies and proficiency with simple weapons.
He cannot thereafter gain levels as a cleric of that god until he atones (see
the atonement spell description).
Craftsman/ Intellectual/ Merchant
Hit Die: d6.
The expert can choose any ten
skills to be class skills.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each
Additional Level: 6 + Int modifier.
Table: The Expert
|
||||
NPC Level |
Base AttackBonus |
Fort Save |
Ref Save |
Will Save |
1st |
+0 |
+0 |
+0 |
+2 |
2nd |
+1 |
+0 |
+0 |
+3 |
3rd |
+2 |
+1 |
+1 |
+3 |
4th |
+3 |
+1 |
+1 |
+4 |
5th |
+3 |
+1 |
+1 |
+4 |
6th |
+4 |
+2 |
+2 |
+5 |
7th |
+5 |
+2 |
+2 |
+5 |
8th |
+6/+1 |
+2 |
+2 |
+6 |
9th |
+6/+1 |
+3 |
+3 |
+6 |
10th |
+7/+2 |
+3 |
+3 |
+7 |
11th |
+8/+3 |
+3 |
+3 |
+7 |
12th |
+9/+4 |
+4 |
+4 |
+8 |
13th |
+9/+4 |
+4 |
+4 |
+8 |
14th |
+10/+5 |
+4 |
+4 |
+9 |
15th |
+11/+6/+1 |
+5 |
+5 |
+9 |
16th |
+12/+7/+2 |
+5 |
+5 |
+10 |
17th |
+12/+7/+2 |
+5 |
+5 |
+10 |
18th |
+13/+8/+3 |
+6 |
+6 |
+11 |
19th |
+14/+9/+4 |
+6 |
+6 |
+11 |
20th |
+15/+10/+5 |
+6 |
+6 |
+12 |
The following is a class
feature of the expert NPC class.
Weapon and Armor
Proficiency: The expert is proficient
in the use of all simple weapons and with light armor but not shields.
Farmer
Hit Die: d4.
The commoner’s class skills
(and the key ability for each skill) are Climb (Str),
Craft (Int), Handle Animal (Cha), Jump (Str), Listen (
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each
Additional Level: 2 + Int modifier.
Table: The Commoner
|
||||
NPC Level |
Base AttackBonus |
Fort Save |
Ref Save |
Will Save |
1st |
+0 |
+0 |
+0 |
+0 |
2nd |
+1 |
+0 |
+0 |
+0 |
3rd |
+1 |
+1 |
+1 |
+1 |
4th |
+2 |
+1 |
+1 |
+1 |
5th |
+2 |
+1 |
+1 |
+1 |
6th |
+3 |
+2 |
+2 |
+2 |
7th |
+3 |
+2 |
+2 |
+2 |
8th |
+4 |
+2 |
+2 |
+2 |
9th |
+4 |
+3 |
+3 |
+3 |
10th |
+5 |
+3 |
+3 |
+3 |
11th |
+5 |
+3 |
+3 |
+3 |
12th |
+6/+1 |
+4 |
+4 |
+4 |
13th |
+6/+1 |
+4 |
+4 |
+4 |
14th |
+7/+2 |
+4 |
+4 |
+4 |
15th |
+7/+2 |
+5 |
+5 |
+5 |
16th |
+8/+3 |
+5 |
+5 |
+5 |
17th |
+8/+3 |
+5 |
+5 |
+5 |
18th |
+9/+4 |
+6 |
+6 |
+6 |
19th |
+9/+4 |
+6 |
+6 |
+6 |
20th |
+10/+5 |
+6 |
+6 |
+6 |
The following is a class
feature of the commoner NPC class.
Weapon and Armor
Proficiency: The commoner is
proficient with one simple weapon. He is not proficient with any other weapons,
nor is he proficient with any type of armor or shield.
SKILLS
Jha [Skills]
Within the Imperium, a profession, vocation, craft, or skill is called a jha
or Way. It is a path upon which a person treads from birth to death, a way of
life and calling to excel. Those who walk upon a Way are known as jiit.
In the mind of an Imperium citizen, a jha is an almost religious calling. Every
jha, no matter how simple or mundane, is a path to spiritual enlightenment.
Farmer, warrior, and beggar all walk a path to enlightenment in their training
and day-to-day life. The things they do and learn point to deeper truths.
Every jha is one of countless individual paths within the
The Imperium skills, in d20 rules, are as follows . . .
Fela'jha
("The Way of the Body," Martial Arts)
Geuntgei'jha
("The Way of the Hand that is not a Hand," Telekinesis)
Gohm'jha
("The Way of the Unkowable Other," Enunciator Magic)
Hkaahmfel'jha
("The Way of the Mastery of the Flesh," Metabolic Control)
Hkaahmsu'jha
("The Way of the Mastery of the Spirit," Cognition Control)
Vaduntvadi'jha
("The Way of the Voice that is not a Voice," Telepathy)
Yeuntyei'jha
("The Way of the Eye that is not an Eye," Extrasensory Perception)
OPEN GAME CONTENT
Words in italics are product identity for the Sleeping Imperium.
Skills
Skill |
Bf |
CS |
En |
MS |
MB |
Ps |
SI |
Tr |
VE |
VH |
Untrained |
Key |
Alchemy |
X |
X |
C |
X |
C |
C |
C |
X |
C |
C |
No |
Int |
Animal Empathy |
C |
N |
N |
N |
N |
X |
X |
N |
N |
N |
No |
Cha |
Appraise |
X |
X |
X |
X |
C |
X |
X |
C |
X |
X |
Yes |
Int |
Balance |
X |
X |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Dex* |
Bluff |
X |
X |
X |
X |
C |
X |
X |
C |
C |
C |
Yes |
Cha |
Climb |
C |
C |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Str* |
N |
N |
C |
X |
C |
C |
X |
X |
C |
C |
No |
None |
|
Concentration |
X |
X |
C |
C |
X |
C |
C |
X |
C |
C |
Yes |
Con |
Craft |
C |
C |
X |
X |
C |
X |
X |
C |
X |
X |
Yes |
Int |
Decipher Script |
N |
N |
X |
N |
C |
N |
N |
C |
X |
N |
No |
Int |
Diplomacy |
X |
X |
X |
X |
C |
X |
C |
C |
C |
C |
Yes |
Cha |
Disable Device |
X |
X |
X |
X |
X |
X |
X |
C |
X |
X |
No |
Int |
Disguise |
X |
X |
X |
X |
C |
X |
X |
C |
X |
X |
Yes |
Cha |
N |
N |
C |
N |
N |
N |
N |
N |
N |
N |
No |
Int |
|
Escape Artist |
X |
X |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Dex* |
X |
N |
C |
C |
X |
C |
X |
X |
X |
X |
No |
|
|
Forgery |
X |
X |
X |
X |
C |
X |
X |
C |
X |
X |
Yes |
Int |
Gather Information |
X |
X |
X |
X |
C |
X |
X |
C |
C |
X |
Yes |
Cha |
Handle Animal |
C |
C |
X |
X |
X |
X |
X |
X |
X |
X |
No |
Cha |
Heal |
C |
X |
X |
C |
X |
C |
X |
X |
X |
C |
Yes |
|
Hide |
C |
X |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Dex* |
Innuendo |
X |
X |
X |
X |
C |
X |
X |
C |
C |
C |
No |
|
Intimidate |
C |
C |
X |
X |
C |
X |
X |
C |
C |
C |
Yes |
Cha |
Intuit Direction |
C |
X |
X |
X |
X |
C |
X |
X |
X |
X |
No |
|
Jump |
C |
C |
X |
C |
C |
C |
X |
C |
X |
X |
Yes |
Str* |
Knowledge |
X |
X |
C |
X |
C |
X |
X |
X |
X |
X |
No |
Int |
Listen |
C |
X |
X |
C |
C |
C |
X |
C |
X |
X |
Yes |
|
X |
C |
N |
C |
X |
X |
N |
X |
X |
X |
No |
None |
|
C |
X |
X |
C |
N |
C |
N |
N |
X |
C |
No |
|
|
Move Silently |
C |
X |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Dex* |
Open Lock |
X |
X |
X |
X |
X |
X |
X |
C |
X |
X |
No |
Dex |
Perform |
X |
X |
X |
X |
C |
X |
X |
C |
X |
X |
Yes |
Cha |
Pick Pocket |
X |
X |
X |
X |
C |
X |
X |
C |
X |
X |
No |
Dex* |
Profession |
C |
X |
X |
X |
C |
X |
X |
X |
X |
X |
No |
|
Read Lips |
N |
N |
N |
N |
C |
X |
N |
C |
N |
N |
No |
Int |
Ride |
C |
C |
X |
X |
X |
X |
X |
X |
X |
X |
Yes |
Dex |
Scry |
N |
N |
C |
N |
C |
C |
C |
N |
C |
C |
Yes |
Int |
Search |
C |
X |
X |
X |
X |
X |
X |
C |
X |
X |
Yes |
Int |
Sense Motive |
X |
X |
X |
C |
C |
C |
X |
C |
C |
C |
Yes |
|
Speak Language |
X |
X |
C |
X |
C |
X |
X |
X |
X |
X |
No |
None |
Spot |
C |
X |
X |
C |
X |
C |
X |
C |
X |
X |
Yes |
|
Swim |
C |
C |
X |
C |
C |
X |
X |
C |
X |
X |
Yes |
Str |
N |
N |
N |
X |
N |
C |
N |
N |
N |
N |
No |
|
|
N |
N |
X |
N |
X |
C |
C |
N |
C |
C |
No |
|
|
Tumble |
X |
X |
X |
C |
C |
X |
X |
C |
X |
X |
No |
Dex* |
Use Rope |
C |
X |
X |
X |
X |
X |
X |
C |
X |
X |
Yes |
Dex |
Wilderness Lore |
C |
X |
X |
X |
X |
X |
X |
X |
X |
X |
Yes |
|
BF - Bushfighter
CS - Combat Specialist
En - Enunciator
MS - Martial Savant
MB - Meme Bearer
Ps - Psionic
SI - Spirit Invoker
Tr - Trickster
VE - Voice of the Emperor
VH - Voice of Heritage
C - Class skill
X - Cross-class skill
N - Not available to this class
* - Armor penalties apply
Enunciator Feats
Gohma-hewah
Gohma-hewah loosely translates as "personal name of the Unknowable
Other." It is the higher dimensional Name that defines the existence of an
individual creature, the Word that describes every facet of its being.
By entering the Gohm and plumbing the gohma-hewah of a person, a gohm'jiit can
cast spells against that person that are specifically tuned to that person's
fundamental existence. These spells can affect an individual no matter where
they flee or hide. No physical barrier provides defense against them. Even
defenses of the sukae and Gohm provide little protection against a Named spell.
Gohma-hewah is a terrifying ability, deeply feared by almost all intelligent
species. It represents the power of gohm'jiit to unleash curses from any
distance or kill without being physically present. Many
gohm'jiit use gohma-hewah to assassinate their rivals.
OPEN GAME CONTENT |
Enunciator's Self-definition [Enunciator]
For a brief period of time, the Enunciator can alter the Word that makes up his
own existence and transform into a different creature.
Prerequisites: Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 1+, and Gohm'jha
(Enunciator Magic) rank 4+.
Benefit: An Enunciator Self-definition is a full round action with a 1
round casting time.
To redefine his existence, the Enunciator declares the form into which he
desires to transform and then performs an Enunciator
Magic skill check. The result of the skill check is compared to table ESD-1
(below) to determine if the Enunciator transforms, how effectively he
transforms, and the duration of the transformation.
Table EWC-1: Enunciator's War-cry Effects |
||
Result |
Transformation |
Duration |
14 or less |
Failure |
— |
15-19 |
As Polymorph Self spell |
1d4 rounds |
20-24 |
As Polymorph Self spell |
2d4 rounds |
25-29 |
As Shapechange spell |
2d4 rounds |
30+ |
As Shapechange spell, but acquires even the
supernatural abilities of the creature. |
2d4 rounds |
Once the Enunciator assumes a new form, he remains in that form until the
duration expires or he performs another successful Self-definition. It is not
possible to willingly end the transformation and return to normal before the
duration ends.
Self-definition is stressful, to say the least. The Enunciator must make a
successful Will saving throw against DC 20 or be stunned for one round after
transformation. Even if the Enunciator fails his transformation skill check, he
must make the saving throw to avoid being stunned.
Unlike Polymorph Other, Self-definition does not cause disorientation while in
the new form and experiencing a demanding situation. The Enunciator has
completely redefined his own existence, making him fully adapted to the new
form and comfortable with the exercise of all its abilities. Also, Enunciators
may transform into constructs, outsiders, and even undead.
Enunciator Spell Mastery [Enunciator]
The Enunciator has mastered understanding of the Words underlying a handful of
spells, allowing him to more easily memorize them.
Prerequisites: Intelligence 13+, Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 1+, and Gohm'jha
(Enunciator Magic) rank 4+, and and Spellcraft rank 4+.
Benefit: Choose a number of spells
equal to the character's Intelligence bonus. When memorizing these spells, the
character gains a +2 bonus to all Enunciator
Magic skill checks.
This bonus stacks with the bonus for Signature Spells.
If the Enunciator wishes to gain a bonus for memorizing a spell with certain
metamagic enhancements, then he may select that spell with its enhancements as
one of his choices. If he wishes to gain a bonus with the same spell without
metamagic enhancements or with other enhancments, then each of these count as
separate spells. (For example, Fireball, maximized and enhanced Fireball,
and quickened Fireball all count as separate spells.)
Special: A character may take this
feat multiple times, each time mastering different spells.
Enunciator's War-cry [Enunciator]
This feat allows an Enunciator to "scream" in higher-dimensional
"sound," shattering fourth-dimensional space in a huge, destructive
blast.
Prerequisites: Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 1+, and Gohm'jha
(Enunciator Magic) rank 4+.
Benefit: An Enunciator War-cry is a standard action. To perform the
War-cry, the character must make an Enunciator
Magic skill check. The result of the skill check determines the blast
radius of the War-cry, damage, and the DC of Reflex saving throws to avoid the
damage. Use table EWC-1:
Table EWC-1: Enunciator's War-cry Effects |
|||
Result |
Damage |
Blast |
Save |
14 or less |
Failure |
— |
— |
15-19 |
4d6 |
30' |
15 |
20-24 |
4d6 |
60' |
20 |
25-29 |
4d6 |
90' |
25 |
30+ |
4d6 |
120' |
30 |
The blast radius of an Enunciator's War-cry is centered on the Enunciator who
cast it. Everyone within the blast radius (except for the caster) must make a
Reflex saving throw for one-half damage. The damage inflicted by the War-cry is
divine. (The caster suffers no damage from the War-cry.)
The destructive force of the War-cry rends the fundamental existence of all
inanimate objects in its sphere of effect. It ignores hardness for determining
damage to items and structures. Items destroyed and creatures killed by the
War-cry simply cease to exist.
Emitting a War-cry is taxing both physically and psychologically. The
Enunciator who casts the War-cry must make a successful Will saving throw
against DC 15 or be stunned for one round after pronouncing the cry.
Regardless of the saving throw's result, the Enunciator suffers 1d8 points of
damage from uttering a War-cry.
A War-cry can be "heard" up to five miles distant -- though there is
no sound in the conventional sense. It produces sound beyond sound, an
indescribable cacophony of otherwordly force that is not so much heard as felt
on the most fundamental level of existence. The universe itself shudders at its
noise.
Higher Dimensional Navigation [Enunciator]
The Enunciator has become adept at avoiding the alien hazards of the higher
dimensions, helping skirt the occassional cataclysm.
Prerequisites: Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 4+, and Gohm'jha
(Enunciator Magic) rank 7+.
Benefit: The Enunciator gains a +4
bonus to Enunciator
Magic skill checks for purposes of avoiding a cataclysmic mishap,
only.
Indecipherable Name [Enunciator]
The Enunciator has developed a means of hiding his Name, the higher-dimensional
Word that defines his existence.
Prerequisites: Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 7+, Hkaahmsu'jha
(Cognition Control) rank 10+, Gohm'jha
(Enunciator Magic) rank 10+, Spellcraft 10+, and Yeuntyei'jha
(Extrasensory Perception).
Benefit: Add +10 to the Enunciator's
level when determining the "spell level" necessary to memorize his
Name via the feat, Enunciator
Naming.
Naming Mastery [Enunciator]
The Enunciator has mastered the art of Naming creatures.
Prerequisites: Suke'nkal
(Psionic Talent), Gohm'jiit
(Enunciator) class level 4+, Gohm'jha
(Enunciator Magic) rank 7+, and Enunciator
Naming.
Benefit: Whenever the character
attempts to memorize the Name of a creature, per the Enunciator
Naming feat, he gains a +2 bonus to Enunciator
Magic skill checks.
Psionic Feats
The following feats are specialized applications of the various psionic skills.
Each of these feats requires the and usually a few skill ranks in a psionic
skill.
Combat Awareness [Advanced Martial Arts or
Psionic]
You possess a supernormal awareness of danger and a zen-like ability to dodge
blows without even being able to directly perceive their presence.
Prerequisites: Wisdom 13+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 4+, Yeuntyei'jha
(Extrasensory Perception) rank 4+, and Unarmed
Combat Expertise or Martial
Arts Weapon -- or -- Wisdom 13+, Suke'nkal
(Psionic Talent), and Yeuntyei'jha
(Extrasensory Perception) rank 12+.
Benefit: Add your Wisdom bonus to
your AC. You do not lose this bonus in situations where you would normally lose
your Dexterity bonus, such as being caught flat-footed, ambushed, stunned, and
the like. You do lose this AC bonus if immobilized.
To properly use this ability, you must be able to move freely. If you suffer
any movement or Dexterity penalties due to armor worn or items carried, you
cannot use this ability.
This is a psionic (supernatural) ability that constantly, unconsciously
operates.
Danger Sense [Advanced Martial Arts or Psionic]
Your extrasensory perception enables you to intuitively respond to danger
before you can normally sense it, making it extremely difficult to catch you
unaware.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 7+, Yeuntyei'jha
(Extrasensory Perception) rank 7+, and Unarmed
Combat Expertise or Martial
Arts Weapon -- or -- Suke'nkal
(Psionic Talent), and Yeuntyei'jha
(Extrasensory Perception) rank 10+.
Benefit: You retain your Dexterity
bonus to AC (if any) regardless of being caught flat-footed or struck by an
invisible opponent. Also, you can react with a zen-like grace to opponent's on either side of you in combat. This makes you
impossible to flank (and thus protects you from Sneak Attacks).
This is a psionic (supernatural) ability that constantly, unconsciously
operates.
Feather Tread [Psionic]
The character can manipulate his body's equilibrium, subtly altering his body's
inertial mass to correspond with the resilience of the surface upon which he
stands. This permits him to walk on the tips of grass without bending them
underfoot, walk on water, or even fall slowly, like a feather.
Prerequisites: Suke'nkal
(Psionic Talent), Balance rank 7+, and Hkaahmfel'jha
(Metabolic Control) rank 7+.
Benefit: Feather Tread can be
activated in two ways: as a reflex or deliberately. As a reflex, Feather Tread
permits the character to instantly protect himself from sinking in quicksand or
falling from a height, but it requires the character to make a successful Hkaahmfel'jha
(Metabolic Control) check against DC 20. Deliberate activation of this ability
is a full round action, but it is only DC 10.
Once activated, Feather Tread reduces the rate at which the character falls to
only 60' per round, with no damage upon landing while this ability is in
effect. (If the power is somehow deactivated before the character lands, a
normal rate of fall resumes.) Also, Feather Tread allows the character to walk
upon the surface of fluids at his normal rate of speed; he leaves no footprints
when moving through any type of terrain, such as dust, snow, or mud. (While
Feather Tread is activated, the character could stand on the branch of a tree
or the tip of a blade of grass without bending it, assuming he makes the
appropriate Balance checks.) Finally, the ability grants the character a +4
psionic bonus to Move Silently and Balance checks.
It costs 1 Vitality (or 1 subdual point of damage) to
attempt to activate this ability. A successful activation causes the effects of
the power to last for one minute. Each additional minute thereafter, the
character must spend 1 Vitality point to keep Feather Tread functioning.
To activate Feather Tread as a reflex, the character must be conscious, aware
of his surroundings, and able to control his psionic abilities.
Feather Tread is a psionic (supernatural) ability.
Godelized Communication [Psionic]
Godelized communication is a system of encoding any message of any kind as an
extremely large number, a product of prime bases and exponents. Using a
Godelized communication, a character can communicate or remember a message in
an incredibly compact manner. Many Enunciators use Godelized communications to
store information regarding their spells. A single number, in scientific
notation, could store more information that an entire set of encyclopedias.
Godelized communication also has the advantage of permitting extremely long and
complicated verbal messages can be delivered in a single utterance. A character
could even memorize the contents of a dictionary or encyclopedia by memorizing
a single number.
Prerequisites: Suke'nkal
(Psionic Talent), Knowledge (Mathematics) 6+, and Hkaahmsu'jha
(Cognition Control) rank 4+.
Benefit: To understand or create a
Godelized communication, a character must use Cognition Control to set herself in a frame of mind that allows her to calculate the
prime bases and exponents almost instantaneously. A full round action is
required, and the character must perform a skill check against DC 15. Upon
entering the calculation state, the character performs a Knowledge
(Mathematics) skill check against DC 15; if successful, she understands or is
able to create the message. If failed, she can try again, but the DC increases
by a cumulative +2.
Some Godelized communications may be other languages or codes that are
converted into a single number. The character would need to perform several
different skill checks to convert the number into an understandable form.
Grammatical Modeling [Psionic]
The character possesses the ability to enter an enhanced cognitive state in
which she is able to describe a model under which the necessary circumstances
exist for a particular event to occur, such as building a lock, battling an
army, or inventing a new technology. Once the model is
created, the characters "hangs" the appropriate real-world
"pieces" upon it. This gives her tremendous problem-solving
ability.
Prerequisites: Intelligence 16+, Meditation,
Suke'nkal
(Psionic Talent), and Hkaahmsu'jha
(Cognition Control) rank 4+.
