Limitless Worlds

Limitless Worlds

Monday, April 29, 2013

Blood & Treasure Templates - Let's See How Crazy We Can Get

One of the parts I love about B&T is the templates, which are a really cool way to spice up some monsters. However, I'm sure you can perform some overkill by smashing them all on there. So let's do that.

Here, I present the Legacy of Kur!

Our monster of choice will be a lizardman named Kur. Proud, feral and somewhat adorable. He's a medium humanoid with average intelligence, 2 HD, 13 AC and a bite attack.

For the first template, Kur ran into a bit of trouble and got himself turned into a zombie. He loses his ability to use a weapon, and instead gains a 1d6 damage slam. His speed goes down to 20, but he does become resistant to blunt weapons!

Next, Kur stumbles into some radioactive waste, making him grow in size! We are gonna throw the giant template on him, but with only one size increase. So he is now up to 4 HD, and both his bite and slam increase to 1d8 damage.

Next, he catches the eye of an evil god, who instills him with fiendish power to become a half-fiend! He becomes an outsider and sprouts serpentine wings, allowing him a movement of Fly 40. His armor class goes, which dropped to 12 on account of him losing his ability to use a shield when he became a zombie, goes back up to 13. He also gets an additional claw attack at 1d8 (rules are a bit unclear here, so I'm just giving him that). He also gets about 4 (!) special abilities, which include: a tail whip that deals 1d4 damage and inflicts type 2 poison, telepathy and the ability to use tongues, a 30-ft. aura of fear and the ability to cast one 2nd level cleric spell at will, which will be sound burst.

Then, unable to catch a break, our giant half-fiend zombie lizardmen encounters strange magics and becomes elemental! Fire elemental, to be exact. His attacks deal an additional 1d6 fire damage, his can breathe a 20-ft. cone of fire three times a day that deals 3d6 damage, and he is immune to fire.

Eventually, this uber being now contacts Cthulhu and gains psionic powers, which eventually make him powerful enough to be worshiped as a god in his culture. His intelligence changes to high, can use precognition three times a day, can use shield once per day, can use empty mind three times a day and can use mind thrust three times a day.

Thus, here is our final bastard:

Kur, the Fire Elemental Half-Fiend Psionic Giant Zombie Lizardman

Large Outsider, Chaotic (CE), High Intelligence; Solitary

HD  4
AC  14
MV  20 (Swim 20, Fly 40)
ATK 2 claws (1d8 + 1d6 fire) and bite (1d8 + 1d6 fire), or tail whip (1d4 + poison II)
SV  F10, R13, W12
XP 2000 (CL 7)

An unlucky average lizardman, Kur is now being worshiped as the god of misfortune by the local lizardman tribe. Standing almost 15 feet tall, his skin is decaying and looks charred, with licks of flame coming off of it. Demonic horns sprout from his head and four draconic wings sprout from his shoulders. Psionic runes also permanently circle around his head. Kur is satisfied to be worshiped as a living god after all he has been through, having his choice of food, wine and women, while also satisfying his blood lust through constant warring with humans.

Kur projects an aura of fear out to 30 feet, and can breathe a 20-ft. cone of fire three times a day that deals 3d6 damage (reflex save for half). He can also let out a mighty roar at will, identical to the sound burst spell.

Special Qualities: Weapon resistance (blunt weapons), immune to fire

Spells: Always on - tongues; At-will - sound burst; 3/day - precognition, empty mind, mind thrust; 1/day - shield

Sunday, April 28, 2013

Setting Sunday (Saturday) - Classes in Astoria

I decided to write up what the core classes, including psionic classes, are often doing in my Astoria setting. There are a few mentions of organizations and factions, as well as some locations such as the Warpits.

Assassins - In the relative peace of Astoria, assassins are no longer needed to eliminate nobles or kings. However, that does not mean they are useless. Church infighting can cause a high-ranking priest or two to end up dead, and there is always money in private contracting and gang activities. Many assassins are associated with, either directly or indirectly, with Arbum's Hand, an elite assassin's guild that disguises itself as a cult of the death god.

Barbarian - Large tracks of land remain unexplored and wild after the Shattering, and many towns that have been cut off from trade routes have reverted to hunter-gatherer instincts. Barbarians are the warriors of these proto-tribes, and most dwell either in the harsh Wraithlands of the Sapphire Bastion or the thick, steaming jungles of the Primal Forest in the Alexandrite Bastion. There has also been a recent influx of pirate raiders along the Amber Coast, pillaging in their wooden ships with dragon prows.

Bards - Cities are spread apart in Astoria, often built in or around the ruins of the Elder Civilizations. Someone needs to ferry news between them, and the Bard is the perfect candidate. The bard's stories of adventure, court intrigue and danger are always welcome in any mead hall, inn or town square throughout the country. Many are members of the Venture Guild, hoping to go on dangerous quests to add to their repertoire of songs and tales.

