Squaring the Circle

Squaring the Circle

Tuesday, August 23, 2016

Savage Tide: ECL 5 Kiramachi trumpet archon 5: Entry 1

 Entry 1 Kiramachi tu es Vigo...


     I have not had the time to write my thoughts since the all of this has begun. It seems like distant echoes in my memory of the people I once considered comrades and friends They were not living a righteous path and had to be saved from their discretion.  Some say I am too harsh to be an Angelic being. I say man is too weak to be God's favored. Someone must show them the way. Since releasing my former journeymen from their grasp on life and delivering them into an unending afterlife I have found a new crew to travel with. I find myself now the Captain of a boat and have a sense they only keep me around because I can cure disease, since every creature's head seems to explode and infect everyone or to heal them since they seem to always be close to death's door. I envy the sleeping, as I watch them, not watching me. Wishing at times that I could know the peace they see as I am stuck in never-ending wakefulness. Sometimes dark thoughts enter my mind as I watch them so peaceful, almost as if they were at resting eternally. Sometimes I feel that would be best for certain individuals to seek that never ending rest but I am uncertain. This is all just the ravings of a being left to watch all and I'm sure nothing will come of it. Too long with these mortal beings though brings a sense of despair into me. They are all so weak, especially when they are dreaming. 
                                
                                 Save me from my desires Great Savior,
                                          Your everlasting servant,
                                                   Kiramachi 


Wednesday, August 17, 2016

Arboreal (Terrestrially-Adapted)



“Terrestrially-adapted” are aquatic creatures that have adapted to life out of the water. You must have the aquatic subtype to gain this race template. Arboreal creatures have the following traits.
Ability Adjustments: If you gain a land speed, your Strength improves by +2 and your Dexterity is reduced by -2. If you gain a fly speed, your Dexterity improves by +2, and your Strength is reduced by -2.
Speed: You gain either a land speed or a fly speed, and once chosen you cannot later change to the other. Your land speed is based your physiology. If you have a body unsuited to walking or slithering (such as a fish or clam), your land speed is 10 feet; if you have a body that is suited to walking or slithering (such as an octopus or sea serpent) your land speed is 20 feet. Your fly speed is 30 feet with average maneuverability. Once you have chosen either land speed or fly speed, you cannot later change this choice.
Hold Breath: You can hold your breath out of the water for a number of rounds equal to 8 × your Constitution score before you risk suffocation.
Level Adjustment: +0.

This race template has been added to Aryathan Jiil Race Templates.pdf and uploaded to the google drive.

Monday, June 20, 2016

DM Entry: Rotfed Gorger (New Prestige Class)

Rotfed Gorger



This prestige class is ready for play testing.
This prestige class is a new concept designed specifically for the Aryathan Jiil games.





Level
Base Attack
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+0
Rotfed (heal self)
2nd
+1
+3
+0
+0
Rotfed (steal skills)
3rd
+1
+3
+1
+1
Rotfed (purge poison)
4th
+2
+4
+1
+1
Rotfed (absorb memories)
5th
+2
+4
+1
+1
Rotfed (purge disease)
6th
+3
+5
+2
+2
Rotfed (steal feat)
7th
+3
+5
+2
+2
Rotfed (learn spells)
8th
+4
+6
+2
+2
Rotfed (change shape)
9th
+4
+6
+3
+3
Rotfed (learn class ability)
10th
+5
+7
+3
+3
Rotfed (paralytic touch)
Hit Die: d12. Class Skills: None. Skill Points: (2 + Int modifier).



Requirements

Effective Character Level: 5.
Race: Any living creature that consumes food orally.
Ritual: A special 24 hour ritual in which you devour the entrails of a zombie or ghoul (or some other undead that feeds on the flesh of the living) that was destroyed by turn undead (or some other form of positive energy). Eating the meal takes only about an hour, after which time you are nauseated for the remainder of the 24 hour period. After the meal, you must succeed on a single DC 20 Fortitude save to avoid vomiting during the ritual. If you succeed you become eligible for the rotfed gorger class. Otherwise you must restart the ritual after you are no longer nauseated. Only those who can manage to keep the vile food down have what it takes to truly learn the secrets of the rotfed gorger.

