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H
ARP
ER
’
S
B
AZAAR
Volume #1, Issue #2
Spring 2005
Table of Contents
Introduction
Introduction ........................................................................... 1
New Races ............................................................................... 2
Kalbari ............................................................................ 2
Merak .............................................................................. 2
New Cultures ......................................................................... 3
Cragger ........................................................................... 3
Oceanic ........................................................................... 3
Blood Talents .......................................................................... 4
Kalbari ............................................................................ 4
Merak .............................................................................. 4
Paladin .................................................................................... 4
Paladin Sphere ............................................................... 5
Rules Options ........................................................................ 9
Cascading RR for Fear .................................................. 9
Skilled Fumbles ............................................................. 9
Initiative Option ........................................................ 10
Armor as Damage Reduction .................................... 10
Power Strike (Hack & Slash) ..................................... 10
Clerical Orders .................................................................... 11
Earth Wardens ............................................................ 11
Guardians of the Night .............................................. 12
The Gatekeepers ......................................................... 13
Welcome to Issue #2 of
HARPer’s Bazaar
. The past
few months have been extremely busy for me. So busy,
in fact, that I have just recently gotten the time to work
on this issue. As always the contents of this product are a
combination of various ideas that just spew out of the
dark, dank recesses of my mind. As the warning label
says, these ideas should be considered optional, and
none of them have been play tested. So use them at your
own risk.
Well, you don’t want to sit there listening to me
prattle on all day, so stop reading the introduction and
get on with the rest of the issue!
By the way, I hope you enjoy it, and have fun with
all of your gaming!
WARNING!
All Items in this PDF should be
considered optional and completely unofficial.
Credits
Author:
Tim Dugger
Editing, Pagemaking, & Layout:
Tim Dugger
Artwork:
Toren “MacBin” Atkinson, Peter Bergting, Joel
Biske, John Dollar,Jeff Laubenstein, Colin Throm
ICE Staff
CEO:
Bruce Neidlinger
President:
Heike Kubasch
Office Manager/Cust. Service:
Lori Dugger
Editor/Jack-of-All-Trades:
Tim Dugger
Pagemaking:
Sherry Robinson
Web Mistress:
Monica L. Wilson
Office Cats:
Rajah, Pheobe, & Matsi
My House Cats:
Bandit, Coco, & Rascal
HARPer’s Bazaar Copyright © 2005 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced
and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
Web: www.harphq.com and www.ironcrown.com.
HARPer’s Bazaar
1
Volume #1, Issue #2
N
EW
R
ACES
K
ALBARI
D
EMEANOR
:
The Kalbari are a solemn, distrustful race
of people. They are often short-tempered even when not
angered; they are very brusque and almost rude to those
that they encounter. The Kalbari respect and admire shows
of strength, and this has colored their perceptions. They
view most other races as being inferior and thus not worthy
of courtesy, however this is tempered with the realization
that their normal views would prevent commerce with
others, thus the brusque attitudes.
The greatest honor that a Kalbari can bestow upon a
person from another race is the appellation of “friend”.
When bestowed, the Kalbari also normally bestows a small
token, such as a pendant, upon the new friend. This token
when viewed by other Kalbari shows that they are true
friends, and this affords the individual with much greater
respect from the Kalbari than they might otherwise show.
A
PPEARANCE
:
The Kalbari are humanoid in form, with
the same number of digits on hands and feet as most
other races. Their skin is covered with a tough grey hide
that has a rough, pebbly appearance. They stand about 5’
in height on average, and have a stocky build. The Kalbari
do not have external ears like many other races, their ears
are internal and covered by a layer of taut skin. The
Kalbari, unlike many other races, have very little in the
way of outer appendages, other than arms and legs, even
their noses are highly flattened on their faces.
They have dark coarse hair that runs in a single
stripe from the crown of their head on down to the
small of their back. The Kalbari men trim their hair to
just an inch or two in length, while the female grows her
much longer, often braiding it and weaving beads and
colored stones into the beads.
L
IFESPAN
:
Kalbari live an average of 90 years.
C
ULTURE
:
The Kalbari prefer digging their homes into
the side of cliffs, carving them out of the living rock, thus
the Cragger culture is their default culture.