Benefit: To create a grammatical
model, the character must determine what action she desires to model, such as
planning an attack or attempt to invent a new power source. The character then
enters a meditative trance lasting 2d4 days. During the trance, she attempts to
model the process. At the end of the trance, the character performs a Cognition
Control skill check. If she rolls higher than 20, she gains a +2 insight bonus
(stackable) in the performance of the task. A result of 30 or higher grants a
+4 stackable, insight bonus.
The quality of information available to the character can penalize her skill
check by up to -10, depending on how little she knows about the subject or
variables associated with it.
Non-causal Reasoning [Psionic]
The character has achieved an alternative level of awareness in which he no
longer perceives events in terms of cause-effect. He no longer thinks in tenses
and considers causality an illusion. This hyper-elevates his reasoning process.
Characters with this ability realize one of the fundamental truths of the
universe: there are no Empirical Laws; there are only observations and
suggestions.
Prerequisites: Intelligence 13+, Suke'nkal
(Psionic Talent), and Hkaahmsu'jha
(Cognition Control) rank 10+, and Yeuntyei'jha
(Extrasensory Perception) rank 10+.
Benefit: A character capable of
Non-causal Reasoning gains a +2 (stackable) insight bonus on any Intelligence
or Wisdom checks, as well as any skill checks that depend upon Wisdom or
Intelligence.
The drawback of this ability is that the character loses some of his ability to
communicate with casaulity-minded beings, imposing a -2 insight penalty on all
Charisma and Charisma-based skill checks.
Non-causal Perception: Because the character
no longer perceives time as a progress from cause to effect, he can perform a
perceptual trick allowing himself to feel an effect before experiencing
its cause. For instance, while standing guard one night, he grows sleepy and so
decides that upon morning's arrival he shall take a stimulant to make himself
aware now. In another example, he has surgery performed upon himself,
but no anasthesia is available; the character decides that in the near future,
he shall take an anathestic to deal with his pain in the present. The
effect precedes the cause.
Performing this trick requires an Extrasensory Perception skill check against
DC 30.
Psionic Gift [Psionic]
The character is especially gifted with a particular psionics skill not
normally associated with his profession's way of life.
Prerequisites: Wisdom 15+ and Suke'nkal
(Psionic Talent)
Benefit: The character may designate
any one cross-classed psionic skill as a class skill -- or -- he may designate
a psionic skill that is normally not available to his class as a
cross-class skill. Only Geuntgei'jha
(Telekinesis), Hkaahmfel'jha
(Metabolic Control), Hkaahmsu'jha
(Cognitive Control), Vaduntvadi'jha
(Telepathy), and Yeuntyei'jha
(Extrasensory Perception) may be chosen with this feat.
Special: This feat may be taken
several times, each time affecting a different skill. Also, this feat may be
taken once to designate an unavailable skill as a cross-class skill, then a
second time to make the same skill a class skill.
This d20 martial arts system is designed as a modular plug-in for any campaign
using the d20 system. Instead of using feats alone to enhance a character's
combat ability, this system uses a combination of a skill and feats to increase
a character's battle options. It integrates with the d20 Skills-n-Feats
Psionics Plug-in to grant supernatural martial arts abilities.
This plug-in assumes that characters originate from or dwell in a culture with
a long-standing martial arts tradition. It likewise assumes that martial arts
are commonly encountered in the campaign setting. Finally, it assumes that the
more spiritual aspects of martial arts, such as harnessing one's ki or chi, are
attempts to develop latent psionic abilities through rigorous physical and
mental disciplines. The more fantastic feats of martial arts are expressions of
psionic potential.
How it works: To acquire martial arts
abilities, a character must have the feat, Martial
Arts Training. This feat is an "entry level" feat. It permits a
character to purchase the skill, Martial
Arts, but it provides no other abilities.
Depending on the character's class, the Martial
Arts skill can be developed as a class or cross-class skill. For each rank
gained in this skill, a character learns a martial arts maneuver.
A maneuver
is similar to a feat, but more limited in scope. Each maneuver represents a
particular action the character can perform in combat, a special combat-related
ability, or a bonus to a particular die-roll or attribute in combat.
"Mundane" by nature, maneuvers represent non-supernatural,
non-extraordinary combat abilities acquired by focused and intelligent
training.
Maneuvers
vary in complexity and power. Some of the more powerful maneuvers have weaker
maneuvers as prerequisites. By developing a "tree" of abilities, a
character can gain extremely potent and flexible combat abilities.
As a character's Martial
Arts skill increases, he may become eligible for special martial
arts feats. These feats further enhance a character's combat power, but do
not provide supernatural or extraordinary abilities.
For a character who possesses Psionic Talent and
modicum of skill in Metabolic Control or Extrasensory Perception, a high rank
in Martial
Arts grants access to advanced
martial arts feats. These feats combine psionic and physical discipline to
enable the character to perform extraordinary, sometimes superhuman acts.
Achievement of advanced martial arts feats represents the pinnacle of spiritual
and physical development in the martial arts.
FAQ
Why an "entry level" feat for the system?
All power has a price. Requiring purchase of the Martial
Arts Training forces characters to pay that price. It represents an initial
investment of time studying the rudiments of martial philosophy and technique,
as well as having access to an instructor or school. It also provides a
check-and-balance for non-combat-oriented classes who wish to acquire martial
arts.
Why not have characters purchase maneuvers using
skill points? Why have a skill that permits
acquisition of maneuvers at each rank?
If characters could directly purchase martial arts maneuvers with skill points,
there would be no fixed limit to the number of maneuvers they could acquire per
character level. By basing maneuver acquisition on skill rank, two pre-existing
checks-n-balances can be applied to a character's progression. First, the class
and cross-class costs may be assigned to the skill, limiting its effectiveness.
Second, skill progression limits may be applied. Therefore, a character for
whom martial arts is a class skill could have no more
than four maneuvers at 1st level. Assuming they maxed out their abilities, they
could acquire only one additional maneuver per level.
Why not just have prestige classes grant martial
arts abilities?
This system assumes that martial arts are available to anyone in the campaign
willing to make the initial training investment. Handling martial arts in this
manner makes them available to low level characters as well as high level.
Why not just use feats for martial arts abilities?
Feats are rare things. If a character developed martial arts abilities based
solely on feat progression, many levels would have to be gained before a
character could demonstrate the breadth of abilities possessed by a moderately
competent, real world practitioner of the martial arts. Using a skill for
acquisition allows for more abilities. Also, feats tend to be grand or heroic
in nature. Many of the martial arts maneuvers have a much smaller scope, making
them ill-suited for feats.
Martial
Arts Training Feat [General]
The character has received basic training in the martial arts.
Prerequisites: None.
Normal: A character who does not have Martial Arts Training cannot purchase the Martial
Arts skill.
Benefit: You may purchase the Martial
Arts skill, allowing you to learn a wide variety of new combat maneuvers.
Furthermore, you may choose Unarmed Combat Expert or Martial Arts Weapon as a
bonus maneuver.
Martial
Arts [None; Trained Only]
The Martial Arts skill does not work like a standard skill. In order to
purchase this skill, you must have the feat, Martial
Arts Training.
For each rank you acquire in this skill, you learn a martial arts maneuver.
Each maneuver represents a specific move or countermove you can perform in
combat. Maneuvers are non-supernatural in scope. A maneuver allows you to
strike more effectively, leap to deliver an extremely powerful blow, master a
particular martial arts weapon, or block an opponent and follow-up immediately
with a strike as a defensive action. A high rank in Martial Arts combined with
Psionic Talent and some minor psionic skills makes you eligible for highly
advanced martial arts feats, such as Iron Skin or Distant Punch.
By picking a specific series or "tree" of maneuvers and feats, you
can develop almost any real-world style of martial arts.
Martial
Arts Skill [None; Trained Only]
The Martial Arts skill does not work like a standard skill. In order to
purchase this skill, you must have the feat, Martial
Arts Training.
For each rank you acquire in this skill, you learn a martial arts maneuver.
Each maneuver represents a specific move or countermove you can perform in
combat. Maneuvers are non-supernatural in scope. A maneuver allows you to
strike more effectively, leap to deliver an extremely powerful blow, master a
particular martial arts weapon, or block an opponent and follow-up immediately
with a strike as a defensive action. A high rank in Martial Arts combined with
Psionic Talent and some minor psionic skills makes you eligible for highly
advanced martial arts feats, such as Iron Skin or Distant Punch.
By picking a specific series or "tree" of maneuvers and feats, you
can develop almost any real-world style of martial arts.
For a list of maneuvers, go here.
Martial Arts
Maneuvers
Martial arts maneuvers is a special ability gained by a character as a
direct result of her martial arts training. Each maneuver represents a specific
action the character can perform or a special modifier to an attribute.
To acquire a martial arts maneuver, a character must first purchase the feat, Martial
Arts Training. Once she does so, she immediately gains either the Unarmed
Combat Expert or a Martial
Arts Weapon maneuver. Additional maneuvers may be gained by acquiring ranks
in the Martial
Arts skill. For each rank gained, a character learns one maneuver. (For
example, a character with six ranks in the Martial Arts skill would have 6
maneuvers.)
The names of the maneuvers are deliberately generic, enabling them to easily
fit into any campaign setting. Characters typically have poetic or descriptive
names for their maneuvers, though these names vary from style to style. For
instance, one style might use "Falling Rose Petal Strike" as their
name for Flying Strike.
Some maneuvers have prerequisites, such as a high rank in Martial Arts or a
particular less-complicated maneuver. These prerequisites are listed in the
maneuver’s description. You cannot purchase a maneuver until you fufill all of
its prerequisites.
When using the maneuver-based martial arts, you should not use the
following standard feats, because they are replaced by maneuvers:
Deflect Arrows,
Improved Bull Rush,
Improved Disarm,
Improved Trip,
Improved Unarmed Strike, and
Stunning Fist.
The maneuvers are as follows:
Block
Prerequisites: Fela'rishrejha
(Martial Arts Training) and Martial
Arts Weapon or Unarmed
Combat Expertise.
Once per round, the character can attempt to block a melee attack that would
have normally hit him. To do so, the following requirements must be met:
|
The character is not flat-footed, stunned, held, or any
other situation in which he loses his Dexterity modifier (if any) to AC. |
|
|
The character is wielding a martial
arts weapon. |
|
|
The character is aware of the attack he wishes to block.
He can perceive the attack with his primary, targeting sense. For humans,
this would mean he can see the attack. (In other words, it is not possible to
block attacks from invisible opponents.) |
|
If these criteria are met, the character performs a
contested roll using his full attack value against his opponent's full attack
value. If the character rolls higher than his opponent and higher than
DC 15, the attack is blocked and the character suffers no damage. A critical
hit increases the DC by +10.
Blood Choke
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 12+, Grappling
Expertise, Sleeper
Hold, and Martial
Arts Weapon or Unarmed
Combat Expertise.
A Blood Choke is a more lethal version of the Sleeper
Hold.
While grappling (regardless of who started the grapple), the character makes an
opposed grapple check with a -4 called shot penalty as an attack, attempting to
wrap a limb or appropriate Martial Arts Weapon around his opponent's throat and
cut off the flow of blood to the brain. If the attacker wins, he initiates the
Blood Choke, but there is no immediate effect. On the next round (at the start
of the attacker's turn) -- if his opponent has not yet escaped the hold -- the
opponent must perform a Constitution check against DC 15. If the check fails,
the victim suffers Wound damage equal to the attacker's standard unarmed
damage. If the check succeeds, Vitality damage is suffered. (In a Hit Point
based damage system, the damage is tripled if the victim fails his Constitution
check; otherwise, it is normal.)
The DC of the Fortitude check increases by +1 per additional round the attacker
maintains the Blood Choke. The Blood Choke is "maintained" until the
victim performs an escape against it.
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune
to critical hits cannot be affected by a sleeper hold. A character with Metabolic
Control may substitute a skill check for a Constitution check to resist the
Sleeper Hold's effects.
Break
Weapon
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, and Martial
Arts Weapon or Unarmed
Combat Expertise.
The character can strike and attempt to damage his opponent’s weapon or shield
with any of his Martial
Arts Weapons. No attack of opportunity is provoked by this maneuver. The
character may attempt to break a weapon of any size.
Catch Weapon
Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 13+, Block,
Combination
(Block and Grapple), Expert
Disarm, Grappling
Expertise, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
The Catch Weapon maneuver is an improved Block.
If the character successfully blocks an attack against himself,
he may also attempt to grab and hold his opponent's weapon, catching it.
This maneuver is difficult and dangerous. If the character fails in his grab
attempt, he will inevitably be damaged by the weapon. However, if he succeeds,
he holds immobile the striking surface of his opponent's weapon (such as the
martial arts movie cliche of catching a sword's blade in two hands). His
opponent must either wrench the weapon free with a grappling escape or
relinguish it.
Once per round, the character can choose to block a melee attack that would
have normally hit him -- or -- he can declare he wishes to catch that
attack in place of a block. To do so, the following requirements must be met:
|
The character must use two Martial Arts Weapons to catch
his opponent's weapon. If an Unarmed Combat Expert, the character can use two
bare hands or a bare hand and another Martial Arts Weapon. |
|
|
The character is not flat-footed, stunned, held, or any
other situation in which he loses his Dexterity modifier (if any) to AC. |
|
|
The character is wielding a martial
arts weapon. |
|
|
The character is aware of the attack he wishes to block.
He can perceive the attack with his primary, targeting sense. For humans,
this would mean he can see the attack. (In other words, it is not possible to
block attacks from invisible opponents.) |
|
If these criteria are met, the character performs a
contested roll using his full attack value against his opponent's full attack
value. If the character rolls higher than his opponent and higher than
DC 20, the attack is blocked. (A critical hit increases the DC by +10.)
The character then performs another opposed Attack roll against his opponent to
determine if he grabs the weapon. If the character loses, he only manages to
block the weapon, but his opponent may perform an Attack of Opportunity against
him.
If the character succeeds in the opposed roll, then he has grabbed the weapon.
He must now perform an opposed Grappling check against his opponent. (The
participant with the larger weapon adds +2 to his Grappling check for each
difference in size category.) If the character loses, he is automatically
damaged by his opponent. If he wins, he holds the weapon immobile.
With the weapon immobilized, the following effects take place:
|
Neither character can move. |
|
|
Neither character threatens an area. |
|
|
Both characters lose their Dexterity bonus to AC against
foes not engaged in the weapon catch. |
|
|
The character who caught the
weapon cannot use this catching limbs or weapons to do anything other than
hold his opponent's weapon. |
|
|
The opponent, whose weapon is caught, cannot attack with
his weapon. |
|
Either character can choose to release the weapon as a free action. If the
opponent does so and the catcher is unarmed, the catcher now has the weapon;
otherwise, if the opponent releases the weapon, the weapon drops to the ground
at the catcher's feet.
The opponent can also attempt to wrench the weapon from the catcher's grasp
with an opposed Grappling roll, per the Escape rules.
Combination
Prerequisites: See below. It varies
with each type of combination.
A combination move allows a character to perform a second, related attack-type
action if she succeeds in performing a previous action. Several different
combinations exist, but all share relatively the same mechanic: if the
character succeeds in one combat action, she can perform another action as an
attack of opportunity.
A combination may only be performed if the character wields a Martial
Arts Weapon. If the character is an Unarmed
Combat Expert, a combination may be performed while unarmed.
Types of Combinations: Each type of
combination must be purchased separately. Also, to gain a specific type of
combination, a character must meet all its prerequisites.
Block and Grapple
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Block,
Grappling
Expertise, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
blocks a melee attack, he may immediately initiate a grapple against his
blocked attacker as an attack of opportunity.
Block and Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 7+, Block,
and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
blocks a melee attack, he may immediately perform a standard melee attack as an
attack of opportunity against the opponent he blocked.
Catch and Break Weapon
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 14+, Block,
Break
Weapon, Catch
Weapon, Combination (Block and Grapple), Expert
Disarm, Grappling
Expertise, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
catches a weapon as part of a block (with the Catch Weapon maneuver), he may
immediately attack that weapon and attempt to break it as an attack of
opportunity.
Catch Weapon and Throw Opponent
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 14+, Block,
Catch
Weapon, Combination (Block and Grapple), Expert
Disarm, Grappling
Expertise, Throw, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
catches a weapon as part of a block (with the Catch Weapon maneuver), he may
immediately attempt to throw his opponent an as attack of opportunity.
Disarm and Grapple
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Expert
Disarm, Grappling
Expertise, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
disarms an opponent, she may initiate a grapple against that opponent as an
attack of opportunity.
Disarm and Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Expert
Disarm, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
disarms an opponent, she may perform a standard melee attack against him as an
attack of opportunity.
Grapple and Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Grappling
Expertise, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully initiates
a grapple against an opponent, he may immediately perform a standard melee
attack against that opponent as an attack of opportunity.
Strike and Escape
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: While grappling (regardless of
who started the grapple), if the character succeeds in a standard melee attack
against his opponent, he may immediately perform an escape maneuver as an
attack of opportunity.
Trip and Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the character successfully
trips an opponent, he may immediately perform a standard melee attack against
that opponent as an attack of opportunity.
Defensive Stance
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, and Martial
Arts Weapon or Unarmed
Combat Expertise.
The character is specially trained in evading blows from opponents, be it a
drunken style of fighting, refined blocking technique, or a hypnotic movement
of the limbs.
Possession of this maneuvers grants a +1 dodge bonus
to AC while using a martial
arts weapon. If the character is an unarmed
combat expert, then this bonus is gained while the character is unarmed.
Note that any condition that causes a character to lose his Dexterity bonus to
AC (if any) also causes the loss of dodge bonuses. Furthermore, because this
maneuver relies on freedom of movement, it grants no AC bonus if the character
suffers a movement penalty due to armor or items carried.
Special: This maneuver can be
purchased multiple times, permitting a cumulative increase in the Dodge bonus,
up to a maximum of +5. However, the prerequisites increase with each additional
purchase.
To purchase Defensive Stance a second time and gain a total +2 dodge bonus, a
character must have a Martial
Arts skill rank of 4 or more. For a third purchase and +3 bonus, a rank of 6+ is necessary. For a +4
bonus, a rank of 8+. For a +5 bonus, a rank of 10+.
No dodge bonus above +5 is possible with cumulative purchases of this maneuver.
Deflect Projectile
Prerequisites: Dexterity 13+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, Block,
and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Once per round, the character can attempt to block a mechanically or muscle
propelled ranged attack that would have normally hit him. Hurled knives and
axes, sling stones, arrows, crossbow bolts, and similar "slow"
projectiles may be blocked, but not firearm bullets, plasma bolts, lasers, and
the like. To do so, the following requirements must be met:
|
The character is not flat-footed, stunned, held, or any
other situation in which he loses his Dexterity modifier (if any) to AC. |
|
|
The character is wielding a martial
arts weapon. |
|
|
The character is aware of the attack he wishes to block.
He can perceive the attack with his primary, targeting sense. For humans,
this would mean he can see the attack. (In other words, it is not possible to
block attacks from invisible opponents.) |
|
If these criteria are met, the character performs a
contested roll using his full attack value against his opponent's full attack
value. If the character rolls higher than his opponent and higher than
DC 20, the attack is blocked and the character suffers no damage. A critical
hit increases the DC by +10.
A character may not block
a melee attack and deflect a projectile in the same round. Only one or the
other may be performed.
Dislocating
Lock
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 9+, Grappling
Expertise, Lock,
and Martial
Arts Weapon or Unarmed
Combat Expertise.
While grappling (regardless of who started the grapple), the character can make
an opposed grapple check with a -4 called shot penalty as an attack. If the
attacker succeeds, he inflicts his normal unarmed damage and possibly wrenches
one of his opponent's limbs out of joint. His opponent must make a Fortitude
save against a DC equal to 10 + the attacker's Strength modifier + one-half the
attacker's Martial Arts rank. If the victim fails the saving throw, one of his
limbs (chosen by the attacker) is wrenched out of joint, imposing a -2 penalty
to all rolls associated with that limb per the variant rules for Damage to Specific
Areas.
Enhanced
Disarm
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, Expert
Disarm, and Martial
Arts Weapon or Unarmed
Combat Expertise.
When wielding a Martial Arts Weapon, the character gains a +4 martial arts
bonus to the opposed attack roll that determines the success of a disarm.
Enhanced
Escape
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, Martial
Arts Weapon or Unarmed
Combat Expertise.
When wielding a Martial Arts Weapon, the character gains a +4 bonus on
grappling checks for the purpose of escaping, only.
Enhanced
Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, Martial
Arts Weapon or Unarmed
Combat Expertise.
The character is specially trained in striking with great force, increasing the
damage inflicted with his martial arts style.
Possession of this maneuvers grants a +1 competence
bonus to damage while using a martial
arts weapon. If the character is an unarmed
combat expert, then this bonus is applied to unarmed strikes as well.
Special: This maneuver can be
purchased multiple times, permitting a cumulative increase in the damage bonus,
up to a maximum of +5. However, the prerequisites increase with each additional
purchase.
To purchase Enhanced Strike a second time and gain a total +2 damage bonus, a
character must have a Fela'jha
(Martial Arts) skill rank of 4 or more. For a third purchase and +3 bonus, a rank of 6+ is necessary. For a +4
bonus, a rank of 8+. For a +5 bonus, a rank of 10+.
No damage bonus above +5 is possible with cumulative purchases of this
maneuver.
Enhanced
Trip
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, Martial
Arts Weapon or Unarmed
Combat Expertise.
When wielding a Martial Arts Weapon, the character gains a +4 bonus on Strength
checks for purposes of tripping his target, only.
Flying
Strike
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Jump 8+ ranks, and Martial
Arts Weapon or Unarmed
Combat Expertise.
While wielding a Martial Arts Weapon, the character charges an opponent and
leaps, striking with all his momentum in a single, powerful blow.
The mechanics of a Flying Strike are the same as a charge, but if the attack
hits, the character inflicts double normal damage.
Forceful
Blow
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 10+, Enhanced
Strike, and Martial
Arts Weapon or Unarmed
Combat Expertise.
A Forceful Blow is a powerful, focused strike that can knock down and daze an
opponent.
A Forceful Blow is a Full Round Action. A Martial Arts Weapon must be used for
the maneuver.