Class Features

Weapon and Armor Proficiency: You do not gain any weapon or armor proficiency.
Rotfed (Su): When you devour at least 1 pound of a creature that was slain within 1 hour per rotfed gorger level, you gain some of the devoured creature’s abilities. You must devour twice as much for each size category you are larger than Medium, or half as much per size category you are smaller than Medium.
Rotfeeding takes 1 full-round action and provokes attacks of opportunity, during which time you are flat-footed.
The devoured creature may be of any creature type. Rotfeeding itself does not prevent raise dead or resurrection. You do not gain any additional benefit from rotfeeding upon the same creature more than once.
You may use any or all of the abilities you have accumulated from levels in this prestige class every time you rotfeed.
You may have as many ongoing rotfed benefits at one time as you have rotfed gorger levels (instantaneous ones do not count toward this limit). Rotfeeding more than that causes you to disgorge the next additional feeding as well as any that you are currently benefitting from, losing all of their benefits). After vomiting in this way, you are nauseated for 1 round and then may rotfeed again as normal.
Heal Self: At 1st level, you gain fast healing for one round equal to the target’s HD. Duration: 1 round. At 5th level, the duration lasts for 5 rounds and any extra hit points are gained as temporary hit points that last 1 hour. Duration: 5 rounds and 1 hour. Note: Temporary hit points do not stack if gained from the same source, instead you gain whichever is greater—your current temporary hit points or your new temporary hit points—regardless of the remaining duration on the older ones.
Steal Skills: At 2nd level, you gain all the ranks of a single skill that the target creature possessed. These stolen ranks count as an insight bonus. You do not gain the knowledge of how many ranks the creature has in any skill until you choose the skill. Duration: 24 hours. At 6th level, you may pick three skills and know the number of ranks before choosing the skill from which to steal ranks.
Purge Poison: At 3rd level, you detoxify any sort of venom in your body. You suffer no additional effects from the poison, and any temporary effects are ended, but this does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Duration: instantaneous. At 7th level, you cannot be poisoned again for 1 hour after gaining this benefit. Duration: 1 hour.
Absorb Memories: At 4th level, you gain the memories of the creature from the previous 24 hours. Duration: instantaneous. At 8th level, you gain its memories from the previous month.
Purge Disease: At 5th level, you cure all nonmagical diseases that you are suffering from. You also kill parasites, including green slime and others affecting you. Duration: instantaneous. At 10th level, you cannot be diseased again for 1 hour after gaining this benefit. Duration: 1 hour.
Steal Feat: At 6th level, you learn which feats the target creature had and may choose one of them as a racial bonus feat, even if you do not meet its prerequisites. Duration: 24 hours. At 10th level, you can choose all of the target’s feats as racial bonus feats. Feats that cannot be taken twice are ignored if you already have it.
Learn Spells: At 7th level, you know which spells the target could currently cast (either spontaneously or ones that were prepared). For each spell, you have a 100% chance to cast it once (minus 10% per spell level). Your effective caster level for these spells equals your effective character level. The spells are cast the same way the target creature cast them (spontaneous or by preparation). Duration: 24 hours. At 10th level, you may spill your own blood to improve your chances to cast such a spell. For each 1 hit point of damage you take, you improve the chance to cast one of the spells by 1%. Spilling your own blood in this fashion is part of the casting time of the spell and counts as an additional somatic and material component.
Change Shape: At 8th level, you may change shape into the creature upon which you rotfed. See Monster Manual for the change shape ability. Duration: 24 hours. At 10th level, you instead change as the alternate form ability rather than the change shape ability.
Learn Class Ability: At 9th level, you learn which class abilities the target creature had and may choose one of them. You may use that ability as if you had the same number of class levels in the same class that granted the creature that class ability. Duration: 24 hours.
Paralytic Touch: At 10th level, after rotfeeding, you gain a number of uses of paralytic touch equal to that creature’s HD. A paralytic touch causes the target to become paralyzed for 1d4 rounds (Fortitude negates, DC 10 + half your HD + your Constitution modifier). Duration: 24 hours or until discharged.

