[3.X] Prak's D&D Material

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Prak
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Re: [3.X] Prak's D&D Material

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Background: Extreme Omnivore
Maybe you're a worshiper of a god of hunger, maybe you grew up food insecure and so take your meals and snacks where you can, maybe you're a member of a cult that worships a world devouring elder evil. Whatever it is, you are both willing and able to eat virtually anything, and you're pretty much always snacking because everything around you is edible. You never need to worry about whether you've eaten enough in a given day, and seemingly pull food or ingredients out of thin air (but cannot sell them for money, because your definition of food and ingredients includes rocks, grubs, and moss). Also, you are extremely resistant to ingested toxins, poisons, and disease, gaining a +4 bonus on Fort saves against anything you've consumed. That said, because you have a tendency to eat bugs you find crawling on you and turn dead people into breakfast, anyone who doesn't share your dietary habits finds you at least a little disgusting, so you take a -2 penalty to Diplomacy checks with them.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: [3.X] Prak's D&D Material

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Background: Escaped Mind Thrall
A substantial part of your pre-adventuring life was spent as a thrall of mind flayers. Mostly this meant menial toil, horrid living conditions, and constant fear that your master got hungry and you were the closest brain. However, mind flayers regularly apply grafts to their thralls to make them more useful, and see their many slaves as a ready stock for their various horrible experiments. You take a -2 penalty against mind-affecting spells and abilities, and psionic powers as a result of your former masters repeatedly bombarding you with mental domination and blasts to ensure your complacency, and your mind never quite fully recovered, but on the bright side, you do not take any further penalty from Illithid grafts (which would usually be a -4), and may take Monstrous feats as if you were not a humanoid. However, there are definitely people looking for you, whether slavers who think a runaway will be a big pay day, or illithids who want to kill you for the damage you did in your escape.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: [3.X] Prak's D&D Material

Post by Prak »

DRUGS DRUGS DRUGS
ahem

Magic items that do stuff with drugs.

Kiseru Pipes
Kiseru are a specific form of smoking pipe, used to smoke finely shredded tobacco, chiefly in Japan. They may be composed of three parts--a mouthpiece and bowl made of metal, and a metal or wood stem (rau kiseru), or a single monolithic piece of metal (nobe kiseru). The wooden stems of rau kiseru are porous and can help to filter the inhaled smoke slightly. Kiseru are typically 6-10" in length.

Kenka-kiseru are kiseru which have been made such that they are ready weapons. They are cast iron or brass, and oversized, 12-18" in length, and might have exaggerated proportions, such as a larger bowl making them more mace like. Beyond even these are the buyōkiseru which could be up to 24" in length, and largely carried by people who make a living through violence but also need to have an innocuous item that happens to be a weapon (like samurai, adventurers and gangsters. But I repeat myself.)

A kiseru is primarily an item for smoking tobacco and similar substances. However, consider them to be usable as equivalent to a bludgeoning weapon that is closest to the size of the kiseru that the user is proficient in. A typical kiseru or kenka-kiseru is akin to a light mace or club (light or one-handed bludgeoning weapon, deals 1d6), that a person who knows how to use a sap can do subdual damage with at no penalty. Buyōkiseru are akin to a heavy mace or light flail (one-handed bludgeoning weapon, deals 1d8, martial proficiency allows use of the disarm and trip qualities).

Particularly large or weaponized kiseru can certainly exist, but would be specially made to a person's custom order, and are best handled by just saying "you have a (whatever) that happens to also be a pipe you can smoke with." Ie, a kiseru that is 4 or more feet in length with a particularly large bowl is just a greatclub that happens to also be a pipe.

For simplicity sake, consider a kiseru to weigh one ounce per inch of length (there are 16 oz to a pound). Nobe kiseru would be slightly more expensive than rau kiseru, but kiseru are basic enough items that unless you're buying something specially made, or that is particularly ostentatious, they should cost no more than 1 gold or the cost of their equivalent weapon, whichever is more.

Kiseru of Altered States
This kiseru is typically no longer than 6" but cultures without a taboo about hard drugs might make them in any size, and allows the user to replicate the effects of extract drugBOVD once per day. Unlike the actual spell, however, this requires only about 1 square inch of the relevant material and holds the "greenish fumes" produced until the user inhales them, but can be used to affect the normal "15 lbs or 1 cubic foot" amount if desired (such as wanting to lower the hardness of metal or stone). In addition to its magical ability, this kiseru can be used to smoke normally without activating it.
Caster level: 1st, Prerequisites: Craft Wondrous Item, extract drug, Market price: 360 gp, Wt: .5 lbs

Ever-full Kiseru
Typically around 12" in length, but possibly any size, this kiseru conjures material of the user's choice on command. This material must be some form of plant material such as tobacco or cannabis, and is produced in a processed form suitable for smoking. If the material remains within the bowl, it persists indefinitely, but once it leaves the bowl, it disappears within a minute. If the pipe is activate while the bowl is full, the contents will be replaced with freshly conjured material. The pipe can be used to smoke normally without activating it if the user desires.
Caster level: 1st, Prerequisites: Craft Wondrous Item, create alchemical item, Market price: 800 gp, Wt: 1 lbs
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: [3.X] Prak's D&D Material

