The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.

Tuesday, December 14, 2010

Backgrounds: Adept

Adepts are those characters that can intuitively use arcane magic, or share an intimate connection with the gods, allowing them to channel devine power. These are the future Witches, Sorcerers, Druids and Favored Souls of the world.

Hit Points: 5
Class Skills: Knowledge: Arcana (Int) or Knowledge: Religion (Int), Profession (Wis), Spellcraft (Int), and any 4 other skills.
Initial Skill Ranks: 4 + Int Mod

Class Features

Bloodline (Su): Each adept has a source of power that comes from his ancestry. Somewhere in her heritage is the source of either arcane or deific power that grants them the instinctual use of magic, native skills and additional feats, spells and abilities. At creation an adept must choose which bloodline they have. Once this choice is made, there is no going back.
Regardless of the source, there are some similarities between these disparate influences:

At first level the adept adds the bloodline’s class skill to his list of class skills. The adept also employs the bloodline’s arcana to her spells.


At second level and every six adventuring caster levels afterwards the adept receives one bonus feat, chosen from their bloodline list. The adept must meet the prerequisites for any bonus feats taken.

At third level and every two adventuring caster levels after that the adept gains a spell from their bloodline. These spells are in addition to any gained from regular class advancement, and cannot be exchanged if the adept becomes either a favored soul or sorcerer.


Spells (Su): Adepts with the Celestial, Fey or Infernal bloodlines have access to orisons and deific magic (Druid)in the case of the Fey). All other adept bloodlines have access to cantrips and arcane magics.

Weapon & Armor Proficiency (Ex): Adepts are proficient with all simple weapons. Adepts are not proficient with either armor or shields.

Starting Money and Trappings: 12 GP, However, most of an adept’s starting money must be spent on gear. Only 5 Silver and 10 copper may be retained as cash.

Bloodlines

Aberrant
A terrible and alien taint is in your blood. Your thoughts tend towards the bizarre and you approach problems in odd and unusual ways, angles that would never occur to others. Over time, this taint manifests itself in your physical form.

Profession Prerequisite: Witch

Class Skill: Knowledge: Dungeoneering (Int)

Bonus Spells: Enlarge Person (3rd), See Invisibility (5th), Tongues (7th), Black Tentacles (9th), Feeblemind (11th), Veil (13th), Plane Shift (15th), Mind Blank (17th), Shape Change (19th)

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge: Dungeoneering)

Bloodline Arcana: Whenever a spell of the polymorph sub-school is cast, increase the duration of the spell by 50% (minimum of 1 round). This bonus does not stack with the increase gained from the extend spell feat.

Bloodline Powers
Aberrant kindred often show increasing signs of their foul and tainted lineage as they increase in level, although these signs are only visible when the powers are used.

Acidic Ray (Sp): Starting at first level the aberrant kindred can emit an acidic ray with a range of 30’as a ranged touch attack. The ray deals 1D6 points of acid damage +1 for every 2 caster levels you possess. This ability may be used a number of times per day equal to 3 + your charisma modifier.
Long Limbs (Ex): By 3rd level, the aberrant kindred will have begun to manifest signs of her foul taint. When making a melee touch attack your range increases by five feet. This ability does not otherwise increase your threatened area. At eleventh level this range increases by another five feet, to 10’ of range. At seventeenth level, this bonus increases another five feet, to a total of 15’ range.
Unusual Anatomy (Ex): At ninth level your anatomy begins to shift, giving you a 25% immunity to critical hits and sneak attacks scored against you. This immunity increases to 50% at 13th level.
Alien Resistances (Su): Beginning at 15th level the aberrant kindred gains spell resistance equal to her caster level + 10.
Aberrant Form (Ex): By twentieth level, the aberrant kindred’s body has become truly unnatural. She is immune to all critical hits and sneak attacks. Additionally the aberrant kindred gains blindsight with a range of 60’ and DR 5/-


Abyssal
At some point, a demon spread it’s filth into your family tree. While the taint does not manifest in every member of your family, often skipping generations, it crops up from time to time, and in you the taint is severe. While your alignment is up to you, there will always be that niggling impulse to sew chaos and evil in your wake.

Profession Prerequisite: Witch

Class Skill: Knowledge: Planes (Int)

Bonus Spells: Cause Fear (3rd), Bull’s Strength (5th), Rage (7th), Stoneskin (9th), Dismissal (11th), Transformation (13th), Greater Teleport (15th), Unholy Aura (17th), Summon Monster IX (19th)

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge: Planes)

Bloodline Arcana: Whenever a spell of the summoning sub-school is cast, the summoned creatures gain DR equal to ½ your caster level. This bonus does not stack with any DR the creatures already have.

Bloodline Powers
Demonkin are often believed to be possessed, showing the marks of their filthy heritage when their powers are used. But you know the truth.

