| (no subject) |
[May. 30th, 2005|01:50 pm] |
Tranvix Sha-Tak (TST)
a Tranvix Sha-Tak is a warrior-poet, well versed in the rich traditional Tranvix culture and art. Generally only the most charimatic of all tranvix even attempt to become Sha-Taks, and very few succede.
Requirements: BAB +5 Preformance 10 ranks skill focus preform endurance must be tranvix, half-tranvix, or technically Tranvix
Hit die: d8 Skill points per lvl 4+ int mod Skills: Preform, swim, craft, profession, knowledge: arcane, knowledge:history, discipher script, speak language, intimidate, diplomacy, bluff
1: Bardic Knowledge, Beat by beat (+1, power) 2: 3:Beat by beat(+2) 4: 5:Beat by beat (Glory) 6:Beat by beat (+3) 7: 8:Beat by beat (Attak) 9:Beat by beat (+4) 10:Beat by beat (Brute, Virus)
Bardic knowledge: as per bard, stacks with bard lvls for purposes of lvl.
Beat by beat: effects status of all allies within 300 ft. Power: bonus to saves. Glory: bonus to AC. Attak: self explanitory. Brute: attack and dmg roles. Virus: penalty to enemies saves, ac, attack and damage roles (pick one) +# bonus or penalty used with other beat by beat abilities. Only one beat by beat ability may be used at one time. |
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| (no subject) |
[May. 30th, 2005|01:06 pm] |
Tranvix Officer: TxO
Requirements: BAB +7 combat expertise Phalanx Formation (complete warr) Hold the line (.. complete warr i think) Knowledge tactics (5 ranks)
Full BAB, good fort, will saves hit die: d10 skill points: 2+ int mod per lvl
skills: swim, climb, craft, jump, profession, knowledge: nobility, knowledge: history, knowledge: tactics, bluff, diplomacy, intimidate.
1: Grant feat(Phalanx formation) 2: 3: Lead from the front 4: 5: Fear immunity 6: 7: Grant feat(hold the line) 8: 9:Show no fear 10: "No one is allowed to die without permission"
Grant feat: at first level an officer learns to coordinate his troops in such a way that they can work together in ways they possibly could not before. All troops in the officers unit recieve the feat Phalanx formation while under his command. At 5th lvl they recieve the feat hold the line.
Lead from the front: at 3rd level an officer can inspire his troops to greatness by example. Troops within a 100 foot radius of the officer recieve the officer's (charisma bonus, or +2, whichever is higher) on all saves, attacks, and checks while the officer is leading his unit from the front
fear immunity: by 5th level, the officer has becomed hardened by war to the point where he is completely immune to any fear effect.
show no fear: by 9th level, the officer's bond with his troops is so great that anyone within 100ft of the officers recieve a +4 bonus against fear effects as they witness the officer's fearlessness.
"no one is allowed to die without permission": by 10th level an officer can make his unit do amazing things. troops in the officer's unit can fight to -20 hps with no penalties. This effect only lasts for as long as the battle, and any solider who is at at negitive hp at the end of the battle is instantly dieing (or dead as the case may be) |
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| to be continued? |
[Mar. 25th, 2005|12:22 am] |
“By the great sage!” A giant purple worm exploded from the ground, knocking the three travelers from their horses. The young woman in front, Victoria, had barely managed to get that out. She should have been paying attention, but she was occupied with a book on the Blood War.
She quickly rose to her feet and checked on her companions. Nira was getting up, dusting some gravel off her tight black dress. She always dressed inappropriately for traveling, Victoria could hardly believe they shared the same mother. Nira was a child of the Great Serpent, and had the yellow eyes to prove it. It did tend to add to her sex appeal though, and she never had a shortage of men around her.
Victoria on the other hand, was quiet and rather timid. She tended to wear long robes and heavy cloaks that hid her figure. All those years in the magic academies learning of the Great Stream and how to wield it didn’t do much for her social life. In fact, this was the first time she’d been outside the walls of the Arcane Order in many years, and she really didn’t want to go waltzing around the wilderness.