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Sphere: Secrets [Fiend]
Granted Ability: You gain the Magic Insight draconic invocation (Dragon Magic. Detect Magic at will, end as a full-round action to replicate identify.
1: Pervasive Search (as the SpC spell Spontaneous Search, with a bonus to your search check equal to 1/2 character level and as if you had Trapfinding)
3: See Invisibility
5: Arcane Sight (becomes Greater at level 13)
7: True Know Opponent (as Know Opponent and Know Vulnerabilities from SpC jammed together into a single spell)
9: Prying Eyes (becomes Greater at level 15)
11: Probe Thoughts
13: Fiendish Clarity (BoVD)
15: Discern Location
17: Mindrape (BoVD)
19: Eye of the Gods
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Posts: 17361
Joined: Fri Mar 07, 2008 7:54 pm

Re: [3.X] Prak's D&D Material

Post by Prak »

Urtrament Races
This is kind of my take on the basic races, specifically for my setting Urtrament, just to get them in one place without making a huge post on Discord.

Glameir (Elves)
Glameir are the elves of Urtrament, perhaps best exemplified by the fact that they are closer to plants than humanoids.

Glamier are tall and delicate, even those who are overweight carry themselves with an uncanny grace and seem to have a sense of the ephemeral to them. Their connection to all things that grow, the primordial-ness of AEther, and innate magical nature means that while in a large enough sample they tend towards human-like skin tones, they frequently have vibrant hair in colors typically seen in fruit and flowers, and while their skin tone is often some shade of brown or tan, there is almost always some tint or cast of similar floral colors.

Glamier do not grow hair below the eyes, though they do occasionally grow something like plant sprouts in areas where humans would have body hair. These sprouts are more common among glamier who frequently deal with soil, and do not regularly wash.

Glamier bodies are difficult for humans to understand. Glamier, in general, are seldom seen to wash, even by people who have very close relationships or habitation with them, but they also do not develop what humans would regard as body odor. Glamier bodies do produce odor, but the scent is more akin to a mixture of fresh soil, flowers, and petrichor, and thus glamier always seem to be fresh and perfumed to humans. This is due to both the particulars of their flesh, which has significant differences from human flesh, and because glamier do not sweat, at least as humans would understand. Glamier bodies primarily thermoregulate through metabolic activity, increasing it when the body is cold, and decreasing it when overheated. This metabolic regulation is aided by a process like sweating, but where as human sweat is perspired and released to air, in glamier, the liquid is retained in the body, traveling through capilaries to radiate heat from their forearms and hands, and lower legs and feet, before returning to the core, effectively creating a self-contained water-cooling system that does not, in and of itself, risk dehydration. Glamier bodies secrete very little, but the oils they do secrete also contain a natural antimicrobial compound, meaning that their skin is incredibly hostile to bacteria that has not adapted to it.

Glameir Traits
  • Medium Humanoid (Elf)
  • 30 ft base speed
  • Low-light Vision
  • Botanical Anatomy- Glamier bodies are essentially a fusion of plant and animal. They are treated as plants whenever this would be beneficial to them, and are immune to diseases and poisons which do not affect plants (but are vulnerable to diseases and poisons which specifically do affect plants).
  • Glameir do not sleep, instead they enter a trance-like dormancy for four hours to rest. While darkness does not immediately put them under, their wakefullness is very influenced by light and dark, and so a glameir in complete darkness will begin to feel drowsy.
  • Combat Finesse- Glameir are agile and flexible, and can use this to their benefit in combat. They gain a racial bonus of 1/4 hit die (minimum 1) on attack and damage rolls with finesseable weapons, regardless of whether they are using Strength or Dexterity on their attacks.
  • Botanical Communication- Glameir can communicate with one another through a myriad of non-verbals means such as chemicals, electrical signals, extraplanar mycorrhizal networks, which effectively gives them short range, Extraordinary telepathy with each other. Glameir can communicate with other glameir within 50 ft through entirely non-verbal means. Moreover, because part of this communication uses mycorrhizal networks, they can communicate with other glameir at any distance, so long as there is a continuous line of glameir between them spaced no greater than 50 ft apart. The downside of this extraordinary form of telepathy is that it is more like openly talking in a room with a language only one race can understand than speaking directly to the mind of another person, and if communicating at a great distance, you are effectively passing a note--glameir generally consider it impolite to pay attention to others' messages on the network, but nothing actually prevents them from doing so, just as anyone passing a message for you can open the message and read it.
  • +2 racial bonus to Listen, Search and Spot. A glameir who passes within 5 ft of a secret passage gets a check to find it as if actively searching as their botanical nature easily detects small drafts and changes in color or lighting.
Thumbar (Dwarves)
Thumbar are a relatively short species, standing about 4' 5" on average, but also tend towards broad, stocky builds. Their skin generally resembles stone or earth in both color and feel, and is generally quite tough compared to that of other species. They do not grow hair, as such, but appear to--in reality what appears to be hair is a mixture of dense, hair-like lichen and filaments of silica and carbon. This faux-hair grows in a pattern resembling the hair of humans, but is most striking in the long, thick beards most thumbar, regardless of gender, maintain. The peculiar nature of this faux-hair provides thumbar with both an effective particle filter and a natural form of thermal protection.

