When last we left our intrepid heroes, they had managed to open the holy book of the hidden lady, proving themselves worthy to know the locations of her two hidden temples, the Occulum Mechanis Aquilian, and the Occulum Mechanis Lunari. They have endeavored to undertake the perilous journey to the Occulum Mechanis Aquilian. Within they will find secret knowledge, which they have proved themselves worthy of viewing. In game terms this will manifest in the "unlocking" of new classes, prestige classes, feats and items that were not previously available to PCs. As a teaser to whet your appetites I'm gonna reveal a few of the things that will be unlockable.
New Feats
Mechanikal Armor Proficiency
Prerequisites: Heavy Armor Proficiency, Disable Devices or Craft Mechanika 5 ranks
Benefit: You gain proficiency in mechankial armor, an armor which is an amalgam of magic and mechanical components. You no longer take the non-proficiency penalty for wearing the armor, and may activate its arcan accumulator abilities.
Exotic Weapon Proficiency: Small Arms
Prerequisites: BAB +1
Benefit: You become proficient in small powder weapons.
New Skills
Craft: Mechanika
You can craft mechanika, an amalgam of magic and mechanical technology.
Craft: Clockwork
You can make standard clockwork equipment.
New Class: Artificer
New Prestige Class: Elustrian Engineer
Wednesday, March 31, 2010
Tuesday, March 30, 2010
The Dictums of The Hidden Lady
The following is an excerpt from the holy text of the hidden goddess Elustria, the Grimorum Mechanicum...
The Dictum of Differential: The key key to great power in any given machine is mechanical differential. One gear turns the next, which in turn turns the following. Each successive cog adding its mechanical strength to the power of the previous, until the necessary drive is achieved. Those who heed the word of the Iron One, The Hidden Lady, must follow this dictum in all things. Separate your true power from your goal by as many degrees as possible. Never do for yourself what you can have a loyal servant do. Never allow your loyal servant to do what he may have an acquaintance do. Never allow your servant's acquaintance to do what he may hire a mercenary to do.
The Dictum of Redundancy: Even the best schemata should allow for one or more backup mechanisms, as well as an emergency stop. In this way you ensure that even if your machine's primary drive fails, the machine will not fail. An emergency kill switch will ensure that you will not be injured by a failed machine. Take this to heart. Never accept a single means to an end when you may have two. Never satisfy yourself with two when you may have three. Never allow your plans to leave your control. Always be able to terminate your plans at your will.
The Dictum of Housing: Although not necessary to operation, a machine's external plating and housing are important. They protect the machinery from outside corruption. They also protect your machine's design from prying eyes. Never reveal your plans and methods to others. Deflect attempts to see through your methods with a cloak of secrecy. If you are a priest, do not dress as a priest, and do not openly wear your holy symbol. If you are an assassin do not wear your sword openly. When a man asks what options are available to him, only tell him what options you wish him to take. Never reveal what you are capable of, let others believe what they wish of you and fear the unknown.
The Dictum of Magic: All machines require a power source. Steam, animal power, and stored kinetic drives are all acceptable means of propulsion. Steam must be stoked and renewed. Animals must rest. Springs must be wound. Weights must be lifted. Magic is an eternal power source. A small amount of magic may be amplified a thousand fold with your machinations. Always heed the power of magic. Be wary of those who wield it. Hoard it for yourself. Build your plans with its power in mind.
The Dictum of Differential: The key key to great power in any given machine is mechanical differential. One gear turns the next, which in turn turns the following. Each successive cog adding its mechanical strength to the power of the previous, until the necessary drive is achieved. Those who heed the word of the Iron One, The Hidden Lady, must follow this dictum in all things. Separate your true power from your goal by as many degrees as possible. Never do for yourself what you can have a loyal servant do. Never allow your loyal servant to do what he may have an acquaintance do. Never allow your servant's acquaintance to do what he may hire a mercenary to do.
The Dictum of Redundancy: Even the best schemata should allow for one or more backup mechanisms, as well as an emergency stop. In this way you ensure that even if your machine's primary drive fails, the machine will not fail. An emergency kill switch will ensure that you will not be injured by a failed machine. Take this to heart. Never accept a single means to an end when you may have two. Never satisfy yourself with two when you may have three. Never allow your plans to leave your control. Always be able to terminate your plans at your will.
The Dictum of Housing: Although not necessary to operation, a machine's external plating and housing are important. They protect the machinery from outside corruption. They also protect your machine's design from prying eyes. Never reveal your plans and methods to others. Deflect attempts to see through your methods with a cloak of secrecy. If you are a priest, do not dress as a priest, and do not openly wear your holy symbol. If you are an assassin do not wear your sword openly. When a man asks what options are available to him, only tell him what options you wish him to take. Never reveal what you are capable of, let others believe what they wish of you and fear the unknown.
