Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TravelLog

Pages: [1] 2 3 4 5 6 ... 17
1
Whenever you get the time, I'd love to see the ushemoi done. They've been on the list for a while

As a matter of fact, maybe close down requests for a while so we can get through the list. I've got time this weekend. So I'll try and do some of them, like the Banshrae, Velroc, and maybe the Frostburn/Sandstorm stuff.

2
Homebrew and House Rules (DnD) / Re: Astronomer (3.5 base)
« on: May 21, 2013, 06:25:45 PM »
Do a Binder/Astronomer where you bind the Zodiac or other major constellations as vestiges.

3
Oslecamo's Improved Monster Classes / Re: Oni, Kuwa
« on: May 17, 2013, 06:45:42 AM »
Great work, O Great Sage Equalling Heaven. Abuse of power is a very interesting ability. Kudos.

4
I'd love some Asuras and Oni if folks have the time.

5
Any chance of seeing new Cannomorphs soon?

6
Glad you're interested. Part of the problem working through these was that the Phantasms themselves vary widely in power, so it was a choice of staying closer to source material or keeping with balanced. I chose to look at them as not all of equivalent power (Ea for example will likely be the most powerful for obvious reasons).

Usage wise, I didn't want them to be spammable, since as powerful as they are I'd prefer not giving a player an infinite-use "I win button".

I'll work on your suggestions. What would recommend for The Thing from the Sea though? I'm not sure what creature to base it on. Likewise, thoughts on a throwing ability for Gaé Bolg?

Also, when was Lancelot able to steal someone's appearance?

How's this for new Rule Breaker:
(click to show/hide)

7
Min/Max 3.x / Re: Fun finds thread V3.0
« on: April 27, 2013, 11:32:10 PM »
Ah, is it Embarrass TravelLog Day again? Man, the year really does roll around fast.  :plot

8
Min/Max 3.x / Re: Fun finds thread V3.0
« on: April 27, 2013, 09:49:44 PM »
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.
Not so - take 1 level in 4 different base classes with good Will saves.

Well yes if we're not using fractional saves. :eh

Touché.

9
Min/Max 3.x / Help me build an Oread Summoner (Pathfinder)
« on: April 27, 2013, 09:01:11 PM »
Here is the current sheet. Mainly, I'm looking for feat recommendations and advice on building my Eidolon, along with future spell selection and gear necessities.

I got the DM to agree to swap the -2 Cha of Oread for either -2 Dex or -2 Int, thus not penalizing my spellcasting. We're playing a level 1-15 game, for purposes of this build, so advice that fits with that would be most appreciated. I was entreating the idea of taking the Oread feat chain that lets me get Earth Glide at 13th, and since I'm a Shaitain Binder archtype, both myself and my eidolon would be able to Earth Glide, which could make for some unique tricks.

10
Min/Max 3.x / Re: Fun finds thread V3.0
« on: April 27, 2013, 01:37:41 PM »
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.

11
Min/Max 3.x / Re: Full spell list
« on: April 26, 2013, 04:37:54 PM »
Dare I ask the file size of this behemoth?

12
Homebrew and House Rules (DnD) / Re: TravelLog's Discworld Compendium
« on: April 26, 2013, 09:51:38 AM »
Regional Feats

Ankh-Morpork
(click to show/hide)

Uberwald
(click to show/hide)

The Agatean Empire
(click to show/hide)

Fourecks (XXXX)
(click to show/hide)

13
Homebrew and House Rules (DnD) / Re: Astronomer (3.5 base)
« on: April 24, 2013, 04:42:07 PM »
Most of the Phenomena are fine as is (great work, btw). Just a couple things

  • For Aurora you say, "a new Will save within 1d4 rounds". Does that mean the creature makes a save each round until then, or that they make a second save at that point and none in between?
  • For Blueshift, you should mention that it has to be in a line within doubling back, otherwise creatures with the ability to attack creatures any time they move by could abuse it to just move back and forth repeatedly
  • Is Cosmic Rays untyped damage? Force damage?
  • For Dark Energy, what if you are on the edge of the affected radius, trying to attack or cast into it?
  • Can the reverse gravity spell counteract the Dark Matter phenomenon? I ask only because you specifically mention gravity.
  • Dispersion: What about True Seeing? Are the images automatically believed?
  • Eccentricity: Now I can't stop thinking about an arrow orbiting my head. Great.
  • Can creatures able to see through magical darkness  (or another Astronomer using Flocculus) see through Event Horizon?
  • Gamma Ray Burst: Damage type?
  • Great Attractor: You and untyped bonuses are like seriously a thing.  :tongue
  • Is Heat Death untyped damage? I ask only because...you know, the name and all.
  • Nutation: If you want to be a dick and teleport someone into the ground, do they get shunted and damaged as normal?
  • Syzygy: No comments. I just love this word a lot.
  • Universal Expansion: same question as Dark Energy

Again, great work. This is really unique stuff. Out of curiosity, how long did it take you from start to finish to get this class out?

