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THE SLEEPING IMPERIUM BY KEN HOOD

 

 

INTORDUCTION

 

Fifty million years in the future, humanity is dying. Time and space fray like an old garment. The sun, Suul'asafal, looms red, cold, and weary. The homeworld of humankind, Ul'malcant, creaks under the weight of its history and bears countless ruins of a powerful, long-gone Precursor culture. Living war machines fight for causes forgotten and prowl the stars, devouring the thinking races. The Gloaming drifts across the inhabited worlds like a storm cloud, bending time and space, destroying sanity and shifting souls. All that stands between the human race and total extinction is the Sleeping Imperium, an empire spanning nearly a dozen worlds, ruled by a dreaming emperor who sends his divine spark to live within his regents and disciples.

 

 

SPECIES

 

Advawi (Imperium Humans)
The product of a sixteen thousand year long, culture-wide eugenics program, Imperium humans are a strong, capable race with ordered minds, powerful bodies, and a sense of manifest destiny in the universe. They, as a whole, are the very best the human race has to offer.

Advawi is the Low Imperium word that refers to the "pure" human race.

Personality: Cultured and barbaric, stoic and expressive, decadent and disciplined, moral and depraved, religious and secular, scientific and superstitious, Imperium humanity are a culture of contradictory extremes. They are a long-lived culture who have embraced and distilled the essence of all that is human, claiming it as their glorious heritage. They are militant and focused, viewing life as a challenge to be bested and bested well, not only for themselves but for future generations.

The Advawi are Machiavellian. They recognize and account for the depravity inherent in all things. "Corruption is the way of things when the world is old," says the sage, Ratavar. (Ratavar's student, Iyud the Cynic, wrote, "The universe is a dying corpse and thinking creatures are maggots living in its festering shell. Can we do anything else but feed upon its corruption?")

All Advawi behavior and thought is based upon a teaching known as the Foundation and Five Pillars.

Physical Appearance: Magnificent in appearance, Imperium humans are muscular and statuesque, taller and much more physically fit than modern humanity, like the difference between a thoroughbred and a quarter horse. While physical characteristics can vary as widely as Notwi, most Imperium humans share the same phenotype. They have dark olive or golden complexions, broad cheekbones and square jaw, a thin, angular nose, and epicanthic folds on the eyes. Hair color is dark, usually black or brown. Eye color is light, either green, blue, or violet.

Males in the Imperium average six feet in height and 180 pounds in weight. Females are tall as well, usually five feet, eight inches tall and 130 pounds in weight.

It is not unusual for Imperium humans to live two hundred years.

Because of the genetic and medical advances of their society, the existence of physically and mentally handicapped Imperium humans is almost unheard. Those with genetic defects are sterilized.

Obesity is rare. It is seen as the mark of a life of ease and sybaritic opulence, a lack of the need for personal discipline because one has too much and disregards the present danger of a hostile world. Only the most hardened, high ranking giu and mefet flaunt their wealth in this manner. Their obesity shows that they have others to handle their labor and need not even lift a finger in their own defense.

Imperium humans are genetically marked with their caste and rank in their society. These markers cause subtle chemical shifts in an Advawi's pheromone production. Other Advawi are engineered by the Hadarahk to be sensitive to theses pheromones. By sniffing or tasting, Advawi can detect the social status of another human. (The ritual greeting of Advawi is an embrace, followed by kisses on both cheeks. This allows them to politely ascertain status.)

Marriage: The Hadarahk arrange all legal marriages within the Imperium. Their selection of couples is based on long-ranged eugenic goals for the human race. Perhaps the mating of the pair will produce a desirable trait or eliminate a harmful recessive trait. Perhaps couples from different regions mate to eliminate stagnation in the local gene pool. Like master conductors, the Hadarahk carefully orchestrate human heritage.

Divorce does not occur in the Imperium. Spouses are bound together as long as the Hadarahk desire the relationship. Should a more suitable partner be found for one of the couple, the Hadarahk annul the marriage and enforce a new one. Death is the only other means of legally ending a marital covenant.

Marriage for love alone violates shavoishavah. Marriage is a duty to the Emperor and the human race, not the dictate of a beating heart. The pleasure houses of the meko-untahf are the place for romance. There, surrogates can be hired to satisfy sexual longings. Also, lovers may legally meet to commit adultery upon their spouses. Such behavior is expected.

That said, many couples fall in love after their arranged marriage. The Imperium looks poorly on couples who lack harmony and mutual respect. The Imperium's idea of marital counselling is flogging. For couples with continual problems, it is execution. Faced with these stiff punishments, couples are forced to resolve their difficulties. Stable and happy relationships are often the result.

The Hadarahk do consider the happiness and harmony of a couple. They will not split loving partners of many years. However, they might require the husband to impregnate a different woman or the wife to become pregnant by another man, should a good genetic opportunity present itself.

Family: Children are born in one of three ways in the Imperium.

Typically, the Hadarahk superintend a child's birth. The organization grants license to a couple's petition for a child, or they order a couple to bear a child. The Hadarahk then provide fertility potions to the couple that counteract the contraceptives in a city's water and food. Additional ch'vordic potions are given to a couple, ensuring the child develops the genetic traits desired by the Imperium. (For instance, a metef couple could have traits the Imperium wishes to introduce into the giu; therefore, the couple bears a giu child.) The child is born with the fuhumtahf chosen by the Hadarahk.

Sometimes, the Hadarahk custom engineer a child. An aemot is chosen to bear the child. She brings the child to term, then separates from it.

Occassionally, a couple "accidentally" produces a child, despite the Imperium's precautions. These free births violate shavoishavah, incurring a measure of dishonor to the couple. Fifty percent of the time, the child will bear the fuhumtahf of one of the parents. The rest of the time, they will either be born without genetic markers (khlarfahthal) or with corrupted genetic markers. Since the Imperium values each and every human life, the Hadarahk repair any damaged genes to provide the child with a "normal" life.

Once a child is born, the Hadarahk place him in the custody of parents of the same fuhumtahf. Rarely will a child remain with his biological parents. The couple rears the child as if he were their own.

A child's early education takes place in a nursery run by an aemot. The children are taught language and mathematical skills. They receive an education in the Foundation and Five Pillars.

At the age of eight, a child leaves the nursery and apprentices to a member of his fuhumtahf. He learns the basic skills, attitudes, and behavior associated with his station in life. The apprentice's master assumes responsibility for the child's behavior, sharing in any legal punishments enacted against the child. If a child demonstrates constant willful disobedience, he is publicly executed by his parents, nursery teacher, and master. The child must be destroyed by their hand, because his death represents a failure on their part.

At the age of thirteen, the child undergoes the ceremony of bazt'on, "The Coming of Adulthood." The ceremony involves fasting, followed by a lengthy session of questions from the Hadarahk and upper-ranked members of the child's fuhumtahf. If the child is judged intellectually and morally fit, he undergoes a ritual ordeal of physical suffering. Should the child endure the pain, he is declared an adult and a true human. In a great feast, he is given his adult names and presents his scars as proof of his adulthood. He then begins his life as a baahniti of his fuhumtahf.

Should a child fail to demonstrate intellectual and moral fitness in the questioning session or fails to properly endure the trial of pain, the Hadarahk change the child's genetic markers, converting them to unt. In a public ceremony, the village ostracizes the child and casts him into the wilderness to find his own fate.

Relations: Imperium humans are racist, but not xenophobic.

The non-human species have their place in the universe, but only places given to them by human hand. The Advawi are a guiding light to all other species. They civilize the lesser races, generously granting them function and hope. By associating with humanity, the non-human races are elevated. Non-humans are welcome, as long as they remember their place.

Within Imperium society, the non-humans are treated as second-class citizens and khlarfahthal. They do not receive educations from the Imperium, as do human children, nor do they pass through bazt'on. Gifted and driven members of a non-human race may petition to become ni- (honorary) members of a fuhumtahf, but they do not receive the full privileges of a full member.

The Notwi are treated as "country cousins" by Imperium humanity. They are uncivilized humans who could only benefit from the Imperium's influence. The Imperium invites Notwi to assimilation. On a pragmatic level, the Imperium views the Notwi as a fresh source of genetic material, preventing stagnation in the Imperium's gene pool.

Other races are careful to deal with Advawi. If the Imperium discovers they have something of high value, particularly land free from the Gloaming and humgalough, the Imperium will take it as part of gehdal-advawi.

Lands: Imperium humans prefer to dwell in cities built over Precursor ruins. Many ruins have fields that prevent the Gloaming from entering the area, as well as teleportation gateways and defenses against humgalough. Ancient ch'vord and keshid tend to be plentiful in ruins.