The Dictum of Magic: All machines require a power source. Steam, animal power, and stored kinetic drives are all acceptable means of propulsion. Steam must be stoked and renewed. Animals must rest. Springs must be wound. Weights must be lifted. Magic is an eternal power source. A small amount of magic may be amplified a thousand fold with your machinations. Always heed the power of magic. Be wary of those who wield it. Hoard it for yourself. Build your plans with its power in mind.
Monday, March 29, 2010
The Following is the Revised Horizon Walker for Pathfinder
Prerequisites: Knowledge (Geography) 5 ranks, Endurance
Lvl BAB Fort Ref Wil Ability
1st +1 +1 +0 +0 Terrain mastery
2nd +2 +2 +0 +0 Terrain mastery
3rd +3 +2 +1 +1 Terrain mastery
4th +4 +3 +1 +1 Terrain mastery
5th +5 +3 +1 +1 Terrain mastery
6th +6 +4 +2 +2 Planar terrain mastery
7th +7 +4 +2 +2 Planar terrain mastery
8th +8 +5 +2 +2 Planar terrain mastery
9th +9 +5 +3 +3 Planar terrain mastery
10th +10 +6 +3 +3 Planar terrain mastery
HD: 1d10
Skills: 4+ Int Mod
Climb, Craft, Handle Animal, Heal, Knowledge (All), Perception, Profession, Ride, Stealth, Survival, Swim
Terrain Mastery
At each level the Horizon Walker gains a new terrain mastery. These give him a bonus to a skill, or a special ability, and a bonus to hit and damage versus a specific creature type. These bonuses stack with a ranger's favored enemy and favored terrain bonuses. Some of these terrains have a minimum class level, which you must have reached prior to taking the terrain. At 6th level the Horizon Walker may take a planar terrain.
Terrains
Aquatic: You gain a swim speed of 20 feet. This increases to 30 feet at 5th level and 40 at 10th level. In addition you gain a +1 to hit and damage versus creatures with the aquatic subtype.
City: You gain +4 to diplomacy checks. If using diplomacy to gather information in a town or city you gain an addition bonus equal to one half your Horizon Walker level (rounded down). In addition you gain a +1 to hit and damage rolls versus humans and those with human blood, such as half elves and half orcs.
Desert: Anything that would normally cause the Fatigued condition has no effect on you. Anything that would cause you to become Exhausted causes you to be fatigued instead (your immunity to exhaustion does not prevent this effect. In addition you gain a +1 to hit and damage versus vermin (such as scorpions and spiders) as well as blue dragons and Brass dragons.
Dungeon: You gain 30 foot darkvision. If you already have darkvision it increases by +30 feet. This increases by +30 feet at horizon walker level 10. In addition you gain a +1 to hit and damage rolls versus undead and oozes. You must have at least 2 other terrain masteries before you may take this terrain.
Forest: You gain a +2 to perception and to stealth. These bonuses stack with terrain masteries that confer similar bonuses. In addition you gain a +1 to hit and damage rolls versus fey creatures as well as green dragons.
Hills: You gain a +2 to perception and stealth. These bonuses stack with similar bonuses granted by other terrains. In addition you gain a +1 to hit and damage rolls versus giants as well as wyverns and copper dragons.
Marsh: You gain a +2 to perception and to stealth checks. This stacks with similar bonuses from other terrains. In addition you gain a +1 to hit and damage rolls versus creatures with the reptilian subtype (such as lizardmen) as well as black dragons.
Mountains: You gain a +4 to climb checks and may always choose to take 10 on all climb checks, even if threatened. In addition you gain a +1 on attack and damage rolls versus orcs and goblinoids, as well as red dragons and silver dragons.
Plains: You gain a +2 to stealth and perception checks. This stacks with other terrains that grant similar bonuses. In addition you gain a +1 to hit and damage rolls versus creatures with the animal type.
Planar Terrains
Fiery: You gain fire resist 20. In addition you gain a +1 to hit and damage versus creatures with the fire subtype.
Weightless: You may cast Fly 3 times per day. This is a spell like ability and is not affected by armor. Your Horizon Walker level is your effective caster level for this ability. In addition you gain a +1 to hit and damage versus creatures with the air subtype.
Cavernous: You gain tremor sense 30 feet. In addition you gain a +1 to hit and damage rolls versus creatures with the earth subtype.
Cold: You gain resist cold 20. In addition you gain a +1 to hit and damage rolls versus creatures with the cold subtype.
Shadow: You Hide in plain sight. This ability only functions when you are in an area of shadow. In addition you gain a +1 to hit and damage rolls versus shadows and creatures of the shadow plane, such as shadow mastiffs. You must have at least 2 other planar mastery abilities before taking this terrain.
Hell: Your attacks with natural and melee weapons are made as if good and silver for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage versus all devils. You must have at least one other planar terrain mastery before selecting this one.
