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Unread 29th of December, 2004, 12:21
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This thread is for various feats, prestige classes, new/modified spells, or other fun little quirks. There won't be any sweeping game changes like the Geekus, but there might be a few slight tweaks (see: Dodge house elsewhere in this forum).

I will often be referencing The Tome of Sorrows. I'm not taking it word for word, but there's a fair amount of good material in there. Plus it's free and we all love free stuff.
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Unread 29th of December, 2004, 12:32
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New Human SubRace: Asmadarin

Background: see ToS for all the fluffy goodness.
  • +2 Dex, -2 Int.
  • +1 to all Reflex saves.
  • Bonus Skill points: standard human bonus.
  • Bonus general feat: standard human bonus.
  • Bonus Feat: Mounted Combat.
  • Ceduku familiarity.
  • +4 Handle Animal and Ride with horses.
  • +1 attack and damage from horseback.
  • Can automatically guide with knees, penalties for ranged attacks halved.
  • +2 Survival
  • Knowledge: Asmadar is a class skill.
  • Language: Colonial (Asmadar dialect).
  • Favored Class: any.

New Human Subrace: Ahrli
  • +2 Dex, -2 Int.
  • +1 to all Fort saves.
  • Fire Resistance 5.
  • Bonus fighter feat.
  • Bonus skill points: standard skill points.
  • Water Discipline: an Ahrliman requires only half as much water as other humans.
  • +1 to attacks with spears, clubs, handaxes, shortswords, and daggers.
  • +2 Survival in the White Desert and Kaladruns.
  • +2 to Hide and Move Silently.
  • +1 bonus to Initiative.
  • Knoweldge: White Desert and Knowledge: Kaladruns are class skills.
  • Language: Colonial (Ahrli dialect).
  • Favored Class: any.
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Unread 31st of December, 2004, 13:37
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Simply locating game in the wilderness can be a challenge in itself. To determine whether or not the character was able to locate any game, make a Survival skill check (DC: 25) each hour spent hunting modified by the conditions listed on the table below. All modifiers and synergy bonuses stack.

Terrain        Modifiers to DC
Plains               +1
Scrub, rough         +2
Forest               +0
Jungle               -1
Swamp                +1
Hills                +1
Mountains            +2
Sandy Desert         +5

*Add +2 to DC along heavily traveled roads and trails.
Synergy Bonuses      (5 ranks)
Move Silently              +2
Hide                       +2
Knowledge: Nature          +2
Spot                       +2
Search                     +2
Listen                     +2
Profession: Hunter         +2
Does this make hunting and foraging tougher initially? Absolutely. Typical fantasy worlds are lush and vibrant, Aryth is not. Finding game that hasn't already been taken by nearby villagers or used to fuel the orcish armies isn't always easy. However the synergies take a great deal of the burden off.

Example: Heulwen is one rank away in four skills from having four synergies (Hide, Move Silent, Spot, Listen). When she levels up she could put a rank in each, plus Survival, and have a total modifier of +13 or +15 in plains/grasslands. How much food she brings back is dependent upon what she finds and kills within an hour. She may bring back a pound, she may bring back sixty. Ultimately for the average wildlander this means little. By second level you can forage fairly reliably, terrain depending, but it keeps survival more challenging.

The Prey

Once it is determined that the PC has successfully located their prey, the character must be able to kill or capture it.

See elaborate hunting table in ToS for further details.

The only time this will be a serious issue is if Heulwen is alone and comes across a bison or boro. Good luck killing it and then dragging its carcas back to camp.


Fishing works much the same as hunting but instead requires a hook, some bait, and and some string. The DC is set depending upon the quality of lake, stream, ocean, or pond the PC is fishing upon.

Characters with 5 ranks or more in Profession: Fisherman gain a +2 synergy bonus to their Survival checks while fishing.

Meat Freshness

When food goes bad, it goes bad. The table below lists the number of days different meats can be stored at temperatures below 40°F. Eating food after the stated time requires a Fortitude save (DC = 10 +2 per day after listed storage length). Failure indicates the character suffers from food poisoning (see Diseases [coming soon]).

Chicken/Turkey Pieces                             2 days
Chicken/Turkey Whole                              2 days
Steaks/Beef                                       4 days
Chops, pork                                       4 days
Chops, lamb                                       4 days
Roasts, beef                                      4 days
Roasts, lamb                                      4 days
Roasts, pork and veal                             4 days
Stew Meats                                        1 day
Ground Meats                                      1 day
Organ Meats (heart, liver, kidneys, etc)          1 day
Meat Leftovers--cooked meats, meatdishes          3 days
Gravy and meat broth                              1 day
Bacon                                             6 days
Sausage                                           1 day
Smoked sausage, links or patties                  6 days
Ham, fully cooked, whole                          6 days
Ham, fully cooked, half                           4 days
Ham, fully cooked, slices                         3 days
Fish                                              2 days
Exposure to temperatures above 40°F dramatically reduces the length of time food remains healthy. Food exposed to warmer temperatures is typically unharmed for 2 hours. Eating exposed food after 2 hours of exposure requirse a Fortitude save (DC = 10 +1 per additional hour). Failure indicates food poisoning.