Religion: Imperium humans subscribe to a monotheistic religion with a single, distant, all-powerful, all-knowing, masculine Creator-God. The Emperor serves as the Right Hand of the Creator and intercedes for his people. The Advawi are God's chosen people and intercede for the lesser races. The lesser races are redeemed by their contact with Imperium humanity and may only truly know the Creator through the example of Imperium humanity. If one relates rightly to the Emperor, and by extension, God, then one is assured a paradisiacal afterlife beyond the Unknowable Other.

Advawi also practice ancestor worship. They believe that all humans have gone before eagerly watch them from beyond the Unknowable Other, bearing witness to their deeds and wishing them greatness. It is their duty to fulfill the hopes of their ancestors and do honor to them.

No formal priesthood or temples exist for the Advawi religion. It is more of a pervasive, cultural belief -- something almost taken for granted by their society. Occasional shrines to ancestors may be found in villages and along roadsides.

Language: Almost all Advawi speak Low Imperium, the trade language of the empire.

Scholars, mathematicians, and other keepers of lore speak High Imperium, the technical language of the Imperium.

Names: Imperium humans have three names: a child name, a public adult name, and a private adult name. To gain adult names, the human must have endured bazt'on. The public adult name is the commonly used name of an individual. The private adult name is used by lovers and close friends.

Masculine names: Garuhnd, Kroata, Malek, Sed, Tahv.

Feminine names: Kuala, Sheyal, Ahashadun, Kefeira, Michal.

 

The following are the various Arvawi Human Races and their favored classes:

 

Aemot: Aemot are bred to be teachers and caregivers for children. Only females belong to this fuhumtahf.

  +2 Wisdom, +2 Charisma.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +4 racial bonus to Bluff, Diplomacy, Heal, Intimidate, Memetics, and Sense Motive when dealing with children.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Meme Bearer (Bard). 

 

Belet: Belet are eugenically bred craftsmen and artisans.

  +2 Dexterity, +2 Intelligence.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +2 racial bonus to all Craft skills.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Craftsman (Expert). 

 

Bohobaet: Bohobaet are bred to be bureaucrats.

  +2 Intelligence, +2 Charisma.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +4 racial bonus to Diplomacy skills.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Diplomat (Noble).

 

Giu

The lowest of fuhumtahf, giu are thieves and thugs, similar to the mafia or yakuza. They are also entertainers, prostitutes, artists, drug dealers, and casino owners.

 

Giu provide pleasures and entertainment for Imperium society. They also legally engage in theft, extortion, blackmail, murder, and similar functions in accords with the Rules of Intent.

 

Giu are unique among fuhumtahf in that they may murder and steal from one another without following the Rules of Intent. However, because their station is so low, they have almost no legal recourse against the higher fuhumtahf. Rarely will a bohobaet offer them a dueling license against a higher ranking individual. Only if they are hired by an individual -- in accords with the Rules of Intent -- may they engage in violence against the upper castes.

 

In the Imperium's scheme of things, the giu are expendable. They provide no goods or services absolutely necessary to its existence and are easily replaced. The best for which most giu can hope is to become so adept at the pleasure-crafts that they become a "treasure" for a higher fuhumtahf individual.

 

Racial Abilities:

  +2 Dexterity, +2 Charisma.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +2 racial bonus to Perform and Gather Information skills.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Trickster. 

 

 

Tet: Tet are warriors and assassins.

  +2 Strength, +2 Constitution.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +1 racial bonus to Attack.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Combat Specialist (Fighter) or Martial Savant (Monk). 

 

Mefet: Mefet are bred to be merchants.

  +2 Wisdom, +2 Charisma.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +2 racial bonus to Appraise and Diplomacy skills.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Merchant (Expert). 

 

 

Tet'nahkshem
The Tet'nahkshem ("Warriors of the Emperor's Holy Law") are the Emperor's hand-picked, elite police force and shock troops. They are the paladins of the Emperor, his Right Hand and Executors of his Wrath.

Given great independence and mobility, Tet'nahkshem wander the Malcants performing the will of the Emperor. They punish lawbreakers and the immoral, from lowest fuhumtahf to highest. Not even the Hadarahk or Vadashem are exempt from their scrutiny. They are the court of no appeals, the judge, jury, and executioner of the Foundation and Five Pillars.

The Tet'nahkshem also patrol the frontiers of the Imperium, seeking out the enemies of civilization and destroying humgalough. In times of war, they gather in small units and conduct guerilla and terrorist warfare on the enemies of the Imperium. In times of direst need, the Ten Thousand gather into a single battle column and devastate their enemies in a rain of atomic force.

They are tough, hard-bitten, fearsome, and fanatical -- utterly devoted to the ideals of the Foundation and Five Pillars.

A fuhumatahf in their own right, the Tet'nahkshem are specially bred by the Hadarahk, ensuring that they are Advawi of the highest caliber. Only males are permitted into this order.

At birth, the Tet'nahkshem is taken from his parents and remanded to the care of a monastery, rather than raised in an aemot nursery like other children of the Imperium. At the monastery, he is given a number, not a name. His instructors provide harsh training in discipline and warfare, as well as history and aesthetics. Many potential Tet'nahkshem die, go mad, or become crippled during training. Those who do survive undergo a final ordeal to determine their physical, mental, and spiritual fitness for their role as the Imperium's protectors.

The survivors of the final test -- usually only a handful of the strongest individuals -- are presented to the Emperor in an eleven day long ritual of solitude, meditation, and fasting. The Emperor tempts and tests them to determine who is fit to carry his divine spark. The unfit are consumed in a column of the Emperor's glory, destroying them utterly. Those whom persevere are chosen and imbued with a portion of the Emperor's consciousness, his divine spark. This grants them powerful abilities, such as a mystical awareness of sedition and threat to the Imperium. This spark dwells within them, allowing the Emperor to communicate directly with them and guide their every action.

The Chosen appear before their teachers and are embraced into the brotherhood of the Tet'nahkshem in a great feast lasting three days. At the end of the feast, the Chosen is given a single Name from one of the Ten Thousand Names of the Tet'nahkshem. This Name once belonged to a Tet'nahkshem who had died in the service of the Emperor or fell from his state. Each Name carries its own history and purpose. The destiny of the Chosen is to add to the history and honor of that Name, to redeem the Name if it comes from the Fallen, and to avenge the Name against those who defeated it in battle.

With the acquisition of the Name, the Tet'nahkshem becomes something larger than an individual. He becomes living, breathing history: an unbroken lineage from the dawn of the Imperium to the present, a creature of dread purpose and grand destiny. The Tet'nahkshem is then armed with his pediti-romahk (quantum lance) and given a kishoto which belonged to the one who possessed the Name before him. Then, he leaves the monastery to do the Will of the Emperor in the outside world.

It is a terrible thing to battle against the Tet'nahkshem. They have no limits in their zeal for the Emperor and his Way. Each is a master of armed and unarmed combat, as well as a talented psionic. Indwelt by the Emperor, they may Enunciate his Words to alter the nature of time and space. The best weapons and armor are theirs for the asking; almost unlimited resources are at their disposal. Murder, torture, intimidation, extortion, and terrorism are their tools in the never-ending battle for civilization. And they are absolutely assured they do the Right Thing.

OPEN GAME CONTENT
Terms in italics are product identity and closed content.

Tet'nahkshem Racial Abilities:

+2 Constitution, +2 Charisma.

 

Medium-size.

 

Base speed is 30 feet.

 

Psionic Talent: All Advawi gain Suke'nkal as a bonus feat.

 

+1 racial bonus to Attack.

 

One extra feat at first level.

 

Four extra skill points at first level and one extra skill point at each additional level.

 

Automatic Language: Low Imperium and High Imperium. Bonus Language: Any.

 

Favored Class: Ahmgei'jiit (Martial Savant).

 

 

Thot: Thot are scholars, mystics, philosophers, healers, and thinkers.

  +2 Intelligence, +2 Wisdom.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +2 racial bonus to all Knowledge skills.  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium and High Imperium. Bonus Language: Any.  

  Favored Class: Intellectual (Expert), Meme Bearer (Bard), Spirit Invoker, Enunciator.   

 

Tufet: Tufet are engineered to be farmers, ranchers, and animal handlers.

  +2 Constitution, +2 Wisdom.  

  Medium-size.  

  Base speed is 30 feet.  

  Psionic Talent: Psionic Talent: All Advawi gain Suke'nkal (Psionic Talent) as a bonus feat.  

