Świat i bogowie

Świat:

Miejscem rozgrywki będzie położone na północy królestwo Arkania. Jest to miejsce dzikie i niezbadane, najsłabiej zaludnione spośród królestw Wielkiego Kontynentu Zachodniego. Pojedyncze osady stanowią samotne punkty światła wśród niezbadanych mroków Dziczy. Możecie się wcielić w pochodzącym z królestwa ludzi, tajemnicze wytatuowane elfy z dziczy lub nieprzywykłe do światła krasnoludy z Podświata. Macie do wyboru drogę wojownika, zostanie uczniami jednego z magów kontynuujących tradycję Nowego Zakonu lub też kroczyć drogą Światła ludzi lub chtonicznych Starszych Bogów nie-ludzi.

Bogowie:

Starsi Bogowie Arkanii mają trzy charakterystyczne cechy:
1. Charakter neutralny.
2. Związek z naturą, są bogami, którzy istnieli przed cywilizacją i dlatego żaden z nich nie mam jej składowych w portfolio.
3. Dziwny i nie-humanoidalny kształt, nie są to bóstwa antropomorficzne.

Inne bóstwa:

Światło - bezosobowe bóstwo dobra, prawa i porządku, wyznawane przez ludzi

Starsi Bogowie:

Scathanagua - Czerwony Skorpion, bóg pustyni, piasku i słońca
Ithaqua - Lodowy Żmij, bóg lodu, zimna i północy
Cthulhu - Głos z Głębin, bóg morza i wody, przemawia w snach
Lapin Porokoira - Łakoma Paszcza, bóg bagien, ziemi, roślin i leczenia, wyobrażany jako gigantyczna roślina
Nel-Thaggu - Ognisty Jęzor, bóg ognia, lawy, jaskiń i podziemi, bóstwo opiekuńcze krasnoludów z Podświata
Teonan-cati - Dawca Wizji, bóg-grzyb, pan szaleństwa, wizji i rozkładu
Taevanerattur - Błękitny Jeździec, bóg nieba, pogody, deszczu i wiatru
Lamarra - Lwiogłowa Bestia, bogini dzikości, zwierząt i siły
Nyarlathotep - Pełzający Chaos, bóg magii i wiedzy, dusza i posłaniec Starszych Bogów
Yog-Sothoth - Klucz i Brama, bóg czasu i przestrzeni
Yig - Bezgłowy, bóg węży, gadów i trucizn


Name
Alignment
Domains
Favored Weapon




Old Gods:




Cthulhu
CE
Chaos, Evil, Nightmare*, Water
Trident
Ithaqua
CN
Chaos, Ice*,  Travel, Weather
Spear
Lamarra
CE
Animal, Chaos, Evil, Ferocity*
Whip
Lapin Porokoira
N
Healing, Plant, Protection, Swamp*
Shortbow
Nel-Thaggu
N
Ash*, Earth, Darkness, Protection
Battleaxe
Scatthanagua
CN
Chaos, Desert*, Sun, Trickery
Scimitar
Taevanerattur
N
Air, Liberation, Travel, Wind*
Longbow
Teonan-cati
CN
Charm, Entropy*, Luck, Madness
Heavy Flail
Yig
CE
Chaos, Evil, Serpent*, Trickery
Shortsword
Zura
CE
Chaos, Darkness, Evil, Undead*
Rapier




Outer Gods:





Azathoth
CN
Catastrophe*, Chaos, Madness, Strength, Void
Greatclub
Nyarlathotep
CE
Arcane*, Chaos, Evil, Knowledge, Rune
Quarterstaff
Yog-Sothoth
CN
Dark Tapestry*, Darkness, Chaos, Knowledge, Travel
Dagger




Human Pantheon:




Light of



... Guidance
LG
Community, Good, Law, Light*, Protection
Longsword
... Battle
LG
Good, Law, Light*, Nobility, War
Warhammer
... Life
LG
Glory, Good, Law, Light*, Repose
Scythe
... Knowledge
LG
Artifice, Good, Knowledge, Light*, Law,
Light Crossbow
Eternal Flame
LG
Fire, Good, Law, Sun, War
Scimitar











LIGHT DOMAIN

Granted Powers:

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—faerie fires, 2nd—heat metal, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.



SERPENT DOMAIN

Granted powers:

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion.

Domain Spells: 1st—charm person, 2nd—delay poison, 3rd—greater magic fang, 4th—poison, 5th—hold monster, 6th—eyebite, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes (snakes only), 9th—shapechange.


SWAMP DOMAIN

Granted Powers:

Sticky Goo (Sp): When you use this ability, make a ranged touch attack roll targeting any foe within 30 feet. If you hit, an enemy is entangled for 1 round. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Swamp Adaptation (Ex): At 6th level, you suffers no penalty to speed or on Acrobatics or Stealth checks in bogs, marsh, swamp and similar terrains. At 12 level, you gain the amphibious trait and a swim speed of 30 feet. At 20th level, this improves to swim speed of 60 feet and you gain blindsight 30 feet.

Domain Spells: 1st—obscuring mist, 2nd—soften earth and stone, 3rd—water walk, 4th—black tentacles, 5th—transmutate rock to mud, 6th—cloudkill, 7th—control water, 8th—horrid wilting, 9th—shambler.



DESERT DOMAIN

Granted Powers:

Desiccating touch (Sp):  You can drain body fluids from your enemy with a melee touch attack. This attack deals 1d6 points of nonlethal damage +1 point for every two cleric levels you possess. Inn addition, the target is fatigued for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sandstorm (Sp): At 8th level, once per day you can unleash the fury of the desert and create a fiery sandstorm.This power acts as ice storm, except it deals 3d6 points of piercing damage and 2d6 points of fire damage and obscures all sight, including darkvision, beyond 5 feet (creatures within 5 feet has concealment).

Domain Spells: 1st—endure elements, 2nd—soften earth and stone* (create loose sand and dirt), 3rd—slow, 4th—hallucinatory terrain, 5th—wall of fire, 6th—waves of fatigue, 7th—sunbeam, 8th—horrid wilting, 9th—sunburst.


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