14
Homebrew and House Rules (DnD) / [Creature] Syrethon
« on: April 24, 2013, 04:17:34 PM »
Syrethon


Large Magical Beast (Earth)
Hit Dice:10d8+40 (85 hp)
Initiative:+5
Speed:30 ft. land (6 squares), 60 ft. swim (12 squares)
Armor Class:21 (–1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Base Attack/Grapple:+7/+17
Attack:Claw +14 melee (1d6+8)
Full Attack:2 claws +14 melee (1d6+8) and bite +9 melee (1d6+5)
Space/Reach:10 ft./10 ft.
Special Attacks:Rend, Refraction
Special Qualities:Darkvision 60 ft., half damage from fire/ice, low-light vision, regeneration 5/sonic, vulnerability to sonic, earth glide
Saves:Fort +11, Ref +8, Will +4
Abilities:Str 26, Dex 20, Con 19, Int 6, Wis 13, Cha 8
Skills:Listen +7, Spot +8
Feats:Power Attack, Combat Reflexes, Improved Combat Reflexes, Swim by Attack
Environment:Caves and underground lakes
Organization:Pack 5-12
Challenge Rating:7
Treasure:Standard
Alignment:Any

Refraction (Ex/Su): Any time the syrethon are targeted by spells or abilities of the [light] or [fire] descriptors, half of the damage or effects are refracted to random targets within range. As a supernatural ability, the creatures are also capable of storing such energy and releasing it as a melee touch attack if they successfully deal bite damage to an opponent.

Shard Spray (Ex): As a full-round action, the syrethon can launch a storm of razor sharp crystals in a 30 ft cone. The attack deals 3d6 piercing damage, reflex half.

Crystalline Body (Ex): With bodies made of crystal, the syrethon take half damage from fire and acid attacks. They are also able to move through the earth, as earth glide.

15
Homebrew and House Rules (DnD) / [Creatures] Ahn, Karr and Zell
« on: April 24, 2013, 03:55:25 PM »
Ahn, Karr and Zell

(click to show/hide)


Huge Giants (Evil, Extraplanar)
Hit Dice:22d8 + 132 (222)
Initiative:-1
Speed:35 ft. in hide armor (7 squares), 50 ft. base (10 squares)
Armor Class:32* (–2 size, –1 Dex, +16 natural, +3 hide armor, +6 Gift of Doubt), touch 12, flat-footed 31
Base Attack/Grapple:+16/+36
Attack:Greatclub +27 melee (4d6+18) or slam +26 melee (1d6+12) or rock +13 ranged (4d6+12)
Full Attack:Greatclub +27/+22/+17/+12 melee (4d6+18) or 2 slams +26 melee (1d6+12) or rock +13 ranged (4d6+12)
Space/Reach:15 ft./15 ft.
Special Attacks:Shadow Grasp, Crushing Shadows, Earth-shaking bellow (Ahn), Stunning Blow (Karr), Doubting Shadows (Zell), Rock throwing
Special Qualities:Low-light vision, Meld into Shadow, Skin of Doubt, Gift of Doubt, Rock catching, Scent, Spell Resistance 19, Shadow Investiture, Resistance 10 Acid/Fire/Electricity/Cold
Saves:Fort +19, Ref +9, Will +11
Abilities:Str 33, Dex 8, Con 23, Int 6, Wis 10, Cha 7
Skills:Climb +11, Jump +11, Listen +10, Spot +13
Feats:Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Power Attack, Weapon Focus (Greatclub)
Environment:Plane of Shadow
Organization:Always as a trio
Challenge Rating:???
Treasure:Triple Standard
Alignment:Always Neutral Evil

Rock Throwing (Ex): Ahn, Karr and Zell have a +1 racial bonus on attack rolls made to throw rocks. This bonus stacks with any existing racial bonus. They can throw rocks weighing up to the amount given in the following table up to five range increments.The size of the range increment depends on the jotunblood giant’s size category, as given in the table. They gain their Strength bonus (if any) on damage rolls when it strikes a foe with a thrown rock.

Shadow Grasp (Su): Ahn, Karr and Zell may, as a standard action, attempt to initiate a grapple against any creature within their line of sight so long as that creature is in contact with shadows. The giants reach an arm into a nearby shadow, causing it to manifest and grapple the chosen creature. If successful, the grapple deals 1d8 negative energy damage per round it is maintained. Grappled creatures attempting to use divine spells have a 33% chance of spell failure, causing the spell to be expended to no effect. Spells of the [light] descriptor cause the arm to vanish.