Ex-Rotfed Gorger

What happens if I no longer meet the race requirement of this prestige class?

If you become a non-living creature and/ or no longer consume food orally (such as by becoming undead), you retain any rotfed gorger abilities you have already learned, but cannot gain any further levels in this prestige class.

This has been added to the Aryathan Jiil Classes and Prestige Classes.pdf on the Google drive.

Monday, May 16, 2016

DM Entry: New Creature: Nri-Chaksha "Maneater Demon Zombie"

Inspired by the "rakshasa zombie of India" in the movie World War Z.

Nri-chaksha Template

Nri-chaksha, or “maneater demon zombies” as they are sometimes called, are corpses reanimated by demon possession through infected bites from other nri-chakshas. These flesh-mad undead creatures sprint to and pounce upon any healthy living creature within their perception. These near-mindless creatures will charge headlong into danger with no regards to its own safety.
Nri-chakshas appear to be extremely desiccated creatures but not rotting, as is the case with common zombies. Their eyes are a matte off-white to yellowish color, and their pupils are severely affected by what appears to be cataracts, although their vision does not seem to be diminished in the least.
Nri-chakshas constantly twitch their fingers, hands, arms, and jaws in unusual and grotesque ways. An undisturbed nri-chaksha will make a sort of “cacking” sound with its mouth and may stand in place waiting for sounds of life to happen by. A disturbed nri-chaksha emits a terrifying, rasping howl as it sprints to its target.

Creating a Nri-chaksha

“Nri-chaksha” is an acquired template that can be added to any corporeal living creature that died after being bitten by another nri-chaksha. Only undiseased creatures are attacked by nri-chaksha, and diseased creatures never rise as nri-chaksha.
Size and Type: The creature’s type changes to undead and gains the evil subtype. It retains any subtypes except non-evil alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a nri-chaksha with this template.
Speed: All of the base creature’s speeds improve by +10 feet.
Base Attack: A nri-chaksha has a base attack bonus equal to ½ its Hit Dice.
Attacks: A nri-chaksha loses all the natural weapons of the base creature (except claws and bites). A nri-chaksha also gains a bite and two claw attacks (if it did not already have those attack forms). Even those nri-chaksha with proficiency or feats that grant bonuses to manufactured weapons never use them, instead relying on their natural claw and bite attacks.
Damage: A nri-chaksha’s bite deals 1d4 points of damage plus 1½ times its Strength modifier (for Medium base creatures) and its claws each deal 1d3 points of damage plus half its Strength modifier (for Medium base creatures). If it already had better claw or bite damage, use the original damage.
Special Attacks: A nri-chaksha retains none of the base creature’s special attacks, but gains the following.
Infect (Ex): A creature bitten by a nri-chaksha must make a Fortitude save (DC 10 + half the nri-chaksha’s HD with an additional +4 racial bonus) or die in 1d3 rounds, then rise as a new nri-chaksha 1d3 rounds after that. Remove disease removes the nri-chaksha infection, and so does severing the infected limb with a slashing weapon—doing so deals 4d6 points of damage, 2d8 bleed, and loss of limb. Nri-chaksha never attack a living creature that is already infected by a disease, and such a creature never rises as a nri-chaksha either. The location of the bite is up to the DM’s discretion, but should usually be determined randomly.
Pounce (Ex): If a nri-chaksha charges, it can make a full attack.
Trip (Ex): A nri-chaksha that hits with a bite or claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the nri-chaksha.
Special Qualities: A nri-chaksha loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee attacks. Nri-chakshas also gain darkvision 60 feet and great leap.
Great Leap (Ex): As a move action, a nri-chaksha can make a great leap. The creature can cover any distance up to the distance indicated by the result of its Jump check, even if that distance exceeds its base speed. When using this ability, a nri-chaksha calculates distances for standing long and high jumps as if it were making a running long or high jump. The nri-chaksha often leaps even horizontal distances rather than sprinting because of this ability.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities: A nri-chaksha’s Strength and Dexterity both increase by +6, it has no Constitution score, its Wisdom changes to 10, and its Intelligence and Charisma both change to 1.
Skills: The nri-chaksha loses all but 1 rank in each skill that the base creature had ranks in. The nri-chaksha gains a +20 racial bonus on Jump checks and can always choose to take 10 on Jump checks.
Feats: A nri-chaksha retains all feats of the base creature and gains the following feats as racial bonus feats (even if it does not meet the prerequisites):
Fleet of Foot (from Complete Warrior, allowing the nri-chaksha to make a single 90 degree turn during a charge; armored nri-chakshas cannot take advantage of this feat and never take the time to remove its armor)
Powerful Charge (the first attack during a charge deals an extra 1d8 points of damage for Medium nri-chakshas)
Challenge Rating: As the base creature +4.
Treasure: None.
Alignment: Always neutral evil.
Level Adjustment: —.