Cleric - Gods are all too real in Astoria, though they have remained relatively distant since they formed the world. A major shrine, church or temple to one gods exists in almost every city and town, and each is attended by one or more clerics. The main church, called the Church of the High Lords, is less of a real church and more of a demilitarized zone for opposing priests. Even the demoniac cultists of Karamog can find a warm bed and meal in one of the Tetradecons that the Church operates out of.

Druid - Druids play a major role in the untracked wildernesses, and even more so with races such as the elves or lizardfolk. They operate in circles, one for each major wilderness in Astoria, but there is no Grand Druid or discernible organization amongst them. Druids make it there mission to tend to the wilds of the country, while keeping people safe from its dangers.

Duelist - Roguish bandits and fighters, duelists are only slightly more tolerated than thieves. Many make their living as corsairs or mercenaries, as few would want a duelist in a town guard or army. Many join up with the Cobalt Blades, the best mercenary league around. There they will find coin, drink and women to meet their fill

Fighter - Fighters are the most diverse lot throughout the bastions. They may be a Hold Guard, a gladiator in the Warpits of the Grand Maw, a mercenary for the Cobalt Blades, the leader of an army or a simple adventurer. Wherever you go, you will find fighters willing to lend a blade and their bravery

Magic-User - Magic is everywhere in Astoria, with the inherent energy of the crysts helping it along. Magic-users are alchemists, artificers who study monoliths, elementalists, wild mages or just pure magicians who focus on scholarly pursuits. Almost all magic-users learned their craft from the Scholia Arcana, a network of magic schools dotted around the country, with the enormous main campus being located in the heart of Phalanx. Magic is mysterious, but few people fear it anymore.

Psion - Crysts are not only magical, but psionic in nature. Thus, the psion can thrive throughout the lands, and they are often accepted just as well as magic-users are. Despite this, very few psions exist, mostly because the art of psionic powers is much more difficult to manifest than learning magic. Those that do usually work for the Observers of the Veil, where they are officially registered as mandated psions. Those who are not registered are known as "rogues" and are looked down upon by their brethren as being wild and dangerous.

Monks - At least one major monk school exists in each Bastion, though the training and mental preparation often leaves many initiates in the lurch. The absurd focus and tenacity of the monk leaves people to believe they may be marginally psychic, which would not be too surprising. Still, these bare handed brawlers are often more independent than fighters, usually choosing to wander the world in order to find their personal enlightenment.

Paladins - Paladins often find their living as defenders of noble houses, or even the active military of some influential gods. Some simply wander the land, dispensing justice and smiting the wicked. Others head armies, and it is not strange to see a platoon of paladins on any major battlefield.

Ranger - Rangers are pretty well off in Astoria, plunging through its deserts, swamps, forests and arctic wastes. They make their living as hunters and trappers, or maybe pathfinders or caravan defenders. Some are simply scouts, and some have made it their mission to not just live in the wilderness, but to protect it, much like a druid.

Sorcerer - Unlike magic-users, very few sorcerers are part of the Scholia Arcana. Their magic is seen as strange, and perhaps even demonic and untamed. Regardless, some of the most praised magicians in Astorian history were sorcerers. Sorcerers are often more prone to adventuring and exploring than their magic-user cousins, always looking for a new spell, magic item or monolith to claim.

Soulknife - Soulknives rarely associate with the Observers of the Veil, and when they do it is usually only to slay aberrations. Soulknives often find better coin in assassin or military missions, so quite a few are present in both the Cobalt Blades and Arbum's Hand. Many soulknives dream of planar traveling, trying to eliminate the threat the Veil of Darkness constantly poses to the multiverse.

Thief - Thieves are both the most mistrusted and the most important people in the country. While often seen as common pickpockets, murderers and con artists, few go into the numerous ruins of Astoria without a trusty thief to navigate them around traps and locks. Some thieves align themselves with the House of Daggers, an organization that focuses more on Robin Hood heroics than the banditry commonly associated with the scoundrels.

Wilder - Like how the druid is a primal priest, and the sorcerer a primal mage, so the wilder is the primal psionicist. Most wilders discover their powers naturally, often to damaging or dangerous effects. Many are outcasts from their homes, seen as freaks or possessed. Some wander, some become mercenaries and some join the Observers. The life of a wilder is often lonely and full of hardship

Warminds - Warminds are quite versatile characters, often sharing the same kind of professions available to any other fighter. Many join the Cobalt Blades or the Observers, while a select few, called the Wanderers, travel the countryside looking for hopeful students to train in the way of psionics.

