d20 Silven Publishing Codex Effusio - The Book of Emotions.pdf

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Credits
by Nicholas Olivo
Additional mechanics by Martin Jenner
Codex Effusio
The Book of Emotion
Editor: Livia Caiazzo
Mechanics Editor: Michael hompson, Martin Jenner
Cover and Interior Artwork: Eric Bergeron
Art Direction and Layout: Kosala Ubayasekara
Requires the use of the Dungeons & Dragons Player’s
Handbook , hird Edition, published by Wizards of the
Coast, Inc. his product utilizes updated material from
the v.3.5 revision.
About the the Author
When ive-year-old Nicholas Olivo was read he Hobbit, he discovered he
loved fantasy as much as Twinkies and chocolate milk. hat experience
inspired him to create his own fantastic worlds and characters, and
shortly thereafter he decided to be a writer. Some years later his wife
introduced him to fantasy role-playing, and he’s been hooked ever since.
When he’s not writing or gaming, he can usually be found playing with
his son in the sandbox
Web enhancements and free articles and updates can be
found on the Silven Publishing website at http://www.
silven.com.
About the Mechanics Editors
Michael hompson is a computer engineer and IT manager by trade,
but a dreamer and idea man at heart. He is a veteran of 25+ years of
RPG gaming, including D&D, World of Darkness, GURPS, Villains
& Vigilantes, and too many others to list. In addition to writing, he is
currently a D20 Mechanics Editor for Silven Publishing and a forum
moderator at the company’s website. Mike lives in Norton, Massachusetts, a
small town 15 minutes north of Providence, RI.
Martin Jenner lives in Southampton, England, and is currently attempting
to juggle a job, a degree course, and a novel-to-be. He feels the situation
could be adequately dealt with if he could somehow eliminate the need for
sleep.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this
License can be found at <www.wizards.com/d20>. Dungeons & Dragons ®, D&D ® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used
with permission.
Codex Efusio ©2006 Nicholas Olivo. Some game mechanics by Martin Jenner. All rights reserved. First Publishing Rights in each medium aforded to Silven Publishing. he contents of this book
is copyright as listed in section 15 of the Open Game License at the end of this book. he mention of or reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned. Codex Efusio is created under version 1.0a, 6.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by
permission of Wizards of the Coast.
Designation of Open Game Content: All mechanics and game rule descriptions are to be considered Open Game Content.
COPYRIGHT NOTICE his material is protected under international copyright laws. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is
prohibited without express written permission from the author or publisher, except for purposes of review or use of Open Game Content consistent with the Open Game License. he original purchaser
may print or photocopy copies for his or her own personal use only. his document is a work of iction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Silven Crossroads , Silven Publishing and corresponding logos are copyright ©2002-2006 Silven Publishing. All Rights Reserved.
Codex Efusio ©2006 Nicholas Olivo. Some game mechanics by Martin Jenner. All Rights Reserved.
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Contents
Credits
2
Introduction
4
Chapter1.Feats
5
Chapter2.PrestigeClasses
10
The Deiler
10
TheDespondent
11
TheEmpath
13
TheExuberant
14
TheFuryon
15
ThePhobist
17
TheSinEater
20
TheUnexpected
23
Chapter3.MagicItems
25
AlchemicalToxins
25
WondrousItems
25
CursedItems
25
SpecialArmorAbilities
26
SpecialWeaponAbilities
26
Chapter4.Spells
28
Open Gaming Licence
34
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Introduction
I have walked this earth for a great many years and have seen
arcane wonders, mechanical marvels, and generations of valiant
heroes and loathsome villains. For all the artifacts, magical
wonders and horrors I have encountered, it is the people I met
along the way that stand out the most. Bards have spun tales
about many of my companions, reciting epic ballads detailing
deeds of tremendous bravery. hose tales focus on the intense
battles, lamboyant spells, and self-sacriicing displays of
heroism. Yet the tales rarely look beneath the surface at what
drove those people. he answer is so elementary that it’s almost
absurd - simple emotions.
Consider the six basic emotions: anger, fear, joy, disgust, sadness
and surprise. hese are common across all the races in all the
lands. Heroes and villains alike feel exactly the same emotions as
a simple innkeeper and his family. What diferentiates the heroes
and villains from the innkeeper is in how they harness their
emotions.
hink for a moment about the various types of adventurers
you see, and relect on how emotions are employed in their
lives. Barbarians, with their raging strength are obvious users of
anger, but so is the ranger who dedicates her life to eradicating
goblinoids. Bards make their living playing upon the joy and
sadness of their audiences, and any rogue worth his salt is a
master of surprise. Necromancers and other like-minded wizards
rely on disgust and fear for their powers, while paladins stand
at the opposite end of the spectrum to oppose them. Clerics,
druids and monks use a combination of these emotions in their
daily lives, be it through communing with a deity, with nature,
or while immersed in self-relection. hese people are not ruled
by emotion, rather they harness it, turning it into a powerful
tool which grants them nigh-unlimited potential and power.