A Forceful Blow inflicts double damage. The target must perform a Fortitude saving
throw against a DC equal to 10 + the attacker's Strength modifier + one-half
the attacker's Martial Arts skill rank; if failed, the target is stunned
for one round. A second saving throw, using Reflexes against DC 10 + the
attacker's Strength modifier + the attacker's Martial Arts skill rank, is
necessary for the target to avoid being knocked down by the attack.
Greater
Throw
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Throw,
and Unarmed
Combat Expertise.
A Greater Throw uses the same mechanics as a standard Throw,
but it is the only attack the character can perform in a round. If the attacker
successfully throws his target, the victim is hurled 5' + 1' for every point
the attacker beats him on the grappling check. The victim suffers damage equal
to the attacker's standard unarmed damage and also suffers falling damage equal
to the distance he was thrown.
Ground and
Pound
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, Grappling
Expertise and Unarmed
Combat Expertise.
While pinned himself or pinning an opponent, the
character can attack with a light martial arts weapon or unarmed. The
character can also perform nerve
strikes.
Only the target pinned or pinning the character can be attacked.
Improved Iterative Attacks
Prerequisites: base Attack bonus 4+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 7+, and Martial
Arts Weapon or Unarmed
Combat Expertise.
While wielding a single, light Martial Arts Weapon (or
unarmed, if an Unarmed Combat Expert), gains a superior number of attacks per
round. Compare the character's base Attack bonus to table IIA-1 to determined his improved attack rate:
Table IIA-1: Improved Attack Rate |
|
Base Attack Bonus |
Improved Attack Rate |
+4 |
+4/+1 |
+5 |
+5/+2 |
+6/+1 |
+6/+3 |
+7/+2 |
+7/+4/+1 |
+8/+3 |
+8/+5/+2 |
+9/+4 |
+9/+6/+3 |
+10/+5 |
+10/+7/+4/+1 |
+11/+6/+1 |
+11/+8/+5/+2 |
+12/+7/+2 |
+12/+9/+6/+3 |
+13/+8/+3 |
+13/+10/+7/+4/+1 |
+14/+9/+4 |
+14/+11/+8/+5/+2 |
+15/+10/+5 |
+15/+12/+9/+6/+3 |
+16/+11/+6/+1 |
+16/+13/+10/+7/+4/+1 |
+17/+12/+7/+2 |
+17/+14/+11/+8/+5/+2 |
+18/+13/+8/+3 |
+18/+15/+12/+9/+6/+3 |
+19/+14/+9/+4 |
+19/+16/+13/+10/+7/+4/+1 |
+20/+15/+10/+5 |
+20/+17/+14/+11/+8/+5/+2 |
FAQ
Is it possible to gain the improved attack rate with a larger Martial Arts
Weapon?
By purchasing the feat, Improved
Iterative Attacks with Larger Weapons, the character gains the improved
rate with any one-handed Martial Arts Weapon.
If a character wields two (or more weapons) does he gain the benefit of extra
attacks from this maneuver?
No. A two (or more) weapon style is not compatible with this maneuver.
Lock
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, Grappling
Expertise, and Martial
Arts Weapon or Unarmed
Combat Expertise.
While grappling (regardless of who started the grapple), the character can make
an opposed grapple check with a -4 called shot penalty as an attack. If the
attacker wins, he immobilizes one of his opponent's limbs for each limb he is
willing to have immobilized himself. (For instance, he could choose to
immobilize both of his opponent's arms by sacrificing an arm and a leg.) His
opponent's limbs are immobilized until the opponent performs a successful
escape.
Martial Arts Weapon
Prerequisite: Fela'rishrejha
(Martial Arts Training) and proficiency with selected weapon.
This maneuver allows you to associate a particular melee weapon with your
martial arts style. Whenever you use this weapon, you can also perform your
martial arts maneuvers with it, such as a block,
enhanced
strike, or nerve
strike. Only weapons chosen as martial arts weapons can be used with these
techniques.
If the weapon is tiny or small -- such as a baton or dagger -- it can be used
for grappling maneuvers. Also, flexible weapons, such as a flail or chain, may
be used for grappling.
In order for the character's body (while unarmed) to be considered a Martial
Arts Weapon, Unarmed
Combat Expert must be purchased.
Nerve Strike
Prerequisites: See below. It varies with each type of nerve strike.
Several types of nerve strikes exist (see below), but all share the same
mechanic.
First, the character must perform a called shot (-4 attack penalty), aimed at
one of her opponent's nerve plexii. If the attack hits, she inflicts normal
damage and her opponent must perform a Fortitude saving throw against a DC equal
to 10 + one-half the attacker's Martial
Arts skill + the attacker's Wisdom modifier. If the opponent fails the
saving throw, he suffers the additional effects of the nerve strike, such as a
dazed or stunned condition.
A character can perform only one nerve strike per round. A nerve strike attempt
must be declared before an attack roll is made. If the nerve strike
misses, the attempt is wasted for the round and may not be tried again until
next round.
Nerve strikes may only be performed with a Martial
Arts Weapon. An Unarmed
Combat Expert may perform nerve strikes while unarmed.
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune
to critical hits cannot be affected by a nerve strike. A character can not
perform a nerve strike on concealed, invisible, blurred, and the like targets,
nor can she perform a nerve strike while blinded or in total darkness. She must
be able to clearly perceive her opponent and target their nerve plexii to use
this ability.
Types of Nerve Strikes: Each type of nerve strike must be purchased
separately. Also, to gain a specific type of nerve strike, a character must
meet all the prerequisites for that strike.
Blindness/Deafness
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 10+, Nerve Strike (Daze), Nerve Strike (Stun), and
either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: This nerve strike blinds or deafens the victim for 2d4 rounds on a
failed saving throw. Whether the strike will blind or deafen is chosen before
the attack is made.
Daze
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: The dazing nerve strike is the weakest of strikes, but fundamental
to the technique. If the victim fails his Fortitude saving throw, he is dazed
for one round.
Disable Limb
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, Nerve Strike (Daze), and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the target of this nerve strike fails her saving throw, one of
her limbs is paralyzed for 2d6 rounds. The limb affected is chosen before the
attack is made. If the limb is holding an item, that item is dropped.
Long-term Nervous System Damage
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 12+, Nerve Strike (Daze), Nerve Strike (Pain), Nerve
Strike (Stun), and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: A deadly attack, this nerve strike causes 1d4 temporary ability
damage if the target fails his saving throw. In other words, it causes
long-term damage to their nervous system reducing an ability score, in addition
to inflicting normal damage. For example, the strike can cause facial ticks and
slurred speech to reduce an opponent's Charisma, tremors to reduced Dexterity,
cramping and general illness to reduce Constitution, weakness to reduce Strength,
misfiring brain neurons to reduce Intelligence, and general euphoria to reduce
Wisdom. The ability score affected is chosen before the strike is performed.
Pain
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 10+, Nerve Strike (Daze), Nerve Strike (Stun), and
either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: This nerve strike stuns an opponent for one round and
causes intense pain for 1d4 rounds on a failed saving throw. The pain reduces
the victim's Dexterity by 2 points and imposes a -4 penalty on attack rolls,
skill checks, and ability checks. To perform any action which requires
concentration (e.g., casting spells, using psionics), the victim must make a
Concentration roll v. DC 15 while affected by this nerve strike.
Paralysis
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 15+, Nerve Strike (Daze), Nerve Strike (Pain), Nerve
Strike (Stun), and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: If the victim of this nerve strike fails her saving throw, she is
paralyzed for 1d6 rounds.
Pleasure
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 13+, Nerve Strike (Daze), Nerve Strike (Stun), and
either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: The mechanics of the pleasure nerve strike are similar to the pain
nerve strike, but instead of excrutiating, burning pain, the victim experiences
an overwhelming pleasure stimulus. A failed saving throw stuns the opponent for
one round and leaves them in a dizzy, euphoric state for 1d4 rounds thereafter.
This euphoria reduces the victim's Dexterity, Intelligence, and Wisdom by 2
points each. It imposes a -4 penalty on attack rolls, skill checks, and ability
checks. To perform any action which requires concentration (e.g., casting
spells, using psionics), the victim must make a Concentration roll v. DC 18
while affected by this nerve strike.
Sickness
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 18+, Nerve Strike (Daze), Nerve Strike (Long-term
Nervous System Damage), Nerve Strike (Pain), Nerve Strike (Stun), and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: One of the most deadly nerve strikes, the sickness strike
overloads the target's nervous system, forcing his body to produce toxins and
waste away. For all mechanics purposes, the strike acts as if it were a
disease. The "incubation period" is one day. The DC uses the strike's
DC. The damage is 1d4 Constitution and 1d4 Dexterity. After the
"incubation period" of the strike, the victim begins bleeding
internally and shaking uncontrollably. This worsens until he dies from total
organ failure.
Stun
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, Nerve Strike (Daze), and either Martial
Arts Weapon or Unarmed
Combat Expertise.
Description: This nerve strike stuns an opponent for one round if he
fails his saving throw.
FAQ
Does a character get her enhanced strike damage bonus when performing a nerve
strike?
Yes.
Is it possible for a character to perform another offensive maneuver
simultaneously with nerve strike, such as a flying strike or combination?
No.
Can a character perform a full attack in a round, performing only one nerve
strike and several normal strikes (assuming she has multiple attacks available
per round)?
Yes.
Push
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 12+, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
A Push functions like a bull rush, in that is moves an opponent backwards, but
the attacker does not have to enter his opponent's space nor does he provoke an
attack of opportunity.
To perform a Push, the character must wield a Martial Arts Weapon. He can
substitute a Push for any of his attacks during the round. First, the character
makes a melee touch attack against the opponent he wishes to Push.
If successful, he and the opponent make an opposed Strength check. (Add +4 to
the roll for each size category a character is above Medium-size; penalize the
roll by -4 for each size category smaller than medium. If the defender has more
than two legs or is other exceptionally stable, add a +4 stability bonus to his
roll.) If the attacker wins, he pushes his opponent back five feet in a
straight line.
Roll with Blow
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, Tumbling rank 4+, Defensive
Stance, and Martial
Arts Weapon or Unarmed
Combat Expertise.
Once per round, the character can attempt to roll with the force of a physical
attack that struck him, reducing the damage from the blow. The intent to Roll
with Blow is declared after it has been determined that an attack has
struck the character. The following criteria must be met for the character to
perform this maneuver:
|
The character is not flat-footed, stunned, held, or any
other situation in which he loses his Dexterity modifier (if any) to AC. |
|
|
The character is wielding a martial
arts weapon. |
|
|
The character is aware of the attack he wishes to block.
He can perceive the attack with his primary, targeting sense. For humans,
this would mean he can see the attack. (In other words, it is not possible to
block attacks from invisible opponents.) |
|
If these criteria are met, the character performs a
contested roll using his Tumbling skill against his opponent's full attack
value. If the character rolls higher than his opponent and
higher than DC 15, he suffers 1/2 damage from the attack.
If the attacker rolls a critical hit, the DC increases by +10. If the defender
wins the opposed Tumbling check, the damage is not halved. Instead, the
critical hit is converted back into a normal hit.
FAQ
If a character possesses an ability that allows him to retain his Dexterity
bonus while flat-footed, can he Roll with Blow while
flat-footed?
Yes.
Can a character Roll with Blow and Block in the same round?
Yes.
Can a character roll with an attack that he failed to block?
No.
Sleeper
Hold
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, Grappling
Expertise, and Martial
Arts Weapon or Unarmed
Combat Expertise.
While grappling (regardless of who started the grapple), the character can make
an opposed grapple check with a -4 called shot penalty as an attack, attempting
to wrap a limb or appropriate Martial Arts Weapon around his opponent's throat
and cut off the flow of blood to the brain. If the attacker wins, he has
initiated the sleeper hold, but there is no immediate effect. On the next round
(at the start of the attacker's turn) -- if his opponent has not yet escaped
the hold -- the opponent must make a Constitution check v. DC 10. If the
opponent fails the roll, he falls comatose from lack of blood to the brain (not
asphyxiation).
Comatose characters are helpless. Slapping or wounding awakens a comatose
character, but normal noise does not. Awakening a creature is a standard action
(an application of the aid other action).
The victim remains comatose as long as the attacker maintains the sleeper hold.
Once he releases the hold, blood begins to flow normally to the brain, and the
opponent awakens in 1d3 rounds.
The DC of the Constitution check increases by +1 per additional round the
attacker maintains the Sleeper Hold. The Sleeper Hold is "maintained"
until the victim performs an escape against it.
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune
to critical hits cannot be affected by a sleeper hold. A character with Metabolic
Control may substitute a skill check for a Constitution check to resist the
Sleeper Hold's effects.
FAQ
Isn't it realistic for a character to die, in a
short period of time, from a lack of blood-flow to the brain?
Realistic, yes, but also overwhelming to any sort of game balance.
Realistically, a character should be able to kill an opponent in six seconds
with a blood choke like this, but in game, nearly every combat would end within
a round. That is not much fun, so Sleeper Hold doesn't automatically kill an opponent.
The Blood
Choke maneuver does increase the potency of a Sleeper Hold and allow a
character to inflict Wound damage with a choke.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, and either Martial
Arts Weapon or Unarmed
Combat Expertise.
The Sweep maneuver functions like a trip attempt, but if the attacker fails his
Strength check to trip his opponent, his opponent does not get an attempt to
trip him in return.
A Martial Arts Weapon must be used for this maneuver. Also, Sweep requires
freedom of movement; if the character suffers a movement penalty due to armor
worn or items carried, he cannot perform this maneuver.
Throw
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, and Unarmed
Combat Expertise.
The Throw maneuver allows the character to use leverage to hurl an opponent to
the ground.
The mechanics of a Throw are similar to grappling. The steps are as follows:
Limitation: A character may only throw an opponent who is one size
category larger than him, the same size, or smaller.
FAQ
Can a weapon be used to throw an opponent?
Yes. Any light Martial Arts Weapon that can be reasonably used to grapple may
be used to throw an opponent. If the character knows the feat, Grapple
with Larger Weapons, he may also use larger Martial Arts Weapons to throw
his opponent.
Unarmed Combat Expertise
Prerequisites: Fela'rishrejha
(Martial Arts Training).
The character has considerable training in unarmed combat and gains several
advantages while fighting without a weapon:
|
Base unarmed damage is 1d4. |
|
|
When attacking armed opponents while unarmed, the
character does not provoke attacks of opportunity. |
|
|
The character's unarmed body is considered a "martial
arts weapon," that is the character can perform martial arts maneuvers
while unarmed. |
|
If you are using hit points instead of vitality/wounds for damage, the
character gains these additional benefits:
|
The character's unarmed strikes inflict normal damage,
rather than subdual. |
|
|
The character may choose to inflict subdual damage while
unarmed without incurring a negative attack roll penalty. |
Martial Arts Feats
Acrobatic
Fighting Style [Martial Arts]
You have combined tumbling and martial arts into a unique defensive style,
allowing you to dodge blows with relative ease.
Several animal and drunken fighting techniques utilize acrobatic fighting
style.
Prerequisites: Dexterity 13+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, Tumble 6+, Defensive
Stance, and Martial
Arts Weapon or Unarmed
Combat Expertise.
Benefit: You gain a +2 martial arts
bonus to Tumble rolls while wielding a Martial
Arts Weapon, as acrobatic movements are incorporated into your fighting
style. Also, when you perform the total defense standard action or fights
defensively, you gain an additional +2 dodge bonus to AC.
To gain the benefits of this feat, your movement must be unrestricted. If you
suffer a Dexterity or movement penalty due to armor worn or items carried, you
gain no bonuses from this feat.
Grapple
with Larger Weapons
[Martial Arts]
The character is trained to grapple with larger weapons, such as the
quarterstaff and flail.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 4+, Grappling
Expertise, and Martial
Arts Weapon.
Benefit: The character can use any
weapon he has selected as a Martial Arts Weapon to grapple or throw an
opponent.
Improved
Iterative Attacks with Larger Weapons [Martial Arts]
The character can apply his improved attack rate to larger weapons.
Prerequisites: Strength 13+, base
Attack bonus 4+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 7+, Improved
Iterative Attacks, and Martial
Arts Weapon.
Benefit: The character gains the
benefits of the Improved Iterative Attacks maneuver whenever he wields any
one-handed Martial
Arts Weapon. (This feat also applies to the shortspear and quarterstaff, if
the character has selected them as Martial Arts Weapons.)
Resuscitation [Martial
Arts]
The character can apply pressure to a stricken person's nerve plexii and
reverse the effects of a nerve strike.
Prerequisites: Dexterity 11+, Wisdom
13+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 8+, any Nerve
Strike, and Unarmed
Combat Expertise.
Benefit: With a full round action,
the character can attempt to undo a Nerve
Strike's effects on a single person. (Use the mechanics of the "Aid
Other" action.) The character gently taps the patient's nerve centers, rolling
1d20 + his Martial
Arts rank + his Wisdom modifier against the DC of the Nerve
Strike. If the character wins the check, the Nerve Strike's effect (e.g.,
stun, daze, sleep) is negated, though the victim does not recover lost Hit
Points.
Resuscitation may also be used to undo the effects of drugs, magics, and
psionics that affect a target's nervous system (e.g., sleep spell, stun,
pain). In this case, the character rolls 1d20 +
one-half his Martial Arts rank + his Wisdom modifier to determine if he negates
the effect.
Sticky
Touch [Martial Arts]
The character can lightly place his hand on an opponent and follow his
movements in combat. This allows him to anticipate his opponent's actions and
more easily avoid his opponent's attack and attack his opponent.
Prerequisites: Dexterity 13+, Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 6+, Grappling
Expertise, and Unarmed
Combat Expertise.
Benefit: To initiate a Sticky Touch,
the character must have at least one free hand (i.e., no weapon, shield, or
other item in that hand). The character the performs a
melee touch attack against his opponent. If the attack hits, the character and
his opponent perform an opposed grappling check. (They are not actually
grappling; the check is just to determine the success of the Sticky Touch.) If
the attacker wins, he places his hand on his opponent, granting him a +2
circumstance bonus to AC and Attack rolls against his target.
If the character's target attempts to move while Sticky Touched,
an opposed grappling check takes place. If the attacker wins, he automatically
follows his opponent (up to the limits of his movement abilities), staying
adjacent to his target the entire time; if the attacker loses, the Sticky Touch
is broken.
The effects of the Sticky Touch last until contact is broken. If the
character's target is able to move in a manner that the character cannot
follow, such as jumping an extremely long distance, having a much higher
movement rate, or teleporting, then contact is broken, even if the attacker
wins the grappling check. If the attacker performs any movement, other than
following his target, the Sticky Touch ends.
Note: if the attacker performs an action that restricts him to a 5' step during
the round (such as a Full Attack Action), then he can only move 5' that round,
and his opponent may easily outdistance him, breaking the Sticky Touch.
A Sticky Touch is a standard action.
Weapon
Oriented Style [Martial Arts]
The character is trained in a martial arts style that incorporates a wide
variety of weapons.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Fela'jha
(Martial Arts) rank 1+, and Martial
Arts Weapon.
Benefit: The character gains four,
plus his Intelligence modifier, weapons -- in which he is already
proficient -- as bonus Martial
Arts Weapons. These additional Martial Arts Weapons do not count
towards his total ranks in Martial
Arts.
Martial
Arts Advanced Feats
Sukeifela'ginrejha [Advanced
Martial Arts Feats]
Sukeifela'ginrejha loosely translates as "Great Step in the Path of Body
and Spirit." These steps or techniques represent the culmination of fela'jha
("The Way of the Body"): a seamless blending of the power of the mind
and the power of the body, enabling a person to perform fantastic feats. The
various sukeifela'ginrejha permits the diligent to leap extraordinary
distances, shatter stone with a bare fist, and even dodge or catch bullets.
In the d20 rules, sukeifela'ginrejha are represented
by feats that combine psionic ability and martial arts training to permit you
to perform supernatural feats in combat. Each of these feats requires Fela'rishrejha
("The First Step on the Way of the Body") feat, the Suke'nkal
("Birthright of the Spirit") feat, at least one skill rank in Fela'jha
("Way of the Body," Martial Arts), and at least one skill rank in a Suke'jha
("Way of the Spirit", Psionics) skill, usually Yeuntyei'jha
or Hkaahmfel'jha.
Because the feats combine martial arts with psionics, and because they
represent the pinnacle of martial arts ability, they are called Advanced
Martial Arts Feats in the d20 system.
Candle
Punch [Advanced Martial Arts]
This martial arts technique is named after its practitioners' ability to blow
out candles from a distance with a punch or wave of the hand.
By mastering the candle punch, you focus internal, spiritual energy to deliver
unarmed blows that affect opponent's several feet away -- without actually touching
them.
Candle Punch represents one of the highest levels of martial arts mastery.
Prerequisites: Wisdom 11+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 14+, Hkaahmfel'jha
(Metabolic Control) rank 14+, and Unarmed
Combat Expertise.
Benefit: A Candle Punch may only be
performed while unarmed. It grants a reach of 10' + 1' per character level to
your standard unarmed strikes, Nerve
Strikes, and Pushes.
(A Candle Punch can also strike adjacent foes.)
While the Candle Punch itself is supernatural, its effects are not. Armor and
damage reduction resist it normally.
Candle Punch is a psionic (supernatural) ability.
Combat
Awareness [Advanced Martial Arts or Psionic]
You possess a supernormal awareness of danger and a zen-like ability to dodge
blows without even being able to directly perceive their presence.
Prerequisites: Wisdom 13+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 4+, Yeuntyei'jha
(Extrasensory Perception) rank 4+, and Unarmed
Combat Expertise or Martial
Arts Weapon -- or -- Wisdom 13+, Suke'nkal
(Psionic Talent), and Yeuntyei'jha
(Extrasensory Perception) rank 12+.
Benefit: Add your Wisdom bonus to
your AC. You do not lose this bonus in situations where you would normally lose
your Dexterity bonus, such as being caught flat-footed, ambushed, stunned, and
the like. You do lose this AC bonus if immobilized.
To properly use this ability, you must be able to move freely. If you suffer
any movement or Dexterity penalties due to armor worn or items carried, you cannot
use this ability.