Abyss: Your attacks with natural and melee weapons are made as if good and cold iron for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage rolls versus demons. You must have at least one other planar terrain mastery before selecting this one.
Prerequisites: Knowledge (Geography) 5 ranks, Endurance
Lvl BAB Fort Ref Wil Ability
1st +1 +1 +0 +0 Terrain mastery
2nd +2 +2 +0 +0 Terrain mastery
3rd +3 +2 +1 +1 Terrain mastery
4th +4 +3 +1 +1 Terrain mastery
5th +5 +3 +1 +1 Terrain mastery
6th +6 +4 +2 +2 Planar terrain mastery
7th +7 +4 +2 +2 Planar terrain mastery
8th +8 +5 +2 +2 Planar terrain mastery
9th +9 +5 +3 +3 Planar terrain mastery
10th +10 +6 +3 +3 Planar terrain mastery
HD: 1d10
Skills: 4+ Int Mod
Climb, Craft, Handle Animal, Heal, Knowledge (All), Perception, Profession, Ride, Stealth, Survival, Swim
Terrain Mastery
At each level the Horizon Walker gains a new terrain mastery. These give him a bonus to a skill, or a special ability, and a bonus to hit and damage versus a specific creature type. These bonuses stack with a ranger's favored enemy and favored terrain bonuses. Some of these terrains have a minimum class level, which you must have reached prior to taking the terrain. At 6th level the Horizon Walker may take a planar terrain.
Terrains
Aquatic: You gain a swim speed of 20 feet. This increases to 30 feet at 5th level and 40 at 10th level. In addition you gain a +1 to hit and damage versus creatures with the aquatic subtype.
City: You gain +4 to diplomacy checks. If using diplomacy to gather information in a town or city you gain an addition bonus equal to one half your Horizon Walker level (rounded down). In addition you gain a +1 to hit and damage rolls versus humans and those with human blood, such as half elves and half orcs.
Desert: Anything that would normally cause the Fatigued condition has no effect on you. Anything that would cause you to become Exhausted causes you to be fatigued instead (your immunity to exhaustion does not prevent this effect. In addition you gain a +1 to hit and damage versus vermin (such as scorpions and spiders) as well as blue dragons and Brass dragons.
Dungeon: You gain 30 foot darkvision. If you already have darkvision it increases by +30 feet. This increases by +30 feet at horizon walker level 10. In addition you gain a +1 to hit and damage rolls versus undead and oozes. You must have at least 2 other terrain masteries before you may take this terrain.
Forest: You gain a +2 to perception and to stealth. These bonuses stack with terrain masteries that confer similar bonuses. In addition you gain a +1 to hit and damage rolls versus fey creatures as well as green dragons.
Hills: You gain a +2 to perception and stealth. These bonuses stack with similar bonuses granted by other terrains. In addition you gain a +1 to hit and damage rolls versus giants as well as wyverns and copper dragons.
Marsh: You gain a +2 to perception and to stealth checks. This stacks with similar bonuses from other terrains. In addition you gain a +1 to hit and damage rolls versus creatures with the reptilian subtype (such as lizardmen) as well as black dragons.
Mountains: You gain a +4 to climb checks and may always choose to take 10 on all climb checks, even if threatened. In addition you gain a +1 on attack and damage rolls versus orcs and goblinoids, as well as red dragons and silver dragons.
Plains: You gain a +2 to stealth and perception checks. This stacks with other terrains that grant similar bonuses. In addition you gain a +1 to hit and damage rolls versus creatures with the animal type.
Planar Terrains
Fiery: You gain fire resist 20. In addition you gain a +1 to hit and damage versus creatures with the fire subtype.
Weightless: You may cast Fly 3 times per day. This is a spell like ability and is not affected by armor. Your Horizon Walker level is your effective caster level for this ability. In addition you gain a +1 to hit and damage versus creatures with the air subtype.
Cavernous: You gain tremor sense 30 feet. In addition you gain a +1 to hit and damage rolls versus creatures with the earth subtype.
Cold: You gain resist cold 20. In addition you gain a +1 to hit and damage rolls versus creatures with the cold subtype.
Shadow: You Hide in plain sight. This ability only functions when you are in an area of shadow. In addition you gain a +1 to hit and damage rolls versus shadows and creatures of the shadow plane, such as shadow mastiffs. You must have at least 2 other planar mastery abilities before taking this terrain.
Hell: Your attacks with natural and melee weapons are made as if good and silver for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage versus all devils. You must have at least one other planar terrain mastery before selecting this one.
Abyss: Your attacks with natural and melee weapons are made as if good and cold iron for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage rolls versus demons. You must have at least one other planar terrain mastery before selecting this one.
Dungeon Divers, Reborn
This blog, formerly dedicated to a brief campaign ran in 2008 and 2009 is now the home of the reborn dungeon divers. This blog will contain adventure synopses, character stats, and campaign information for the new episodic Pathfinder DnD version of the dungeon divers.
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