Crushing Shadows (Su): As a standard action, Ahn, Karr or Zell may attempt to brutally crush any creature affected by the Shadow Grasp ability. The target must make a Fortitude save (DC 22) or take 6d8 damage and be rendered helpless for one round. A successful save halves this damage and negates the helpless condition.

Earth-Shaking Bellow (Su): Once every 1d4 rounds, Ahn can loose an earth-shaking bellow that functions like an earthquake spell, except that the area is a 40-foot cone-shaped spread directed away from Ahn.

Stunning Blow (Ex): Once every 1d4 rounds, Karr can imbue his melee attacks with stunning force. A creature damaged by such an attack must succeed on a Fortitude save (DC 22) or be stunned for 1d3 rounds.

Doubting Shadows (Su): Zell can breathe a 40-foot cone of Doubting Shadows once every 1d4 rounds. Every creature caught in the cone must make a Reflex save (DC 22) or take 6d6 points of negative energy damage. A successful save halves the damage. Creatures that cast divine spells must also make a Will Save (DC 22) or be unable to use divine spells for 1d3 rounds. This ability also negates all current spells of the [light] descriptor currently active of divine origin in the area the cone is used.

Meld into Shadow (Su): At will, Ahn, Karr, or Zell can meld into any existing shadows as though using the meld into stone spell, except that they can remain in the shadows for as long as they wish. In addition to the effects of the spells listed in the meld into stone description, a spell with the [light] descriptor cast on their location causes them to be expelled from the earth and take 5d6 points of damage in the process. While melded with shadow, Ahn, Karr, and Zell heals 10 hit point of damage per round, as if they had fast healing 10.

Gift of Doubt (Ex): Ahn, Karr, and Zell gain a +6 bonus to their Armor Class (including while flat-footed) as a result of their nature. In the presence of large amounts of light, this bonus to their Armor Class is removed. Furthermore, because they are so inextricably linked, any one of the trio may choose to act on the turn of any other, regardless of their rolled initiative. If they choose to act later than they would have, they may do so as if they had readied an action the previous round.

Skin of Doubt (Ex): Ahn, Karr, and Zell take half damage from all abilities of Divine origin. Moreover, any time Ahn or Karr are the subject of an attack, their Armor Class bonus granted by Gift of Doubt is lowered for the purposes of resolving the attack by one point per two points above 10 of their attacker's Wisdom score. When in areas of bright light, this ability is negated.

Rock Catching (Ex): Once per round, when Ahn, Karr or Zell would normally be hit by a rock (or a similarly shaped projectile) of any size from Small up to its own size category, they may make a Reflex save (DC 15 for a Small object, +5 for each size larger, plus any magic bonus the projectile has) to catch it. They must have a free hand and be aware of the attack to catch the rock.

Scent (Ex): Ahn, Karr and Zell can detect approaching enemies and sniff out hidden foes by sense of smell alone. See the MM for details of this quality.

Spell Resistance (Ex): Ahn, Karr and Zell have spell resistance equal to 8 + half their Hit Dice, total=19. This spell resistance is ignored vs. [light] related spells.

Shadow Investiture (Su): Ahn, Karr, and Zell are more than just brothers, they are creatures infused with the essence of shadows. There blood is darkness, their flesh solitude. Their minds and hearts are one, standing in the empty void. For one brother to see his fellows fall is a thing of agony, for in such a case, there is nothing left but hungry shadows, and no companions to brave the night.

Should two of the brothers fall, the remaining brother's mind will shatter. He will reach out in his madness and absorb the shadows of his brothers, that he might not be alone in the darkness. When invested with the shadows of his fallen brothers, the remaining brother undergoes a powerful transformation, howling in his grief (forcing all enemies to make a DC 25 Fortitude save or be stunned for one round), unleashing shadows everywhere within sight, negating all [light] effects. Regardless of the save, no more actions may be taken that round and new initiative is rolled.

During his transformation, his health is fully restored, and indeed raised, to 1.5x his usual maximum. He receives a +3 morale bonus to saves, and gains Mettle, as well as having his Resistance to Fire/Cold/Acid/Electricity increased to 20, and his movement speed is doubled.. During this time, he also gains the ability to use any of his brother's special attacks as if they were his own, and becomes capable of acting twice per round when his fallen brother's usually would have. During this time, he may act as if he possessed the Improved Grapple feat, and may also move without penalty. Furthermore, he becomes enshrouded in a cloak of raging shadows, granting him a 100% miss chance when not targeted by some form of non-magical light (like from the sun, or that cast by a torch, though a very large one). For each such light source, this miss chance is decreased by 50%.