  +2 racial bonus to Handle Animal, Knowledge (Agriculture), and any agricultural Profession skill (e.g., farmer, stablehand).  

  One extra feat at first level.  

  Four extra skill points at first level and one extra skill point at each additional level.  

  Automatic Language: Low Imperium. Bonus Language: Any.  

  Favored Class: Farmer (Commoner). 

 

 

CLASSES

 

Enunciator

Game Rule Information
Abilities: Intelligence is the primary ability of Gohm'jiit, enabling them to understand more powerful Words. Wisdom is also an important ability because it helps them to resist the madness that occurs while interacting with higher dimensional forces.

Vitality (Hit Die): 1d4 plus Constitution modifier per level.

Class Skills: Gohm'jiit class skills, and the key ability for each, are as follows: Alchemy (Int), Hkaahmsu'jha (Cognition Control) (Wis), Concentration (Con), Craft (Int), Yeuntyei'jha (Extrasensory Perception) (Wis), Knowledge (all skills, taken individually) (Int), Gohm'jha (Enunciator Magic) (Int, exclusive skill), Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int).
Skill points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

Table CS-1: The Gohm'jiit

Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Wound
Bonus

Special

1

+0

+0

+0

+2

+0

Starting package, bonus feat, signature spell

2

+1

+0

+0

+3

+0

 

3

+1

+1

+1

+3

+1

Signature spell

4

+2

+1

+1

+4

+1

Bonus feat

5

+2

+1

+1

+4

+1

 

6

+3

+2

+2

+5

+2

Signature spell

7

+3

+2

+2

+5

+2

 

8

+4

+2

+2

+6

+2

Bonus feat

9

+4

+3

+3

+6

+3

Signature spell

10

+5

+3

+3

+7

+3

 

11

+5

+3

+3

+7

+3

 

12

+6/+1

+4

+4

+8

+4

Bonus feat, signature spell

13

+6/+1

+4

+4

+8

+4

 

14

+7/+2

+4

+4

+9

+4

 

15

+7/+2

+5

+5

+9

+5

Signature spell

16

+8/+3

+5

+5

+10

+5

Bonus feat

17

+8/+3

+5

+5

+10

+5

 

18

+9/+4

+6

+6

+11

+6

Signature spell

19

+9/+4

+6

+6

+11

+6

 

20

+10/+5

+6

+6

+12

+6

Bonus feat



Class Features
Starting Package: The Gohm'jiit begins play with the following feats:

Firearm Proficiency
Suke'nkal (Psionic Talent)
Simple Weapon Proficiency

Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Bonus Feats: At first level, the Gohm'jiit gets a bonus feat in addition to the feat that any first level character gets and any bonus feats granted for race/species. The Gohm'jiit gains an additional bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be Gohm'ginrejha (Enunciator Magic Feats), Item Creation feats, or from the following list:

Combat Casting
Godelized Communication
Grammatical Modeling
Iron Will
Meditation
Non-causal Reasoning
Spell Focus
Spell Penetration


Signature Spell: At first level, the Gohm'jiit gains a Signature Spell. The character chooses a single spell. When memorizing this particular spell, the character gains a +2 bonus on all Gohm'jha skill checks.

When the Gohm'jiit chooses a Signature Spell, he must decide which metamagic feats he will apply to it, and whenever he attempts to memorize that particular Signature Spell, it must always have those feats and none other. (For example, fireball, maximized and enhanced fireball, and quickened fireball all count as separate spells for purposes of a Signature Spell bonus. Only one of the three may be chosen with each acquisition of a new Signature Spell.)

At 3rd level and every three levels thereafter, the Gohm'jiit gains an additional Signature spell.

Ex-Gohm'jiit: Like a member of any other class, a Gohm'jiit may multi-class, but Gohm'jiit face a special restriction. A Gohm'jiit who gains a new class or (if already multiclass) raises another class by a level may never again raise his Gohm'jiit level, though he retains all his Gohm'jiit abilities.

 

Bushfighter

Game Rule Information
Abilities: Stealth and high situational awareness are necessities of the Raba'jiit's trade, thus they need a high Dexterity and Wisdom.

Alignment: Any. (The Sleeping Imperium setting does not use alignment.)

Vitality (Hit Die): 1d10 plus Constitution modifier per level.

Class Skills: The Raba'jiit's class skills, and the key ability for each, are as follows: Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Demolitions (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Hkaahmfel'jha (Metabolic Control) (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.

Table BF-1: The Raba'jiit

Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Wound
Bonus

Special

1

+1

+2

+1

+1

+2

Starting package, 1st preferred terrain, chosen prey (+1), +1d6 sneak attack

2

+2

+3

+2

+2

+3

Uncanny dodge (Dex bonus to AC), Trailblazing

3

+3

+3

+2

+2

+3

+2d6 sneak attack

4

+4

+4

+2

+2

+4

Uncanny dodge (can't be flanked)

5

+5

+4

+3

+3

+4

2nd preferred terrain, chosen prey (+2), +3d6 sneak attack

6

+6/+1

+5

+3

+3

+5

 

7

+7/+2

+5

+4

+4

+5

+4d6 sneak attack

8

+8/+3

+6

+4

+4

+6

 

9

+9/+4

+6

+4

+4

+6

+5d6 sneak attack

10

+10/+5

+7

+5

+5

+7

3rd preferred terrain, chosen prey (+3), uncanny dodge (+1 against traps)

11

+11/+6/+1

+7

+5

+5

+7

+6d6 sneak attack

12

+12/+7/+2

+8

+6

+6

+8

 

13

+13/+8/+3

+8

+6

+6

+8

+7d6 sneak attack, uncanny dodge (+2 against traps)

14

+14/+9/+4

+9

+6

+6

+9

 

15

+15/+10/+5

+9

+7

+7

+9

4th preferred terrain, chosen prey +4, +8d6 sneak attack

16

+16/+11/+6/+1

+10

+7

+7

+10

Uncanny dodge (+3 against traps)

17

+17/+12/+7/+2

+10

+8

+8

+10

+9d6 sneak attack

18

+18/+13/+8/+3

+11

+8

+8

+11

 

19

+19/+14/+9/+4

+11

+8

+8

+11

+10d6 sneak attack, uncanny dodge (+4 against traps)

20

+20/+15/+10/+5

+12

+9

+9

+12

5th preferred terrain, chosen prey (+5)



Class Features
Starting Package: The Raba'jiit begins play with the following feats:

Armor Proficiency (light)
Firearm Proficiency
Martial Weapon Proficiency (all)
Simple Weapon Proficiency
Track

Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Chosen Prey: At 1st level, a Raba'jiit gains the ability to study a particular opponent and designate it as his prey. Against that opponent, the Raba'jiit gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks. He also gets the same bonus to weapon rolls against his target. (The bonus also applies to ranged weapons, but only against targets with 30 feet. The damage bonus does not apply to creatures that are immune to critical hits.)

At 5th level and every five levels thereafter (10th, 15th, and 20th), this bonus increases by +1, to a maximum of +5.

The Chosen Prey bonus can apply to an individual, a small group (a number of related individuals up to the Raba'jiit's class level in size), a large group, or a species. It takes one week of study to gain the bonus against an individual or small group. A large group or species takes at least a month of preparation.

The Raba'jiit may only have one chosen prey at a time. He cannot change his prey during an adventure. While he is studying a new prey, he loses his bonus against his old prey; therefore, until he completes his study, he has no bonuses.

Preferred Terrain: At 1st level, a Raba'jiit may select a type of terrain (e.g., tundra, temperate forest, jungle, desert, rocky mountain) as a preferred terrain. The Raba'jiit gains a +1 bonus to Climb, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks while in his preferred terrain.

At 5th level and at every five levels thereafter (10th, 15th, and 20th), the Raba'jiit may select a new preferred terrain, and the bonus associated with every other previously selected preferred terrain increases by +1. For example, a 15th level Raba'jiit will have four preferred terrains, with bonuses of +4, +3, +2, and +1.

Sneak Attack: Any time the Raba'jiit's target would be denied her Dexterity bonus to AC (whether or not she actually has a Dexterity bonus) or when the Raba'jiit flanks his opponent, he can perform a sneak attack, targeting his opponent's vitals to inflict extra damage. The extra damage starts at +1d6 and increases by +1d6 every other class level.

Only one sneak attack may be performed per round. Sneak attacks must be intentional and may not be delivered as attacks of opportunity. The Raba'jiit must declare he is attempting a sneak attack before he rolls the attack die; if he misses the attack, the attempt is wasted for the round.