Human Bureaucrat Maneater Demon Zombie

CR 4

Male Human Expert 2, Nri-chaksha template
NE Medium Undead (Evil)
Init +3; Senses Darkvision 60 ft; Listen +0, Spot +0
AC 13, touch 13, flat-footed 10
     (Dex +3)
hp 18 (2 HD)
Immune Undead immunities
Fort +0, Ref +3, Will +3
Speed 40 ft
Melee bite +5 (1d4+4 plus infect plus trip), and 2 claws +0 (1d3+1 plus trip)
Space 5 ft; Reach 5 ft
Base Attack +1; Grapple +4
Attack Options Pounce
Special Actions Great leap
Abilities Str 16, Dex 16, Con —, Int 1, Wis 10, Cha 1
Feats Fleet of Foot B, Powerful Charge B, Skill Focus (Gather Information), Skill Focus (Knowledge [Local]), Skill Focus (Profession [Bureaucrat]), Skill Focus (Sense Motive)
Skills Bluff -4, Craft (calligraphy) -4, Decipher Script -4, Diplomacy -4, Forgery -4, Gather Information -1, Intimidate -4, Jump +23, Knowledge (local) -1, Profession (bureaucrat) +4, Search -4, Sense Motive +4
Great Leap (Ex) See above.
Infect (Ex) See above, DC 15.
Pounce (Ex) See above.
Trip (Ex) See above.
Skills The nri-chaksha has a +20 racial bonus on Jump checks and can always choose to take 10 on Jump checks.
Alignment Always neutral evil.
Typical Treasure None

Friday, May 13, 2016

DM Entry: New Race: Anggitay

The anggitay is from Philippine mythology, appearing much like a centaur with the addition of a single horn that grows from the center of its forehead.

Anggitay

Medium Monstrous Humanoid
Darkvision 60 ft
Languages Anggitay, Elven, Sylvan
Speed 40 ft
Melee horn (1d6 plus strength modifier). The horn is usually used as a secondary natural weapon, while the anggitay uses one or two weapons in its hands.
Space/ Reach 5 ft/ 5 ft

Spell-like abilities (caster level equals HD)
1/day-detect magic, lay of the land
1/week-dimension door

Abilities Dex +4, Con +4, Int -4, Wis -4, Cha +4
Monocorn (Ex) Anggitay horns are considered masterwork natural weapons and can be enhanced by magic as if they were masterwork short swords.
Feats Anggitays gain Acrobatic as a racial bonus feat.
Skills Anggitays have a +4 racial bonus on Jump and Tumble checks. Because of its natural land speed of 40 feet, it also gains a +4 bonus to Jump checks (see the Jump skill).
Favored Class Dragonfire Adept. Anggitay also prefer dread necromancer, shugenja, and warlock.

Level Adjustment +0.