S
PECIAL
A
BILITIES
:
Tough Hide (Minor) –
The Kalbari have a tough
grey hide that protects them as if they were wearing soft
leather (+20 DB).
Stone Sense –
With innate faculties for stone and
stonework, Kalbari may attempt a normal Medium
Perception Maneuver to notice unusual details, such as
hidden doorways, traps within the stone itself, or flaws
in stonework that could be potentially dangerous (such
as those in floors or ceilings).
Dark Vision (Lesser)
– Kalbari have the ability to
see up to 10' in total darkness. With at least some
illumination, such as a candle, lantern, or torch, they are
able to see up to twice as far as the light provides.
Example:
Without a torch, a Kalbari can see
clearly up to 10' in total darkness. With a lit
torch in hand, illuminating a 20' radius, the
Kalbari will be able to see 30’clearly, plus an
additional 10' at a -40 to their Perception.
M
ERAK
D
EMEANOR
:
The Merak dislike staying in one place
very long. They love to travel and see the world, especially
aboard ships. Most Merak who travel inland tend to
become melancholy and long for the sight of the endless
water of the oceans. To those who they meet, the Merak are
invariably friendly and cordial, however there is something
about them that makes one think that they are just slightly
condescending towards those who are land locked.
A
PPEARANCE
:
The Merak look just like humans for
the most part, except for a few minor, yet telling
differences. First off, the Merak’s skin is a light shade of
blue in color, and appears finely scaled, much like that
of a fish. They also possess gill slits along the sides of
their necks, and their fingers and toes are connected by
a light, yet tough webbing. The Merak have no body hair
at all, though they often decorate their scalps with
fanciful tattoos and other markings.
L
IFESPAN
:
Merak live an average of 130 years.
C
ULTURE
:
The Merak love the seas and the ocean. Of all
the cultures available, they most prefer the Oceanic culture.
S
PECIAL
A
BILITIES
:
Water Vision–
Merak can clearly see up to 100' easily
when underwater. This ability also grants them Night Vision,
as per the talent, but at half of the normal ranges listed for it.
Amphibian
— The Merak is able to function in
water as easily as it does on land, and can actually breathe
in a liquid environment. For every 5 ranks a Merak has in
swimming it adds +2 to its BMR while in water.
Natural Sea Immunity
– Merak have an innate
immunity to extremes of naturally occurring cold, although
they are still penalized by the effects of magical cold. Merak
are also unaffected by the pressures of deep water.
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HARPer’s Bazaar
2
Volume #1, Issue #2
N
EW
C
ULTURES
C
RAGGER
Craggers are cliff-dwellers. They carve their homes
out into the sides of sheer cliffs, often using either
ladders, or stairs carved into the face of the cliff to travel
from one level to another. Most dwellings in the Cragger
culture rarely go deeper than two or three chambers
deep into the rock of the cliff. Instead, they prefer to
carve out their homes so that most rooms can have a
window in the rock walls to allow light and air.
Sometimes these windows have artfully crafted shutters
that blend into the surrounding rock.
Most cliff-dwellings of the Cragger culture have
extremely difficult approaches, which provide excellent
defenses against invaders and raiders of many types.
Those of the Cragger culture are often agrarian
based, growing crops and other food stuffs in nearby
river valleys and canyons and sometimes supplement
this with a bit of hunting.
P
REFERRED
L
OCATIONS
:
Cragger communities are
always found carved into the sides of sheer cliffs.
C
LOTHING
& D
ECORATION
:
Members of the Cragger
culture clothe themselves in sturdy fabrics that match
the rocky hues of their cliffs, to better blend with their
surroundings. Any jewelry that is worn is done so in
moderation, and is always close-fitting.
D
EMEANOR
:
Those who live within the Cragger
culture are often distrustful of outsiders, an attitude
gained from many years of fending off the invasions that
drove them to seek homes within the defensible
confines of cliff-dwellings in the first place.
S
TARTING
L
ANGUAGES
:
Racial Tongue (S 6/W 5), Common
(S 4/W 3)
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REFERRED
L
OCATIONS
:
Oceanic communities are
always found on the open oceans. The cities themselves
acting like huge ships that almost never see land.