If the character rolls a critical hit while performing a sneak attack, the extra damage is not multiplied. However, if the campaign uses the Vitality/Wounds damage system, the sneak attack damage is converted to Wound damage.

Ranged attacks can only count as sneak attacks if the target is within 30 feet.

A character can only sneak attack a living creature with a discernable anatomy. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature immune to critical hits cannot be sneak attacked. Finally, the character must be able to see his target well enough to target a vital spot and must be able to reach a vital spot. Creatures with concealment may not be sneak attacked, nor can the character sneak attack the limbs of a creature whose vitals are beyond reach.

Trailblazing: At 2nd level, the Raba'jiit gains the ability to find the best route through unfamiliar areas or difficult terrain.

When traveling overland, the Raba'jiit can make a Wilderness Lore check to reduce travel time. With a result of 15 or better, the total travel time is reduced by 25%. On a 25 or better, the time is reduced by 50%.

Up to three individuals may be guided by the Raba'jiit with no penalty. For every additional three individuals (or fraction thereof), apply a -2 penalty to the Raba'jiit's Wilderness Lore check.

Uncanny Dodge: Starting at 2nd level, the Raba'jiit gains the extraordinary ability to react to danger before his senses would normally detect it. This permits him to retain his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisibile attacker. (He still loses his Dexterity bonus to AC if immobilized.)

At 4th level, he can no longer be flanked. He can react to opponents on either side of himself as easily as he can react to a single attacker. This defense denies other character's sneak attack or Martial Sneak Attack ability. However, another character with the sneak attack ability and at least four levels higher than the Raba'jiit can flank him and sneak attack.

At 10th level, the Raba'jiit gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level and every three levels thereafter (16th, 19th), this bonus increases by another +1.

 

Combat Specialist

Game Rule Information
Abilities: Because of the introduction of firearms and their emphasis on ranged combat and de-emphasis on armor, Dexterity is perhaps the most important ability score for a Sishzir'jiit; it helps them to more accurately hit a target and avoid being hit. If the Sishzir'jiit wishes to focus on melee, then Strength is important as well, increasing damage and attack rolls. Constitution is the third most important ability.

Alignment: Any. (The Sleeping Imperium setting does not use alignment.)

Vitality (Hit Die): 1d10 plus Constitution modifier per level.

Class Skills: Sishzir'jiit class skills, and the key ability for each, are as follows: Climb (Str), Craft (Int), Demolitions (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Fela'jha (Martial Arts), Profession (Wis), Ride (Dex), and Swim (Str).

Skill points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

Table CS-1: The Sishzir'jiit

Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Wound
Bonus

Special

1

+1

+2

+1

+0

+2

Starting package, bonus feat

2

+2

+3

+2

+0

+3

Bonus feat

3

+3

+3

+2

+1

+3

 

4

+4

+4

+2

+1

+4

Bonus feat

5

+5

+4

+3

+1

+4

 

6

+6/+1

+5

+3

+2

+5

Bonus feat

7

+7/+2

+5

+4

+2

+5

 

8

+8/+3

+6

+4

+2

+6

Bonus feat

9

+9/+4

+6

+4

+3

+6

 

10

+10/+5

+7

+5

+3

+7

Bonus feat

11

+11/+6/+1

+7

+5

+3

+7

 

12

+12/+7/+2

+8

+6

+4

+8

Bonus feat

13

+13/+8/+3

+8

+6

+4

+8

 

14

+14/+9/+4

+9

+6

+4

+9

Bonus feat

15

+15/+10/+5

+9

+7

+5

+9

 

16

+16/+11/+6/+1

+10

+7

+5

+10

Bonus feat

17

+17/+12/+7/+2

+10

+8

+5

+10

 

18

+18/+13/+8/+3

+11

+8

+6

+11

Bonus feat

19

+19/+14/+9/+4

+11

+8

+6

+11

 

20

+20/+15/+10/+5

+12

+9

+6

+12

Bonus feat



Class Features
Starting Package: The Sishzir'jiit begins play with the following feats:

Armor Proficiency (light)
Armor Proficiency (medium)
Firearm Proficiency
Fela'rishrejha (Martial Arts Training)
Martial Weapon Proficiency (all)
Simple Weapon Proficiency

Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Bonus Feats: At first level, the Sishzir'jiit gets a bonus feat in addition to the feat that any first level character gets and any bonus feats granted for race/species. The Combat Specialist gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be Fela'ginrejha (Martial Arts Feats) (not Sukeifela'ginrejha (Advanced Martial Arts)), Combat Feats, or from the following list:

Ambidexterity
Armor Proficiency (heavy)
Blind-fight
Combat Reflexes
Dodge (Mobility, Spring Attack)
Energy Weapon Proficiency
Exotic Weapon Proficiency
Expertise (Whirlwind Attack)
Improved Critical
Improved Initiative
Mounted Combat (Mounted Archery, Mounted Shooting, Trample, Ride-By Attack, Spirited Charge)
Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run)
Power Attack (Cleave, Sunder, Great Cleave)
Quick Draw
Two-weapon Fighting (Improved Two-weapon Fighting)
Weapon Finesse*
Weapon Focus*
Weapon Specialization*


Weapon Specialization: On achieving fourth level or higher, the Sishzir'jiit may select Weapon Specialization as a feat. Weapon specialization adds a +2 damage bonus with a chosen weapon. The Sishzir'jiit must have Weapon Focus with that weapon to specialize in it. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the Sishzir'jiit strike precisely enough to hit more effectively. The Sishzir'jiit may take this feat as a bonus feat or as a regular one.

Weapon Mastery: On achieving seventh level or higher, the Sishzir'jiit may select Weapon Mastery as a feat. Weapon Mastery adds an additional +1 to attack rolls and damage rolls with a chosen weapon. This bonus is cumulative with those for Weapon Focus and Weapon Specialization, granting a total bonus of +2 to attack and +3 to damage. The Sishzir'jiit must have Weapon Focus and Weapon Specialization with that weapon to gain Weapon Mastery with it. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the Sishzir'jiit strike precisely enough to hit more effectively. The Sishzir'jiit may take this feat as a bonus feat or as a regular one.

Weapon High Mastery: On achieving tenth level or higher, the Sishzir'jiit may select Weapon High Mastery as a feat. Weapon High Mastery adds an additional +1 to attack and damage rolls with a chosen weapon. This bonus is cumulative with those for Weapon Focus, Weapon Specialization, and Weapon Mastery, granting a total bonus of +3 to attack and +4 to damage. The Sishzir'jiit must have Weapon Focus, Weapon Specialization, and Weapon Mastery with that weapon to gain Weapon High Mastery with it. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the Sishzir'jiit strike precisely enough to hit more effectively. The Sishzir'jiit may take this feat as a bonus feat or as a regular one.

Weapon Grand Mastery: On achieving thirteenth level or higher, the Sishzir'jiit may select Weapon Grand Mastery as a feat. Weapon Grand Mastery increases the size of the chosen weapon's damage dice by one step (i.e., from d4 to d6, d8 to d10). The Sishzir'jiit also gains one bonus attack per round, at his highest attack bonus, with that chosen weapon. The Sishzir'jiit must have Weapon Focus, Weapon Specialization, Weapon Mastery, and Weapon High Mastery with the chosen weapon to gain Weapon Grand Mastery with it. The Sishzir'jiit may take this feat as a bonus feat or as a regular one.


Sishzir'jiit of the Imperium: Within the Sleeping Imperium, not only are a warrior's fighting skills important, but also his ability to speak clearly and thoughtfully. Thus, Sishzir'jiit, who are Imperium citizens, are trained in oratory and diplomacy. Also, the "standard" weapon of the warrior within the Imperium is the kishoto. All Imperium citizens who are trained as sishzir'jiit also receive extensive training in this weapon.

For these reasons, Sishzir'jiit who are citizens of the Imperium gain Diplomacy and Perform as class skills. They also receive Exotic Weapon Proficiency (Kishoto) as a free, bonus proficiency.

 

Tet'nahkshem
The Tet'nahkshem ("Warriors of the Emperor's Holy Law") are the Emperor's hand-picked, elite police force and shock troops. They are the paladins of the Emperor, his Right Hand and Executors of his Wrath.

Given great independence and mobility, Tet'nahkshem wander the Malcants performing the will of the Emperor. They punish lawbreakers and the immoral, from lowest fuhumtahf to highest. Not even the Hadarahk or Vadashem are exempt from their scrutiny. They are the court of no appeals, the judge, jury, and executioner of the Foundation and Five Pillars.