Onyx was fine, he never really fell. His wings prevented him from any real damage. His dark skin reflected nicely against his pure white wings and a loose white toga. Onyx was the first to act, he gave a quick prayer to the Divine Mother and brought down hot fire against the worm.
Nira traced a pentacle in the air and launched a n eldritch blast of utter darkness. The worm screeched in pain, and knocked into the trees as it fell to the ground with a cloud of thick dust. Then it rose and screeched again as it launched itself forward trying to swallow Nira whole.
Victoria called upon her arcane knowledge and spoke words in a language as old as the world itself. Nira put her arms up in a useless gesture of self-defense. She prayed that her enchantment worked.
The worm was millimeters away from Nira, mouth gaping, ready to swallow her. It had been held. Nira slowly put her arms down and began to laugh. She then walked into the creatures mouth and stabbed her Falchion into where the creatures brain should be. The rest of the trip to the land of Wascyr, and its capital Irithdyr, was uneventful. Victoria needed to needed to contact the Irithian Knights for an escort through some of the dangerous badlands towards the arcane order, then on to the Forbidden Lands in the frozen north. Nira, had insisted on coming along when Victoria stopped by Irithdyr the first time on her way to the archeological dig. They had met Onyx in their travels and decided to travel together for protection. < I got tired during these last few paragraphs, I know they suck |
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| gods pt 1, descriptions coming |
[Mar. 22nd, 2005|05:55 pm] |
Update 3/24/05, adding light description, cleric training, quests, prayers, temples, rites, relics Freya Mistress of the Winds, the Divine Mother Greater Diety
Freya is a kind and loving goddess, but will send cold winds to smite evil when she is forced to. Her Children, the Aiverly, follower her teachings exclusivly. She appears as a tall Avierly with long cyan hair and cold blue eyes. Symbol: *in progress* Alignment: Chaotic good Portfolio: Healing, Love, Wind, Aiverly Worshippers: Aiverly, Cleric Alignments: CG, NG Domains: Air, Healing, Chaos, Good, +1 more Favored Weapon: a halfspear
Cleric Training: Freyan clerics spend most of their training time on the demiplace of serenity with the high clerics of the order. After basic training has passed, every cleric must travel the material plane for at least three years, righting wrongs and healing the sick.
Quests: Besides the three years required of all clerics, many of the quests thats Freya assigns involve going around a grief stricken area helping people.
Prayers: Freyan prayers always begin with "Merciful Goddess"
Temples: Freyan temples dot small villages allong the forgotten coast, with the main temple is located on the demiplane of serenity. These temples are normally small white marble platforms open to the air.
Rites: Freyan rites are a simple thing. Small chanting, light inscense burning, and syncronis wing flapping are are sterotypical parts of rights.
Relics: Hurricane spear, Healing Guantlets
Seth The Great Serpent, Eternal General Greater Diety Symbol: a snake eye wreathed in flames Alignment: Lawful Neutral Portfolio: Fire, Wars, Tranvix, Order Worshippers: Armies, Tranvix Cleric Alignments: LG, LN, LE Domains: War, Fire, Law, Strength, Inquizition Favored Weapon: ViperBlade
Cleric Training: Clerics of Seth go through the same martial training as every other warrior of seth, but they must pass the trials of the temple at Yasalcyr. These trials are difficult and require brains, cunning, and strength.
Quests: any quest of Seth involves some form of conquest or war game.
Prayers: All prayers begin with [the flames, war, strength, the great serpetn] will [action]
Temples: Temples of Seth are in the great underground cities of the Tranvix. All warring armies carry a small shrine with them at all times. Impliments of battle and great bonfires are present in all of them
Rites: Clerics of Seth preform various rites, most are solem and many involve the cutting of the palm.
Relics: Serpent's Fang, Shield of Fire.