C
LOTHING
& D
ECORATION
:
Individuals of this culture
often only wear what clothing is required for protection
of the elements. For dealing with other cultures,
individuals of an Oceanic culture will don plain, rough
clothing of a durable nature. For special occasions and
holidays, individuals wear bright colorful clothing.
Jewelry often consists of shells, pearls and other items
found within the ocean, though it will also be made with
a high variety of styles.
D
EMEANOR
:
Those who live within an Oceanic
community often have a light-hearted and carefree view
of the world and the events happening around them.
They know that should trouble arise, they can move
their entire city to a new location.
S
TARTING
L
ANGUAGES
:
Racial Language (S 6/W 5),
Common (S 4/W 3)
O
CEANIC
Those of the Oceanic culture, simply put, live upon
the Ocean. They often build floating cities that work in a
manner similar to ships, including having sails and a
complex rudder system. These floating cities thrive on
fishing for most of their food, though there are often a
number of specially constructed locations that are used
for farming within the city itself.
While the city itself always stays out in deep water,
those of this culture often man smaller ships which are
used to travel to port cities for trade and commerce.
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HARPer’s Bazaar
3
Volume #1, Issue #2
B
LOOD
T
ALENTS
K
ALBARI
B
LOOD
(L
ESSER
)
The character has a bit of Kalbari blood in his
ancestry, marking him with slightly Kalbari features.
The player may also select any one of the following
Special Abilities to replace any one of the character’s
normal racial Special Abilities. Once selected, it
cannot be altered.
•
M
ERAK
B
LOOD
(L
ESSER
)
The character has a bit of Merak blood in his
ancestry, marking him with slightly Merak features.
The player may also select any one of the following
Special Abilities to replace any one of the character’s
normal racial Special Abilities. Once selected, it
cannot be altered.
•
Tough Hide (Minor)
Water Vision
•
Stone Sense
•
Amphibian
•
Dark Vision (Lesser)
•
Natural Sea Immunity
Cost:
1
Cost:
1
K
ALBARI
B
LOOD
(G
REATER
)
One of the character’s parents is a Goblin, making
him a half- Kalbari. His features are heavily marked,
denoting his Kalbari heritage. The player may select any
two of the following to replace any two of the character’s
normal racial Special Abilities.
•
M
ERAK
B
LOOD
(G
REATER
)
One of the character’s parents is a Merak, making
him a half-Merak. His features are heavily marked,
denoting his Merak heritage. The player may select any
two of the following to replace any two of the character’s
normal racial Special Abilities.
•
Tough Hide (Minor)
Water Vision
•
Stone Sense
•
Amphibian
•
Dark Vision (Lesser)
•
Natural Sea Immunity
•
The character’s Kalbari blood has a strong
influence on his strength, physique, and
lifespan.
•
•
The character’s Merak blood has a strong
influence on his strength, physique, and
lifespan.
•
Strength: +2
Strength, Agility, or Quickness (select 1): +1
•
Constitution or Self Discipline (select 1): +1
•
Constitution: +2
•
Average the lifespan of both your races.
Kalbari have an average lifespan of 90 years.
•
Average the lifespan of both your races.
Merak have an average lifespan of 130 years.
Cost:
2
Cost:
2
P
ALADIN
The Paladin is a warrior for his deity, gaining spells
from his god in exchange for his faith and devotion, and
the occasional quest. The Paladin normally has a specific
Code of Conduct that he must follow in order to retain
the favor of his deity. This Code of Conduct will be
specific to the deity that the Paladin worships.
F
AVORED
C
ATEGORIES
:
Combat:
N
OTES
ON
S
PELLS
Spells from the Paladin sphere use the stats Insight
and Self Discipline for their stat bonuses. Paladins have
access to the following list of spells as their sphere.