The Tet'nahkshem also patrol the frontiers of the Imperium, seeking out the enemies of civilization and destroying humgalough. In times of war, they gather in small units and conduct guerilla and terrorist warfare on the enemies of the Imperium. In times of direst need, the Ten Thousand gather into a single battle column and devastate their enemies in a rain of atomic force.

They are tough, hard-bitten, fearsome, and fanatical -- utterly devoted to the ideals of the Foundation and Five Pillars.

A fuhumatahf in their own right, the Tet'nahkshem are specially bred by the Hadarahk, ensuring that they are Advawi of the highest caliber. Only males are permitted into this order.

At birth, the Tet'nahkshem is taken from his parents and remanded to the care of a monastery, rather than raised in an aemot nursery like other children of the Imperium. At the monastery, he is given a number, not a name. His instructors provide harsh training in discipline and warfare, as well as history and aesthetics. Many potential Tet'nahkshem die, go mad, or become crippled during training. Those who do survive undergo a final ordeal to determine their physical, mental, and spiritual fitness for their role as the Imperium's protectors.

The survivors of the final test -- usually only a handful of the strongest individuals -- are presented to the Emperor in an eleven day long ritual of solitude, meditation, and fasting. The Emperor tempts and tests them to determine who is fit to carry his divine spark. The unfit are consumed in a column of the Emperor's glory, destroying them utterly. Those whom persevere are chosen and imbued with a portion of the Emperor's consciousness, his divine spark. This grants them powerful abilities, such as a mystical awareness of sedition and threat to the Imperium. This spark dwells within them, allowing the Emperor to communicate directly with them and guide their every action.

The Chosen appear before their teachers and are embraced into the brotherhood of the Tet'nahkshem in a great feast lasting three days. At the end of the feast, the Chosen is given a single Name from one of the Ten Thousand Names of the Tet'nahkshem. This Name once belonged to a Tet'nahkshem who had died in the service of the Emperor or fell from his state. Each Name carries its own history and purpose. The destiny of the Chosen is to add to the history and honor of that Name, to redeem the Name if it comes from the Fallen, and to avenge the Name against those who defeated it in battle.

With the acquisition of the Name, the Tet'nahkshem becomes something larger than an individual. He becomes living, breathing history: an unbroken lineage from the dawn of the Imperium to the present, a creature of dread purpose and grand destiny. The Tet'nahkshem is then armed with his pediti-romahk (quantum lance) and given a kishoto which belonged to the one who possessed the Name before him. Then, he leaves the monastery to do the Will of the Emperor in the outside world.

It is a terrible thing to battle against the Tet'nahkshem. They have no limits in their zeal for the Emperor and his Way. Each is a master of armed and unarmed combat, as well as a talented psionic. Indwelt by the Emperor, they may Enunciate his Words to alter the nature of time and space. The best weapons and armor are theirs for the asking; almost unlimited resources are at their disposal. Murder, torture, intimidation, extortion, and terrorism are their tools in the never-ending battle for civilization. And they are absolutely assured they do the Right Thing.

Meme Bearer

 

Alignment: Any nonlawful.

Hit Die: d6.

 

Class Skills

The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

 

Table: The Bard

 

 

 

 

 

 

––—— Spells per Day ——–—

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

0

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+2

+2

Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

2

2nd

+1

+0

+3

+3

 

3

0

3rd

+2

+1

+3

+3

Inspire competence

3

1

4th

+3

+1

+4

+4

 

3

2

0

5th

+3

+1

+4

+4

 

3

3

1

6th

+4

+2

+5

+5

Suggestion

3

3

2

7th

+5

+2

+5

+5

 

3

3

2

0

8th

+6/+1

+2

+6

+6

Inspire courage +2

3

3

3

1

9th

+6/+1

+3

+6

+6

Inspire greatness

3

3

3

2

10th

+7/+2

+3

+7

+7

 

3

3

3

2

0

11th

+8/+3

+3

+7

+7

 

3

3

3

3

1

12th

+9/+4

+4

+8

+8

Song of freedom

3

3

3

3

2

13th

+9/+4

+4

+8

+8

 

3

3

3

3

2

0

14th

+10/+5

+4

+9

+9

Inspire courage +3

4

3

3

3

3

1

15th

+11/+6/+1

+5

+9

+9

Inspire heroics

4

4

3

3

3

2

16th

+12/+7/+2

+5

+10

+10

 

4

4

4

3

3

2

0

17th

+12/+7/+2

+5

+10

+10

 

4

4

4

4

3

3

1

18th

+13/+8/+3

+6

+11

+11

Mass suggestion

4

4

4

4

4

3

2

19th

+14/+9/+4

+6

+11

+11

 

4

4

4

4

4

4

3

20th

+15/+10/+5

+6

+12

+12

Inspire courage +4

4

4

4

4

4

4

4

 

Table: Bard Spells Known

 

————— Spells Known —————

Level

0

1st

2nd

3rd

4th

5th

6th

1st

4

2nd

5

21

3rd

6

3

4th

6

3

21

5th

6

4

3

6th

6

4

3

7th

6

4

4

21

8th

6

4

4

3

9th

6

4

4

3

10th

6

4

4

4

21

11th

6

4

4

4

3

12th

6

4

4

4

3

13th

6

4

4

4

4

21

14th

6

4

4

4

4

3

15th

6

4

4

4

4

3

16th

6

5

4

4

4

4

21

17th

6

5

5

4

4

4

3

18th

6

5

5

5

4

4

3

19th

6

5

5

5

5

4

4

20th

6

5

5

5

5

5

4

1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

 

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

 

DC

Type of Knowledge

10

Common, known by at least a substantial minority drinking; common legends of the local population.

20

Uncommon but available, known by only a few people legends.

25

Obscure, known by few, hard to come by.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

 

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

 

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

 

Martial Savant

Alignment: Any lawful.

Hit Die: d8.

 

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

 

Table: The Monk

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Flurry of Blows Attack Bonus

Unarmed Damage1

AC Bonus

Unarmored  Speed Bonus

1st

+0

+2

+2

+2

Bonus feat, flurry of blows, unarmed strike

–2/–2

1d6

+0

+0 ft.

2nd

+1

+3

+3

+3

Bonus feat, evasion

–1/–1

1d6

+0

+0 ft.

3rd

+2

+3

+3

+3

Still mind

+0/+0

1d6

+0

+10 ft.

4th

+3

+4

+4

+4

Ki strike (magic),

slow fall 20 ft.

+1/+1

1d8

+0

+10 ft.

5th

+3

+4

+4

+4

Purity of body

+2/+2

1d8

+1

+10 ft.

6th

+4

+5

+5

+5

Bonus feat,

slow fall 30 ft.

+3/+3

1d8

+1

+20 ft.

7th

+5

+5

+5

+5

Wholeness of body

+4/+4

1d8

+1

+20 ft.

8th

+6/+1

+6

+6

+6

Slow fall 40 ft.

+5/+5/+0

1d10

+1

+20 ft.

9th

+6/+1

+6

+6

+6

Improved evasion

+6/+6/+1

1d10

+1

+30 ft.

10th

+7/+2

+7

+7

+7

Ki strike (lawful),

slow fall 50 ft.

+7/+7/+2

1d10

+2

+30 ft.

11th

+8/+3

+7

+7

+7

Diamond body,

greater flurry

+8/+8/+8/+3

1d10

+2

+30 ft.

12th

+9/+4

+8

+8

+8

Abundant step,

slow fall 60 ft.

+9/+9/+9/+4

2d6

+2

+40 ft.

13th

+9/+4

+8

+8

+8

Diamond soul

+9/+9/+9/+4

2d6

+2

+40 ft.

14th

+10/+5

+9

+9

+9

Slow fall 70 ft.

+10/+10/+10/+5

2d6

+2

+40 ft.

15th

+11/+6/+1

+9

+9

+9

Quivering palm

+11/+11/+11/+6/+1

2d6

+3

+50 ft.

16th

+12/+7/+2

+10

+10

+10

Ki strike (adamantine), slow fall 80 ft.

+12/+12/+12/+7/+2

2d8

+3

+50 ft.

17th

+12/+7/+2

+10

+10

+10

Timeless body, tongue of the sun and moon

+12/+12/+12/+7/+2

2d8

+3

+50 ft.

18th

+13/+8/+3

+11

+11

+11

Slow fall 90 ft.

+13/+13/+13/+8/+3

2d8

+3

+60 ft.

19th

+14/+9/+4

+11

+11

+11

Empty body

+14/+14/+14/+9/+4

2d8

+3

+60 ft.

20th

+15/+10/+5

+12

+12

+12

Perfect self,

slow fall any distance

+15/+15/+15/+10/+5

2d10

+4

+60 ft.