16
Homebrew and House Rules (DnD) / Re: TravelLog's Discworld Compendium
« on: April 24, 2013, 02:17:07 PM »
Vestiges of the Discworld

The Summoning Dark

Vestige Level: 7th
Binding DC: 29
Special Requirements: Yes

Deep in their twisting tunnels, the dwarves have learned of many kinds of dark. And of them all, it is the Summoning Dark that is most feared, most dreaded. This is because the Summoning Dark represents vengeance and a thirst for justice that only the shadows can bring.

Legend: It is unclear when the Summoning Dark came into being, but it is well known that it is thousands of years old. Dwarven myth holds tell that the Summoning Dark was originally a spirit of vengeance, born at the birth of the world when Tak first witnessed one of his creations slay another.

In his sadness, Tak’s tear fell to the world and acted as a spirit to bring mercy to the souls of the dead. But as it grew exposed to the countless cycles of violence and revenge, the spirit slowly became infected with an impulse of its own, an impulse to bring retribution on those who would do violence against a brother, father or son. Thus was the birth of the Summoning Dark.

Special Requirement: The Summoning Dark will only bind with someone who holds a thirst for retribution in his heart.

Manifestation: An inky black shadow rises languorously from the seal and there is the sense that the summoner is being watched on all sides just out of the corner of vision. The shadows form themselves into the rough shape of a man and the entire area around the seal goes silent. The Summoning Dark then speaks directly into the summoner’s mind before agreeing to a pact.

Sign: Those who bind with the Summoning Dark are branded on either forearm with the Dark’s sigil. Furthermore, the irises of both eyes turn scarlet.

Influence: Those bound to the Summoning Dark exhibit markedly more aggressive behavior, particularly in regard to situations where a wrong has been committed. They are also more likely to be ruthless in pursuit of their goals. If the binder is betrayed or badly harmed while hosting the Summoning Dark, he will do everything in his power to exact justice on the offender.

Granted Abilities: While bound to the Summoning Dark, you gain powers to help you right grievous wrongs in the shadows.
  • The Dark Cannot Lie: While bound to the Summoning Dark, you get Darkvision 120’, and can cast stone tell, as the druid spell, with a caster level equal to your effective binder level three times over the course of your pact.
  • Justice at Any Cost: You gain damage reduction 5/-, and if, during the pact, you would be reduced below 0 health, you instead take no damage that round and go berserk. For the next two rounds, you are treated as if Raging as a barbarian of your binder level. Once the rounds expire, you take the delayed damage as normal.
  • No Rest for the Wicked: You gain the benefits of the Track and Legendary Tracking feats while bound to the Summoning Dark.
  • Beyond the Veil of Deceit: While bound to the Summoning Dark, you gain immunity to mind-effecting abilities, spells, or powers, and can use True Seeing three times over the course of the pact.

(click to show/hide)


The Guarding Dark

Vestige Level: 8th
Binding DC: 36
Special Requirements: Yes

It takes a special sort of person to create his own watcher. But it was precisely such a man that gave birth to the spirit that known as the Guarding Dark. A spirit of cold, hard, responsibility and fairness, the Guarding Dark is the most powerful of all the known dwarven spirits.

Legend: Centuries ago in Ankh-Morpork, the City Watch was in shambles. But, there emerged a copper of sterner stuff than the rest, a man who was both incorruptible and in pursuit of true justice. In time, this copper rose to the rank of Commander of the City Watch, and became known across the Disc as a paragon of even-handed law enforcement and occasional shouting. But known only to very few was a terrible truth.

The corrupt was corrupt. But, not in the way one would have thought. The reason he made such a good copper is because he had the mind of a criminal. And the only reason he wasn't one is because he held that part of him in check through the creation of his own Guarding Dark. When he died, the spirit lived on.

Special Requirement: The Guarding Dark will only bind to those who truly seek justice, and who, for any failings they may have, are incorruptible in their actions.

Manifestation: A cloud of ash materializes in the seal, and slowly disperses to reveal a lean, weather-beaten man in old leathers, wearing a tarnished breastplate and wearing faded leather boots. The man's eyes, however, are sharp, and seem to see right through you.

Sign: While bound to the Guarding Dark, there is always a half-smoked cigarette tucked behind your eye, and you smell of smoke, rain, and old leather.

Influence: You become thorough and methodical while bound to the Guarding Dark, and are driven by an urge to drink any nearby alcohol. You have to resist drinking it, however, and compensate by eating as much bacon as possible at any given opportunity. You also have headaches as a result of being slightly knurd.

Granted Abilities: The Guarding Dark gifts those who summon it with powers to capture evil-doers and guard against being's inner-darkness.