Thumbar are broadly humanoid, more so than glameir, but their alchemical makeup is weighted towards Earth, granting them a more durable form. However, it means they also need to consume minerals to maintain their health, above and beyond the mineral needs of other humanoids.

Thumbar Traits
  • Medium Humanoid (Dwarf, Earth)
  • 25 ft base speed, speed is not reduced by Medium or Heavy loads or armor.
  • Darkvision 60 ft
  • Stability- A thumbar gains a +4 bonus on ability checks made to resist being bull rushed or tripped, as well as to balance checks made to remain standing when standing on earthen surfaces (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
  • +3 Natural Armor
  • +4 racial bonus on saves vs poisons and diseases.
  • Litholichen Beard- The mixture of lichen and specialized fibers that make up thumbar "hair" provide them with protection against both airborne hazards, and heat. Thumbar gain a circumstance bonus equal to their HD to saves vs inhaled hazards (such as poisons and diseases), and fire resistance 5.
  • Stonecunning- Thumbar receive a +2 bonus on all Appraise, Craft, Knowledge (Nature), Knowledge (Architecture and Engineering), Search and Spot checks which involve stone or stonework.
Orqueneas (Orcs)
Orqueneas (sing. and pl.) are, in general, tall, broad and muscular people, with dusky grey skin that often has a yellowish, brownish or greenish cast. Their hair tends to deep shades of red and blue, and may not grow below their eyes, or in sparse patches similar to human body hair, with about equal frequency across the species.
Beyond their size and coloration, the most notably qualities are the bony protrusions on their shouders, forearms, hips, and shins and knees, which they often use to devastating effect in hand to hand combat, which is in essence, a cultural past-time for the Orqueneas. Orqueneas teeth are incredibly strong, and they are perhaps most known for the large tusks they grow from their lower jaws and are quite proud of.

Orqueneas Traits
  • Medium Humanoid (Orc)
  • 30 ft base land speed
  • Bloodthirst- Orqueneas are born in conflict, wrestling their wombmates to be born first, and raised in a society which considers all forms of combat, but especially unarmed, to be a cultural past-time. Their base attack bonus is raised by one step (from poor to moderate or moderate to full) for all classes. If their base attack bonus is already Full, they receive a +1 competence bonus on attacks and damage instead.
  • Natural Attacks- An orqueneas has a natural bite attack which deals 1d4 damage, and a natural Slam attack which deals 1d6 damage and is treated in all ways as an unarmed strike made by someone who has the feat Improved Unarmed Strike.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: [3.X] Prak's D&D Material

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New Sphere: Warp'ead (Orc)
Granted Power: Your abilities which deal acid damage reduce things they destroy to molten goop. They're still recognizably the constituent matter (and so can be resurrected or raised as normal), but they will not leave corpses, rubble, etc. This does, however, leave a puddle of magitoxic ooze (size=the space of the destroyed target) that is difficult terrain and deals 1 acid damage each round to anything that touches it.
Special--Warlocks: If you are a warlock or otherwise have some manner of eldritch blast-like ability, you may choose to change it so that its default damage type is acid when you first gain this sphere. This choice can not be reversed or changed unless you later gain some way to change the default damage type of your eldritch blast
1- Warp Sphere (as flaming sphere, but deals acid damage. At 11 HD, as Great Flaming Sphere)
3- Deff Wave (as Burning Hands, but ignores cover. At 5 HD, it becomes a 30 ft cone, and at 9 HD, it becomes a 60 ft cone)
5- Spew Warp (as Acid BeathSpC, but no max)
7- Da Jump (as Dimension Door)
9- I'z Gonna Squig Ya! (as Baleful Polymorph, but it turns the target into a squig. Squigs can be represented by taking a normal animal and making them a Plant)
11- Vitriolic SphereSpC
13- 'Eadbanger (as Heart RipperSpC, but it explodes the target's head, and doesn't work on headless creatures, or affect creatures which don't rely on their heads for survival)
15- Zzap (as Disintegrate, but a 80 ft line instead of a medium range ray. Organic targets are reduced to ash, inorganic targets are reduced to slag)
17- Krump 'Em All! (as crushing fist of spiteBoVD but widened, so the cylinder has a 10 ft radius and is 60 ft tall)
19- Warp Emergence (as Sphere of Ultimate DestructionSpC but destroyed objects become pools of molten goop instead of fine dust. As your granted power except it's not still recognizably the constituent matter, and does not count as being a portion of their body at death for resurrection
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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