1 The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.

 

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

 

Table: Small or Large Monk Unarmed Damage

Level

Damage

 (Small Monk)

Damage

(Large Monk)

1st–3rd

1d4

1d8

4th–7th

1d6

2d6

8th–11th

1d8

2d8

12th–15th

1d10

3d6

16th–19th

2d6

3d8

20th

2d8

4d8

 

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

 

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

 

 

Noble

 

 A master of bargaining and negotiation who inspires confidence and makes a great leader.
Abilities: Charisma is the most important,
Wis and Int, are next in line.
Bonus class skill, favor +1 at 1st level
Inspire confidence at 2nd level
Favor +2, resource access at 3rd level
Coordinate +1 at 4th level
Class skills: Appraise, Computer Use, Craft, Diplomacy, Disguise, Entertain, Knowledge, Profession, Read/Write Language, Ride, Sense Motive, Speak Language.
Weapon Group Proficiency(Blaster pistols)
Weapon Group Proficiency(Simple weapons)
*Bonus skill at 1st level must be cross-class.

Members of the noble class use their intelligence and natural charisma to make their way in the galaxy. From true royalty to elected officials, military commanders to crime lords, traders, merchants, ambassadors, holovid stars, and influential corporate magnates, character types who appear in the noble class are varied and numerous. Some bring honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making compromises, the noble commands respect, makes friends, and inevitably influences people.

Exploits
Most nobles wind up in dangerous situations because of something they believe in or because their job calls for it. Others hope to use their negotiating talents to navigate a course through the troubles around them, or seek to find profit in the troubles of others. Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that sustains them through the roughest missions. An adventuring noble might be a senator's aide, a free trader, a diplomat, a true prince or princess, or an outlaw's lieutenant. Nobles often feel responsible for others, though some consider themselves to be better than those around them.

Characteristics
The noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where other classes shoot first, the noble starts out asking questions and hopes to finish by negotiating a deal. The noble believes she can be more effective with words and deeds than with violence, though some draw a blaster when push comes to shove. The noble is more comfortable in civilized regions of space, where law and order have some meaning. Of all the classes, nobles have the best diplomatic and bargaining skills. They're good talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make good leaders.

Background
Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they aspire to. Power-hungry nobles take advantage of the system and wind up helping others only to help themselves. The halls of power are calling. How the noble answers can make all the difference.

Game Rule Information
Nobles have the following game statistics.

Abilities
Charisma is undoubtedly a noble's most important ability score, as the noble's skill at interacting with others and projecting a sense of confidence is crucial for his or her success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant.

Vitality
Nobles gain 1d6 vitality points per level. The character's Constitution modifier applies.

Class Skills
The noble's class skills, and the key ability for each, are as follows (see Chapter Four: Skills for skill descriptions).

Appraise (Int), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Disguise (Cha), Entertain* (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language (none), Ride (Dex), Sense Motive (Wis), Speak Language (none).

* This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (droids), Entertain (kloo horn), Knowledge (Jedi lore), and Profession (droid programmer).

  • Skill Points at 1st Level: (6 + Int modifier) x 4.
  • Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the noble.

Starting Feats
The noble begins play with the following feats:
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)

Bonus Class Skill
At 1st level, a noble may designate any one cross-class skill (except for a Force-related skill) as a class skill. This represents an area of expertise the noble picks up outside his or her normal training.

Favors
The noble has the ability to call in favors from those she knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can she retry the check for the same (or virtually the same) favor. (See Chapter Four: Skills for information on taking 10 and taking 20.) Note that favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time that's equal to half her noble levels, rounded up. So, as a 1st-level noble, Arani can attempt to call in a single favor, while as a 7th-level noble she can attempt to call in favors as many as four times from different contacts.

The GM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game. See Chapter Twelve: Gamemastering for additional information on favors and contacts.

Inspire Confidence
Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effect lasts for 5 rounds. The noble can inspire a number of allies equal to half her noble levels, rounded up. She can inspire confidence once per day for every four levels of noble she possesses (once per day from 1st to 4th level, twice per day from 5th to 8th level, and so on).

An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.

The noble can't inspire confidence in herself. The ability only aids her allies.

Resource Access
Beginning at 3rd level, a noble has access to an array of resources (usually from family, influential friends, or patrons). Once per game session, the noble can make a Charisma check to use those resources during the adventure.

The value of resources gained equals the noble's class level multiplied by the result of the Charisma check multiplied by 20. Thus, a 3rd-level noble who gets a result of 16 on her Charisma check would gain 960 credits' worth of resources to use in the adventure (3 x 16 x 20 = 960).  Resource access can be used instead of, but not in addition to a Profession skill check, to generate money. (The difference being that a Profession check is done between adventures, while Resource Access would be used during adventures, and can be traced more easily.)

These resources can take almost any form the noble chooses (within reason) and are hers to do with as she pleases. She can keep them, use them, give them away, or sell them as she sees fit. The resources gained arrive in the noble's possession 1d8 hours after she makes the check. These resources must be reasonably available when and where she chooses to make the check. For instance, a noble trekking through the wilderness of Endor's forest moon won't have access to many resources.

Resource access tends to be monetary, whereas favors tend to be benefits that can't necessarily be measured in credits.

Coordinate
A noble has a knack for getting people to work together. When the noble can aid others and give directions, she provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus (+2), and it increases as the noble gains levels. So, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc.

This ability can't be used to assist in combat.

Bonus Feats At 6th, 9th, 14th, and 19th level, the noble gains a bonus feat. This feat must be selected from the following list, and the noble must meet any prerequisites: Fame, Frightful Presence, Influence, Mimic, Persuasive, Sharp-Eyed, Trustworthy.

Inspire Greatness
Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary vitality points, a +2 competence bonus on attacks, and a +2 morale bonus to saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three noble levels attained beyond 11th level, the noble can inspire greatness in one additional ally.

The noble can't inspire greatness in herself. The ability only aids her allies.

Table 3-3: The Noble

 

Base Attack

Fort

Ref

Will

 

Defense

Reputation

Level

Bonus

Save

Save

Save

Special

Bonus

Bonus

1st

+0

+0

+1

+2

Bonus class skill, favor +1

+2

+1

2nd

+1

+0

+2

+3

Inspire confidence

+3

+1

3rd

+2

+1

+2

+3

Favor +2, resource access

+3

+1

4th

+3

+1

+2

+4

Coordinate +1

+3

+2

5th

+3

+1

+3

+4

 

+4

+2

6th

+4

+2

+3

+5

Bonus feat

+4

+2

7th

+5

+2

+4

+5

Favor +3

+5

+2

8th

+6/+1

+2

+4

+6

Coordinate +2

+5

+3

9th

+6/+1

+3

+4

+6

Bonus feat

+5

+3

10th

+7/+2

+3

+5

+7

 

+6

+3

11th

+8/+3

+3

+5

+7

Inspire greatness

+6

+3

12th

+9/+4

+4

+6

+8

Favor +4

+7

+4

13th

+9/+4

+4

+6

+8

Coordinate +3

+7

+4

14th

+10/+5

+4

+6

+9

Bonus feat

+7

+4

15th

+11/+6/+1

+5

+7

+9

 

+8

+4

16th

+12/+7/+2

+5

+7

+10

Favor +5

+8

+5

17th

+12/+7/+2

+5

+8

+10

 

+9

+5

18th

+13/+8/+3

+6

+8

+11

Coordinate +4

+9

+5

19th

+14/+9/+4

+6

+8

+11

Bonus feat

+9

+5

20th

+15/+10/+5

+6

+9

+12

Coordinate +5

+10

+6

 

Trickster

 

Alignment: Any.

Hit Die: d6.

 

Class Skills

The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

 

Table: The Rogue

Level

Base Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+0

+2

+0

Sneak attack +1d6, trapfinding

2nd

+1

+0

+3

+0

Evasion

3rd

+2

+1

+3

+1

Sneak attack +2d6, trap sense +1

4th

+3

+1

+4

+1

Uncanny dodge

5th

+3

+1

+4

+1

Sneak attack +3d6

6th

+4

+2

+5

+2

Trap sense +2

7th

+5

+2

+5

+2

Sneak attack +4d6

8th

+6/+1

+2

+6

+2

Improved uncanny dodge

9th

+6/+1

+3

+6

+3

Sneak attack +5d6, trap sense +3

10th

+7/+2

+3

+7

+3

Special ability

11th

+8/+3

+3

+7

+3

Sneak attack +6d6

12th

+9/+4

+4

+8

+4

Trap sense +4

13th

+9/+4

+4

+8

+4

Sneak attack +7d6, special ability

14th

+10/+5

+4

+9

+4

15th

+11/+6/+1

+5

+9

+5

Sneak attack +8d6, trap sense +5

16th

+12/+7/+2

+5

+10

+5

Special ability

17th

+12/+7/+2

+5

+10

+5

Sneak attack +9d6

18th

+13/+8/+3

+6

+11

+6

Trap sense +6

19th

+14/+9/+4

+6

+11

+6

Sneak attack +10d6, special ability

20th

+15/+10/+5

+6

+12

+6

 

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on

her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

 

Spirit Invoker

 

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die: d8.