This is a psionic (supernatural) ability that constantly, unconsciously
operates.
Danger
Sense [Advanced Martial Arts or Psionic]
Your extrasensory perception enables you to intuitively respond to danger
before you can normally sense it, making it extremely difficult to catch you
unaware.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 7+, Yeuntyei'jha
(Extrasensory Perception) rank 7+, and Unarmed
Combat Expertise or Martial
Arts Weapon -- or -- Suke'nkal
(Psionic Talent), and Yeuntyei'jha
(Extrasensory Perception) rank 10+.
Benefit: You retain your Dexterity
bonus to AC (if any) regardless of being caught flat-footed or struck by an
invisible opponent. Also, you can react with a zen-like grace to opponent's on either side of you in combat. This makes you
impossible to flank (and thus protects you from Sneak Attacks).
This is a psionic (supernatural) ability that constantly, unconsciously
operates.
Feather Touch [Advanced
Martial Arts]
The character can harness his internal energy and deliver a nerve strike with
but a light touch.
Prerequisites: Wisdom 11+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 12+, Hkaahmfel'jha
(Metabolic Control) rank 12+, any Nerve
Strike, Unarmed
Combat Expertise, and Spiritual
Strike.
Benefit: A Feather Touch is a
standard action and may only be performed while unarmed.
The character rolls a melee touch attack against his target. If the
attack roll succeeds, the Nerve
Strike takes effect against the target, but inflicts no points of damage.
(A standard Nerve Strike inflicts both the character's standard damage and the
Nerve Strike effect; a Feather Touch does not.)
The effect of a Feather Touch is divine in nature; it ignores damage
reduction and armor.
The Feather Touch can be delivered with such a light, innocuous touch that the
character can attempt to perform it on a target without being noticed. This requires
a successful Pick Pockets skill check.
Feather Touch is a psionic (supernatural) ability.
Flying Leap [Advanced
Martial Arts]
By focusing his internal, spiritual energy, the martial artist can make his
body seemingly weightless and leap supernormal distances.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 10+, Hkaahmfel'jha
(Metabolic Control) rank 10+, Jump rank 10+, Feather
Tread, Lingering
Leap, and Unarmed
Combat Expertise or Martial
Arts Weapon.
Benefit: By spending 1 Vitality point
(or suffering 1 point of subdual damage in an HP damage system), the character
can provide a +30 psionic bonus to all Jump rolls for one round.
For horizontal jumps, a Flying Leap reaches a peak at its halfway point equal
to one-fourth its horizontal distance.
Use of this ability is a free action. It is psionic (supernatural) in nature.
Iron Sash [Advanced
Martial Arts]
The character can use his telekinetic abilities to assist him in whirling and
snapping a cloth sash with such force that it can slice through objects.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 4+, Geuntgei'jha
(Telekinesis) rank 4+, and Unarmed
Combat Expertise.
Benefit: By spending 1 Vitality point
per minute, the character can animate any lightweight piece of cloth from 5' to
12' length and use it as a melee weapon. The cloth inflicts 1d6 damage. In a
Hit Points damage system, its threat range is 19-20, x2. In a Vitality/Wounds
damage system, its threat range is 19-20.
If the slash is at least 10' long, it operates like a weapon with 10' reach,
allowing the character to perform attacks of opportunity at that range. Because
the sash is flexible, it can also be used to strike adjacent opponents.
Because the sash is telekinetically animated, it provides a +1 enhancement
bonus to attack and damage rolls.
The flexibility of the sash adds a +2 circumstance bonus to opposed rolls for
trip and disarm attempts with the weapon. If the character fails a trip attempt
with an Iron Sash, he can drop the sash to avoid being counter-tripped.
An Iron Sash, because it is part of an advanced martial art technique,
automatically counts as a Martial
Arts Weapon.
Animating a sash is a free action. It is psionic (supernatural) in nature.
Lingering
Leap [Advanced Martial Arts]
Through rigorous physical and spiritual training, the character can harness his
innate psionic abilities and martial arts expertise to leap extraordinary
distances.
Prerequisites: Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 4+, Hkaahmfel'jha
(Metabolic Control) rank 4+, Jump rank 4+, and Unarmed
Combat Expertise or Martial
Arts Weapon.
Benefit: The character's vertical and
horizontal jumping distance is not limited by his height.
Spiritual
Barrage [Advanced Martial Arts]
For a brief period of time, the character can supercharge his inner-self and
deliver a multitude of Spiritual Strikes.
Prerequisites: Base Attack Bonus 6+,
Wisdom 13+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 15+, Hkaahmfel'jha
(Metabolic Control) rank 15+, and Spiritual
Strike, and Unarmed
Combat Expertise.
Benefit: A Spiritual Barrage is a
Full Round Action with a "casting time" of 1 round. (It is subject to
Concentration rolls.) At the end of its "casting time," the character
performs a Metabolic Control feat against DC 20. If successful, the character
can deliver several Spiritual
Strikes against a single opponent, up to the limit of his normal attacks
per round. (For example, a character with three attacks at +12/+7/+5 could
deliver three Spiritual Strikes.)
Spiritual Barrage is a psionic (supernatural) ability.
Each attempt to use this ability costs 3 Vitality points (or causes 3 subdual
points of damage).
Spiritual
Strike [Advanced Martial Arts]
Having mastered the martial arts and achieved a zen-like understanding of the
connection between body and spirit, the character can focus his spiritual
energy and damage his opponents with but a touch.
Prerequisites: Wisdom 11+, Fela'rishrejha
(Martial Arts Training), Suke'nkal
(Psionic Talent), Fela'jha
(Martial Arts) rank 12+, Hkaahmfel'jha
(Metabolic Control) rank 12+, and Unarmed
Combat Expertise.
Benefit: A Spiritual Strike is a
standard action and may only be performed while unarmed. The character rolls a
melee touch attack against his target. If the attack roll succeeds, he inflicts
1d6 + his Wisdom modifier damage to his opponent. A critical hit inflicts Wound
damage in a Vitality/Wounds damage system or x2 damage in a Hit Points based
system.
The damage inflicted by a Spiritual Strike is divine in nature and ignores
damage reduction.
Spiritual Strike is a psionic (supernatural) ability.
Note: Spiritual Strike is intended to
replace the ki strike ability of the Monk class, granting a martial artist who
focuses on unarmed combat the capacity to harm opponents with Damage Reduction.
D20 PSIONICS
This d20 psionics system is
designed as a modular plug-in for any campaign using the d20 system. Instead of
basing psionic ability on a class, this system uses a combination of feats and
skills for the mechanics of psionic power. The primary intent of the system is
to create low power level, subtle psionic abilities. No earth-shattering powers
are available. Teleportation is not possible, but discrete, finite applications
of telekinesis and telepathy are common place. The system also integrates with
the d20 Martial Arts Plug-in to permit a character to perform fantastic martial
arts feats.
This plug-in assumes that
characters originate from or dwell in a culture where psionics are common-place
and there is a long-standing tradition of psionic disciplines and development.
In other words, almost anyone, regardless of their class or race, has the
potential to easily develop psionic powers.
How it works: To acquire and
develop psionic abilities, a character must have the feat, Psionic Talent. This
feat is an "entry level" feat and permits a character to purchase one
of the five cardinal psionics skills:
Cognitive Control
Extrasensory Perception
Metabolic Control
Telekinesis
Telepathy
The skills grant a character
some minor, basic psionic abilities. Depending on the character's class, the
skills are class skills, cross-class, or not available.
These basic abilities can be
enhanced with the purchase of psionic feats, increasing the versality and power
of each of the skills.
Use of psionics: Many
psionic abilities operate constantly and unconsciously. Those
that do not usually require the expenditure of Vitality points to operate.
(In a Hit Points based damage system, they inflict subdual damage.) The
Vitality point cost must be spent whether or not the character succeeds in a
skill check to activate his power.
Consciously activated
psionic abilities require Concentration checks to use in distracting
circumstances.
Psionic
Talent [General]
The character has nascent psionic abilities, which can be developed through
training.
Prerequisites: None.
Benefit: A character with Psionic
Talent may gain ranks in the five cardinal psionic skills: Cognition Control,
Extrasensory Perception, Metabolic Control, Telekinesis, and Telepathy. These
skills can be further enhanced with psionic feats. By combining martial
arts with psionic training, a psionically gifted character can develop
advanced martial arts maneuvers.
Psionic Talent grants a character low-level sensitivity to psionic activity.
Whenever psionic powers are used within 30' of the character, he can make a
Wisdom check v. DC 20 to receive a vague impression about it. If successful, he
knows that psionic activity is occurring somewhere, but he does not know
its direction, distance, nature of the power, or any other specifics. He
receives a dim feeling.
Entities with bizarre, powerful psyches, areas of psychic conflict, and
individuals with strong emotional bents (e.g., extremely evil) may be detected
as well, as long as they are within 30'. Again, the character receives no
specifics, just a vague sense that something is out of kilter.
Effects that severely distort time-space, such as the casting of Enunciator spells
or entry into hyperspace, may be sensed up to 100' distant. If the character
senses this, he knows something major has occurred and the general direction to
it, but little else.
These detection checks are unconscious. A character cannot pick up an item and
consciously attempt to analyze its impressions, nor may he attempt to scan a
person. The game-master performs all rolls for this in secret.
Normal: Characters without Psionic
Talent cannot purchase psionic skills or feat. They may not develop advanced
martial arts feats.
Special: Psionics, Martial Savants,
Enunciators, and Spirit Invokers gain this feat for free at first level. A
character that decides to pick up a level in one of the classes later in his
career (i.e., multi-classing), must purchase this feat normally. They do not
gain it for free when switching classes.
Cognition
Control [Wisdom; Trained Only]
Prerequisite: Psionic
Talent.
Cognition Control is the psionic skill of manipulating one's personal thinking
processes. It provides a character with improved ability to control their
emotions and resist external mental control. Also, a character can use this
skill to boost the clarity of their thoughts for a short period of time,
thinking more intelligently or intuitively. Awareness may be enhanced as well,
increasing the character's ability to sense his surroundings.
With psionic
feats, a character can further improve this ability, performing superhuman
feats of memory, altering his subjective perception of time, acting as a human
computer, or compartmentalizing his brain into co-processing, independent,
duplicate minds.
Only psionically gifted individuals may develop this skill. In other words, a
character must have the Psionic
Talent feat.
Check: Cognition Control allows a
character to perform the following acts.
Resist Mental and Emotional Control: The
character possesses superior control over his own mental and emotional state,
enabling him to resist adverse influences with ease. Against any form of mental
or emotional manipulation, such as fear, charm, addictive memes,
intimidation, and telepathic control, the character gets two resistance roll.
The first roll uses his standard saving throw. If that roll fails, he gets a
second roll, using this skill. Success in the second roll has the same effects
as succeeding with the saving throw.
Boost Abilities: With a full round action
and a successful Cognition Control skill roll against DC 15, the character can
boost his mental responses and gain a +2 enhancement bonus to either
Intelligence, Wisdom, or Charisma.
Performing this act is physically tiresome, reducing the character's Vitality
by 2 points per round. (Note: if the skill roll is failed, the character still
loses 2 vitality that round.) If using a Hit Point damage
system, the character suffers 2 points of subdual damage per round.
Only one mental ability can be enhanced at a time.
Heighten Awareness: With a full round action
and a successful Cognition Control skill roll against DC 15, the character can
heighten his sensory acuity, becoming super-aware of his surroundings and
gaining +4 to Spot, Search, Listen, Sense Motive, and Tracking checks with
Wilderness Lore. The +4 is an enhancement bonus.
This ability costs 1 Vitality point per minute.
A character cannot heighten his awareness and boost mental abilities
simultaneously.
Metabolic
Control [Wisdom; Trained Only]
Prerequisite: Psionic
Talent.
Metabolic control is the skill of manipulating internal spiritual energy to
control body functions. With it, a character can make himself
stronger, faster, and tougher for a few moments, halt bleeding, resist
temperature extremes, and survive for extended periods without food and water.
Purchasing additional psionic feats enables a character to refine this skill,
healing wounds and entering suspended animation with the power of the mind.
Combined with martial arts training, this skill can enable a character to
perform extraordinary leaps and even catch bullets.
Only psionically gifted individuals may develop this skill. In other words, a
character must have the Psionic
Talent feat.
Check: Metabolic Control allows a
character to perform several subtle acts of body control.
Resist Physical Deprivation and Exhaustion:
The character can control his body's response to adverse conditions. For
example, he can alter his body temperature to adapt to extremes of heat and
cold. By controlling his breathing and heartbeat, as well as how his organs
utilize oxygen, he can resist suffocation. Control of perspiration and
digestion allows him to survive without food and water longer than normal for a
member of his species.
To simulate this, add the character's Metabolic Control rank to his Fortitude
for saving throws against starvation, thirst, very hot conditions (but not
heat-based attacks), very cold conditions (but not cold-based attacks), oxygen
deprivation, asphyxiation, starvation, thirst, and sleep deprivation. To resist
physical exhaustion, such as during a forced march, use this skill for checks,
not Constitution (assuming it is higher than the Constitution modifier).
The amount of time the character can hold is breath is increased. It equals
twice his Constitution score plus twice his Metabolic Control rank in rounds.
He can use his Metabolic Control skill for checks to determine how long he can
hold his breath after this time limit expires, rather than using only his
Constitution modifier.
Resist Trauma and Nervous System Damage:
When affected by an attack that directly affects the nervous system, such as a nerve
strike, any form of stunning or dazing, and death from massive damage, he
gets to perform two rolls to resist it. One roll uses his standard saving
throw. If this roll fails, he can perform a Metabolic Control check to resist
it.
In a campaign using Wounds/Vitality damage rules, the character gets his
standard Fortitude saving throw to resist being stunned by wound damage. If his
Fortitude roll fails, he can perform a second check using his Metabolic Control
skill.
Resist Unconscious: If the character has
suffered enough damage to render him unconscious, he may attempt to remain
conscious by rolling his Metabolic Control skill against a DC of 20 +1 for each
point his hit points or wound points have dropped below zero. (For example, -3
is DC 23.) This roll must be performed each round he wishes to remain
conscious. He is still in an incapacitated state, just aware of his
surroundings.
If conscious and below zero HP/wounds, he may attempt to stabilize himself,
bringing his wound points or HP back to zero with a skill roll against DC 25 +
1 for each point his hit points or wound points have dropped below zero. This
ability is useless if the character reaches -10 points; he is dead.
Control Bleeding: With a full round action
and a successful Metabolic Control skill roll against DC 15, the character can
cause all of his wounds to cease bleeding and clot. The forced clotting is as
effective as binding the wound with a bandage, so vigorous movement can cause
the wound to bleed again.
Augment Natural Healing: The character can
augment his body's natural healing. At the end of a day, with a successful
skill roll against DC 15, you recovers an additional
+2 hit points/wound points per day.
Boost Abilities: With a full round action
and a successful Metabolic Control skill roll against DC 15, a character can
boost his muscular and nervous responses, tweak the production of chemicals
from key glands, and gain a +2 enhancement bonus to either Strength, Dexterity,
or Constitution.
Performing this act is physically tiresome, reducing the character's Vitality
by 2 points per round. (Note: if the skill roll is failed, the character still
loses 2 vitality that round.) If using a Hit Point
damage system, the character suffers 2 points of subdual damage per round.
Only one physical ability can be enhanced at a time.
Telekinesis [Wisdom; Trained Only]
Prerequisite: Psionic
Talent.
Telekinesis is a psionic skill that permits a character to move objects with
the power of his mind.
Only psionically gifted individuals may develop this skill. In other words, a
character must have the Psionic
Talent feat.
Check: Telekinesis allows a character to do the following:
Levitate Object: The character, with a full round action, can telekinetically
grab an object, levitate it, and move it horizontally, vertically, or both. The
range of this ability is line of sight.
To initiate this ability, the character expends Vitality (or suffers subdual
damage) equal to the cost listed on table TK-1 (below), based on the object's
weight, and performs a ranged Touch attack against the object he wishes to
move. Use the character's Base Attack Bonus, plus his Intelligence modifier for
the roll. The attack roll suffers a -2 penalty for every 50' separating the
character and the object.
If the roll succeeds, the character has grabbed the object and may attempt to
lift it. This requires a Telepathy skill check with a difficulty determined by
the object's weight. Use the following table:
Table TK-1: Lifting
Difficulty |
|||
Object Weight |
DC |
Move |
Cost |
Light: (Telekinesis rank +
|
10 |
20' |
2 |
Medium: (Telekinesis rank
+ |
15 |
15' |
3 |
Heavy: (Telekinesis rank +
|
20 |
10' |
4 |
Very Heavy: (Telekinesis
rank + |
25 |
5' |
5 |
Extreme: (Telekinesis rank
+ |
30 |
1' |
6 |
If the character fails this skill check, he cannot lift the object. (Next
round, he may retry with another ranged touch attack roll and lifting skill
check.) If the character succeeds, he can move the object a short distance, in
any direction, based on its weight. See table TK-1, above, for the movement
distance.
Next round, the character can continue to levitate and move the object. To do
so, the character expends Vitality (or suffers subdual damage) equal to the
cost associated with the object's weight. Then, he performs another lifting
skill check (Table TK-1). If this check succeeds, the character can move the
object or hold it stationary. If the check fails, the object drops or stops
moving. (In other words, each round the character must make a skill check to
maintain his telekinetic hold on an object.)
The character must concentrate to use telekinesis. If he ceases concentrating
for any reason, the object drops or stops moving. He can attempt to pick up the
object again with a ranged touch attack and lifting skill check.
An object can be manipulated as if with one hand. For example, a lever or rope
can be pulled, a key can be turned, an object rotated, and a button pushed, as
long as the character can exert enough force on it to move it. Fine
manipulation of an object, such as tying a knot or operating a keyboard, is not
possible.
If two characters are attempting to telekinetically manipulate the same object,
an opposed Telekinesis skill check is necessary. The higher result gains
control of the item for the round.
If the target object is physically held by a resisting individual, perform a
Telekinesis check against the target's full Strength score + 1d20. The higher results controls the item for the round.
Levitated objects move too slowly to damage anything they strike.
Hurl Object: Instead of gently levitating an object, the character can attempt
to forcefully hurl an object up to thirty feet in a straight line.
Hurling an object is a standard action. Each attempt costs Vitality (or subdual
damage) equal to the cost for the object's weight + 2 (see table TK-1). The
character performs a ranged touch attack and lifting skill check, just as if he
were attempting to levitate the object. However, if both rolls succeed, the object
is tossed 30'.
Hurled objects can be launched at a target to inflict damage, such as smashing
someone in the head with a rock. This requires an attack roll against the
target's standard AC using the telekinetic character's Base Attack Bonus +
Intelligence modifier. The attack roll is penalized -2 per 30' distance that
separates the telekinetic character and his target. (It is not based on the
distance of the object to the target.)
Hurled weapons cause standard damage, with no Strength bonus. Other objects
inflict 1 point of damage per 25 pounds (round down) if the object is
breakable, like a wooden barrel or box. Hard, dense objects, like a boulder or
brick, inflict 1d6 damage per 25 pounds (round down).
Hurled creatures must perform a Reflexes save v. 10 + the hurler's Telekinesis
skill rank + the hurler's Wisdom modifier or be knocked prone. If the creature
is hurled against a solid surface, it suffers 1d6 damage.
Telepathy [Wisdom;
Trained Only]
Prerequisite: Psionic
Talent.
Telepathy is a psionic skill that permits a character to sense the emotional
state of other people, project his thoughts into other's minds, and subtly
alter another person's emotional state. With psionic feats, a character can
increase the breadth of his telepathic abilities, allowing him to stun people
with his thoughts, deeply probe other minds, form two-way mental links, and
control the minds of others.
Only psionically gifted individuals may develop this skill. In other words, a
character must have the Psionic
Talent feat.
Check: Telepathy allows a character
to do the following:
Detect Thoughts: The character, with a full
round action, can detect the presence of thoughts (i.e., minds) within a 60'
radius. This requires a skill check against DC 15. If successful, the character
knows the location of all thinking minds within his range, though he does not
know their identity. (It costs 1 Vitality point per round to use this ability.)
A telepath can sense if someone attempts to detect her thoughts, and she may
try to hide her mind from detection. The person attempting to detect her must perform
a contested Telepathy skill check. If she wins, her mind escapes detection.
Empathy: This permits a character to detect
the surface emotions of a single person, gaining insight into their general
mood and state of mind.
Use of this ability is a full round action. The character performs a Telepathy
skill check opposed by a Will saving throw from the target. If the telepath
wins the roll, the gamemaster gives him a general description of the target's
emotional state (e.g., "You sense that she dislikes you intensely.
However, something else -- you're not sure what -- is occupying her thoughts
now. She's very disturbed by it.").
Sensitivity to the target's emotional state lasts one minute (10 rounds) or
until the telepath performs an empathic scan on another target, during which
the telepath can sense changes in the target's mindset. This grants a +4
telepathic bonus whenever the following skills are used on the target: Animal
Empathy, Bluff, Diplomacy, Handle Animal, Intimidate, Memetics, Perform, and Sense
Motive.
If the target is aware she is being deceptive or telling a falsehood while the
telepath is scanning her, the telepath knows that she is lying -- though he
won't necessarily know what she is lying about.
Empathy costs 1 Vitality point per minute. (If using standard Hit Points damage, then the use of Empathy inflicts 1 point
of subdual damage on the telepath per minute.)
The range of this ability is line of sight.
If the target of empathy possesses the Telepathy skill, she can detect that she
is being scanned if she performs a skill check against DC 15. Extrasensory
Perception will also detect telepathic activity.
Thought Projection: With
this ability, the telepath can project his current emotional state and a single
thought, no more than a simple phrase, like "Ambush ahead." or
"Help." Use of Thought Projection is a full round action. It
costs 1 Vitality (or 1 subdual point of damage) per
use. Successful projection of thought requires a skill check. If the target of
the projected thought is in the telepath's line of sight, the DC is 15.
The telepath can also attempt to project his thoughts at any range to a
target not within his line of sight, but with whose mind he is familiar (at
least an acquaintance). The DC for this is 20.