Psionics of Lore Preview

Sorry for the lack of Setting Saturday, didn't really have too much to write about. However, I know present you with a grand list of everything in Psionics of Lore, which is about 1 edit away from being finished
  • 3 New Races
  • 4 New Classes
  • 20 New Class Variants
  • 20 New Feats
  • 267 New Powers
  • 19 New Monsters, including Lovecraftian ones!
  • 19 New Psionic Armor/Shield Abilities
  • 17 New Psionic Weapon Abilities
  • Cognizance Crystals, Dorjes, Power Stones, Psionic Tattoos and 9 Psicrowns
  • 24 New Varieties of Universal Items
  • 4 New Cursed Items
  • 3 New Artifacts
This thing is packed to the gills!


Thursday, April 25, 2013

Elemental Lords Final - Lord of Air

And we are done with the Lords! Here we have not Yan-C-Bin, but Whorl. Whorl's biggest boon is his constant invisibility, but if you can get past that, he is actually the weakest of all the Lords. He's not immune to much, doesn't have too many spells, and he has the lowest health of all of them. Still, that makes him a force to contend with.

What's next? I liked creating these dudes, but adapting monsters is kind of boring. I much more like making original ones. I was recently reading Rise of the Runelords for Pathfinder, and I think it would be cool to have some Lords of Sin or something. Look forward to that soon, possibly!

Whorl the Tempest, Lord of Air

Large Elemental, Chaotic (NE), Super Intelligence; Unique

HD      19 (90 HP)
AC      22
ATK    2 slams (2d10)
MV      Fly 120
SV       F 3, R 3, W 3
XP       9,500 (CL 22)

Whorl is the Lord of Air who lives in a palace made of solid wind on the Elemental Plane of Air. He is almost always invisible, but when he picks up debris in his form, he looks like a monstrous maelstrom with a demonical face forming from the clouds. Whorl has vicious mood swings, much like Riptide, but he is generally scheming and full of secrets. He loves deceiving and double crossing people, giving him the nickname of Whorl the Mistrusted. He can speak Abyssal and Air Elemental.

The violent winds that Whorl always gives off grants flying creatures a -2 to their fighting and damage rolls against him. Whorls slam attacks are usually full of debris, and anyone hit by one of these attacks must make a Fort save or be stunned for 1d6 rounds.

Whorl can transform himself into a whirlwind, just like an air elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. Anyone sucked in takes 3d6 damage per round.

Whorl is immune to any air-related effects, such as strong winds or air-related spells or powers. He can choose to drop this protection as a free action. Whorl is also naturally invisible at all times, even while attacking. He can choose to pick up debris as a free action to reveal himself.

Whorl can summon air creatures to aid him, once per day. He can summon 1d3 large air elementals, 1d4 cloud giants, 1d4 arrowhawks or 1d4 invisible stalkers.

Special Qualities: immune to electricity, invisibility

Spells: At will - tongues, detect evil, detect good, dispel magic, teleport without error, see invisibility, suggestion, telekinesis, control winds, gust of wind, wind wall; 1/day – control weather

Saturday, April 20, 2013

Setting Saturday - Arbum, God of Death

I've decided to help further my custom fantasy setting along, Astoria, I will post something about my setting at least once a week, specifically on Saturday. That doesn't mean I can't post setting stuff on other days, just that I need to post something on Saturdays.

In my setting, there are fourteen major gods, with countless minor ones floating about. Here is the description for Arbum, who is the god of death, law and darkness

Not Arbum, but close
Arbum, the Judge of Corpses
Domains: Law, Death, Darkness

As long as there has been life, there has been death; and as long as there has been death, there has been lost souls. Thus, Arbum, the god of law, order, death, darkness and the afterlife, is one of the oldest gods known. When someone dies in Astoria, their spirit lingers, usually near their bodies. The spirit, unless it is powerful enough to become an undead, is soon visited by Arbum.

Arbum appears much like a wraith, albeit with a few differences. His skin is completely pitch black and hairless, and the only facial features that are recognizable are his piercing, white eyes. His upper body is fully formed, but everything below his waist trails off into smoke, which makes him float above the ground. He wears a pure-white breastplate, and carries a bastard sword in one hand.

When Arbum judges a soul, he removes and examines one of the soul's eyes. Astorians believe all of your sin is etched into your eyes when you commit it, thus prompting the term "cutting my eyes", which is said when someone does something that goes against their usual beliefs. If the eye has little to no writing on it, the soul is sent to paradise. If the eye is etched with sin, as it were, the soul is sent to eternal punishment.

Arbum says very little, but he is extremely wise. He holds much sway over the other gods, and his decisions are always final. He is not a cruel or kind god, just merely fair.

Arbum stresses equality, judgement and wisdom in his followers, though he wishes to leave the judgment of the dead up to himself.

Arbum's symbol is a set of scales balanced on top of a skull. He is often correlated with other symbols of death, such as animals that scavenge off of carrion (wolves, buzzards, ravens), and the autumn season. He is also associated with dark colors, such as blacks, dark purples and grays  Undead usually view Arbum as their patron god, though they are technically always in active defiance of his wishes.