  • Under Lock and Key: While bound to the Guarding Dark, you can cast Forcecage, Dimensional Anchor, Forbiddance, and Bands of Steel once each as spell-like abilities with a caster level each to your Effective Binder Level.
  • Capture, not Kill: All weapons you wield, and any natural weapons you may have, gain the Merciful enchantment, the effect of which can be toggled on and off at will as a free action.
  • The First Step: Any time you deal non-lethal damage to a creature equal to 75% or more of its hit points, you can subject it to the effects of an Atonement spell. Unlike the normal version, the creature is entitled to a Will Save DC 10+1/2 EBL+Cha to forego the effects of the spell. If the check fails, the creature is not atoned, but it does take a morale penalty to its AC, attack rolls, damage rolls, and saves equal to 1/5th your effective binder level.
  • Implacable Guardian: You gain regeneration 1, bypassed only by force effects, while bound to the Guarding Dark

17
Homebrew and House Rules (DnD) / Re: TravelLog's Discworld Compendium
« on: April 24, 2013, 01:13:34 PM »
Fixed on all counts. I originally didn't give each of them their alignment domains because it felt like they didn't all fit quite right in some cases (like the Good domain felt odd on Hoki, likewise Evil for the Sea Goddess) even though they have that alignment.

Still, more options for players can't necessarily hurt.

Thoughts otherwise: Rincewind and the Luggage (I want to make a feat that gives a Luggage as either a cohort or replacement for animal companion/special mount, but it would need to be a weaker version that advances)? Ideas or suggestions more generally?

18
Homebrew and House Rules (DnD) / Re: TravelLog's Discworld Compendium
« on: April 24, 2013, 10:09:30 AM »
Deities of Discworld



”Because what gods need is belief, and what humans want is gods.”

” It was all very well going on about pure logic and how the universe was ruled by logic and the harmony of numbers, but the plain fact of the matter was that the Disc was manifestly traversing space on the back of a giant turtle and the gods had a habit of going round to atheists' houses and smashing their windows.”

“No gods anywhere play chess. They haven't got the imagination. Gods prefer simple, vicious games, where you Do Not Achieve Transcendence but Go Straight to Oblivion; A key to the understanding of all religion is that a god's idea of amusement is Snakes and Ladders with greased rungs.”

“Demons have existed on the Discworld for at least as long as the gods, who in many ways they closely resemble. The difference is basically the same as that between terrorists and freedom fighters.”

“It is said that whosoever the gods wish to destroy, they first make mad. In fact, whosoever the gods wish to destroy, they first hand the equivalent of a stick with a fizzing fuse and Acme Dynamite Company written on its side. It's more interesting, and doesn't take as long.”


Anoia, Goddess of Things That Stick in Drawers

(click to show/hide)

A minor goddess, Anoia used to be responsible for the Disc’s volcanoes. Eventually, however, she tired of this and changed her vocational priorities. She wears the appearance of a tired, skinny woman clothed in a bedsheet and continuously smoking a rather ashy cigarette.

Anoia does not ask much of her worshippers, and is more or less of the mindset that at some point, everyone has to deal with a stuck drawer, and angry or not those people’s shouting is a prayer for her. She also brings this attitude toward Things Down The Backs of Sofas, and has recently entertained entering the market of Zippers That Have Gotten Stuck Despite Being Wiggled Back And Forth.

Dogma: Things go to the bad at some point, so when they do, best to be prepared (if not with a solution, at least with a set of screwdrivers and pliers). Always remember where you put things, and don’t be afraid to mess about when searching for a solution.

Clergy and Temples: Anoia’s only temple is a small building in Ankh-Morpork that, appropriately, appears to have been wedged in between two other, larger temples. In keeping with the relaxed nature of their goddess, Anoia’s priestesses do freelance work for other up-and-coming deities.

Domains: Family, Force, Liberation, Fire, Good
Alignment: Neutral Good
Symbol: A drawer with the top of a fork sticking out of it below a lit cigarette


Bilious, Oh God of Hangovers

(click to show/hide)

Another minor deity, created in a time of surplus belief after a nasty affair involving a man with a glass eye, Bilious is cursed to get all the negative effects of drinking even though he has never actually come into contact or consumed alcohol. He hates drinkers, and commands his worshippers to inconvenience them at all opportunities with pamphlets urging sobriety.

His attitude towards his worshippers is not a good one, mainly because they make his headaches worse with their constant call for prayers. He rarely responds to requests, and when he does it is often as tersely as possible. He appears as a thin man with a pale face, short brown hair, and a decidedly green cast to his features, and is often sweaty.

Dogma: Drinking is the greatest sin possible. Doctors and hedge witches are to be venerated in all their forms.