Thaosyr the Great Sage, Old man of the river Greater Diety Symbol: a crashing wave imposed on a book Alignment: Neutral Portfolio: Rivers, Lakes, Oceans, Knowledge, Magic Worshippers: Humans, wizards, seamen, sages Cleric Alignments: NG, LN, N, CN, NE Domains: Magic, Water, Oracle, Knowledge, Mind Favored Weapon: Quaterstaff
Cleric Training: Most of Thaosyrian Cleric training is in great libraries of near forgotten knowledge
Quests: Retriving lost lore and counceling nobles are common quests
Prayers: Most prayers begins with [noun] is [assesment] such as a common prayer "ignorance is folly"
Temples: Temples of Thaosyr are generally seaside estates with a basement that connects to the ocean. Great aquariums fill the main floor and a library is always somewhere on the grounds.
Rites: many Thaosyrian rites are preformed by inscribing runes in the sands of a beach.
Relics: Tome of Limitless knowledge, Amulet of the sea
Morroc the Eternal Hatred, Stone-Heart Greater Diety Symbol: a hammer crushing a skull Alignment: Chaotic Evil Portfolio: Destruction, Earth, Goliaths, Slaughter, Greed Worshippers: Evil fighters/barbarians, Goliaths Cleric Alignments: CE, NE Domains: Earth, Chaos, Destruction, Domination, Greed Favored Weapon: Greathammer |
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| Divine Wind of Freya, Aiverly PrC |
[Mar. 21st, 2005|10:27 pm] |
| [ | music |
| | Law and Order Theme | ] | Divine Wind of Freya (DWoF)
Hit die d10 BAB:full Good saves: ref.
Requirements: Permanent functional wings BAB: +7 Weapon Focus in 1 reach weapon Weapon Specialization in the same reach weapon Flyby attack Alignment: any good
1 Improved aerial dive, aerial dodge 2 Sonic boom 3 Aerial crit (weapon) 4 Increased flight speed, +10, +1 grade maneuver 5 Deafening roar 6 Increased flight speed, +30 +2 grade maneuver 7 Wind resistance 8 9 Increased flight speed, +50, +3 grade maneuver, 10 Kamikaze dive
Improved aerial dive: the first thing a Divine Wind of Freya learns is how to dive down at his opponents without facing their attacks. When making a dive, the defender does not get an attack of opportunity, unless the defender is a DWoF 4 levels higher or more (similar to rogues and sneak)
Aerial Dodge: Early in training, a DWoF learns how to do is to dodge attacks better while in the air. He may add a dodge bonus to his AC equal to his Dex bonus.
Sonic Boom: getting used to the force of flapping his wings, a DWoF can use them to create a sonic boom in a line s hape (60 feet), save dc 10 + str mod + DWoF lvl or be deafened for 3 rounds (fort), a second check is needed to even remain standing. A DWoF becomes fatigued after using wing abilities more than 3 times a day.
Aerial Crit: as he becomes more familiar with the air, the knight of (insert wind deity here) gets use of the improved critical feat on a chosen weapon when attacking from the air. This does not stack with any improved critical feat he may already have. However, it will stack with any Keen enchantments on the weapon. Increased flight speed: self-explanatory (I hope)
Wind resistance: may fly in wind conditions as he was 2 sizes larger
Deafening Roar: fort save of sonic boom increases by 2. Also, the option of condensing the sonic force into a ball, and may use it as a targeted 20 foot radius burst.