Claws (Su): Starting at first level the demonkin adept can grow vicious claws (natural weapons) as a free action, that inflict 1D4 damage (1D3 if small) plus strength modifier, allowing the adept to make two attacks as a full attack action using your full BAB. At fifth level these claws are considered magic weapons for the purposes of defeating DR. Once the adept is seventh level his claws inflict 1D6 damage (1D4 if small). Finally, the claws become flaming weapons upon the demonkin’s achievement of eleventh level, and inflict an additional 1D6 fire damage, on a hit. This is a supernatural ability. This ability may be used a number of times per day equal to 3 + your charisma modifier.
Demon resistances (Su): At third level you gain resistance to electricity 5 and a +2 bonus on saves made against poison. At ninth level, your resistance to electricity increases to 10 and your poison save increases to +4.
Strength of the Abyss (Su): At ninth level you gain a +2 inherent bonus to your strength. This bonus increases to +4 at thirteenth level and +6 at 17th level.
Added Summonings (Su): Beginning at 15th level the demonkin who summons a creature with the demon subtype or fiendish template using a summon monster spell summons an additional creature of that same type.
Demonic Might (Su): By twentieth level, the demonkin’s connection with the Abyss has become very powerful indeed. He gains immunity to electricity and poison. He also gains resistance to acid, cold and fire 10 and develops telepathy with a range of 60’, allowing communication with any language using creature.

Arcane
Your family has long been associated with fell magics. Whether some exposure to magical energy has caused this eldritch affinity is uncertain. What is certain is that you and yours, more often than not are accomplished, intuitive spellworkers.

Profession Prerequisite: Sorcerer

Class Skill: Knowledge: Any one (Int)

Bonus Spells: Identify (3rd), Invisibility (5th), Dispel Magic (7th), Dimension Door (9th), Overland Flight (11th), True Seeing (13th), Greater Teleport (15th), Power Word Stun (17th) and Wish (19th)

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge: [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever the arcanist applies a metamagic feat to a spell that increases the slot used by at least one level, increase that spell’s DC by one. This bonus does not stack with itself and does not apply to spells modified by the heighten spell feat.

Bloodline Powers
For an arcanist, magic comes easy, sometimes too easy. As you increase in power take care that the eldritch flame in you doesn’t become the immolating fire of your own destruction.

Arcane Bond (Su): Starting at first level the arcanist forms an arcane bond as a wizard of the same level. Your arcane caster levels stack with any wizard levels for determining the powers of your focus item.
Metamagic Adept (Ex): At third level you are able to apply any one metamagic feat you know to any spell you know without increasing the casting time. You still expend a higher spell slot than normal. This ability may be used once per day plus one additional use for every four sorcerer levels you possess. This ability is replaced by Arcane Apotheosis at twentieth level.
New Arcana (Ex): At ninth level you can add any one spell from the Sorcerer/wizard spell list to your list of spells known. It must be of a level you can cast. You may also add one additional spell at thirteenth level and again at seventeenth level.
School Power (Ex): At 15th level the Arcanist may select one school of magic. To the DC of all spells from this school she adds a +2 bonus. This bonus stacks with the bonus from Spell Focus.
Arcane Apotheosis (Su): At twentieth level, the arcanist’s body ripples with eldritch power. She may add any metamagic feats she knows to any of her spells without increasing the casting time. You still expend a higher spell slot than normal. Whenever you use a magic item that requires charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Celestial
Your bloodline has been blessed by a celestial union, somewhere in your family tree is a celestial ancestor. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Profession Prerequisite: Favored Soul

Class Skill: Heal

Bonus Spells: Bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), f lame strike (11th), Greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the summoning sub-school, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers
Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your Caster level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).

Draconic
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power f lows through your veins.

Profession Prerequisite: Sorcerer

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), f ly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), Form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell,
Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers
The power of dragons f lows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

Dragon - Energy Type, Breath Shape
Black - Acid, 60-foot line
Blue - Electricity, 60-foot line
Green - Acid, 30-foot cone
Red - Fire, 30-foot cone
White - Cold, 30-foot cone
Brass - Fire, 60-foot line
Bronze - Electricity, 60-foot line
Copper - Acid, 60-foot line
Gold - Fire, 30-foot cone
Silver - Cold, 30-foot cone

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Profession Prerequisite: Druid

Class Skill: Knowledge: Nature.

Bonus Spells: Entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge: Nature).

Bloodline Arcana: Whenever you cast a spell of the compulsion sub-school, increase the spell’s DC by +2.

Bloodline Powers
You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Animal Companion (Su): At 3rd level, the Feykin gains an animal companion that joins him on his travels. This companion provides the Feykin with certain bonuses, while the Feykin bolsters the companion’s survivability. The two are symbiotic friends, not master and servant. See the Animal Companion Rules for more information.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Infernal
Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm sub-school, increase the spell’s DC by +2. although you must be wary of its corrupting influence. Such power does not come without a price.

Bloodline Powers
You can draw upon the power of Hell, although you must be wary of its corrupting inf luence. Such power does not come without a price.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken (see page 568) as a melee touch attack. This effect persists for a number of rounds equal to ½ your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + ½ your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

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