Society Anggitays live in a tribal social structure, and occasionally intermingle with common centaurs. In the rare union between an anggitay and the much larger centaur, the offspring will be a normal centaur 10% of the time, or an anggitay 90% of the time. While anggitay females are highly fertile when coupled with an anggitay male (85% chance of conception each time), a female anggitay mating with a male centaur produces a child only about 15% of the time. Male anggitay mating with a female centaur never produces offspring. All anggitay-centaur offspring are sterile.


Sunday, April 3, 2016

RTEL: ECL 7 Ozric Inaskari Wild Mage 7: Journal Entry 3

To my dearest Lover,

I still miss you! I don't know what hold you have over me, but its supernatural! I brought with me today two new members to the group to help find you and protect you! One is a Half-Orc Paladin and the other is a Human Monk Healer. They are an interesting addition for sure! So we didn't have enough robes of the cult we are researching to give everyone one, so the two new members had to pretend to be bound. That didn't go as planned, as the Human ran from us and the Giant Bug had to chase after his 'captive'. The Human just blindly ran around the corner and fell off the cliff into the water 50' below! Well anyways after bringing him back up, we pressed forward a bit more. I can sometimes get a faint aroma of your presence nearby. Oh how much I miss you!.
After a bit of walking we found some mephitis, similar to what my familiars are. However, they didn't want to listen to reason and just attacked us. So we banished them to the outer realm where they belonged.
Well my dearest, I am out to search for you again!
Truly yours,
-Ozric

Saturday, March 26, 2016

RTEL: ECL 7 Ozric Inaskari Wild Mage 7: Journal Entry 2

To my dearest Lover,
I don't know where you left to, but I promise to find you one day! I will protect you with my life, but this time I will be stronger! Is that why you left me! Please come back! We can fly thru the lands together without my pesky team members why didn't like you. If they cant see you for your wonder and splendor, then they are not true friends of mine! I will be there to protect you along with my gang of Mephits. I can remember your shadowy appearance just like it was yesterday when we met... feels like a lifetime that we have known each other! Please come back to me! My mind wont let me stop thinking about you! I will continue to search this land to find you!
I will always love you my love!
-Ozric

Sunday, March 20, 2016

RTEL: ECL 7 Ozric Inaskari Wild Mage 7: Journal Entry 2

The one time that our cleric decides to go on cart duty, undead all around! What makes things even better is that the majority of the weapons that my gang of Mephits are carrying are worthless against the specters and ghost we were fighting. Good thing we tricks up our sleeves.
With my magic armour I cast on my group and the enhancements, we were able to dispatch the undead with ease.
But that was not the highlight of our day! We found a precious gemstone of the dwarves! It was being guarded by a mimic! And it was not easy to find the room, it was actually in a hidden room behind the janitorial closet! Our druid friend, with all her eyes, spotted the hidden lever. When we pulled the lever, the back wall slid down and the floor dropped open! Good thing the mephitis and I could fly otherwise we would have fallen. But then I let my curiosity get the best of me!
I figured that some other fools have fallen down into the pit before us and died, leaving all their gear behind. As my gang and I fly down there, we discover that no! No dead bodies, gear, or a scrap of anything was down here! instead we were obviously the first victims down here as the floor, now our ceiling, closed and trapped us in here. I could then see my mephitis all starting to chock on some gas that started to fill up the space. Thankfully the other wizard was able to 'knock' the trap open and release us.
That lead to the gem, as nobody wanted to enter the space because of the gas, I used my spell, mage hand, to propel the gem to us. But when I did that, the mimic sprang to life and slowly started to go after us. With some more of the mage's help, arrows from my mepthits, and the bug warrior, we quickly dispatched of the mimic as the 50' drop prevented it from getting to us.
We then left with our spoils down the hall, encountering gargoyle pit fighting ring leaders or so the chained up dwarf from a far away land. We escorted him with us until we were ready to leave the this place for the night or when our bags filled up.
And when things looked good for us, we came to a large old forge with old weapons scattered all across the room! As we entered the room, another specter appeared. Our luck, no cleric and two undead specters in one day! This time it was animating weapons from the surrounding that it was using to attack us with! The bug stepped up and acted like the decoy for the group while the mage was able to blast more spells into it! I called forth Nahal's Reckless Endower and let forth an empowered magic missile at full power! With the fireballs and that missile, it dropped to the floor.
The group thinking that it was a good idea to gather all the gear in the room, spent a good 2 hours picking up loot. We decided since our bags were full, to go back to town to sell the goods and prepare for our next adventure tomorrow.
With it being the weekend, the group doesn't have to work, it would not be a good idea for me to play with my alchemist lab in my room. The next project will be to enchant my minion's weapons. Don't need another repeat of the specter that they couldn't hurt occur again.

