Limitless Worlds

Limitless Worlds

Tuesday, May 7, 2013

Changing Eladrin

Lord Icehand, Arcana of Justice
Formerly the chaotic good outsiders of 2e, now eladrin are a seperate race of fey that live in the Feywild as of 4e. However, in B&T they are back to basics, though they are called "celestial fey."

These guys actually didn't require too much work, and I took a cue from John Stater about the whole thing; he describes one of the celestial fey (I think the ghaele) as being a dwarf. Normally, all eladrins are elf-like, but I liked the idea of them being the different 7 major races. So that's what I did.

The coure are now the cestre, which are designed as halflings. The firre are now the flamre, and they retained their half-elf shape. The noviere are now the oceanire, which are celestial gnomes. The shiere are now the batere, and they are celestial half-orcs. Finally, the tulani are the voneli, and they can take any form but prefer to look like humans.

I also changed around the Court of Stars. Now called the Arcana, it's based on tarot cards, with their being 22 major lords and ladies, one of each based on a certain tarot card. The leader is the World card, and the current one is Lady Astra.

Friday, May 3, 2013

Psionics of Lore is here!

BOOM!
http://www.mediafire.com/view/?5sk49jhpnxdvnsm

Enjoy it in all its illustrated and mind-bending glory. I'd like to thank John Stater for laying out this book and my last two B&T supplements, as well as providing secondary editing. I hope you all enjoy! This had a bajillion hours of work put in, and I hope you love it.

Thursday, May 2, 2013

Changing Guardinals

A majestic leonal. Image from Wizards of the Coast
In the upcoming bestiary (or perhaps planar supplement), I decided to add in a few things. One example is the rest of the guardinals, called the kherubim in B&T. These guys are the neutral good outsiders; they take the form of wise humanoid animals, and I've always found them to be quite cool.

Of course, I can't infringe on copyright, so they had to be modified. Here is what happened.

The cervidal, which was once basically a celestial satyr, is still the cervidal. However, my cervidal is more based on a moose than a satyr. Cervidae is, after all, the family that moose belong under. Also, goats are more related to cows than deer, so perhaps a better name for the original would be a caprinal. Oh well.

The equinal is now the bovinal, who, instead of having horse features, has features of an ox. Oxen are pretty terrifying actually, but I hope I am not intruding on minotaur territory. I've always thought of minotaurs being more like a cow than an ox, though.

The lupinal is now the crocinal, which is a humanoid crocodile. My university's mascot is an alligator, so this one kind of holds a soft spot for me. Also, I thought I'd throw in a reptile into the overwhelmingly mammalian party. My other possibility was a dolphinal, which would have been orca-like.

Finally, the ursinal is now the pachinal, who is a Ganesha-like elephant being. Bears are wise, elephants are wise, so the path was easy to follow. Besides, the Warden Archons are already bear enough. Two bear celestials? Come on.


Wednesday, May 1, 2013

Changing Daemons

Image from Ye Olde Gaming Companye
Daemons have had a weird place in D&D and its ilk for a while. While demons are seen as ravagers, often based on classic ideals of mariliths and red devils, and devils are the scheming satans, daemons have just been there to fill a void, really. Their position in the Blood War is boring at best, and even their home of Gehenna has something to be desired.

Pathfinder does daemons better, in that they are instead embodiments of death. Literally, the hydrodaemon is the physical representation of death by drowning. Cool, but I of course can not harp on their design.

Instead, I'm going to make daemons into embodiments of sin. Gluttony, Lust, Anger and so on, with the Oinodaemon embodying ultimate sin. Of course, numerous smaller sins can be made into lesser daemons, but these ones will be the big seven. Here is the first, known as an Aviritia


Avaritias

Medium Outsider, Chaotic (NE), Super Intelligence; Solitary

HD      12
AC      23 (+3)
ATK    2 claws (1d4) and bite (2d6)
MV      30 (Fly 40)
SV
XP

Avaritias are the record keepers of the daemons, often dressed in resplendent robes of crimson. They are the embodiment of greed, forever searching for new knowledge, recruits or riches. They look like muscular humans with the head of a jackal, and their eyes shine like diamonds. They are probably the most civilized of the daemons, but that is difficult to say. Avaritias can read and write all languages.

The claws of an avaritia can target nerves easily, giving anyone hit by them a -1 penalty to attack rolls until healed by a spell such as bless. If not healed, the effect is permanent.

Once a day, an arcanodaemon can summon 1d6 mezzodaemons or 1d2 derghodaemons

Special Qualities: immune to acid, fire and poison, spell resistance 60%, vulnerable to cold

Spells: At will – alter self, animate dead, cause disease, charm person, produce flame, teleport without error, darkness, fly, heat metal, invisibility, magic missile, shape change, telekinesis, warp wood; 1/day – fear