Tuesday, April 16, 2013

Elemental Lords Pt. 4 - Lady of Water

Sorry I haven't posted one of these in a while! Today, we have not Olhydra, but Riptide! Riptide is perfect for a heavy naval battle; I can just imagine her running around, ramming and flipping over ships while the heroes frantically try to stop her!

Riptide the Deluge, Lady of Water
Image from wizards.com

Huge Elemental, Chaotic (NE), Super Intelligence; Unique

HD      20 (100 HP)
AC      22 (+1)
ATK    Slam (2d12)
MV      30 (Swim 120)
SV       F 3, R 3, W 3
XP       10,000 (CL 23)

Riptide is the Lord (or, more specifically, Lady) of Water, and she lives in a ruined castle made of black coral in the Elemental Plane of Water. She often appears as a monstrous wave with a humanoid face within its churning waters. She is quite creative and subject to her own whims, going through moods of calm and rage in a matter of minutes. These mood swings can make her quite dangerous. She can speak Abyssal and Water Elemental.

Riptide also gives off a 10-ft. radius of moisture which puts out all open flames within the radius. She can also automatically dispel magical fires if she touches them, similar to dispel magic.

While in the water, Riptide can choose to swim at up to quadruple her normal speed, ramming into a waterborne target such as a ship. She does 2d6+15 damage to the target, and if she successfully hits a ship by a margin of 10 (e.g. she rolls a 30 against an AC of 20), she breeches the ships hull and it will sink in 1d10 minute. Creatures thrown about on a rammed ship must make a Reflex save or suffer 1d10 damage. She can also flip a ship (up to 210 feet long) as an action, or hold a ship (up to 420 feet long) motionless as an action. Ships near Riptide will only move at half speed.

Riptide can turn into a whirpool, just like a water elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. Those sucked in take 2d6 damage every round. Riptide also gets a +2 to damage and attacks if she and her opponent are both in water, though he takes a -4 to damage and attacks if her or the target is on dry land.

Though Riptide is resistant to cold, she’s not immune from it. If 20 points of cold damage are dealt to her at once, she will be slowed like the spell.

Riptide can summon water creatures to aid her, once per day. She can summon 1d6 tojanida, 1d3 large water elementals, 1d3 hezrous or 1d2 sea hags.

Special Qualities: resistant to cold

Spells: At will - tongues, detect evil, detect good, dispel magic, teleport without error, see invisibility, suggestion, telekinesis, control water, create water, obscuring mist; 3/day – death fog, fog cloud (triple normal area), ice storm, transmute rocks to mud; 1/day – horrid wilting

Sunday, April 14, 2013

Also, Soulknife?

So originally I was not going to put the soulknife into Psionics of Lore, mostly because John Stater had made a pretty good one and I didn't want to step all over his style. However, I feel like the book is a little lacking without it.

Below is a rough sketch of what I might include as the soulknife. If you guys could give me some feedback, I'd be super appreciative. I don't know if it's too weak, too powerful, or just too boring.




A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a shortsword. The wielder of a mind blade gains the usual modifiers to his attack roll and damage roll from their strength score.

The blade can be broken; however, a soulknife can simply create another on his next turn. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of hitting monsters only hit by magic weapons.

A soulknife’s mind blade improves as the character gains higher levels.

A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities.

A soulknife of 3rd level or higher can spend a move action to imbue his mind blade with destructive psychic energy. This effect deals an extra 1d6 points of damage to the next living, non-mindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage.

A soulknife can only imbue his weapon with psychic energy a number of times per hour equal to his Wisdom modifier.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

At every four levels beyond 3rd (7th, 11th, and 15th), the extra damage from a soulknife’s psychic strike increases by 1d6.

A 4th level soulknife gets access to a few psionic powers, but they function differently than most psionics. The soulknife combines pure skill with psychic mastery, and so does not need PP and can not augment the powers. Instead, powers come in "tiers" that the soulknife can access at different levels. First tier powers can be used three times a day, second tier twice a day, and third once a day. A soulknife gets a first tier power at levels 4, 8 and 12. She gets a second tier power at level 6 and 10, and a third tier power at level 14.

1st Tier

Mental Disruption
Empty Mind
Skate
Vigor
Deceleration
Body Equilibrium
Biofeedback
Elfsight
Body Adjustment
Time Hop
Catfall
Energy Adaptation, Spec.

2nd Tier

Aura Sight
Empathic Feedback
Free Action, Psionic
Adapt Body
Power Resistance
True Seeing, Psionic
Catapsi
Detect Remote Viewing

3rd Tier

Temporal Acceleration
Cloud Mind, Mass
Retrieve
Overland Flight, Psionic
Energy Adaptation