Use of this ability is a full round action. Range is line of sight. It costs 1
Vitality (1 subdual damage) per attempt.
If the character fails in his skill check to influence the target's emotional
state, then he cannot use this particular ability against the target for 24
hours. However, he can use the normal Diplomacy or Intimidate skills on the
target.
If the target of this ability possesses the Telepathy skill, she can detect
that her emotional state is being altered and who is doing it with a skill
check against DC 15. Extrasensory
Perception will also detect telepathic activity.
ENUNCIATOR MAGIC
Enunciator Magic
[Intelligence; Enunciator Only]
Prerequisite: Psionic
Talent
This skill allows a character to cast his consciousness outside the boundaries
of normal time-space, perceive the Mega-context of his universe as a
phase-boundary in a dynamic, fifteen dimensional "liquid," capture a
multi-dimensional Word from that context, cram it into memory, and return to
his body. Once back in the normal universe, the character can change reality
simply by enunciating the Word, creating objects and energy from nothing. The
Word, being a higher dimensional thing, has a tangible existence in the
four-dimensional universe; instead of merely representing something, it is
something in the normal universe.
Enunciator Magic, though incredibly powerful, is not without dangers. The
four-dimensional mind suffers incredible stress from contact with the
Mega-context, often leading to madness. The Words, once held in memory, strain
to escape, almost like living things; once uttered, they are immediately
forgotten. Also, alien Entities from Outside Time and Space may take notice of
the wizard who enters their realm and cause him all sorts of grief.
Check: The difficulty of the skill check depends on the level of the
spell the Enunciator wishes to "grab" from Outside Time and Space, as
well as the total amount of spells the character currently has memorized and
the attempts at memorization he has made during the day.
Any spell is available to an Enunciator, be it Divine or Arcane, Bard,
Paladin, Ranger, Druid, or Domain. If the spell is usable by multiple classes
and has several different spell levels depending on class, use the lowest
spell level when determining difficulty. The spell level is increased by +1 for
every +2 caster levels the character wishes to increase its effect. (For
example, a 6th level Enunciator wants to cast a fireball as if she were a 10th
level spell-caster. The +4 caster levels increase the spell's level by +2.)
Then, any metamagic feats the character wishes to apply to the spell further
increase its level. (Note: Enunciators do not learn metamagic feats.
With their system of magic, they can apply any metamagic feats to their
spells, as they desire.) Once the spell’s total level has been determined,
compare it to the following chart to get the base difficulty of the skill
check:
Table EM-1 Memorization Difficulty |
|
Spell Level |
DC |
5 or less |
15 |
6 |
16 |
7 |
17 |
8 |
18 |
9 |
19 |
10+ |
+1 per level above 9 |
For instance, a quickened (+4 spell levels), maximized (+3 spell levels),
empowered (+2 spell levels), magic missile spell (1st level
spell) would be base DC 18 because it is level 8.
This base DC is increased by two factors: spells in memory from the previous
day's memorization and the current day's spell memorization attempts. For each
spell the character has retained in his memory from the previous day, increase
the DC by +2. (The mind struggles to hold these
mega-Word constructs. See the FAQ, below for a more detailed explanation.) For
each time the character has attempted to memorize a spell without rest,
increase the DC by +2. This represents the character’s mind growing weary from
repeated exposure to the Outside. (The penalty for memorization attempts is
removed and reset to zero, if the character sleeps for eight hours or the
normal sleep requirements of his species.)
For example, the character that wished to memorize a quickened, maximized,
empowered magic missile (DC 18) has retained two spells from the day
before (+4 DC) and attempted three memorizations without rest (+6 DC). This
makes his final DC 28.
With the DC determined, the character casts his consciousness outside of his
body, flying beyond the boundaries of normal time-space. The character’s body,
void of its spirit, collapses like a rag doll; it is in a catatonic, vegetative
state until the spirit returns. The character’s spirit perceives the
Hyper-context, attempts to force a Word into memory, then
return without drawing attention to himself. Since, time (as it is known in
normal, four-dimensional space) does not apply beyond the boundaries of the
material universe, the trip is both eternal and
instantaneous. In the real world, the character’s body is empty for 2d6 rounds.
Immediately upon the character’s exit of the universe, the game-master performs
a percentile dice roll to determine if a cataclysmic mishap occurs. The
percentage chance is 10% if character wishes to memorize a limited wish
and 15% for a miracle or wish spell; for all other spells, the
chance is determined by the spell’s overall level. See the following chart:
Table EM-2 Cataclysmic Mishap |
||
Spell Level |
% Chance |
DC |
5 or less |
0 |
- |
6 |
1 |
20 |
7 |
2 |
21 |
8 |
3 |
22 |
9 |
4 |
23 |
10+ |
+1 per level |
+1 per level |
If a cataclysmic mishap occurs, the character must immediately perform a
skill check against the DC listed for the spell’s level on table EM-2. If the
roll is failed, something horrible happens to the character, such as his
consciousness being forever lost Outside the Boundaries of Time and Space or an
Entity follows him back to the material world. (See below for a detailed
description of cataclysmic mishaps.)
If no cataclysmic mishap occurs or the character manages to avoid the mishap
with a skill check, he then performs a skill check against the spell’s
memorization DC. If successful, the character has forced the spell’s Word into
his memory and his spirit returns to his body, unscathed.
(Note: if the spell has an XP cost, that cost must be spent when the spell is
memorized, not when the spell is cast. This represents the character losing a
portion of himself to make room for the spell in his
psyche.)
If the memorization skill check fails, the character’s memory cannot hold the
spell; the Word overwhelms his mind. It is possible that he will lose all
spells currently memorized and perhaps be stricken with delirium and madness.
To avoid these, he must perform two Will saving throws.
The DC of the Will saving throw to resist losing all spells in memory equals 10
+ the level of the spell the character attempted to memorize, but failed + 2
per memorization attempt without rest. If the character fails this saving
throw, he immediately loses the most powerful spell in his memory. For every
two points he misses the saves, he loses an additional spell, starting from
least powerful to most powerful. The Word he attempted to memorize was too
powerful for his mind to hold and caused a chain-reaction that affected his
other spells.
To avoid delirium, the character must perform a Will saving throw against a DC
based on the spell’s level. Use the following chart:
Table EM-3 |
|
Spell Level |
DC |
5 or less |
15 |
6 |
16 |
7 |
17 |
8 |
18 |
9 |
19 |
10+ |
+1 per level above 9 |
If the character fails this saving throw, he is delirious for 1d4 days,
attempting to reconcile his glimpse of the Outside with the material world. He
suffers a -2 competence penalty on all saving throws, attack rolls, ability
checks, and skill rolls during this time period. He also can neither prepare
nor cast spells, nor can he use any psionic abilities. (He can use any spells
retained in his memory.)
The character must now perform a second Will saving throw to avoid
full-blown madness. The DC of this saving throw is determined by the spell’s
level on the following chart:
Table EM-4 Madness DC |
|
Spell Level |
DC |
5 or less |
10 |
6 |
11 |
7 |
12 |
8 |
13 |
9 |
14 |
10+ |
+1 per level above 9 |
If the character fails this saving throw, his sanity is shattered - perhaps
permanently. He rolls 3d6 to determine the outcome of his madness and compares
the result to the following chart. The result of this chart replaces the
delirium.
Table EM-5 Madness Result |
|
3d6 Result |
Effect |
3 |
Total amnesia: The character loses all memory,
reduced to the mental capacity of a newborn babe. He loses all
class-abilities, feats, and skills, except for saving throws and hit points.
This condition lasts 2d6 months. It is possible for the character to be
re-educated during this time, even so far as learning a new class or gaining
an entirely new personality. Only a miracle or wish can restore
the lost memories before the end of the time period. |
4 |
Coma: The character’s spirit leaves his body and
wanders beyond the borders of time-space. This renders him comatose for 2d10
weeks until his spirit returns. Only a wish or miracle can
restore him. (Note: the character is not in suspended animation and may
starve while comatose.) |
5 |
Paranoid schizophrenia: The character becomes
convinced that "They" are involved in an elaborate, almost
invisible conspiracy to destroy his existence. "They" could be
anything, anyone, or anywhere. At first, he is suspicious of strangers. As
the condition progresses, his suspicion spreads to those nearest him. Voices
begin speaking to him, whispering secrets and uncovering plots. He begins
taking precautions to guarantee his own safety. These precautions eventually include
lethal attacks and plots against his former allies and friends. This state
lasts 2d10 months. (A heal, limited wish, or similar magic can
restore the character.) |
6 |
Compulsion: The character receives an overwhelming
compulsion to perform 1d4 related tasks - usually of a sinister nature, such
as opening a gateway to a hostile plane of existence. While under this
compulsion, the character neglects his physical, psychological, and social
needs. He goes without food and sleep, ignores his spouse, and neglects
hygiene, demonstrating overall antisocial behavior. If unable to perform his
tasks, the character flies into a rage, attacking those who would prevent
him. He also suffers the negative effects of a geas/quest spell. Once
he has fulfilled these tasks, he returns to normal. (A heal, limited
wish, or similar magic can restore the character.) |
7 |
Wracking Pains: The character’s perceptions are
damaged during exposure to the Other, causing his brain to interpret all
nerve stimuli as intense pain. For 2d10 days, his Dexterity is reduced by
two, and he suffers a -4 penalty on attack rolls, skill checks, and ability
checks. (A heal, limited wish, or similar magic can restore the
character.) |
8 |
Divergent perception: For 1d10 months, in addition
to his perception of "normal" reality, the character also receives
stimulus from parallel, alien planes of existence. These images are so
disturbing and real that they serve as a constant distraction to the
character. Any action he performs (e.g., casting a spell, attacking with a
weapon) requires a successful Concentration roll v. DC 20. He also suffers
the effects of result #9, Distraction. (A heal, limited wish,
or similar magic can restore the character.) |
9 |
Confusion: The character is smitten with the
effects of a confusion spell for 3d4 days. Only a heal spell, limited
wish, or similar powerful magic can cure him. |
10 |
Distraction: The character’s perception of the
tangible world and ability to interact with it is eroded for 2d6 weeks. He
suffers a -2 competence on all ability checks, skill rolls, saving throws,
and attack rolls. His spell failure chance increases by +20%, and he suffers
a -20% penalty to experience gained during the time of distraction. (A heal,
limited wish, or similar magic can restore the character.) |
11 |
Despair: Despair overwhelms the character as he
releases the fragile and ephemeral nature of existence. The effect is similar
to a symbol of hopelessness and lasts 2d10 days. (A heal, limited
wish, or similar magic can restore the character.) |
12 |
Anxiety: Shaken by the ordeal of studying the
Other, the character is consumed with anxiety and dread. For 3d4 days, he is
shaken, as the fear effect. If placed in a life endangering situation,
he must perform a Will v. 15 saving throw. If failed, he panics immediately.
In non-life-threatening confrontations, such as a verbal argument, he must
make the Will save to avoid becoming frightened. (A heal, limited
wish, or similar magic can restore the character.) |
13 |
Dislocation: The real world no longer feels like
home to the character. He feels lost and alone in an unnatural and
threatening environment. Even the most familiar surroundings seem hostile.
The character is certain that he should be elsewhere and tries to find that
other place, even if it means leaving his original plane of existence. This
sense of disorientation is so acute that the character suffers a -1
competence penalty on all ability checks, skill rolls, saving throws, and
attack rolls. He wanders aimlessly for 2d10 weeks, then
returns back to normal. (A heal, limited wish, or similar magic
can restore the character.) |
14 |
Obsession: For 2d10 days, the character becomes
obsessed with a particular place, thing, or type of thing. He has an
uncontrollable desire to be near the object of his obsession and to possess
it or touch it. He will abandon all other pursuits to travel to the object.
If someone attempts to restrain him, he becomes enraged and violent. (A heal,
limited wish, or similar magic can restore the character.) |
15 |
Partial amnesia: For 2d6 weeks, the character’s
character level remains intact, but he loses 1d4 levels of class abilities,
retaining only the saving throws and hit points gained during those levels.
He recalls none of the events surrounding the time he originally gained those
levels. He can continue to gain experience during this time, but he recalls
none of the "lost"; abilities until the end of his amnesia. A heal
or limited wish will cure the character of this affliction. |
16 |
Sensory overload: The character’s senses are
overwhelmed by his glimpse of the Other, higher-order reality. For 3d4 weeks,
he is stricken blind, deaf, and dumb. This can be cured by a
heal or limited wish spell. |
17 |
Atavistic state: The character’s mind is all but
completely destroyed, causing him to act with feral, vicious, animal-like
intelligence. He does nothing more than fulfill his basic needs for food,
shelter, and reproduction, like a mean-spirited, wild animal. The ability to
communicate in meaningful language, cast spells, or perform complex skills is
lost. However, he maintains his Hide, Spot, Listen, Move Silently, and
similar skills, as well as his base attack modifier, saving throws, and
feats. He retains a portion of his intellect as instinctive cunning. This
state lasts 2d4 weeks. Only a wish or miracle can restore the
character before the duration expires. |
18 |
Vegetative state: The character must immediately
perform a second Will saving throw against the DC determined on table EM-4.
If successful, he only suffers the effect listed for coma. If failed, his
consciousness is completely annihilated, leaving him little more than a
vegetable. A wish or miracle can restore him to a state of
total amnesia, but no more of his psyche can be recovered at that point; he
is essentially a blank slate and must learn all things again. |
The effects of the madness occur immediately upon the character.
The constant strain on the character's brain can also erode his psyche, causing
permanent, irreversible damage. Once the character’s period of madness or
insensibility expires, the character must perform a Will saving throw against
DC 20. If failed, the character permanently loses one point of Wisdom.
Casting Memorized Spells: Once a character has forced a Word into his
memory, he may cast it at any time. The character’s Enunciator class level is
his casting level. All Enunciator spells, regardless of the spell’s
description, are cast as standard actions using a verbal component only. (The
character is enunciating a single hyper-Word.) Also, if the spell has a
ranged effect (i.e., not touch, personal, or an area centered on the
character), then that range is increased to Line of Sight. As long as the
character can perceive a target, he can cast his spell upon it.
Immediately upon casting the spell, it is lost from the character’s memory.
Retaining Memorized Spells: The spells, almost like living things,
strain to escape the character’s mind and return to the Hyper-context. If the
character rests with spells in his memory, he must perform a Concentration
skill check upon waking. The DC equals 15 + 2 per spell the character has
memorized. If the character fails the Concentration check, he forgets his most
powerful spell. For every additional two points the character failed the check,
he loses another spell (in order of most powerful to least powerful).
Cataclysmic Mishaps: If a cataclysmic mishap occurs and the character
fails his skill check to avoid it, the game-master is encouraged to think of
something absolutely horrendous and inflict it upon the character. The effects
should be long-term and irreversible, save by extraordinary means. Some
suggestions include . . .
Attention of cosmic entity: The character has drawn the attention of a
powerful, alien, malevolent entity that will enter the normal space-time
continuum and pursue the character. The entity may be a monster of vast, cosmic
power that desires to devour or possess the mortal. It may be an abomination so
inimical to fourth-dimensional space-time that its mere presence can fracture
reality. It may be a vicious, subtle intelligence that delights in corruption
and slow, painful death. The DM is encouraged to be creative and malevolent.
Possession: An alien entity from beyond normal time-space invades the
character’s consciousness and takes residence in his mind as a second
personality. The goals of this entity, its skills and class, its knowledge and
behavior are distinct from the Enunciator’s own. Each day, there is a 25%
chance the entity will assume total control over the character’s body for 1d4
days, pursuing its own alien purposes. During this time, the character is an
NPC under the DM’s control. Once the entity has performed the task it desires
(e.g., observation of the host’s world, open a dimensional gateway to its plane
of origin, kill and eat all the character’s loved ones), it abandons the
character’s mind.
Psychic translocation: The character’s mind is exchanged with that of an
intelligent, alien entity in a parallel time-space continuum. Similar to the
effects of a magic jar spell, the character’s consciousness is trapped
in an alien body, while the alien’s consciousness is trapped in his former
shell. Now on an alien world in an alien body, the character must find some
means of reversing the situation.
Special: If the character has five or more ranks of Knowledge
(Mathematics) and Knowledge (Physics), he gains a +2 synergy bonus on
Enunciator skill checks to memorize spells and avoid cataclysmic mishaps.
A character may not take the feat, Skill Focus or Skill Emphasis, for
the Enunciator Magic skill.
If the Enunciator uses a mystical text that describes a specific spell to
prepare his mind before memorization, he gains a +1 or +4 circumstance bonus to
memorize that spell, depending on the quality of the text.
Breakdown of the Memorization Process
Step 1: Determine the DC of the memorization attempt.
Use table EM-1 to determine DC based on spell level.
Add +2 to the DC for each spell retained from the previous rest period.
Add +2 to the DC for each memorization attempt without rest.
Step 2: Character sends out consciousness, and his
body collapses for 2d6 rounds.
Step 3: Roll for cataclysmic mishap.
If a mishap occurs, perform a skill check against the DC
from table EM-2.
If the skill check fails, a mishap occurs:
No spell is memorized.
A Very Bad Thing happens.
Process ends at this point.
Else the skill check succeeds. Go to step 4.
Otherwise, no mishap occurs. Go to step 4.
Step 4: Perform a skill check to memorize the spell.
If the check fails, the character does not memorize the
spell and must perform both Save 1 and Save 2. The results of Save 1 and
Save 2 are independent of one another.
Save 1: Perform a Will saving throw to avoid losing
spells in memory.
If failed, the character loses several spells.
If successful, the character loses no spells from memory.
Save 2: Perform a Will saving throw to avoid
delirium, use table EM-3 for DC.
If failed, the character performs Save 3.
Save 3: Perform a Will saving throw v. madness (table
EM-4).
If failed, character goes mad. Roll on table EM-5 for
result. This result replaces the delirium.
Once madness ends, perform a Will saving throw against DC 20
to avoid permanently losing one point of Wisdom.
If successful, character is delirious for 1d4 days.
If successful, the character is not delirious.
Otherwise, the check succeeds and the character memorizes
the spell.
FAQ
If I understand these rules correctly, it’s possible for a first level
character to memorize a ninth level spell. Doesn’t this disrupt game balance?
Yes, it is possible, and yes, to some extent it disrupts game balance, but it’s
an intentional disruption. The magic derived from skill is supposed to
be ridiculously powerful and dangerous. An Enunciator’s magic is not like a
scalpel that cleanly excises a tumor; it is like an atom bomb used to kill a
fly. Enunciators are playing with forces far beyond mortal ken.
Why is the minimum DC for spell memorization equal to 15?
Call it anti-wimp insurance. It encourages players to push for spells of at
least fifth level. Essentially, there are no weak spells in this system.
Trying to achieve a "minor" application of magic is just not
possible; it's like attempting to use a bazooka to swat flies.
Why is it more likely for a cataclysmic mishap to occur when a character attempts
to memorize a wish or limited wish spell than other spells?
Certain predatory, higher-order creatures congregate around these spells. Like
a lion near a common watering hole, these creatures await whom they may devour.
What does "For each spell the character has retained in his memory from
the previous day, increase the DC by +2." mean?
The "previous day" means "spells the character has kept from
before his last rest period." For example, if a character has memorized
two spells, sleeps (or whatever passes for sleep with his species), awakens,
and successfully retains the two spells, then the DC of all memorization
attempts is increased by +4 because these two spells count as spells the
character "has retained in his memory from the previous day." Even if
the character casts these two spells, the +4 DC penalty
is kept until the next time he rests. (The DC is "reset" after each
sleep period.)
What influenced the invention of this magical system?
Three things . . .
Jack Vance’s Dying Earth novels use a spell memorization system. Every
spell is incredibly powerful. (Almost everyone knows Time Stop.) And, if
a character is able to memorize five of these supremely powerful spells, he’s
an archmage of the highest caliber. I wanted a system that mirrored this: a
handful of spells with world-shattering potency.
H. P. Lovecraft’s stories base magic on hyperdimensional concepts and
interactions with alien, cosmic entities. Almost everyone who uses magic ends
up dead or insane. I wanted a system that captured this dangerous aspect of
magic.
The third thing is - as one of our frequent message board posters puts it -
"the Scientific American ouiji board." In other words, I want
a magic system that uses big pseudo-scientific words and concepts. A real brain and vocabulary twister. It’s fun!
MONEY AND EQUIPMENT
CU-1: Imperium Coins by Ascending Value
Coin Value in Laborers
Mote .001
Thief .01
Merchant .1
Laborer 1
Caregiver 4
Warrior 10
Philosopher 100
Regent 500
Moon 1,000
Sun 10,000
Emperor 100,000
Weapons
D’aharguhs
For all practical
intents and purposes, a
d’aharguhs is a
biological
submachinegun.
It is a ch’vord (a
piece of living
technology) designed to
hurl smart-fluid bullets
at supersonic velocity
and high rates of fire. Though it is alive, a
d’aharguhs is no
more animate than a plant. The creature does possess
some
rudimentary nerve functions and decentralized brain cells
to
permit to monitor its condition. The exterior of the
creature is
a hard, carbon-based carapace, stronger than
metal or ceramic.
A rugged and reliable weapon, it can repair
itself over time.
Periodically, it must be nourished with chkula;
it extracts
nutrition by osmosis.
For propellant, the d’aharguhs has two
canister-bladders on
its dorsal (or top) side. These canisters contain
different
components of a binary, organic chemical propellant. When
these two components mix, they become extremely
volatile.
A canisters-bladder on the belly of the creature
holds
ammunition in the form of a ch’vordic “smart liquid.” This
fluid can alter its own consistency and shape. It can
compress
itself into extremely dense bodies. Also, it can violently selfdestruct.
The d’aharguhs has an ambidextrous grip on its
rear. This
grip will alter itself into the optimal ergonomic
shape for its
wielder. An opening in the weapon exposes a pressure
sensitive node that serves as the trigger. To fire the
weapon,
the wielder must have his hand on the grip and
apply pressure
to the node. The weapon will not fire if it does
not sense the
wielder’s hand in the proper location.