Kamikaze Dive: In extreme instances, a knight of (insert wind deity here) will willingly sacrifice his own life to reach his objectives. By flying 100-200 feet in the air and studying the opponents positions for 1 round, a DWoF can Then plummet down upon his target at terminal velocity as a full attack action, causing 2 x 90% of his remaining hp dmg after a successful ranged touch attack(any armor the opponent is wearing will serve as 1 point dmg reduction for each point of AC after 10) This Attack does not come without a price however, as 90% + 5 of remaining hp is lost by the Wind warrior during the attack. If the attack misses, the knight of (insert wind deity here) must make a reflex save (DC32) to only take 30% +5 remaining hp dmg instead of 90% +5. all non magical items in the DwoF’s and the targets’s possession are instantly broken, magic items must make a fort save (dc 15) to remain intact
I need some help with balancing the last ability. |
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| Aiverly |
[Mar. 21st, 2005|10:14 pm] |
| [ | music |
| | David Bowie - Magic Dance | ] | Aiverly:
Personality: Kind hearted, caring and all around nice, the Aiverly are a race that would
Physical Description A Aiverly stands about 4-5’6’’ and are generally quite thin. They have large angelic wings that range in color from pure white or dusty gray to gold. Their skin color ranges the normal human tones.
Relations: The Aiverly attempt to get along with everyone. However, the Tranvix and the Goliath’s seemingly dispise their carefree and loving attitude. Alignment: usually Chaotic good Lands: Aiverly live up and down the forgotten coast Religion: The Aiverly worship Freya, goddess of the winds and love. Names: Aiverly names almost always include a gem or flower. And they only need one. Adventures: Aiverly adventurers generally leave their homelands to “heal the world” They often fight against the fiendish wizards of the tainted continent.
Racial Traits:
+4 dex, -2 con, +2 wiz, +2 cha Fly speed 60 ft (average) Low light vision +4 racial bonus on heal checks LA +1 |
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| Tranvix Half Breed |
[Mar. 21st, 2005|04:03 pm] |
| [ | music |
| | MDFMK- Missing time | ] |
Sorry about the
formatting on the last one, MS word and rich text mode dont mix to
well. If i would actually spend the time to sift through the code-heap
that is the edit box, i might be able to fix it, but i don't think i
will.
Tranvix Half-Breed
Occasionally in the spoils of
battle a Tranvix would pick up human slaves. From these slaves and their
masters spawned the original Tranvix Half-Breed. Since then, Half-Breeds have been spawned for many reasons, even love.
Personality: A
half-Breed is still gruff and blunt like his Tranvix parent. However, he is
normally calmer and does not make as rash decisions. They share the Tranvix love for warm places and the humans’ love
of art.
Physical Description: Half-Breeds, unlike Tranvix Pure Bloods, have legs, and stand about 4 ½
to 6 ½ feet tall. They weigh about as much as an average human. Each Half-Breed
looks more/less serpent-like than the next. Roll a D8 to see what mutations
occur.
- Darkvision
- Body completely
covered in scales, +2 natural AC
- 2 fingers with claws
per hand, 1d6 dmg
- Tail with no legs, see
tranvix
- tail with legs, +2 to
all stability checks
- Full cold blood, see
Tranvix, Fire resist 20
- Scent
- Roll again twice,
ignore conflicting results, LA+1
Relations: Half-Breeds raised among
Tranvix have the same likes and dislikes among races as a Tranvix would. A Half-Breed
raised in human lands is normally an outcast and would only get along well with
the mercenary Tranvix in the region.
Alignment: A Half-Breed raised in a
Tranvix city-state tends to be lawful. While a Half-Breed raised in human lands
can, like humans, be of any alignment.
Religion: Half-Breeds either
worship Seth, or Thaosyr, the human’s god of water and wisdom.
Names: Half-Breeds can either have a
Tranvix name, or a human one.
Adventures: A Half-Breed among humans
may seek a place where he belongs, or seek a place where he can disappear. A
Tranvix raised Half-Breed, however, is most likely scouting ahead for an
invasion force.
Half-Breed Racial Traits
+2 Dex, -2 Cha. Not as strong as his
Full-Breed cousins, a Half-Breed is still quick, yet gruff.
Partial Cold blood. Fire resist 10, 1.25x dmg
from cold attacks, -1 to all rolls in temps below 60.
Low light vision
Favored multiclass any
Bite attack
LA+0 |
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| (no subject) |
[Mar. 21st, 2005|03:53 pm] |
Tranvix
The Tranvix were created by Seth, the god of fire and war.