Clergy and Temples: Bilious has neither temples nor clergy, and can be best worshipped by attending sobriety seminars or temperance meetings.

Domains: Suffering, Sloth, Retribution, Purification, Balance
Alignment: True Neutral
Symbol: A figure with a pillow head tightly over his head above a cup of coffee


Blind Io, God of Thunder and Make No Mistake

(click to show/hide)

Blind Io is the current king of the gods and has the unquestioned monopoly on the use of thunder for deific purposes. Any deity can rain down lightning on unbelievers, but you better believe he contracts the thunder out to old Io. The crafty bastard is blind, at least in the traditional sense, but tends to be surrounded by a number of floating eyes that aimlessly float around his head and therefore tend to leave him in a bad mood because of split vision.

Because so many cultures create independent thunder gods, Io has what is perhaps the most complete costume wardrobe of all the gods, and is adept at imitating anything from a female thunder god to a creature with lightning bolts for arms.

Dogma: All occurrences of thunder are to be taken as the attention of Blind Io. It is important to venerate the gods in all their forms, and those who do not do so will likely be left a pile of badly burnt sandals and ash. Enemies should be swiftly dealt with. Other deities claiming to be thunder gods should have their temples torn down post-haste.

Clergy and Temples: As chief among the gods, Blind Io boasts the Disc’s most prominent (though not largest) clergy, and the high priest of Blind Io traditionally speaks for and represents Ankh-Morpork’s various priesthoods and religious orders. He also has a large temple and a feast day.

Domains: Wrath, Air, Pride, Sky, Law, Good
Alignment: Lawful Good
Symbol: A double headed axe bisected by a lightning bolt


Fate, God of You Damn Well Know What

(click to show/hide)

More properly termed an Anthropomorphic Personification, Fate appears as an older man with graying hair and eyes that are black from edge to edge, and faint twinklings that may be stars. He plays games with the other gods constantly, and has only been known to lose to the Lady (and Cohen the Barbarian on one memorable occasion). Fate is unfailingly polite, but does not like being cheated, and responds angrily when it occurs. Interestingly, Fate may well be the one who cheats the others most.

Fate does not care one way or the other regarding his worshippers, and sees the Disc in general as something to momentarily suspend his boredom.

Dogma: Things happen, and that is simply the way that the universe works. It does not do to fight one’s fate, and all things should be accepted as they are given. Trying to change one’s destiny is an act counter to the fabric of the cosmos.

Clergy and Worshippers: Just because Fate does not care about his followers does not mean they do not exist. He has a temple in Ankh-Morpork, and his priests are grey-faced men who attend pre-determined meetings in his name. Many of them are accountants and tax collectors.

Domains: Fate, Planning, Destiny, Oracle, Law
Alignment: Lawful Neutral
Symbol: A black disc dotted with scattered stars


Hoki, God of Bloody Mischief and Trickery

(click to show/hide)

Hoki is a bit of a bastard, so much so that he got kicked out of Dunmanifestin for pulling the old exploding mistletoe joke on Blind Io. He manifests in a number of forms, ranging from a small child to an oak tree, or a half-man, half-goat. The other gods see Hoki as a bloody nuisance, and he tends to be worshipped more so that he doesn’t bother people than out of any desire for something from him.

Hoki doesn’t care for much, and his attitude can generally be summed up by the phrase “unwelcome surprise.” That said, Hoki does also care for the froests of the Disc, particularly in the Ramptops, ensuring that the wilds are well-cared for.

Dogma: Do what you want as long as its worth a good laugh and doesn’t permanently hurt anyone.

Clergy and Worshippers: While he has no temple, Hoki is worshipped primarily out of a desire to keep him away and not causing problems. Some of his worshippers are small children with whoopee cushions.

Domains: Life, Plant, Trickery, Moon, Chaos, Good
Alignment: Chaotic Good
Symbol: A flute overlaid on an oak tree


The Lady, Goddess of the Million-to-One Chance

(click to show/hide)

The Lady is the anthropomorphic personification of Luck, and is the single most powerful goddess on the face of the Disc. Her name is never spoken, only hinted at, and she invariably deserts anyone who names her outright. The Lady is capricious, and appears as a red-haired woman with bright green eyes (not in the sense that a human might have green eyes; her’s are green from edge to edge, without whites or pupils).

The eternal rival of Fate, the Lady is the only know deity to have beaten him in a game. Where Fate plays to win, the Lady only plays not to lose, and tends to choose pieces that are, on their face, not very powerful (or in Rincewind’s case, possessed of any redeeming abilities whatsoever). She claims to have never sacrificed a pawn, and treats those holds those she favors close.