Bladeturn*
Courage
Deflections*
Divine Hammer
Dreams
Holy Weapon
Inspirations
Magic Shield
Protection Chant
Resist Damage
Turn Undead
Warrior’s Might
5
General:
4
Mystical Arts:
5
Physical Arts:
4
Selected Category
2
K
EY
S
TAT S
:
Insight, Self Discipline Strength,
Constitution
P
ROFESSIONAL
A
BILITIES
:
The Paladin may learn any
spell off the Paladin Sphere. Starting at fourth level, and
every fourth level afterwards (4
th
, 8
th
, 12
th
, etc.) the
Paladin may reduce the number of Power Points required
for casting spells, from the Paladin Sphere only, while
wearing armor by 1 point, down to a minimum of 1.
Starting at 5
th
level, the Paladin automatically gains the
Talent, Succor (Minor). At 15
th
level, this becomes Succor
(Major), and at 25
th
level increases to Succor (Greater).
HARPer’s Bazaar
4
Volume #1, Issue #2
P
ALADIN
S
PHERE
B
LADETURN
*
C
USTOMIZING
THE
P
ALADIN
Upon selecting a Paladin, the player
should work with the GM to customize
the Paladin for the setting in which he is
being played. The “Selected Category”
listed in the Paladin description should
be placed in a skill category which
reflects the nature and focus of the
deity. Thus the Selected Category for a
Paladin in service to Nature God might
be the Outdoor Category, while another
Paladin in service to a Night Goddess
may have the selected category be the
Subterfuge Category.
Additionally, subject to GM
approval, the player may swap out any 6
spells from the Paladin Sphere for 6
other spells that reflect the nature and
focus of the deity. These spells must be
swapped out before the Paladin learns
any of the spells from his Sphere, or else
he must keep all of the spells listed.
PP C
OST
:
5
R
ANGE
:
Self
D
URATION
:
—
S
PELL
T
YPE
:
Utility
RR: —
S
PHERES
:
Paladin, Mage, Warrior Mage
D
ESCRIPTION
:
Caster may deflect any one melee attack
that he is aware. This attack receives a -20 modifier.
S
CALING
O
PTIONS
:
Increase Modifier
(-50)
+2 PP
Increase Modifier
(-100)
+4 PP
Increase Range
(any visible attack within 100’)
+4 PP
Increase Range
(any visible attack within 300’)
+6 PP
Increase Range
(any visible attack within 500’)
+7 PP
Courage
PP C
OST
:
3
R
ANGE
:
self
D
URATION
:
2 round/rank
RR:
—
S
PHERES
:
Paladin
D
ESCRIPTION
:
For the duration of the spell, all characters
who are within a 10’ radius of the caster receive a +5
bonus to Resistance Rolls against any Fear effects. If the
targets of this spell have already failed a RR vs. fear
within the last 5 minutes, they gain a second RR vs. it
through this spell.
S
CALING
O
PTIONS
:
Caster gains benefits as well
C
ODE
OF
C
ONDUCT
Every order of Paladins must follow a
code of conduct as dictated by their deity
and by the church to which they are
affiliated. The codes are individual to each
order, and can vary greatly from order to
order. It is up to both the player and the
GM to work together to create the Code of
Conduct for the order to which the Paladin
belongs. Much like the Paladin’s spells, the
Code will reflect both the focus and the
nature of the deity that he worships.
+5 PP
Increased Bonus
(per +5 increase)
+3 PP
Increased Radius
(per +10’ radius)
+3 PP
Increase Duration
(5 rounds/rank)
+4 PP
D
EFLECTIONS
*
PP C
OST
:
7
R
ANGE
:
100’
D
URATION
:
—
S
PELL
T
YPE
:
Utility
RR: —
S
PHERES
:
Paladin, Mage, Warrior Mage
D
ESCRIPTION
:
Caster may deflect one missile that he sees
within range, causing 20 to be subtracted from its attack.
S
CALING
O
PTIONS
:
Increase Deflection
(-50 to the missile attack)
+3 PP
Increase Deflection
(-100 to the missile attack)
+5 PP
Unaim True
(missile automatically misses target)
+7 PP
Mass Deflection
(affect one missile per rank)
+10 PP
HARPer’s Bazaar
5
Volume #1, Issue #2
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3001P_MartialLaw.pdf
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HARPersBazaar1-1.pdf
(2607 KB)
3002P_MonstersFieldGuide.pdf
(4902 KB)
3003P_CollegeMagics_lowrezpdf.pdf
(3367 KB)
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