 

Class Skills

The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Cleric

 

 

 

 

 

 

———————— Spells per Day1 ——–—————

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Turn or rebuke undead

3

1+1

2nd

+1

+3

+0

+3

 

4

2+1

3rd

+2

+3

+1

+3

 

4

2+1

1+1

4th

+3

+4

+1

+4

 

5

3+1

2+1

5th

+3

+4

+1

+4

 

5

3+1

2+1

1+1

6th

+4

+5

+2

+5

 

5

3+1

3+1

2+1

7th

+5

+5

+2

+5

 

6

4+1

3+1

2+1

1+1

8th

+6/+1

+6

+2

+6

 

6

4+1

3+1

3+1

2+1

9th

+6/+1

+6

+3

+6

 

6

4+1

4+1

3+1

2+1

1+1

10th

+7/+2

+7

+3

+7

 

6

4+1

4+1

3+1

3+1

2+1

11th

+8/+3

+7

+3

+7

 

6

5+1

4+1

4+1

3+1

2+1

1+1

12th

+9/+4

+8

+4

+8

 

6

5+1

4+1

4+1

3+1

3+1

2+1

13th

+9/+4

+8

+4

+8

 

6

5+1

5+1

4+1

4+1

3+1

2+1

1+1

14th

+10/+5

+9

+4

+9

 

6

5+1

5+1

4+1

4+1

3+1

3+1

2+1

15th

+11/+6/+1

+9

+5

+9

 

6

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

16th

+12/+7/+2

+10

+5

+10

 

6

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

17th

+12/+7/+2

+10

+5

+10

 

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

18th

+13/+8/+3

+11

+6

+11

 

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

19th

+14/+9/+4

+11

+6

+11

 

6

5+1

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

20th

+15/+10/+5

+12

+6

+12

 

6

5+1

5+1

5+1

5+1

5+1

4+1

4+1

4+1

4+1

1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st.

The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

 

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

 

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

 

Craftsman/ Intellectual/ Merchant

 

Hit Die: d6.

Class Skills

The expert can choose any ten skills to be class skills.

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

 

Table: The Expert

NPC Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

1st

+0

+0

+0

+2

2nd

+1

+0

+0

+3

3rd

+2

+1

+1

+3

4th

+3

+1

+1

+4

5th

+3

+1

+1

+4

6th

+4

+2

+2

+5

7th

+5

+2

+2

+5

8th

+6/+1

+2

+2

+6

9th

+6/+1

+3

+3

+6

10th

+7/+2

+3

+3

+7

11th

+8/+3

+3

+3

+7

12th

+9/+4

+4

+4

+8

13th

+9/+4

+4

+4

+8

14th

+10/+5

+4

+4

+9

15th

+11/+6/+1

+5

+5

+9

16th

+12/+7/+2

+5

+5

+10

17th

+12/+7/+2

+5

+5

+10

18th

+13/+8/+3

+6

+6

+11

19th

+14/+9/+4

+6

+6

+11

20th

+15/+10/+5

+6

+6

+12

 

Class Features

The following is a class feature of the expert NPC class.

Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.

 

Farmer

 

Hit Die: d4.

Class Skills

The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Commoner

NPC Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

1st

+0

+0

+0

+0

2nd

+1

+0

+0

+0

3rd

+1

+1

+1

+1

4th

+2

+1

+1

+1

5th

+2

+1

+1

+1

6th

+3

+2

+2

+2

7th

+3

+2

+2

+2

8th

+4

+2

+2

+2

9th

+4

+3

+3

+3

10th

+5

+3

+3

+3

11th

+5

+3

+3

+3

12th

+6/+1

+4

+4

+4

13th

+6/+1

+4

+4

+4

14th

+7/+2

+4

+4

+4

15th

+7/+2

+5

+5

+5

16th

+8/+3

+5

+5

+5

17th

+8/+3

+5

+5

+5

18th

+9/+4

+6

+6

+6

19th

+9/+4

+6

+6

+6

20th

+10/+5

+6

+6

+6

 

Class Features

The following is a class feature of the commoner NPC class.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.

 

 

SKILLS

 

Jha [Skills]
Within the Imperium, a profession, vocation, craft, or skill is called a jha or Way. It is a path upon which a person treads from birth to death, a way of life and calling to excel. Those who walk upon a Way are known as jiit.

In the mind of an Imperium citizen, a jha is an almost religious calling. Every jha, no matter how simple or mundane, is a path to spiritual enlightenment. Farmer, warrior, and beggar all walk a path to enlightenment in their training and day-to-day life. The things they do and learn point to deeper truths.

Every jha is one of countless individual paths within the Three Great Ways, the Jha-ginoi. The Jha-ginoi are like metaphysical roadmaps, describing a general heading on the path to enlightenment. The Three Great Ways are Kti'jha-ginoi ("The Great Way of Action"), Ana'jha-ginoi ("The Great Way of Piety"), and Jna'jha-ginoi ("The Great Way of Understanding"). When one takes the rishrejha, the first step, into a Way, one also takes a step into one of the Great Ways. At different times in one's life, one can walk on different Great Ways or more than one at the same time. All lead to the same destination, though not by the same road or at the same speed.

The Imperium skills, in d20 rules, are as follows . . .

Fela'jha ("The Way of the Body," Martial Arts)
Geuntgei'jha ("The Way of the Hand that is not a Hand," Telekinesis)
Gohm'jha ("The Way of the Unkowable Other," Enunciator Magic)
Hkaahmfel'jha ("The Way of the Mastery of the Flesh," Metabolic Control)
Hkaahmsu'jha ("The Way of the Mastery of the Spirit," Cognition Control)
Vaduntvadi'jha ("The Way of the Voice that is not a Voice," Telepathy)
Yeuntyei'jha ("The Way of the Eye that is not an Eye," Extrasensory Perception)

 

OPEN GAME CONTENT
Words in italics are product identity for the Sleeping Imperium.