When fired, the d’aharguhs releases the binary
propellant
into a combustion chamber. A small amount of
smart-liquid is
simultaneously extracted from the ammunition canister,
compresses itself into a dense, hard, hollow cone, and
seats
itself just ahead of the combustion chamber. The
d’aharguhs
then sends a bioelectrical charge into the
propellant, causing it
to transition into a plasma state. The propellant
expands,
pushing the smart-liquid bullet down the barrel of the
weapon.
Upon exiting the barrel, the smart-liquid bullet
reshapes
itself into a more effective projectile. Usually, it
changes into
a fin-stabilized teardrop, providing excellent
armor-piercing
qualities. However, the user of the weapon, through
different
finger placement and grip pressure, can instruct the
d’aharguhs
to create hollow-point, ball, or liquid-filled
bullets.
Once the bullet strikes its target, the smart
liquid will
explosively self-destruct, usually inside the target.
Effectively,
the weapon produces HEAP (High Explosive Armor
Piercing)
rounds.
The method of propulsion used by the d’aharguhs
is
electrothermal-chemical (ETC). This is much more efficient
than a conventional firearm. The ETC propulsion process
maintains constant pressure behind the round as it travels
down the barrel of the weapon, rather than creating a single,
violent pressure spike. This doubles the muzzle velocity of the
weapon in comparison to conventional firearms, while
simultaneously reducing recoil.
Because the d’aharguhs effectively has no moving parts, it
can reload itself extremely fast. The weapon can sustain a
cyclic rate of 3,000 rounds per minute. It can fire controlled
bursts of three, five, or 10 rounds. It can also fire fully
automatic. Applying pressure to the weapon’s grip in different
fashions changes the rate of fire.
A d’aharguhs contains enough propellant and smart-liquid
for two hundred shots. The canister-pods for the propellant
and the ammunition are removable and replaceable. The
weapon can shoot up to a thousand times in a five-minute
period before the creature begins to overheat and needs rest.
The d’aharguhs is intended for firing with two hands and in
short, controlled bursts. It is a lightweight, high capacity,
close-quarters weapon that fills a submachinegun’s role.
The cost of the weapon and smart-liquid ammunition is
prohibitive. Usually, d’aharguhs are found in the hands of a
merchant combine’s troops or the personal army of a
Vadashem.
Cost: 1500
Propellant cost (200 shots): 50
Smart-liquid ammunition cost (200 shots): 200
d20 Statistics
The
content of this gray box, except for underlined text, is Open Game
Content.
OGC Name: Bio-submachinegun
Weapon Type: Firearm —
Ranged
Damage: 2d6
Critical: 15-20, x3
Armor Piercing: 15
Recoil: 2
Range Increment: 30
ft.
Weight: 5 lb.
Type: Piercing
The high critical threat range is due to the explosive
properties of the smart-liquid bullets.
The d’aharguhs is capable of standard, double, triple,
burst (3, 5, 10), and area fire.
If set to create an anti-personnel (i.e., hollow point or
liquid core) smart-liquid bullet, the damage increases to
2d8, but the armor piercing properties of the weapon drop
to
6.
Pediti-romahk
(“Lance of Smallest Parts”, Quantum Lance)
The pediti-romahk is the primary weapon of the
Tet’nahkshem, the Emperor’s Paladinate. It is a
multi-purpose
weapon, good for melee or ranged attack that damages a
target
by disrupting its atomic structure.
Pediti-romahk is pronounced: Pe-DE-te-ro-MOHK.
Description
The pediti-romahk looks like a six feet long
pole,
constructed from a silvery-gray metal of satiny luster. The
surface of the weapon is smooth and has no external
features.
Either tip of the weapon can generate a field
that disrupts
strong or weak atomic force. The field itself is
invisible and
soundless, though its effects can be rather spectacular.
The
disruption field can be projected as a beam several
hundred
yards long or it may create an invisible, spherical
field of force
on either end of the lance, affecting anything it
contacts as an
effective melee weapon.
The field generated by the lance disrupts the
fundamental
atomic structure of anything it touches. Three
settings exist for
the field:
Disrupt Strong Atomic Force: On this setting, the
pediti-romahk quietly deactivates the forces that bond its
target’s atomic structure. The target turns to inert
dust.
As the field generated by the weapon is only a
hand-span
wide, use of this setting creates an interesting
effect: parts of
the target’s body as wide as the invisible beam
“piff” into
clouds of dust. It appears as if they have been neatly
sliced
from the rest of the target’s structure.
The strong atomic force disruption setting is
the one most
commonly used in close combat.
Disrupt Weak Atomic Force: This setting causes
spontaneous alpha particle decay in the target. In other
words, the target begins spewing out radioactivity.
This setting is generally used to weaken and
demoralize
opponents. Almost instantaneous radiation sickness is
inflicted upon living creatures. Inanimate structures can
be
irradiated and thereby denied to the enemy. The
Tet’nahkshem have been known to irradiate water
sources
to poison entire armies.
This setting is rarely used in close combat.
Explosive Atomic Force Disruption: The most powerful
of settings, this causes the target’s atomic
structure to
catastrophically and explosively release its energy. It causes
a “tiny” nuclear explosion in whatever it
strikes. Few, if any
targets, can resist this level of power.
In combat, the pediti-romahk can be used as a
ranged
weapon — “point and kill” — by projecting invisible
beams
of force. It can serve as a melee weapon, wielded
in the
manner of a spear if only one end is generating a
globe of
force or as a quarterstaff if both ends are active.
Lances are controlled by thought alone. Each
lance is keyed
to a particular owner by brain pattern and genetic
structure. As
long as the owner of the weapon is in physical
contact with the
lance, he can activate it.
The pediti-romahk draws its energy from the quantum
vacuum: the zero state energy for the entire universe, the
source of all potentiality. It has a limitless power source.
Within the Sleeping Imperium, possession of a peditiromahk
by
any being other than a Tet’nahkshem is punishable
by
five slow, torturous deaths and dissolution of the
consciousness.
d20 Statistics
The
content of this gray box, except for underlined text, is Open Game
Content.
OGC Name: Quantum
Lance
Weapon Type: Exotic —
Melee/Ranged
Damage: see below
Critical: see below
Range Increment: melee
or 200 ft.
Weight: 5 lb.
Type: Energy
(Strong or Weak Atomic Force)
Use of the quantum lance requires Exotic Weapon
Proficiency (quantum lance). The weapon can be utilized as
a
ranged weapon, a melee weapon, and a double weapon.
The lance grants a +2 circumstance bonus to all ranged
attacks. The rays of force generated by the weapon travel at
the speed of light, eliminating the need to lead a target.
Wind, rain, gravity, and other environmental effects do not
affect its accuracy.
Because it only requires contact to damage a target, the
lance uses ranged or melee touch attack rolls.
The weapon is capable of Double Fire. (Double Fire
permits its wielder to shoot twice with the weapon on each
attack. For instance, a character with an attack rating of
+12/+7 could shoot four times with the lance in a single
round: +12/+12/+7/+7.)
The damage from the weapon ignores the hardness of
inanimate objects and damage reduction possessed by
living creatures. Energy resistance (atomic force) will
protect against the weapon’s damage.
The damage inflicted by the lance depends on its setting:
Strong Atomic Force: 3d6
damage, critical x3. On a
successful critical hit, the target must make a Fortitude
saving throw against DC 16 or be disintegrated. Damage
from this setting can only be healed by extraordinary
means; there’s no body parts left over for recovery.
Weak Atomic Force: 2d6
damage, critical x2. The
victim must make a DC 15 Fortitude saving throw to
avoid radiation sickness. Everyone (including the wielder
of
the lance) within a 20' radius of the target suffers 1d6
damage from radiation and must make a DC 12 Fortitude
saving throw against radiation
sickness.
Explosive Atomic Force Disruption: 6d6 damage,
critical x3. The target of this setting must make a
Fortitude saving throw against DC 20 or be instantly
disintegrated. Even if the target is not disintegrated, a
20d6, 50’ radius explosion occurs, centered on the target.
Everyone except the target gets a Reflex saving throw
against DC 15 for half damage.
THE SETTING
· · That's the coolest thing about the Emperor: no one really knows anything about him.
Here are some tidbits about the
Emperor:
1. Little of his personal history before he united the tribes of man is known.
Apparently he came from the wastelands and was a powerful wizard.
2. For all intents and purposes, he appears to be very aware of what's
happening in the world -- maybe a little too aware.
3. Those indwelt by him very rarely receive direct verbal messages from him,
more often they receive impressions and intuitions -- but there is a certainty
that the Emperor is speaking to them.
4. To look upon the Emperor is to be consumed by his glory. He has transcended
the limitations of physical form and exists at a higher state than normal
humanity.
The Emperor thinks on almost a geological timescale.
·
· Basically, the Imperium spans several planets but controls
none. It only grabs a few pieces of turf and has to be very careful where it
sets up shop. Too many humans in one spot attract humgalough like locusts to a
field of crops. Also, if you put all your people in one location without enough
Vadashem or similar protection, the Gloaming might come along and drive
everyone insane -- or worse.
The rule is find a safe place, establish an outpost,
and build slowly. The expansion of the Imperium creeps rather than booms.
· · The Imperium itself is non-linear in geography -- many of the city-states are connected by gateways, so the means of travel between them are teleportation only. The land surrounding them may be too hostile to support life or crawling with monsters.
·
· A
Paladin is "elected" by the Emperor, so none of them wait to assume
the position. The Emperor chooses you, and you become a Paladin.
I want to
create an atmosphere of perpetual martial law in the Imperium, since it exists
to ensure the future survival and superiority of the human race. The Lawful
Neutral alignment of the Paladinate reflects their commitment to structure and
order as the means by which this will be achieved.
It seems that a lot of RPG fantasy settings, even though they exist in a feudal
society, attempt to reflect the post-modern value of
egalitarianism as the ultimate virtue. (For example, in the D&D movie, the
princess says that everyone needs to be free and equal.) There doesn't appear
to be any (social) class-based friction. Why would a knight associate with a
thief?
Fuhumtahf
should be confusing. Many of the words applied to the system have both a
genetic and social meaning. It's actually a High Imperium language concept, but
since I can't think in a three-dimensional lingo, I can't express it properly.
The Low Imperium word, fuhumtahf, tries to encompass it, but the meaning is too
layered.
**************
Technically,
there is no nobility in fuhumtahf. The system is based entirely on function.
Bureaucrats aren't nobility. They rank lower than farmers and craftsmen,
because -- were all the bureaucrats killed -- it would harm the Imperium, but
not destroy it. With no farmers, you starve to death.
If a character is khlarfahthal, they're not untouchable, like the pariahs in
I'm
slowly hammering my way through the fuhumtahf descriptions. Right now, I'm
working on the Foundation and Five Pillars of Imperium thought in the human
description. Also, I've been a little slow to post lately because I'm trying to
figure out how to HTML script my pages entirely from scratch, no WYSIWYG. Looks like it's been successful, too. Check out http://rpghost.com/sleepingimperium/index2.html.
How
far can one person rise and how much does the system regulate the genes
possessed by an individual?
There are six ranks within a particular caste allowing some upward mobility.
The system is eugenics oriented and a lot of the caste is based on genetic
disposition. As I explain more about the caste-structure, it will become
obvious. It will just take a little time to work through it all. It's pretty
complex. (I didn't realize how complex until I started
working on it. Now it's one of the most important things for the
setting.)
Racism is
in inherent to the Imperium human viewpoint. The animal races are second-class
citizens and while they may be helpmeets to the human race, they are not
capable of the same glory.
Most
non-human races are considered khlarfahthal. If they excel in a particular
profession, they'll be declared ni- (ni-giubaahnoto, ni-tetbaahn). It means
they belong to that fuhumtahf in an "honorary" position, like a second-class
citizen.
And do
the servitor races have fuhumtahf or are they outside that system?
There are two aspects to fuhumtahf: genetic and social.
Genetically, the servitor races have no fuhumtahf. Hadarahk might experiment on
them for abstract research, but otherwise have no interest in their development. . . assuming that the animals stay out of
humanity's way.
Socially, the animals are considered either khlarfathal or "honorary"
members of a fuhumtahf caste. It depends on whether or not what they produce or
provide is useful to the Imperium.
There's
four big city-states that I've done at least a little bit of development on:
1. The Sprawl -- This is an organic city that's constantly growing. More housing than people. It's right next to a large river
and a couple of teleport gates, making it a trade center. Plus, it's easier for
the shadier elements of society to "disappear" in the abandoned
buildings.
2. El'hahrduhn -- The Emperor's City. This is a gigantic, organic space
station, tethered to the earth by a vine.
[It's
Jack-n-the-Beanstalk-on-steroids big.
Side note: in real life, those whacky scientists are developing
nano-carbon-tube cords that can be used to tether satellites to the earth.]
3. Silo -- The Emperor's Arsenal. This is a recently uncovered Precursor
bunker-city. Lots of old technology.
4. Broken Bubble -- A city within a broken dome.
If the
Meko-unshem are acutal, "physical" places
within a "dome", does the Imperium just let them exist because they
accept corruption as part of human nature?
Yes. The Imperium accepts the innate depravity of all sentient species and
plays upon that corruption to further its ends.
What about the nature of the Meko-untahf? Are these places hidden within
Imperial cities, or are they outside Imperium law, in general?
Meko-untahf and meko-unshem exist only in Imperium cities. They do not exist
"outside" Imperium law, because they are created by Imperium
law. That's one of the great ironies of the meko-unshem: legal lawlessness.
Also, who can create the domes that the Meko-unshem exist
inside?
That would be the Black Chapter of the Hadarahk. I'll go into detail about them
after I finish up the fuhumtahf and Imperium human explanations.
The H are an exclusive group. You have to *born* a member. Their
order is extremely lawful, with multiple levels of authority and
accountability. Interaction between members is strongly regulated. Unless
you're very comfortable playing a strict lawful alignment, you might want to
avoid playing hadarakh.
The turning ability of Hadarahk is an ability to rebuke Imperium humans.
Hadarahk
are responsible for promoting individuals within the [genetic
caste] system, applying the appropriate genetic markers.
After the
first awakening, the bureaucracy and merchant combines were put in place to
maintain order when all the paladins, Vadashem, and Vadahadarahk die when the
Emperor awakens. Since the welfare of the bureaucrats and merchants depends on
the stability of the government, they keep things working -- though many make a
bid for power.
Usually the first thing the Emperor does on returning to sleep is call a new
batch of paladins to go in and reestablish order, killing off the corrupt
officials in a brutal, public manner.
Psionics
are preferable to magic [in the emperors mind] because
psionics are more reliable and represent a higher stage of evolution in human
consciousness. Magic opens the sukae to hyperdimensional "outside"
influences, causing insanity or -- even worse -- bringing a higher-dimensional
consciousness into fourth dimensional spacetime.
Technology
is sorta-kinda-like a dead end where the Emperor is concerned. It involves a
reliance on external devices to achieve an end, rather than internal (though
one can argue the problem solving skills necessary to build technology are
internal). By forcing people to focus on internal development, evolution of the
consciousness can be quickened. More important to the Emperor is that
technology dehumanizes. It's the "human" element that the Emperor
values most.
The light barrier was never broken in the Imperium setting, though space can be
folded under special circumstances for teleportation. There are still star
ships moving between galaxies that occasionally arrive on an Imperium world for
trade. The beings on these ships used to be humans, too, but they are so
integrated with technology that they've ceased to be people (at least in the
Emperor's eyes).
There
aren't too many organizations that openly work against the Emperor, because
they are dealt with in a brutal and final manner when discovered. The Imperium
exists for the survival of the human race; that directive outweighs all
concerns of morality, decorum, and ethics when push comes to shove.
There are a few extremist groups that think they can run things better than the
Emperor and attempt to subvert him, but it's stupid to work for them.
Also, it's not too bright for adventurers to work against the Imperium. The
only stable currency in the campaign is Imperium coinage. If the Imperium
falls, they lose the ability to buy and sell goods -- and the acquisition of
treasure and buying/selling of goods are a HUGE part of adventuring. The fall
of the Imperium is an economically bad decision for adventurers.
Stagnation
The
population tends to be concentrated in relatively small areas, decreasing the
viable choices of partners for breeding -- so you've the potential for genetic
stagnation. Also, the government and cultural are extremely
stable -- unchanging, unyielding, inflexible -- providing a high potential for
cultural stagnation. Once you have any society with a high degree of
specialization and power, there is the danger that said society will begin to
exist solely for its own maintenance, not for a grander purpose.
I've
read all your information about assassination. In a society where death becomes
just another chore does assassination become more a snub than a serious threat?
There are punitive assassinations, where you kill a person as a warning.
Ways an assassin can prevent the resurrection of a target
Assassins
can poison the tree's sample (a VERY ILLEGAL THING), submit a request to the
Imperium to deactivate the victim's sample before the assassination attempt
(the victim receives notice of this -- very good psychological warfare tool),
or use magical or keshidic weapons (e.g., a Dagger of Spell Storing with the disrupt
creche link spell cast on it). I'll probably also invent some hi-tech weapons
that can deal with the link, too.
What
is the average technological level that is availible in the Imperium?
It's a weird hybrid technology, maybe comparable to late 18th century
I dont imagine everyone has t.v., but is electricity that common?
Not really. There are biological light sources and such, but no plug-n-go
electrical sources like we have. Natural gas is a more common lighting and
power-source than electricity.
Do the farmers work with basic plow and shovel or are more advanced methods
availible, like hydroponics?There's a lot of custom-engineered animals that
aid in plowing, aerating the soil, fertilizing, and the like. Also, the
plantlife is bio-engineered for hardiness and bountifulness. There's also
plants that produce iron (by extracting iron from the soil), as well as
crystalline-silicoid plantlife.
Do people have things like flashlights and running water?They have
running water in most places, usually because they live in houses that are
living creatures and can extract/move water via capillary systems in the
structures. For flashlights, they'd summon a light-based keshid or use a
ch'vord that is bioluminescent
Wizards
are viewed as mad scientist or shamanistic types. They are tampering with
powerful forces and can often be beneficial to society -- but there's an
inherent danger to what they do, making folks a tad skittish. Typically, you
only deal with a magic-wielder when you really need to do so. The court of last resort. In the Imperium, almost all
magic-wielders are khlarfahthal. They dwell on the edge of society.
Common views of Adventurers
Adventurers in general
are hard to pigeonhole. A Hadarakh or Paladin will be a respected member of the
social order, with special status due their position. Unless an adventurer is
attached to a guild-clan, merchant combine, or Regent, they don't have a social
class, per se. They exist outside the standard order. Maybe their abilities and
personal excellence set them apart and make them useful to society, but -- for
the most part -- people won't deal with them if they don't have to.
Note: they are not criminals. They are people without an established
place in the order of things and don't fit in.
Tribal
humans view magic with the same discomfort as the Imperium. It's a very
dangerous, dark thing. If you want to be liked and have "magical" powers,
play a keshajiit or psion(icist).
The idea for the hyperword magic came from a lot of different influences. "OHM" was one of them, as was a lot of the talk in the New Testament about the Word of Power or Christ as "the Word that became flesh" and the good 'ole fashioned fiat lux of Genesis.
As I've
been working on the psionics system, it's suggesting itself as the foundation
of all super-natural abilities in the Imperium setting. Sort
of like humanity's "baby step" into a broader universe. For
instance, the ability to cast spells would be based on a psionic talent for
casting one's consciousness outside the normal space-time continuum and
perceive the Hyper-context. A monk's martial arts abilities are developments of
internal, psionic power (especially the feather fall) -- which sort of fits in
with the whole Eastern mysticism ideology.
One idea
that's opened some new, interesting vistas in the Imperium is this: kesha'jiit pursue the more mental aspects of psionics; monks pursue the
physical. The more advanced martial arts maneuvers combine psionics and
physicality to enable a character to perform amazing feats. Many of the kungs, finger of death, dim mak, etc., that I've read about
or seen in real life involve the movement of spiritual energy in their
performance. (You know, the whole ki/chi thang.)
By making martial arts, at its more advanced levels, a natural extension of psionics,
I can create a believable rationale for characters who
can throw a punch 30' or leap a tall building in a single bound. It takes some
of the cheesiness out of the system . .
Now
the question I have is who has it. True, its inborn into
the Imperium humans, but what I'm asking is what classes or races buy it as a
in-class skill?
No races purchase any of the psionics as a class skill.
Monks can buy hkaahmfel'jha and yeunyei'jha as class skills. Wizards can buy
hkaahmsu'jha as a class skill. Paladins can purchase hkaahmfel'jha as a class
skill. Suke'jiit can buy all of the skills as class skills.
Or does it just become in-class when you buy the Psionic Talent feat?
Nope. Psionic Talent just means you have access to the psionics skills, but it
doesn't mean you're any good at them.
And for that matter, do the servitor races created by the
humans(precursers?) also have psionic potential inbred into them like the
Imperium humans, or are they viewed as a dead-end race(i.e. haveing no greater
potential.)
All elevated animals have Psionic Talent as a bonus feat. (This is a total
rip-off of Cordwainer Smith's Instrumentality of Man stories.
Ul'malcant is earth, 50 million years in the future,
so you can account for continental drift. Then you make the polar ice caps
larger because of the colder sun. the poles have
shifted so magnetic north is now the south pole.
·
· The inherent danger of magic is one of the reasons the
Emperor pushes psionic development over magical.
[Greg on magic use: So why would anyone
want to play a spellcaster when they could be a psionicist? Clerics and
wizards/sorcerers are somewhat more powerful (at least in terms of raw
firepower) than psionicists, but with these penalties who would want to play
one? Is the power spellcasters get really worth taking
the chance at getting possessed or eaten by some otherworldly entity?]
Two words: wish spell.
Also, magic is much more powerful than psionics in this setting. There are
spells that dispel psionics or even nullify a psionic individual's powers, but
psionics can't effect magic. Plus, a cleric or wizard
will have a much more flexible selection of powers than a psionicist.
Teleportation and dimensional travel type powers will be available to magic-user's at a lower level than your standard D&D
campaign, too.
The
teleport-type spells are found at 2 levels lower than normal. Ethereal Jaunt
(or whatever it's name is that I can't quite recall that’s right its usually 7th level
sorc&wizard as well) is a second level spell, but it's called
Uutani Jaunt.