Please direct questions, comments, or concerns to the OOC thread.
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Unread 5th of January, 2005, 03:19
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Starvation and Thirst

In normal climates, Medium-size characters need at least one gallon of fluids and about a pound of decent food per day to avoid starvation. Small characters need half as much. In very hot climates, characters need two to three times as much water to avoid dehydration.

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time a character must make a Constitution check each hour (DC 10) or sustain 1 temporary Constitution damage.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 12) or sustain 1d2 points of temporary constitution damage. Each day after adds 1 to the DC.

Characters who have taken temporary Constitution damage from lack of food or water are fatigued. This temporary damage cannot be healed by any means before the character receives the requisite food or water. Even magic that restores ability scores cannot heal this beforehand.

Overland Movement

Characters covering long distances use overland movement. Overland movement is measured in hours or days. A day represents 8 hours of actual travel time on foot, 10 hours for rowed watercraft, and 24 hours for a sailing ship.

Walk: A character can walk 8 hours a day without a problem.

Hustle: A character can hustle for one hour without a problem. Hustling for a second hour between sleep cycles causes your character 1 point of temporary Constitution damage, and each additional hour causes twice as much damage as the one before it.

Run: A characer cannot run for extended period of times. Attempting to run and then walk works out to hustling.

Forced March: Characters normally walk 8 hours in a day and spend the rest making camp, eating, sleeping, practicing, etc. A character can walk for more than 8 hours a day by making a forced march. For each hour marched beyond the initial 8, the character makes a Constitution check (DC 10). If the check fails, the character takes 1d2 points of temporary Constitution damage. A character cannot recover this normally without stopping and resting for at least 4 hours. A character who suffers this damage is considered fatigued.
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Unread 10th of March, 2006, 18:09
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Lessons in Starlight

“Acolytes, it is time to begin,” he says, spreading his arms and beckoning those nearby to assemble. The older boys, wearing the white robes that mark their faith, gently prod the milling children to sit. Excited though they might be to hear another parable of the Sorchef, they are still young and prone to restlessness. He smiles at their vitality. It is good to have them here. The teachings of the Riding Host are more important now than ever and the children will do well to pay heed to these lessons. The stories will be useful—both in their lives and in the hashu that all men must undertake.

“What will we hear tonight, Master Eshen?” One boy asks, looking half-sheepish and half-bold. Eshen’s eyes are growing old, but they still quite sharp here in the starlight. He recognizes the child as Jami, a bright lad who devours knowledge as other boys devour the spicy cooking of their Asmadarin hosts. At no more than six winters, Jami can already name many of the stars in the night sky as well as recite the stories that match them. He will be a welcome addition to the Sahi one day, Eshen thinks. Others learn more slowly and some care not at all about the morals or lessons and listen only for the excitement of the tales. Eshen feels a twinge of sadness for the latter and the fate they will suffer. The Heaven Ride will come sooner to them than the others and they will be ill-prepared for its trials.

“Tonight,” he says, “I shall tell you of Parvaz and Batal, two beeshi who learned a valuable lesson from Dal Sahaad.” A hush fell across the children. To them, tales of Dal Sahaad were second only to Dal Pashva—the forever young colt.

Eshen paused for dramatic effect, seeing the children lean forward in anticipation. “Parvaz and Batal both bred and trained horses for their lord sussar. Both were good men. Both were visited by a stranger.

“Parvaz was traveling to his sussar alone. His lord had requested one of Parvaz’s mounts to be presented to the kalif. It was a Sahaad Bedin. One of the two greatest ever seen.” The children murmur softly at the mention of the beast. “The horse carried nothing. He did not want to burden it before allowing their kalif to ride. Strong it was, but swift too, and as tireless as the Eren. Parvaz was very proud.

“Along the way to Alvedara, Parvaz came across a man standing by the side of the road. He was stooped and haggard and his legs were bloated and gouty.” The children murmur again, this time at the stranger’s distended legs. “He hailed Parvaz and begged help. He was a humble sheol walking to Alvedara. However, with his feet and legs the way they were, he could not take another step.

“Parvaz considered the man and the situation. It was some leagues yet before they could reach the city. However, upon his sussar’s request none could ride the Sahaad Bedin. So it was that Parvaz gave up his own mount and walked while the stranger rode to Alvedara. His kalif was not pleased with his tardiness, but the horse was undeniably fine and Parvaz was still given acclaim for his handiwork in rearing it.”

Eshen allows the children to contemplate this for a moment before continuing. “Batal was much like Parvaz—a good man that loved his family and his lord. Like Parvaz, he too raised a Sahaad Bedin that was to be brought before the kalif. And he as well met the stranger along the road to Alvedara. However, when asked for help Batal said, ‘No, I think not, sheol. Perhaps you will find succor from another.’ ‘Have you no shame?’ the stranger cried. ‘Would you do this in front of your sussar? Your kalif? The Sorshef?’ ‘Of course not,’ Batal said. ‘But we are alone and I have work to do.’ Batal left the stranger there and brought the Sahaad Bedin to his kalif who lauded him with even more praise than Parvaz.”