Dogma: The Lady espouses no particular dogma or ideology.

Clergy and Worshippers: Uniquely of the gods on the Disc, the Lady has neither worshippers nor clergy. This is because, although the only temple ever erected to Her was destroyed by pure chance, everyone, in their heart of hearts, hopes and prays that She exists and will favor them. Her suitors are distinguished by their repetition of the prayer: “please-oh-please-oh-please-oh-please.”

Domains: Chaos, Luck, Travel, Wealth, Charm, Quantum (new domain)
Alignment: Chaotic Neutral
Symbol: A pair of dice, or a quantum weather butterfly

(click to show/hide)


Offler, The Crocodile God

(click to show/hide)

Appearing as a man with a crocodile’s head, Offler is one of the disc’s most widely worshipped deities, with the majority of his followers coming from Klatch, his place of origin. Oddly, he also boasts many worshippers who have never actually seen a crocodile and whose lands do not have them.

An old god, Offler is more prone to common sense than many of his younger fellows, and takes a pragmatic approach to his worshippers. He advocates the importance of only forbidding things that your worshippers will not mind giving up (broccoli), to the other gods. He also speaks with a lisp as a result of his crocodile head.  He is attended by sacred birds that give him news from across the Disc, and also clean his teeth.

Dogma: Pay attention and take note of your situation, because things are always bloody complicated. Mind your own business and work hard and things will probably turn out all right. Respect crocodiles.

Clergy and Worshippers: The Crocodile God’s followers are called Offlians, and the second month of the calendar, Offle, is also named after him. The traditional sacrifice to Offler when praying is composed mainly of fried sausages, allowing the "true sausagidity" to ascend to Offler by means of smell, while the clergy eat the "earthly shell" of the sausages, which the clergy claim taste like ash, as Offler has eaten their essence. A large temple to Offler exists in Ankh-Morpork as well.

Domains: Mysticism, Scalykind, Thirst, Sand, Sun, Good
Alignment: Neutral Good
Symbol: A crocodile head over two crossed scepters


The Great God Om

(click to show/hide)

Om is an interesting case as a god. There was a time when his priesthood focused on inquisiting (which generally involved a great deal of spikes and shouting. Also fire. You can never have enough righteous fire), but after the coming of the Prophet Brutha, Om had a change of heart, and now urges his followers to be good to all people, though they still hold the belief that Om is the one true god.

Om’s followers and clergy are based in the desert nation of Omnia, a theocracy on the Klatchian continent. Om has, following Brutha’s coming, refused to manifest directly and demands that believers develop their own theology and thics based on faith in his existence and creeds of nonviolence and moral decency. Omnians, rather than turning to war to prove Om’s superiority, now try to win in the marketplace of ideas.

Dogma: You can die for your country or your people or your family, but for a god you should live fully and busily, every day of a long life.

Clergy and Worshippers: As a theocracy, Omnia is ruled by the Cenobiarch and the priesthood, which espouses an evangelical attitude and encourages missionary work.

Domains: Inquisition, Good, Healing, Courage, Community
Alignment: Neutral Good
Symbol: A turtle


Patina, Goddess of Wisdom

(click to show/hide)

The dignified, grey-haired goddess of wisdom, Patina’s image is marred by the fact that a sculptor accidentally carved her statue with a penguin instead of an owl. As a result, the collective belief has forced Patina to actually change her pet into a penguin, causing much laughter at her expense in Dunmanifestin. Her origin lies in Ephebe, where the philosophers and artists are venetrated as nowhere else on the Disc.

Patina is a relatively distant goddess, though she means well. Her desire for learning and knowledge of all kinds makes her easily distractable, and though she inspires her worshippers, she tends not to answer their prayers because she is off studying some new phenomena.

Dogma: Learn as much as you can, listen to those wiser than you, and always seek new heights of knowledge. Libraries are sacred, and those who tamper with them should be dealt with harshly.

Clergy and Worshippers: Though Patina does have a traditional clergy and temple in Ephebe (and Ankh-Morpork), she considers all scholars and those of the learned persuasion as hers, and only demands that they treat knowledge and its manifestations with the proper respect.

Domains: Creation, Knowledge, Protection, Dream, Law
Alignment: Lawful Neutral
Symbol: A book or a penguin


Pedestriana, Goddess of the City and Football

A lean, playful woman wearing cleats and carrying a backpack filled with assorted oddities, Pedestriana is the patron goddess of Ankh-Morpork and sporting events of all kinds (though she has a particular affinity for football). She is a relatively new goddess on the Disc, and does not concern herself with celestial politics or Dunmanifestin, preferring to attend sporting competitions and open markets around the Discworld.