There's no trade-up of other spells to replace the reduced level spells.
The kesha'jiit share a lot with the sha-ir (shair? sha'ir?). They "summon" living
energy tools that perform spell-like effects. Overall, the mechanics are
similar, but I'm still working through some streamlining to make it fit well
with the super-tech nature of the class. The k's don't have a
"familiar" per se; they just have an innate ability to communicate
with Precursor tools. The spells will probably only go to 7th level, they won't
get conjuration spells (i.e., they don't summon something that summons
something else), and the cleric-type spells are as easy to grab as arcane-type.
The
Vadahadarahk and Vadashem will be the only "pure" cleric classes in
SI. This is because they draw their power from the Emperor.
Does
this mean that the Vadahadarahk and Vadashem will now be regular classes and
not prestige classes?
Yep. As I was working out the nature of the Imperium, it became apparent that
they wouldn't work as prestige classes. No acolytes, initiates,
and assorted boot-lickers wouldn't exist to support the bureaucracies of the
organizations if everyone had to wait until 6th level to become one.
Also, their magic is different from regular magic, so it makes sense that they
start out learning it, rather than studying Utterances, going insane, and then
maybe somehow sorta-kinda-like joining up with the Emperor. It just ain't gonna
happen.
There will be two prestige ginoi classes for Vadahadarahk and Vadashem,
though.
Right
now, I've set up an Access database to capture the names of spells, then assign them a Gohm'jha and Kesha'jha level. This will
provide a master list of spells.
Specialization will be handled in prestige classes, much like the movha'jiit.
Upon achieving a prestige class, a character gains access to two domains (and
the special abilities associated with them) -- but also suffers the limitation
of Thematic Magic, which causes transformation, per the old cleric rules.
Learning new spells still causes insanity, and there will be a couple of new
twists to their acquisition as well.
One of the "neat-o" things I want to implement with the arcane
spell-casters is that they can create things ex-nihilo with their Utterances.
For instance, summoned creatures are created by the caster. The Utterance that
describes the creature is imperfect, so the creature only lasts a short while
-- but it does bring up an interesting problem: what if a caster wants to
custom-make a summoned creature?
Magic items, when created, also pop-up out of thin air, so a caster only spends
XP, not money, on their construction. They are Pronounced
into existence. A cool side-effect of charged items would be the item becomes
less substantial as its charges are expended, finally vanishing out of
existence.
Oh, and I forgot to write: familiars are created ex nihilo, too!
The turning ability of Paladins and Vadashem applies to humgalough, not undead. The turning ability of Hadarahk is an ability to rebuke Imperium humans.
I use
dragons in the similar manner to Dark Sun. They are magicians who eventually
transformed into a higher-level life form by a mixture of ch'vord and magic.
Dragons are unique entities. They can't reproduce. They don't have races or
pre-set alignments. (A gold dragon could be chaotic evil.)They should have the
casting abilities of a 16+ level wizard or priest. They don't hoard treasure.
(Well, unless they're insane.) And they are EXTREMELY rare.
Some of the higher level members of the regency are dragons. The transformation
gives them incredible longevity, preserving their wisdom to lend stability to
the government.
I always
found dragons as bureaucrats a charming idea. [Evil
DM “And now to determine whether you’re guilty…. Mydanthrax the Ancient Red
Dragon, oh look, he’s huuungry!”]
I prefer
the appearance of Chinese dragons to Western ones. I do want each dragon's
appearance to be unique. In a short story I've sketched out about a Shaakh, he
fights a dragon with one hundred legs and the bloated head of a man.
Just in
case anyone wonders from where dracoliches will come in the setting . . .The more powerful the creature revived [by a rebirth creche] the greater the chance a
remnant will be created [in the abandoned body].
And
will Magicians still be able to evolve into Dragons?
Yes. It's all just a matter of re-Naming yourself.
The
Precursors were humans who -- for one reason or another -- achieved a highly
evolved state of consciousness, then migrated outside normal time-space,
leaving behind the un-evolved dregs. The Emperor's goal is to have humanity
once again achieve this level of glory, and psionics are the key to gaining higher
consciousness.
I
wouldn't say the Precursors were cruel, just careless. Their level of
consciousness would be about the difference between ours and a house-pet, plus
each Precursor would have such tremendous personal power a humgalough wouldn't
be much of a match -- like swatting a fly. Their power would cause them to
neglect the lesser species. Why worry if a bird eats a worm? It's part of the
natural order.
The reason so much tech got left behind is because the Precursors of the
Precursors built self-repairing, sometimes even self-aware machines. When the
Precursors no longer needed their tools, they just left them lying around. Sort
of like our species used to use rocks and flint as tools, but we don't even
give it a second thought nowadays.
The
Precursors had a highly industrialized, urbanized
civilizations -- sort of like living cities covering almost the entire
face of the planet. It's relatively easy to find their ruins, but finding ruins
in a good condition is another matter all together. Plus, so many archeological
epochs have come and gone that cities are built upon cities upon cities upon
cities, ad infinitum. You have to dig through a lot of detritus just to get at
the ruins, and a lot of the materials are in such poor condition that they're
good for nothing more than their raw materials.
[what happened to the cities?]Some decayed. Some mutated. One major city of the Imperium, nicknamed the Sprawl, is a living city that still grows, albeit in an uncontrolled manner. Druids serve as the architects and city designers.
They tend
to make Big Things, then outgrow them rapidly and let them lie.
Examples
include Humgalough, Keshid, and Ch’vord
The
language [of the Imperium] evolved from a
polyglot of tribal tongues, with injections from Outsider (space-adapted
humans) for technical terms. As I put out more of the history, I'll give more
details
Many gigantic creatures (particularly those who are just a smaller species increased in size) lose the ability to support their mass [in an anti magic-sphere]. (Damn that square-cube law!)
One thing
I don't like is the victim of disintegration spell vanishing in a flash of
light. If the light is derived from the liberation/conversion of the target's
atomic energy, then -- gahldarnit -- that light should be visible across the
whole hemisphere. When a character is disintegrated in my campaign, they are
reduced to gray, monatomic dust.
The Magnetic Polarization spell (see sample spells) won't
replace Disintegration. It will be 7th level spell. It's
overall effects will be the same as Disintegration (as far as instant death or
5d6 damage), but you don't a ray to aim. The target is automatically effected and must make a Fortitude saving throw.
New
spell: Magnetic Polarization
This spell has pretty much the same mechanics as disintegrate with regards to
spell level, damage, and the like. However, the special effect is much
different. The caster imparts a strong magnetic "charge" to a target.
Why is this a bad thing? Pretty much all objects on
our planet are magnetically neutral or close to neutral. If an object assumes a
strong polarity, it is attracted to the most powerful magnetic source of the
opposite polarity. In our case, the most powerful magnetic source would be the
core of the earth. Objects affected by this spell are instantaneously crushed
by force several thousand times stronger than gravity.
Another poster Ken agreed with
Another
effect of magnetic discharge would be to induce electrical energy in any closed
metal circuitry as what can be found in some Humgalough. So instead of simply
being crushed by an overwhelming gravity force, the target
could also suffer a strong short-circuit inducing potential burst out of the
metal war machine.
While I
do like D&D’s alignment system, one thing I want to avoid is absolute,
dualistic morality in the Imperium. It's best to leave things in dirty shades
of gray. While it is true that the Emperor has set up an almost fascist,
class-based society that dictates who can and cannot breed -- a restriction of
personal "inalienable" rights that most democratic cultures would
find offensive -- this same society has saved countless lives with the
stability it provides and definitely kept the human race from all but total
extinction.
The
Vadahillel use divine magic, but their transformation makes into a beneficent
life form, so no one worries about them too much.
If you
read Machiavelli's "The Prince" and then smartly apply it without
restraint, THAT'S what the campaign should be like. The players in my campaign
have only scratched the surface -- and they're already involved in intrigues of
their own. That's one of the perks of becoming a high-level character.
I think,
though, that if you try to nail the campaign down to a single antagonist or
types of antagonist, you're missing the spirit of it. The only monolithic
institution in the setting should be the Imperium. They've got their fingers
into all the pies, and they've built their system to take advantage of
corruption (not eliminate it). Outside the Imperium, people are just scraping
by for survival.
1. A
universe where the Untvar bred out all other species and achieved a highly
advanced civilization is expanding into the Imperium's universe.
2. One of the stories in my current game is that an alien intelligence has taken an interest in the Imperium, due to some mishaps by the players. The intelligence is causing enough trouble on a widespread level that it may necessitate the awakening of the Emperor to deal with the situation directly. The players are working their asses off to deal with the problem themselves and keep the Emperor out of it.
3. What
if a member of a party forgot to tell his companions he was attached to a [Rebirth] creche? Then, when he died, the cleric
revived his body, creating a remnant. The party now believes this remnant to be
the player and continue adventuring. Weeks or months later, the actual player
shows up and wants his place back . . .
I know you've said that demihumans from other settings
wouldn't be able to survive the pollutants of the Imperium
Ken never challenged
this statement.
Keep them
very specific and limited -- vague enough to make use of the system's
abstraction
Specifically, the way I'm going to handle martial arts in
my system will be . . .
1) Any character, regardless of alignment, may take up to 2 levels of monk. It
requires a lawful alignment to progress farther as a monk because of the discipline.
Also, Imperium humans can take these two levels without XP penalty for
multi-classing. This gives a broad-based knowledge of martial arts.
2) Special feats (usually requiring Improved Unarmed Fighting or a weapon
focus) will represent specific martial arts maneuvers, similar to old 1E
Oriental Adventures. [example
martial styles Ken provided were later made more general and so these examples
were removed] Some powerful techniques, such as Crushing Blow (x2 dmg,
x3 with crit; requires Improved Unarmed Fighting, Attack 6+, Str 13+, Wis 11+)
allows a character to trade in two attacks for one with enhanced damage; it can
only be performed a number of times per day equal to 1 + the character's Wisdom
modifier. (I prefer to increase damage rather than dice size because it's
easier when dealing with monk's unarmed damage
increases.)
3) For the more powerful, mystical martial artists (e.g., Shaakh, Daughters of
the Gun), prestige classes will be provided. The Shaakh are the top of the food
chain on martial arts, so no technique can be better than what they know.
Shaakh are also the ONLY class that can deflect bullets.
Having seen documentaries of Shao-lin dragging 300 pound rollers by their
testicles, bending swords with their bellies, denting steel plates, and hanging
by the throat while praying, I think the Imperium with genetically enhanced
humans and 16k+ years of martial history would be able to develop even more
powerful techniques.
The
maneuvers will all be "realistic" maneuvers, meaning they're not
supernatural in nature and real-life martial arts practitioners can perform
them. Combined with special Martial Arts feats, this system will allow players
to build virtually any type of martial arts style for their character.
What I
expect is that people who want martial arts for their character will
multi-class as a fighter (if non-lawful) or monk (if lawful). This will give
them martial arts as a class skill.
On the
contrary, it doesn't trouble me at all to make the PHB "useless."
However, if you compare the parry feat to the Deflect Arrow feat, they are
relatively comparable. Whereas the Deflect Arrow feat has a fixed number for
the target and favors Reflexes (making monks and thieves better at it), the Parry
feat favors characters with high attack scores. Also, since it's a contested
roll, it "scales" to the skill level of the combatants, as well as
the relative size of the weapons.
While -- obviously -- I haven't been using these rules in 3E D&D, I have been
using them in 2E (or a reasonable facsimile thereof) for the past few years
with great success.
Before 3E, I even had a complex system of martial arts maneuvers that every
character could learn if they were willing to invest skill points into its development.
The skills were arranged by degree of difficulty and created a lot of
"trees." It adds tremendous flavor to the game, but with 3E, I think
feats are the best way to go.
A powerful feat -- to me -- would be one that let a character inflict triple damage
with an attack or dodge bullets. Parry, Improved Parry, and the like just don't
seem that big to me.
Regarding chokes: can they be lethal? From what I see in the
sleeper hold description, they are used to render someone unconscious, but real
world chokes are potentially lethal. That goes for air chokes or blood chokes.
I thought long and
hard about making chokes lethal, and decided against it. A combat round in
D&D takes six seconds -- about the same amount of time it takes to kill a
person with a good blood hold. Making it possible for fighters to perform a
called shot and kill their opponent in one round may be realistic, but it
upsets game balance. This is one point on which I emphasized mechanics over
reality.
Second, I noticed that in the grappling expertise
maneuver, you could go to the ground with a flexible weapon. How would you
determine a choke using the chain of your flail, a whip or even a sash? Would
it be a weapon attack or a martial arts maneuver?
It
depends. You could perform a called shot to the throat to suffocate a person,
or you could perform a martial arts maneuver and get the blood choke.
The Parry
feat will allow you to sacrifice an attack to block an opponent's melee attack.
(This will allow it to scale with the skill level of the character.) The
declaration to parry can be made *after* it's been determined that an attack
has hit you -- assuming you have attacks left for the round. To perform multiple
parries, you have to take the "full attack" option for the round and
only get a 5' step.
The Improved Parry will give you one additional "free" parry per
round, at your full attack bonus.
This is how we actually used Parry in our campaign. It prompts some planning on
the part of the players --> exactly how many attacks will I use on this guy,
he looks really tough? I do love making players plan.
Shields -- assuming you have the parry feat -- let you make one additional
"off-hand" parry per round. This parry uses your full attack bonus.
This should tone down the parry, plus -- like I said -- it's like the rule used
to be in our campaign. It's a lot of fun seeing two fighters go head-to-head,
saving parries, and constantly blocking attacks back-n-forth until one of them
hits.
[paraphrase] The Iron Sash weapon
produced by the feat is automatically a martial arts weapon, and may be used to
trip or disarm as a whip (but with no bonuses). Taking the Weapon finesse (iron
sash) feat allows a character to substitute Dex in place of Str
when making attacks.
·
· An anti-magic shell will prevent gunpowder from combusting,
as well as deactivating energy weapons and nullifying psionics. So that's one
means of dealing with firearms.
·
· The campaign has lasted a while and only one enchanted
firearm has been found. And it's probably cursed, cause
it's done some horrible things to its wielder. Then there's this incarnation of
death that keeps following the character around whenever he fires a shot . . .
A wizard with a gunpowder dampening spell and a plate mail warrior
buddy can mop up those gun armed hobgoblins.
I find the whole concept of gunpowder and magic to be a bad combo. A small
flash of flame could detonate the bullets in the chamber or in the pocket.
You are correct about
the response of gunpowder to fire. My players don't use standard ammunition for
that reason (or they store ammo in a bag of holding). Majzho ammo, though
tremendously expensive, is their best solution.
I've not had any problems combining firearms and magic. Both my players and I
have enjoyed it tremendously. (Particularly one time they stumbled over a
beholder, then ran outside of the range of its eyebeams and picked off each eye
with a long-range rifle.)
If you
think about it, a spell to nullify gunpowder is not that efficient a combat
solution. Only wealthy or extremely well outfitted opponents will have firearms,
so they're at least as rare as magical items. So it's a spell you'll only use
in limited circumstances. Also, you'd need to get within firing range to cast
the spell on the guys with the guns.
Better to have a long-range, destructive spell. Overwhelming
force rather than a specific application of subtlety.
The most
common ranged weapon you should encounter in the Imperium is the springshot,
which looks similar to a pump-action shotgun but uses a spring to fire ceramic
or steel darts. These darts are loaded with majzho warheads, giving them
explosive effects. These weapons are cheaper and more versatile than a firearm.
Basically, it’s a rapid-firing crossbow.
From an email
Paladins automatically get one of the quantum lances. There
aren't any paladins below level six. (That is, unless you count dead paladins.)
Once they make it out of the training and monastery, they're given the weapon.
What
are some of the general attitudes that the keshid have towards humans? I
suppose most would have to be dealt with as pertains to the individual
situation, but are there general camps which some of them fall into?
I'm not a fan of the Unified Behavior Thing, by which I mean all members of a species acting in a general fashion. The actions of fully
self-aware keshid should vary as much as those of modern-day humans. The
non-self-aware keshid should act like wild animals, for the most part avoiding
contact with anything they can't eat.
Using your example: would a keshid summoned to make light feel relived and
fulfilled to be called on to do the job it was made for, or resentful and
capricious, yearning for its freedom; would a nymph who a group of adventurers
stumbled upon be...er...beguiling and "willing" serve as it was made,
or resentful of the exploitation of its sole reason for original existence.
The keshid summoned to perform spell feats are typically animal-level in
intelligence. The summoning is often no more than "luring" them out
for a short period of time to manifest themselves. Once the keshid realizes
there's nothing interesting about, it leaves. This could create some problems
when the keshid summoned to manifest as a fireball decides it REALLY likes its
new surroundings, and the fireball STAYS THERE. Or, worse, the fireball things
YOU look interesting and goes to check you out.
As for the nymph example: if the nymph was self-aware and realized that it was
an inherently limited creator with a loathsome existence, then -- yes -- it
would resent someone taking advantage of it. Most of the keshid are
"hardwired" to enjoy their functions, so it's unlikely that nurture
has eroded their nature.
Its possible to use genetic markers to
change classes?
Yep. Not "classes" classes, but "caste" classes. You can
lick somebody and tell their social status.
Along that vein how does genetics work in the world of SI?
With the ch'vord, they can manipulate genetic material. They can do as much or more scientifically than our society, but almost all
of their tools are living creatures. Yesterday, during a six hour drive, I had
an idea for a magnetic effect hovercraft that's an animal.
Tuhrguhs
are an Imperium ch'vord, produced by the Hadarahk or Blarch. You'll notice they
are cheaper than firearms.
The ch'kula is nutrient goo that "feed" a ch'vord via osmosis.
I've a
few more weapon ch'vord up my sleeve. One is an organic laser: it stores a
charge like an electric eel and a lasing lens. (Cool science fact: transparent
green erasers have been used a focal lenses in lasers.) The other mixes two
organic chemicals to explosively propel a bullet or dart.
I'm also going to have an alchemical laser. It uses a charge chemical medium to
generate the laser. The drawback is it expels poisonous fumes after firing.
Ch'vord
are sort-of-kinda-like what would happen to nanotechnology were it permitted a
few million years to mutate and evolve on its own.
The
Rebirth Creches are tended either by the Hadarahk or a sect of priests known as
the Vadahillel.
1)How many times will a resurrection creche work for an
individual until it need be "re-loaded" with genetic material.
Just once. I'm also going to have an aspect of the
creche where a person can be rejuvenated (their physical age reversed).
In order
to use a creche, you must allow it to sample some of your flesh and store your
DNA for cloning. Upon your death, you make a Will saving throw. If successful,
your consciousness is captured by the tree and injected into your cloned body
(after about a week of growth). You lose a level, per the normal resurrection
rules.
Using a creche screws up your chances of being revived by a
resurrection spell and the like. Your spirit gets immediately whisked
away to the creche, so there's nothing for them to stick in your body and any
attempts to resurrect your uninhabited body will create a remnant. If
you've a cleric on hand who can revive you, it's best to NOT be connected to a
creche. [see story
seeds for an interesting story possibility]
Your
original body and all your gear are left behind. Also, there's a good chance a
remnant of you is created.
Geographical separation of the creche and the place you originally died becomes
an important consideration. If you perished several hundred miles from your
creche, you've a long journey ahead of you -- and most likely any intelligent
creatures have plundered and disseminated your gear during the interim.
Creches don't make killing important NPC's futile. They
instead end up a tactical objective. (Also, it's not 100% certain the NPC will
be revived, and there's a one week lag for resuscitation -- and you can get all
their gear.)
I wanted
to see what would happen in a society that discovered how to [resurrect people] this on a regular basis.
2)Is there a way to disconnect your self from a creche.
The mundane way is to ask the people tending the creche to deactivate your
sample. There will also be a second level spell to disrupt the link to the creche.
A few more complex means would be using trap soul or majic jar, then killing
the person's body.
If I
understood well, using resurrection on a person bond to a rebirth creche create
a remnant, so I would bond all high-level NPC to rebirth creche and then
prohibit use of resurrection spells on their corpses.
That's the Imperium policy. However, outside the Imperium, the chances of
finding a healthy creche drop considerably. It's not the best option for
non-Imperium NPC's.
The point of a remnant being created when you cast resurrection on the dead
body of a person who has been revived by a creche is not "don't use
resurrection." The point is "don't use rebirth creches when you have
resurrection available." Resurrection is more reliable and faster than a
creche. Also, you won't be geographically separated from your gear, and you
won't lose several days waiting for revival.
Is the
remnant created from a resurrected body bond to a rebirth-creche able to
increase in experience?
Sometimes.
If yes, then what is the difference between the remnant and the original
character?
Depends on the quality of remnant created.
Then again, having someone inaccessible for a week while they're
rebuilt could also be useful when you want them out of your way but not killed.
Say a local person of power is giving you a hard time and you want them out of
the picture for a little while so that you can further your agenda without
there interference. If they were permanently killed the power vacuum that would
create would destabilize your own power bas, and we wouldn't want that.
Well, why not hire a thief to steal a bit of there genetic material, transport
that material to a creche way off the beaten track from where this is all going
down, and then hire an assassin to take that individual out.
Not only will he be rejuvenating for a week, but when he wakes he wont have any
idea where he is, and it will take him a bit to get back, thus throwing him in
disarray and allowing the furthering of your own goals without your opponents
interference.
Machiavellian politics within the Sleeping Imperium rules!
Now THAT
is nasty! Good thinking! I didn't even see that one coming.
A liquid
meme would be an idea, belief system, skills, or any other sort of learned
behavior *that you can acquire by drinking it* -- imagine being able to drink a
potion and instantly acquire skill with a weapon or taking your propaganda and
political beliefs and putting them in the drinking water. Whoever takes a sip
becomes a member of your political party . . .
For a
Shaakh, learning via memes or having a mystical tattoo violates the tenets of
The Way.
It will
require two skills of 10+ ranks: alchemy and ch'vord'jha, along with a feat, to
be capable of making memetic potions. (This assumes the proper materials,
money, and time.) Each type of memetic potion will require a separate feat;
some of the feats "tree" to one another.
The lowest level of potion is the information/sensory potion -- it just carries
info. Almost like reading a book or experiencing an event, but the recall is
much more vivid.