Eshen falls silent. After a few moments, a child asks, “Who was the stranger?”

The priest raises his eyebrows but does not give an answer. “Does anyone know?” he asks.

“His sussar?”

“His kalif?” asks another.

“Dal Sahaad?” asks Jami.

Eshen smiles and shrugs his shoulders. “No one knows to this day. However, Parvaz was blessed with much fortune thereafter. His foals all grew to be strong and fast and he was eventually elevated to uruush for his service to his lord. Batal though,” he says, adding a note of caution to his voice, “did not fare as well. Many of his steeds proved to be infertile. The young that he did receive were willful and ill-tempered. It was not long before he was forced leave the horse training to those better suited to it.

“Now, can anyone tell me what lesson we can take away from this?”

The children grow silent again, thinking of the story of Parvaz and Batal. After a time, Eshen nods to one of his acolytes who speaks. “We must be generous even when no one else can see our deeds. To give only in the presence of others is to give falsely.”

“Indeed,” says Eshen. “Now, how does this story relate to you, children?”

Jami’s eyes light up. “We should be thankful to our hosts?” It’s part-question and part-statement. “They have been generous when they did not have to be. We should show our thanks and return the favor.”

Eshen nods. “Very good. Yes, we are quite blessed, but it is not just the Asmadarins that are deserving. We have food for our bellies, knowledge for our heads, and friends for our homes. However, we must always share these with those that do not have them. We must always try to give to others as we have been given to.

“But that is enough, children. It grows late and you must be to bed,” Eshen says. His audience protests, but the acolytes help them to their feet and begin guiding them back to their homes. “Goodnight.”

He glances across the open plains and toward the Steps of the Elders. Nearby, blanketed by shadow, is a quarry. Each day more and more red stone is extracted from it. Soon they will have enough to begin the construction of a new star tower—one that will not be so easily taken from them. The runes taken from the nearby reliquary will see to that. The price they must pay the guardians is steep, but there is little alternative. Yes, this tower will be a new beacon for the Sarcosans, for the Asmadarins, and for Aryth itself.

Name: The Tale of Parvaz and Batal
Requirements: Perform (Oratory) DC 16 check, Knowledge (Spirits) 5 ranks.
Save: Will negates (harmless)
Duration: 26 hours
Effect: Those listening to this tale gain a +2 morale bonus to skill checks that aid another. This must be voluntary and cannot directly involve barter or favors in exchange for the service. Ultimately it is at the DM’s discretion as to what qualifies for the bonus.
Minions of the Shadow can make a Sense Motive check (DC 20) to detect the hidden message of unification. Those with 5 or more ranks in Knowledge: Shadow receive a +2 synergy bonus to the roll.
Examples: Stephen the herbalist gains a +2 on his heal check to cure a local child’s fever whose parents cannot afford to pay for his services. Hardwyck the tailor receives a +2 on his craft check to make a new tunic for a beggar.
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Unread 9th of March, 2007, 16:10
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Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One object
Duration: Instant
Saving Throw: None
Spell Resistance: No

This spell, originally used for ceremonies of peace and settlement by halfling communities, has come to be used by smugglers in Erenlander and anyone fearful of the rising Fell.

You command the earth to shift and move to swallow up the object you target with this spell. The object must fit within a 10-foot diameter area and weigh less than 400 lbs. Creatures and attended objects are not affected.

This spell requires enough soft earth to accept the mass of the object. No substances are altered by this spell; burial merely asks the earth to carry out the task of burying the target object. This spell leaves no trace of digging or disturbed ground and will function even if weeds or grass grow in the area. Burial does not prevent a creature from finding the object if it digs in the right place.

Corposes interred in the ground with this spell are slightly less likely to rise as Fell (Will save, DC 11). Buried corpses that later become Fell must dig themselves free, if possible.
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Unread 9th of March, 2007, 17:16
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Blood-Channeler (General)

You receive a burst of energy when you tap into your physical form to power spells.

Prerequisites: Con 15, Magecraft
Benefit: The first two points of Constitution you lose to spell damage in a given day yield two points of spell energy each, for a total of four points of spell energy. If you only use one of these extra points to cast a spell, you store the other point as temporary spell energy. You lose temporary spell energy when you recover your regular spell energy.
Normal: Spell damage converts Constitution into spell energy on a one-for-one basis.

Sense Power (General)

You have a supernatural ability to sense the presence of magic and the residue of recent spellcasting.

Prerequisite: Wis 15.
Benefit: You may cast detect magic a number of times per day equal to your Wisdom modifier, in addition to any daily uses granted by Magecraft. Anytime you pass within 20 feet of a magical aura, you’re allowed a free Wisdom check (DC 13) to detect the aura.
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