Pedestriana disdains civilized society and prefers to engage in everyday activities like eating overpriced stadium food and playing football while giving a damn good elbow to the other team’s forwards when no one is looking. She manifests on occasion in the mortal world, but more often takes time to share consciousness with female athletes or scrappers in general.

Dogma: Give as good as you get and play dirty if no one’s watching as long as its all in good fun. Explore and amuse yourself by finding what you enjoy.

Clergy and Worshippers: Strictly speaking, Pedestriana has neither worshippers nor clergy. The reality however is that every stadium is her temple and every fan and player her worshipper. The celebratory chanting is her primary form of prayer, as is the call of food vendors and salespeople.

Domains: Trade, Commerce, Competition, City, Chaos, Good
Alignment: Chaotic Good
Symbol: A pennant bearing a football


The Sea Goddess

(click to show/hide)

She is nameless, and she is the ocean. She is the tides and the waves and maestrom. The Sea Goddess is willful, and is not very smart, but she is powerful, for all men and women and creatures believe in her strength and hope that she blesses them rather than takes them for her own. Sailors most of all tread wisely around her, and observe many rituals to remain in her good graces.

Truth be told, however, she does not care what people do. When a rule of hers is broken there can be no placating her unless the price is paid, and she has no use for adoration. The one currency she trades in is respect and obedience. Her sacred animal is the dolphin.

Dogma: Respect the sea and all things in it. Do not anger the ocean or take advantage of its bounty.

Clergy and Worshippers: The Sea Goddess has no clergy and would not care even if she did. Her worshippers are primarily sailors and fishermen, and they are devout indeed.

Domains: Ocean, Storm, Pact, Water, Weather, Evil
Alignment: Neutral Evil
Symbol: A dolphin leaping among the waves


Tak, God of the Earth

Tak wrote the world, according to the dwarves. Unlike most gods, Tak does not require or ask that the dwarves think of him, merely that they think. He does not manifest on the Disc and has no known image, preferring to keep to himself in some deep part of the earth rather than live in Dunmanifestin like most deities. He is venerated by the dwarves and trolls, though for many centuries the dwarves viewed trolls as an abomination, and the two races warred with one another. A recent translation of Tak’s original words however, produced the following:

The first thing Tak did, he wrote himself.
The second thing Tak did, he wrote the Laws.
The third thing Tak did, he wrote the World.
The fourth thing Tak did, he wrote a cave.
The fifth thing Tak did, he wrote a geode, an egg of stone.
And in the twilight of the mouth of the cave, the geode hatched, and the Brothers were born.
The first Brother walked toward the light, and stood under the open sky. Thus he became too tall. He was the first Man. He found no Laws and he was enlightened.
The second Brother walked toward the darkness, and stood under a roof of stone. Thus he achieved the correct height. He was the first Dwarf. He found the Laws Tak had written, and he was endarkened.
Then Tak looked upon the stone and it was trying to come alive, and Tak smiled, and wrote All things strive.
And for the service the stone had given, he fashioned it into the first Troll, and delighted in the life that came unbidden.
These are the things that Tak wrote!


Dogma: Think and grow. Respect all creatures and strive for something worthwhile.

Clergy and Worshippers: Dwarves and trolls are Tak’s primary worshippers, and though there as very few troll clergy, both races practice follow him with equal care and vigor. He has no church in Ankh-Morpork proper, though many dwarves have shrines to him in their mines.

Domains: Craft, Dwarves, Rune, Earth, Cavern, Law, Good
Alignment: Lawful Good
Symbol: A stone next to a fire

19
Hey guys. I don't suppose we've got room for me to return? Everyone still around?

20
Homebrew and House Rules (DnD) / Re: Astronomer (3.5 base)
« on: April 23, 2013, 08:30:12 PM »
Much better now that they are insight boni.  :thumb

@Aries, making it explicit should solve the problem. For the second part, that's actually a question I don't know the answer to. Interesting.

@Ursa: Bueno.

Quote
People love you.  Y'know?
Oh stop you.

@Cancer: A more careful reading suggests you are correct.

@Virgo: Castor & Pollux (as well as their other sibling pair) were born from eggs too.

...I'm not helping with that am I?

@Centaurus: Good on ya mate.

@Sag: I'd say maybe so. Your call though.

@Cygnus: ...hush.

For phenomena my question was that you needed all of the listed conjunctions, but yes the question is withdrawn because I know the answer now. Let's pretend I knew it just like there were neeeeever any untyped boni.  :ninja

Quantum is what I want it to be!

Also an astrolabe PrC would be cool. This class needs more Sagan dammit!

I'll try and give the phenomena a look-see tomorrow and post my thoughts.

Pages: [1] 2 3 4 5 6 ... 17