In the pages that follow, I will detail emotion-based feats,
prestige classes, magical items and spells that I have seen or
discovered in my travels. It is my hope that you, dear reader, will
learn to harness the power of raw emotion and use it to better
the world.
-Johara Gway
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Chapter1.Feats
Changing Dispositions
T hroughout the course of a character’s life, events
will unfold that guide her down a speciic path. At
critical moments, her entire attitude towards the
world around her may change. In such a situation
where a character’s [Disposition] feat is rendered
inappropriate, they must replace it with another,
more suitable [Disposition] feat at no extra cost.
For example, if a happy-go-lucky bard with the
‘Sunny’ feat watches her lover die in front of her, her
disposition seems likely to change. The ‘Dejected’
feat could take the place of ‘Sunny’, relecting
the character’s new-found misery. As always, the
DM should be careful when allowing this type of
substitution, in order to prevent abuse.
Consider for a moment how some people can brighten the
spirits of others simply by being in the same room, while other
people can depress an entire crowd with their very presence.
hese individuals’ dispositions are so forceful, so apparent to all,
that thought sheer force of personality they are able to manifest
abilities that others cannot.
[Disposition] feats may only be taken at character creation,
as such unparalleled strength of character is an integral part
of their personality and unlikely to simply manifest without
some signiicant cause. Consider as well how bursts of intense
emotion can cause normal folk to do the impossible.
Take the well known story of an elderly woman who lifted an
apple cart from on top of her toddler grandson. Such amazing
feats are often the response to some terrible tragedy befalling
someone or something dear to the person’s heart. he sight of
a fallen comrade, for example, is enough to send some people
into a mindless rage, with no other goal than to kill the one
who felled their friend. I will refer to this person or object as a
“focus” from here on in. It has been my experience that these
traumatic events can often empower individuals with almost
magical powers, granting them abilities that some would not
believe possible.
AVENGING FURY [Traumatic]
he only enemy in the world is the one who harmed your
friend.
Trigger: One of a number of predesignated creatures equal to
your Charisma modiier (minimum one) is reduced to 0 or
fewer hit points.
Focus: he creature or object responsible for striking the inal
blow.
Beneit: You gain a +2 morale bonus to Strength, a +2 morale
bonus to Constitution and your speed increases by 10 ft. hese
efects last a number of rounds equal to your level, or until
the focus is killed, destroyed or otherwise rendered harmless.
In addition, you must attack (through melee, ranged or spell
efects) the focus each round or lose the bonuses granted by this
feat.
[Traumatic] feats require a trigger condition to be fulilled
before granting any bonus, and often center upon a target or
focus . Abilities granted by [Traumatic] feats that afect targets
other than the character can only afect the focus , and no other
creature or object.
In the pages that follow, I outline a great many of these
extraordinary abilities. I hope that those who read this text will
learn to harness those feats and use them to make the world a
better place.
BEGUILING [Disposition]
You are blessed with a silver tongue and can charm others with
ease.
Prerequisite: Cha 13.
Beneit: You gain a +3 bonus to Charisma checks to alter NPC
attitudes towards you.
ACTION WITHOUT THOUGHT [General]
Surprise is an emotion you no longer feel, so quick are your
reactions.
Prerequisites: Base attack bonus +6, Improved Initiative,
Lightning Relexes.
Beneit: You may always act in the surprise round of combat,
rolling initiative normally as if you had passed whatever Spot or
Listen check was required.
BITTER ENEMY [Disposition]
Your hatred of a particular enemy is so strong that eliminating
them has become your life’s work.
Beneit: Choose one particular individual, race or organization.
You gain a +2 morale bonus on Bluf, Listen, Sense Motive,
Spot, and Survival checks when using these skills against your
hated foe. You also receive a +2 morale bonus on weapon
damage rolls against that particular enemy.
APPRAISING EYE [General]
You can tell by watching somebody just what makes them tick.
Prerequisites: Diplomacy 8 ranks, Gather Information 6 ranks .
Beneits: By spending one minute observing a creature and
subsequently making a successful Gather Information check
(DC 10 + creature’s level or HD), you can gain understanding
of what drives it and its likely responses to any situation. Any
further Gather Information rolls regarding the creature receives a
+3 insight bonus, as do any attack rolls or opposed skill checks.
BLAZE OF GLORY [Traumatic]
In your last moments of consciousness, you realize that it is
better to burn out than to fade away.
Trigger: You are reduced to between 0 and -9 hit points.
Focus: n/a.
Beneit: Instead of becoming disabled or dying, you remain
stable and capable of partial actions for a number of rounds
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