Known for their desire to fight, as should be fitting for the children of the
god of war, they are expert tacticians and front line soldiers.
Personality: The Tranvix are normally blunt
and quiet people. They prize fine weaponry, and are famous for their Viper Blades. The
only thing they prize more than weaponry is a nice hot spring.
Physical Description: A Tranvix “stands” about 5-6
feet tall. They have no legs to speak of, only a tail. Using this tail a
Tranvix can raise his height to about 10 feet. Also, due to this tail, they
weigh about twice as much as an average human. A Tranvix has 2 fingers and an
opposable thumb on each hand, all of which have powerful claws. They have no
hair anywhere on there body. Instead, they have a covering of scales ranging in
color from black to red, although green is the most common. A Tranvix is
considered adult at the shedding of his 15th skin, or about 30
years. They can live to be 250.
Relations:
The Tranvix get along fairly well with any martial society.
They generally dislike elves and Aiverly for their highly chaotic ways
Alignment: Tranvix are always
lawful. the few exceptions to this rule are loners and run-aways
Lands: Tranvix live in Spartaesque city-states ruled by a
general. These city-states are normally found near active volcanoes. Any Tranvix found in
other lands is either lost, a mercenary, or part of an invasion force.
Religion: The
Tranvix worship Seth, god of fire and war. Stories say that he forged them out
of the cosmic fires and expects his children to wage war on the world.
Names: Tranvix
have 3 names. One, given to them by their parents. A last name given by their corps, and one identification number. First names are generally 1-2 syllables and end in ‘s’. A last
name is given to a Tranvix upon entering a squadron in the required 20 years of
juvenile military training. The identification number is a 20-digit number
unique to each Tranvix, each one is required to memorize it by the time they
are 12.
Male Names: Zilfalos,
Vagos, Ieathos, Pythos, Raivis, and Kuras
Female Names: Yus,
Harnos, Loctas, Mambis, Aeiois, and Gras
Corps Names: Magmus, Long tail, Blood-claw, Black scale,
Tan hide, Flare, and Slayer.
Racial Traits
+2 dex, +4
str, -2 cha, -2 wis.
Tranvix
are strong, quick yet blunt and
impetuous. They prefer to make little
conversation and tend to speak gruffly
when making it.
Scent
and tremor sense. Tranvix
can feel
tremors through the bottom of their
tails and smell with their tongues.
Cold
Blooded, as reptiles, Tranvix can not
operate well in cold. Taking 1.5x dmg from
cold
attacks and –2 penalties to
everything when
in temperatures below 60. in addition, they recieve
a -4 penalty at 40 and a - 6 penalty. Tranvix enter a hibernative state
when the temperature becomes freezing, any attempt to resist entering
this state results in 1 subdual damage every minute unless a fort
save(dc 20) is made.
Unable to
be tripped, Tranvix have no legs, so all trip attempts against them
are at a +4 difficulty.
Unable to
jump, jumping requires
legs
½ str
bonus and –2 penalty to climb
checks after 10 feet Tranvix can not
use their lower bodies to
assist in
climbing, only their arms. These
penalties are negated if the surface is
a round object capable or
being wrapped
around.
Darkvision
60 feet
Fire
resist 20
Favored
multiclass: Fighter
+2 Nat
armor
Constrict, may
grapple with tail to
render
opponent helpless, make
grapple
checks with 2x str
Attacks: 1 bite,
1d4, 2 claws, 1d6
Viper blade familiarity.
Large size
LA: +2 |
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| Welcome |
[Mar. 21st, 2005|03:21 pm] |
| [ | music |
| | twisted sister - We're not gonna take it! | ] | This journal is a quick and handy place for me to post new and changed rules for my homebrew campaign setting, it will probablt get more updates than my normal journal, but whatever right?
Feel free to leave any comments about anything that you like, hate, think should be changed, whatever. |
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