The next step up would be skill potions and behavioral potions. Skill potions
give a +1 to +5 bonus to a skill (or let you learn a
brand new skill). Behavioral potions can indoctrinate someone to a belief
system or make significant changes to their mind.
The third stage of complexity is feat potions. You learn a feat by consuming
them.
The final stage is profession potions. These contain an entire skill level in a
class (which also raises your character class).
Each potion requires a skill roll in alchemy and ch'vord'jha to make
successfully.
Memes are
learned behavior, according to the theory. So it's just as permanent as
actually learning or experiencing something.
Cost
varies, but it's around the same prices as magical items.
There's an overall limit to the effect of memes on a character. For skills, the
bonus can't exceed a total maximum of +5, and it works like the bonuses a wish
spell can apply to an attribute. If you drink two potions that give you a +1
bonus to a skill, you only get a +1 bonus. You must drink a +2 potion to get a
+2 bonus, and that +2 is not cumulative with any other
potions that affect the same skill.
Just like you can control the influx of magic items into your game, you should
control memetic potions and use them as big rewards for players. So far, the
players have only found one stash of memetic potions, and that was in the home
of a Hadarakh extremist they killed. But it was one HELL of a great reward for
them.
If you're really worried about the influx of memetic potions into the campaign,
you can always add side effects to their use. For example, the person drinking
them might take on new personality aspects (remnants of the meme's original
possessor) or the meme potion might be a "trojan horse" for an
ingrained set of behavior forcing the player to obey some person or group. If
you think about it, there's some incredibly nasty
things you can do with them to prevent players from viewing memetic potions as
a carte blanche for new abilities.
The liquid memes wouldn't register as magic, right? And I don't
think "Identify" would work with them, too, the only way to discover
what a meme potion does is by drinking it [snip]
[after agreeing] however, if you've proper skills
and a lab, you can analyze the meme -- but there's almost never enough time to
do that during an adventure. Also, there's a few meme related spells (e.g.,
Transfer Meme).
Q: How widely known are Liquid Memes?
A: Knowledge of
liquid memes is about as common as specific knowledge regarding magic items. An
educated person would probably know about them and seek them out. A farmer or
craftsman would probably know little or nothing about them. A person with a lot
of exposure to the Blarch or Outsiders would be very familiar with the concept.
Q: How widespread is the production of those potions?
A: The Hadarakh know how to create these potions. The Blarch can
literally grow the potions from their bodily fluids. Outsiders (humans evolved
for space travel) commonly use them for training and education. It's not
uncommon for a major city to have a shop that sells memes -- but major cities
are uncommon.
Q: For how long does the Imperium know about that
possibility?
A: They've known about them for a long time. Some of the
"mysterious sites" of the setting will be natural springs infected
with memes.
Q: how often do high-level members of society use
them?
A: There are pretty commonly used by the upper level members of society
in both recreational and practical applications. Imagine a brothel of
sensations . . .
Q: Is there a mail system or reconnaissance system
widespread in the Imperium for sensations-oriented potions ?
I mean, does the Emperor send scouts at the fringe of the known-universe for
them to create liquid meme of what they feel and learn there?
A: Yes, what you describe does exist. The Emperor himself would directly
send the scouts, but his agents would. Messages delivered via meme would be
safer than messages delivered via other methods. For example, in addition to
the message meme, you could add a loyalty meme. When the message is intercepted
and imbibed by the wrong party, the wrong party suddenly acquires loyalty to
the Emperor and completes the mission of transmitting the message.
Q: What effect has the liquid meme on its creator?
Does he lose his memories? Does he lose some XP?
A: Since a meme must be extracted from a person, I'm going to apply an
XP cost to the potions. This will simulate a temporary dilution of their
personal meme and serve as a (artificial) game control on meme production. Meme
extraction is also a great means of interrogation, though it's very destructive
to the psyche . . .
Here's the general plans for a meme-related skill in the Imperium.
The Imperium name for it is nemamagi'jha ("The Way of the Fragments
of Knowledge"). Basically, it's just an information skill, letting you
understand how ideas are transmitted. At a high level of ability, you gain
bonuses to Diplomacy, Intimidation, Sense Motive, and similar communication
skills because you intimately understand how to communicate effectively and
transmit your ideas in the "catchiest" manner possible.
If you have a high level in nemamagi'jha, you can develop feats, giving a practical
application to your theoretical skill. The feats are . . .
Memetic Suggestion - you say something in such a way that it sticks in
someone's head and makes them follow the suggestion for a short while.
Memetic Extraction - by using certain tools, you can extract memes from
other people's brains.
Craft Memetic Potion - you can make liquid memes that have a short-term
effect on an individual.
Craft Greater Memetic Potion - you can make liquid memes that have a
long-term effect on an individual, such as giving them an experience level or
new skills.
Are
the first three feats prerequisites for the last one?
Nope. The only one with a prerequisite is Craft Greater Memetic Potion. It
needs Craft Memetic Potion.
Also, can someone with this skill create a liquid meme potion and use it on
themselves, or does the potion come from the memes of the maker?
The memes come from the creator of the potion, unless you have the Meme
Extraction feat. Your memes don't do much good on you, but they do work on
other people
In order for it to remain in connection with the main
network, it's "proton-processing-network" need to be in connection
with the main body of water. If you separate from the rest of the water --
especially if you change its state by ingestion -- it becomes a discrete
computer that exists for only a short period of time.
What
kind of uses would the computer have? As a communications resource, a library,
complex mathematical computations? I mean, how is it going to affect play?
I would think, after millions of years of entropy and data build-up without any
sort of management, the waters would be very difficult to use. A lot of data is
buried in them, but it's written in a non-Euclidian, non-linear Precursor language,
making it damnably difficult to understand. Depending on the character's skill,
immersion in or consumption of the waters could allow them to perform some very
basic computations. They might even be able to mine for data -- if they can
crack the pass codes of the system. I see it as an ecstatic vision that gives
them a sudden flash of insight. (Probably have a prerequisite of the meditation
feat.)
I like
the idea, but I wouldn't put that on Ul'malcant in my campaign. I'd put it on
another world which is difficilt to reach, and sparsly populated by the
Imperium.
I thought about that, but it's not consistent with Precursor behavior. They
tend to make Big Things, then outgrow them rapidly and let them lie. With
Ul'malcant being their primary world, it makes sense that they would be build the computer where it is most accessible.
An
average human gets to buy their stats with 25 points. They get two
"floating" +2 bonuses to ability scores, meaning they can place either
bonus on any ability score they desire
An
average human should have 12's or 13's in most of their ability scores, with
two ability scores in the 14-15 range. The two high ability scores should be
associated with their Fuhumtahf.
All Imperium humans have fuhumtahf bred into them. A relatively small percentage of the population are also klarfahthal -- meaning they are dissatisfied with the established order and given to adventure.
There’s going to be two strains of human: Notwi and
Imperium. As you can see from the Notwi, they're not just like the standard
D&D humans -- actually they should be able to have a standard D&D human
for breakfast. Imperium humans have a trait called fuhumtahf that grants them
+2 to two ability scores and a +2 racial modifier to two skills. They also have
an innate, minor psionic ability.
There are
certain Imperium human only classes (e.g., Vadahadarahk, Vadashem, and Paladin)
that are indwelt by the Emperor and receive "safe" magic. These
classes aren't available to Notwi. Also, some of the Vada- orders probably
won't be available to the Notwi, but most of these are Imperium prestige
classes anyway.
Are there differences between Notwi and Imperium spellcasters?
Not particularly, except the Notwi would be a bit more "primitive" in
their techniques and their spellcasters would almost certainly have a medicine
man-like role in the tribe.
How did you introduce the setting to your players (and how
would you like to introduce it in the future)? Original settings like this
always require a great deal of explanation and I've always found it difficult
to get that sort of information across when playing D&D. People always
expect elves, dwarves, wizards and knights.
That's an
excellent question. I'm going to have to think about it for a while -- and it
would definitely make a good addition to the site: a one page handout that DM's
can use to intro players to the setting.
The first time I played Imperium, I had a bunch of never-played-any-RPG guys,
so I didn't have to work against their expectations. The other times, it was
with folks who heard me talking about the first campaign and we kibitzed enough
about the setting beforehand that they knew what to expect, plus I emailed
these huge gobs of class-character-etc. data to them.
I think a simple, one-page summary of the setting would be best. Probably start
with "In the future . . . " blah-blah-blah.
A
player's handout is definitely a "less is more" type of thing. Just
figure out the two or three most important things about your campaign and make
up two or three sentences to describe. Then bullet point
a few of your other details.
Most of the time -- especially if you're dealing with a
teenaged gaming group -- the new players aren't going to read it anyway.
So the best thing to do is give the hand-out during a session, have them read
it in front of you, then talk to them about it.
I find the most effective thing to do is tell the simple stuff about the
campaign that I'm most excited about, like, "Dude, there's
these guys, called the Shaakh, and they can kick anybody's ass -- well
except for these other guys, the Paladins, who are a good match for them. But I
don't think you'd want to play a Paladin, because -- you know -- they're
government guys. Men in Black type stuff."
At that point, every new player will suddenly want to play a Paladin because 1)
you mentioned ass-kicking and 2) you told them they shouldn't do it.
In a fantasy game, some of the time, you don't have to worry too much about the
players fully understanding the setting anyway. Back in those days, they didn't
even have the printing press -- and if they did, folks weren't literate -- much
less television, public education, and the other means of passing information
in our society that makes us so incredibly aware of the world around us.
Peasants know potatoes, plague, and maybe the village five miles down the road.
Knights know a little politics, but mostly just get told where to go and who to
kill by their lords. Having your players "in the dark" is realistic
and also gives them the joy of discovering your world as they go along. Just
give them information about their niche in the world, maybe a general note like
"there's this king who rules this nation" -- it doesn't really matter
if they ever see a map of the nation or even know the general size of it or the
names of more than two towns. In a feudal society, they simply wouldn't know
such unless they were upper class -- and adventurers shouldn't be upper class.
Think of your players as explorers and your setting as the "new
world."
Did
you introduce completely new rules and elements as you went, or did you have
most of the setting already created when you first sat down to play?
When we first started playing the Imperium, I had only a handful of classes
made-up. Other than that, I had a general idea of what the Imperium was about,
but nothing written down. Most of the setting just evolved on the fly. Details
and new rules would appear in the middle of the game.
Sometimes, I'd just stop and say, "Look, your character knows this . . . . " Then, follow up with a description of the new item.
(Nothing to stop the flow of the game, but just enough to add
another layer to its "realism.") At other times, before the
start of the game, I'd tell the fellas about the New Thing(s).
Once you set the player's expectations that you'll occasionally tinker with the
rules and setting, but you'll be very scrupulous with not giving their
characters the shaft in the process, they tend to be very generous with such
things.
I think it's important to conceive of the storytelling in a game as similar to the
storytelling in a good novel or movie. You don't want to overwhelm the audience
with the details. You want to introduce them immediately to the conflict, then reveal details only as they relate to the needs of the
scene. All the audience really needs is a few general details about the world
(so they have a sense of a larger, external setting), specific details related
to what they see in their scene (so they know what's going on), and details
related to the important characters (so they know who's doing what).
While you may have spent the past few weeks figuring out the genealogy of all
the royalty on your world, along with the various ancestors that obtusely
relate one of your players to a noble house by bastardy, making them next in
line for kingship, you shouldn't reveal that information to your players.
First, it's boring. Second, all he really needs to know is that he's distantly
related to the king and now next in line for the throne.
Here's an
example from Star Wars: you don't have to know the entire history of the Jedi
to appreciate them. All you have to know is 1) they've got mental powers, 2)
they're the good guys, and 3) they were almost completely wiped out by the bad
guys.
PC's can
be Paladins, but they damned well better role-play it to the hilt -- or they
violate their code, lose their status, and get hunted down and killed by all
the other Paladins.
There's nothing to "balance" the Paladinate against the other
classes. That's intentional. They're supposed to be the SAS and Navy SEALS of
the Imperium, the bad mothers who hunt down and kill the rule-breakers.
While on the surface, it doesn't look like a PC Paladin would have many
limitations, they have one tremendous drawback: a Paladin's time is not his
own. Paladin are "on call" 24-7-365, subject to the urgings of the
Emperor. A Paladin can't go somewhere because he finds it interesting or a good
source of treasure. He goes somewhere because the Emperor has told him to go
there, and what he does there is EXACTLY what the Emperor tells him to do. Most
of their time is going to be spent executing lawbreakers (particularly Hadarahk
and bureaucrats gone bad), exterminating Untvar, and
fighting humgalough.
Still . .
.
If you want some balance against the Paladinate, you can always consider the
Shaakh.
Let us not forget Cosmic Rule of Roleplaying #23: "Balance makes for good
game mechanics, but bad roleplaying."
The
situation you describe is exactly what would happen. There's not much way to
get around it, since the Paladinate -- by its very nature -- is inflexible.
You definitely need a predominantly lawful group for work with a Paladin.
Imperium Paladins will tend to run rough-shod over the "weaker"
characters. They also don't have the "goody-two-shoes" component of
the standard Paladin and wouldn't bat an eye to kill someone who stepped over
the line.
On another note, stealing and murder are legal in the Imperium. Double-dealing
and manipulation is standard operating procedure for most citizens, an expected
part of the way of life. A lot of the behavior that would be prohibited by the
presence of a standard D&D Paladin is acceptable to an Imperium Paladin.
You just have to do it the
And you have to accept that if you don't do it the right way, you're dealing
with an individual who wouldn't hesitate to kill his own mother if the Emperor
barely even suggested it.
By having
classes with extreme behavior, interesting interpersonal conflict can be
generated in a party -- not just the silly "who gets the +2 sword"
interpersonal conflict, either. Fuhumtahf creates individuals with a place,
purpose, and personality. It naturally breeds conflict with those who neither
respect nor understand it -- and fuhumtahf always assumes that it is right.
In the social scale, Paladins are very near the top of the food chain. They are
going to expect others to do EXACTLY as they say.
The group
I DM'd the most had a Shaakh in the mix and ended up with pretty much the same
problem, except at the other end of the spectrum.
The other players would want treasure. The Shaakh would dump it as a
distraction from the Way.
The other players would want to capture someone for interrogation. The Shaakh
would kill him.
The players would want to avoid a fight. The Shaakh would go start it.
I
understand from where you come.
One of the biggest disasters in one of my campaigns was allowing a first time
role-player to play a Hadarahk. He ended up being executed by his own
organization for insubordination. This was after a multitude of explanations
and warnings as to why his behavior was unacceptable.
If I had it all to do again, I wouldn't let first time SI players be the
government classes. I'd have the entire party be a mix khlarfathal, non-humans
(not Untvar!), and Notwi. Then, they wouldn't be expected to understand
the social structure very well (though they'd be punished for gross violations)
and would have some social mobility that's unavailable to characters tied
directly into the class structure.
After a while, once the players have had a chance to interact with the
government NPC's and understand their role, they can make a new character and
play one.
With a Paladin in the party, you would be limited to Imperium strike missions
for the most part. Also, unless the other player characters are significantly
higher level than the Paladin and come from one of the higher social classes,
the Paladin will be assigned the role of leadership in the party.
Oh, and .
. .
One of the advantages of having a party of Notwi and non-humans is that you can
set the adventures in a frontier trading village. The players wouldn't be
expected to have much knowledge of the Imperium and could find it out through a
process of discovery, rather than needing explanations of everything before
they ever choose a character.
Are there Druids in the S.I.?
Yep.
If so, how are they different from the Druids in
the books?
Instead of drawing power for "nature" as a universal force,
the druids draw their magic from a super-dimensional concept of nature, per the
magic rules. They suffer transformation from constant use of their powers. Just like other divine
spellcasters.
Have you ever had a Druid in your campaign?
Back when we played
using 2nd Edition D&D rules, one of the PC's was a Vadasuul, which is
similar to a druid, but has algae injected into their skin to allow them to
draw sustenance via photosynthesis (and makes their skin bright green). He
didn't last long, though. Got his head whacked off, then ended up being reincarnated
as an ogre mage.
(after some major decisions)
In all
the years that I've played D&D, I've almost always played a ranger or a
monk. To my recollection, I have never cast a spell as a ranger. The whole appeal
of the class was the Big Billy Bad-ass of the North Woods thing, not the
tree-huggin' magic. The SI rangers will be more like Texas Rangers: they're
tough guys who survive in the wilderness. No spells, but a lot of bonus feats
to cover wilderness abilities, like Trailblazing and the Long Run.
Remnants
are like a combination ghost and zombie -- maybe even a vampire. It inhabits
your original body, and will probably not be disposed towards giving you all
your gear back. And it's probably mad as a hatter, since the only thing it will
remember is the trauma associated with death and rebirth. It will probably
think that you are the copy, not it.
The more
powerful the creature revived [by a rebirth creche] the
greater the chance a remnant will be created [in the
abandoned body]. Just in case anyone wonders from where dracoliches will
come in the setting . . .
Note: Remnants also often created without a creche being involved see The official definition.
Wouldn't
it be odd if there were -- in actuality -- no non-human species in SI? That the
other races derived millions of years ago from human stock and have drifted
sufficiently far from the genetic tree as to be unrecognizable? Not that I'm
necessarily saying this is true . . . but . . . it is rather suspicious that
they are all carbon-based, oxygen-breathing races with a psychological makeup
somewhat similar to humans.
Some
humgalough are affected by the Gloaming, but not all of them. There are rare
instances where the more mechanical of the humgalough have received souls and
self-awareness from the bizarre effects of the Gloaming.
I want to
avoid these for the most part. And I especially want to avoid giant-sized
insects and animals. And giant-sized flying creatures.
I know these types of creatures are the staple of fantasy, but I want a more
"scientific" air to the Sleeping Imperium. This means some
(significant) changes to the monsters presented in the Monster Manual.
For example, wyverns will exist, but in addition to wings, they have gasbags
that allow them to fly. (I'll have to make a drawing of it.) Just use the same
stats as the MM, but add the gasbag explanation.
Giant races exist in the campaign, but they won't be humanoid in appearance.
For the most part, they use the same stats as the MM, but the look and explanation
of some abilities is different. The cloud giants won't have legs, but instead
will have a flexible carapace and two huge gasbags allowing them to float. They
maneuver by expelling gas and flapping rows of fins.
[see also antimagic]
The
Untvar aren't intended to be grays in the gray alien sense, but rather gray in
the "our skin color is the average of all other skin colors so we don't have
to worry about racial equality" gray. Their eyes are large, but not a
single color -- they look like Asian eyes. And they're wiry (like a young Clint
Eastwood), not skinny. I'll get a drawing up for them eventually.
Tekumel – http://www.tekumel.com/
or the tekumel to 3e conversion doc
D20 World
Builders - http://www.geocities.com/d20wbg/
the
Open gaming license at http://www.opengamingfoundation.org/ogl.html
Language
maker http://www.langmaker.com/index.htm
Alan
Kellogg’s site - http://www.mythusmage.com A Dangerous
Journeys Web Site
Ian’s
site - http://www.peoplhateme.com
A (*FREE*) translation of the Book of Five rings - http://www.rpg.net/
Earth in 50 million years - http://www.scotese.com/future.htm
If you want real-world information on meme theory, go to http://www.memecentral.com/
Goatman’s old master (who espouses a similar belief to that
of an Imperium warrior) -
http://www.winjutsu.com/source/takamatsu.html
The only
RPG's I've played, other than D&D were Marvel Superheroes, Star Frontiers,
Twilight 2000, and James Bond 007. I did buy the books for GURPS, Traveler, and
Champions, but never liked the systems enough to want to play them. For the
most part, I'm a D&D man, all the way. Especially the new
3rd Edition rules. They're great.
My main
thing is boxing -- I learned it when I was eight, so I end up
"defaulting" to it. I know shotokan, aikido, a little ground fighting,
tae-kwan do, and few other tidbits.
Oh, yeah
. . . that's better . . . much better. How utterly cathartic.
Now I feel a consuming sense of peace about the parry rules. Is this Nirvana?
I'm also going to change the Seven Dragon's Spear Technique AC bonus to +1
cause -- well -- it's kind of silly to make it better than a shield.
Oh, sweet mechanics, how I love thee! Let me tinker with thee more each day!
Place thy sweet mechanicky goodness directly in my vein!
Let me just say (if anyone hasn't noticed it yet after reading how I feel about nymphs), that I have this . . . oh, what's the word? . . . CONTEMPT for little fae creatures. "Hello, look at me! I'm a happy forest spirit! Watch me frolic through the forest and sing my little songs!" Whatever happened to the creepy fairy tale creatures that stole your babies and ate them, huh? That's the messed up kind of thing you're going to meet in the dark, enchanted woods.
Now, for
my question to you: ARE YOU NUTS?! Don't you know that in a fantasy game any
attractive creature of the opposite sex that desires even a dalliance
with homicidal, antisocial megalomaniacs (read: Player Characters) is a TRAP?!
I WEEP for you! Oh, I WEEP
Ian: I can truly appreciate how screwed up in the head that you
are. Which reminds me, did you get the package I sent, cause if not she would
be out of Fritos by now.
Ken: Uh-oh. Uh . . . I got the package, but I figured I'd wait until Christmas to . . . uh . . . open it. Well, that at least explains the smell in my apartment . . .
It's the
sissified, everybody runs into 'em in a gaming session ones that I don't want
to use -- especially those damned giant rats. Why in the hells does everybody and their dog use giant rats?! Rats are NOT
going to attack you unless they're extremely hungry, and you're extremely weak,
like an invalid or a baby. And -- for goodness sake -- they wouldn't be GIANT
rats unless they had plenty to eat!
Er. Excuse me. Let me wipe a little of this froth from my mouth.
"Hi, my name is Ted. I'm a Paladin. I've trained for years and years to
achieve the basic skills of my class and adhere to noble standards of fighting
evil and immorality everywhere. I think I'll go kill some big rats! Woo-hoo!"
Okay. Okay. I'm calming down now.
The Sleeping
Imperium ©2000 Kenneth S. Hood
Dungeons & Dragons® and Dark Sun are registered trademarks of Wizards of the
Coast, used without permission.