Sunday, March 13, 2016

RTEL: ECL 7 Ozric Inaskari Wild Mage 7: Journal Entry 1

I am not sure what I am doing here with this band of hooligans, but I believe they will help me in unlocking some greater mysteries that I seek the knowledge to. Since I no longer have a body, I guess I can find some use in the other people in the group when my familiars don't want to fight.
I get so restless in this house each day that I have decided to take up alchemy. Brew a potion here and there sounds like a fun way to learn more about the wild nature of magic. Today my thoughts are not with me I have noticed. I have recently I have started to plan my next course of action with I intend to make with my new lab in my room. I think I will work on some rings next.... or armor enhancements.... a wand sounds like fun. Yes, a wand!
Anyways I'm getting distracted again. The group should be returning from their civil duties with the guard soon, where me and my minions are getting ready to go gather some much needed supplies from the local cavern that my group has been venturing off into each night.
Last time we were there, we had to deal with this black hole on the ground that the cleric kept falling into. Not the most graceful of the bunch, but he did devise a cleaver plan to trap it.
After that, it was just a matter of time before we found some trouble or more less trouble found us lol.
After the other mage in the party took care of the lookout, we interrupted apparently a ceremony of some sort. Evil practices of some sort that looked very crude if you ask me.
We dropped 3 of the humans with ease and fell the other two monstrous creatures in the room. The evil ring leader of the group was a little more challenging, but fell with minimal effort from the group.
After looting everything around... the cleric was getting mad about doors being locked and actually having a key for it, crazy you think he would be happy about it. Well anyways, after the bags were full, we ported back to town to sell the goods and they wanted to donate some of the worthless treasure and then everyone return for a nights of rest.
I continued to work on my project for the first day while the group went out to work. Now we are our current point in time, where they are getting their gear ready for another evening run into the caverns. Its good timing too, because I need more supplies to continue my projects.

Tuesday, March 8, 2016

RTEL: ECL 10 Mithil Human Wizard 10: Journal Entry 7

Dear Auntie:

I hope this letter reaches you in good health.  I hope this news does not cause you to hemorrhage in shock.

I am a city guard.   You read that correctly.  I am a city guard!  Me!?

Five days a week, for eight hours a day, I walk a beat.  I do not know why. Something about hoping Paladins will serve us when my hope is to be more adept than any Paladin or Wizard who ever lived!

I do not even know why I am in this particular city but I am now co-owner of a house here!   A home owner, a beat cop, perhaps next I'll take up plumbing.  Then, the god of all nether disposal systems will give us three master plumbers to aid our cause!

The house does not have a laboratory or even a decent library.   Maybe I am the only one who reads?

To qualify for this position, I had to see if I could hit a stationary dummy with a lightening bolt.  Wow.  This is quite the elite operation I've joined.

I AM SERIOUS AUNTIE!  They said, "hey, wizard, can you hit that dummy?"  I said, "yes."   They said, "go ahead and just try."  A half second later the target dummy was vaporized.  No, the dummy was not animated.  It was a fixed target a few feet away from me.

They say wizards go insane but I think I am the only sane person left in this town.

In our off hours, we run to the mines to do the less important work of saving the world.

If I seem dispirited, I am.  I would write more but I have to start my patrol and retrieve drow cats from trees.

How did I go so wrong?

Your loving niece,

Mithil