Skills

Skill

Bf

CS

En

MS

MB

Ps

SI

Tr

VE

VH

Untrained

Key
Ability

Alchemy

X

X

C

X

C

C

C

X

C

C

No

Int

Animal Empathy

C

N

N

N

N

X

X

N

N

N

No

Cha

Appraise

X

X

X

X

C

X

X

C

X

X

Yes

Int

Balance

X

X

X

C

C

X

X

C

X

X

Yes

Dex*

Bluff

X

X

X

X

C

X

X

C

C

C

Yes

Cha

Climb

C

C

X

C

C

X

X

C

X

X

Yes

Str*

Cognition Control

N

N

C

X

C

C

X

X

C

C

No

None

Concentration

X

X

C

C

X

C

C

X

C

C

Yes

Con

Craft

C

C

X

X

C

X

X

C

X

X

Yes

Int

Decipher Script

N

N

X

N

C

N

N

C

X

N

No

Int

Diplomacy

X

X

X

X

C

X

C

C

C

C

Yes

Cha

Disable Device

X

X

X

X

X

X

X

C

X

X

No

Int

Disguise

X

X

X

X

C

X

X

C

X

X

Yes

Cha

Enunciator Magic

N

N

C

N

N

N

N

N

N

N

No

Int

Escape Artist

X

X

X

C

C

X

X

C

X

X

Yes

Dex*

Extrasensory Perception

X

N

C

C

X

C

X

X

X

X

No

Wis

Forgery

X

X

X

X

C

X

X

C

X

X

Yes

Int

Gather Information

X

X

X

X

C

X

X

C

C

X

Yes

Cha

Handle Animal

C

C

X

X

X

X

X

X

X

X

No

Cha

Heal

C

X

X

C

X

C

X

X

X

C

Yes

Wis

Hide

C

X

X

C

C

X

X

C

X

X

Yes

Dex*

Innuendo

X

X

X

X

C

X

X

C

C

C

No

Wis

Intimidate

C

C

X

X

C

X

X

C

C

C

Yes

Cha

Intuit Direction

C

X

X

X

X

C

X

X

X

X

No

Wis

Jump

C

C

X

C

C

C

X

C

X

X

Yes

Str*

Knowledge

X

X

C

X

C

X

X

X

X

X

No

Int

Listen

C

X

X

C

C

C

X

C

X

X

Yes

Wis

Martial Arts

X

C

N

C

X

X

N

X

X

X

No

None

Metabolic Control

C

X

X

C

N

C

N

N

X

C

No

Wis

Move Silently

C

X

X

C

C

X

X

C

X

X

Yes

Dex*

Open Lock

X

X

X

X

X

X

X

C

X

X

No

Dex

Perform

X

X

X

X

C

X

X

C

X

X

Yes

Cha

Pick Pocket

X

X

X

X

C

X

X

C

X

X

No

Dex*

Profession

C

X

X

X

C

X

X

X

X

X

No

Wis

Read Lips

N

N

N

N

C

X

N

C

N

N

No

Int

Ride

C

C

X

X

X

X

X

X

X

X

Yes

Dex

Scry

N

N

C

N

C

C

C

N

C

C

Yes

Int

Search

C

X

X

X

X

X

X

C

X

X

Yes

Int

Sense Motive

X

X

X

C

C

C

X

C

C

C

Yes

Wis

Speak Language

X

X

C

X

C

X

X

X

X

X

No

None

Spot

C

X

X

C

X

C

X

C

X

X

Yes

Wis

Swim

C

C

X

C

C

X

X

C

X

X

Yes

Str

Telekinesis

N

N

N

X

N

C

N

N

N

N

No

Wis

Telepathy

N

N

X

N

X

C

C

N

C

C

No

Wis

Tumble

X

X

X

C

C

X

X

C

X

X

No

Dex*

Use Rope

C

X

X

X

X

X

X

C

X

X

Yes

Dex

Wilderness Lore

C

X

X

X

X

X

X

X

X

X

Yes

Wis


BF - Bushfighter
CS - Combat Specialist
En - Enunciator
MS - Martial Savant
MB - Meme Bearer
Ps - Psionic
SI - Spirit Invoker
Tr - Trickster
VE - Voice of the Emperor
VH - Voice of Heritage
C - Class skill
X - Cross-class skill
N - Not available to this class
* - Armor penalties apply

FEATS

 

Enunciator Feats

 

Gohma-hewah


Gohma-hewah loosely translates as "personal name of the Unknowable Other." It is the higher dimensional Name that defines the existence of an individual creature, the Word that describes every facet of its being.

By entering the Gohm and plumbing the gohma-hewah of a person, a gohm'jiit can cast spells against that person that are specifically tuned to that person's fundamental existence. These spells can affect an individual no matter where they flee or hide. No physical barrier provides defense against them. Even defenses of the sukae and Gohm provide little protection against a Named spell.

Gohma-hewah is a terrifying ability, deeply feared by almost all intelligent species. It represents the power of gohm'jiit to unleash curses from any distance or kill without being physically present. Many gohm'jiit use gohma-hewah to assassinate their rivals.



OPEN GAME CONTENT
Words in italics are closed content and/or product identity.
OGC Name: Enunciator Naming

Feat Type: Enunciator
You can cast your consciousness outside time and space and memorize the Word that describes an individual creature, its higher-dimensional Name. By casting a spell in conjunction with this Name, you can affect a target at any distance and easily penetrate its defenses.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+, and Gohm'jha (Enunciator Magic) rank 4+.

Benefit: To acquire a Name, you must cast your consciousness outside time-and-space just as if you were performing a normal spell memorization attempt, per the Gohm'jha skill rules. The "level" of the "spell" equals the character level or hit dice of the creature whose Name you desire to acquire.

If you successfully memorize the name, it takes space in your memory, just as if you had memorized a spell. You can then cast a spell in conjunction with the Name. This causes the spell to affect the Named creature, regardless of where that creature is located. It also increases the DC of the spell by +4 for purposes of that creature's saving throws against the spell. Furthermore, it ignores any Spell Resistance possessed by the creature.

For example, an Enunciator could memorize a Fireball spell and cast it in conjunction with another character's Name. The fireball would suddenly explode, centered on the Named character. Even if the Named character were hidden in a bunker, miles beneath the earth, the spell would affect him.

Upon pronouncing the Name, you lose it from memory, just as if you had cast a spell.

Naming a creature requires you to be at least aware of that creature's existence. (In other words, you can't Name a creature you've never met or of which you have never even heard.)

 

Enunciator's Self-definition [Enunciator]


For a brief period of time, the Enunciator can alter the Word that makes up his own existence and transform into a different creature.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+, and Gohm'jha (Enunciator Magic) rank 4+.

Benefit: An Enunciator Self-definition is a full round action with a 1 round casting time.

To redefine his existence, the Enunciator declares the form into which he desires to transform and then performs an Enunciator Magic skill check. The result of the skill check is compared to table ESD-1 (below) to determine if the Enunciator transforms, how effectively he transforms, and the duration of the transformation.

Table EWC-1: Enunciator's War-cry Effects

Result

Transformation

Duration

14 or less

Failure

15-19

As Polymorph Self spell

1d4 rounds

20-24

As Polymorph Self spell

2d4 rounds

25-29

As Shapechange spell

2d4 rounds

30+

As Shapechange spell, but acquires even the supernatural abilities of the creature.

2d4 rounds


Once the Enunciator assumes a new form, he remains in that form until the duration expires or he performs another successful Self-definition. It is not possible to willingly end the transformation and return to normal before the duration ends.

Self-definition is stressful, to say the least. The Enunciator must make a successful Will saving throw against DC 20 or be stunned for one round after transformation. Even if the Enunciator fails his transformation skill check, he must make the saving throw to avoid being stunned.

Unlike Polymorph Other, Self-definition does not cause disorientation while in the new form and experiencing a demanding situation. The Enunciator has completely redefined his own existence, making him fully adapted to the new form and comfortable with the exercise of all its abilities. Also, Enunciators may transform into constructs, outsiders, and even undead.

 

Enunciator Spell Mastery [Enunciator]
The Enunciator has mastered understanding of the Words underlying a handful of spells, allowing him to more easily memorize them.

Prerequisites: Intelligence 13+, Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+, and Gohm'jha (Enunciator Magic) rank 4+, and and Spellcraft rank 4+.

Benefit: Choose a number of spells equal to the character's Intelligence bonus. When memorizing these spells, the character gains a +2 bonus to all Enunciator Magic skill checks.

This bonus stacks with the bonus for Signature Spells.

If the Enunciator wishes to gain a bonus for memorizing a spell with certain metamagic enhancements, then he may select that spell with its enhancements as one of his choices. If he wishes to gain a bonus with the same spell without metamagic enhancements or with other enhancments, then each of these count as separate spells. (For example, Fireball, maximized and enhanced Fireball, and quickened Fireball all count as separate spells.)

Special: A character may take this feat multiple times, each time mastering different spells.

 

Enunciator's War-cry [Enunciator]
This feat allows an Enunciator to "scream" in higher-dimensional "sound," shattering fourth-dimensional space in a huge, destructive blast.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+, and Gohm'jha (Enunciator Magic) rank 4+.

Benefit: An Enunciator War-cry is a standard action. To perform the War-cry, the character must make an Enunciator Magic skill check. The result of the skill check determines the blast radius of the War-cry, damage, and the DC of Reflex saving throws to avoid the damage. Use table EWC-1:

Table EWC-1: Enunciator's War-cry Effects

Result

Damage

Blast
Radius

Save
DC

14 or less

Failure

15-19

4d6

30'

15

20-24

4d6

60'

20

25-29

4d6

90'

25

30+

4d6

120'

30


The blast radius of an Enunciator's War-cry is centered on the Enunciator who cast it. Everyone within the blast radius (except for the caster) must make a Reflex saving throw for one-half damage. The damage inflicted by the War-cry is divine. (The caster suffers no damage from the War-cry.)

The destructive force of the War-cry rends the fundamental existence of all inanimate objects in its sphere of effect. It ignores hardness for determining damage to items and structures. Items destroyed and creatures killed by the War-cry simply cease to exist.

Emitting a War-cry is taxing both physically and psychologically. The Enunciator who casts the War-cry must make a successful Will saving throw against DC 15 or be stunned for one round after pronouncing the cry. Regardless of the saving throw's result, the Enunciator suffers 1d8 points of damage from uttering a War-cry.

A War-cry can be "heard" up to five miles distant -- though there is no sound in the conventional sense. It produces sound beyond sound, an indescribable cacophony of otherwordly force that is not so much heard as felt on the most fundamental level of existence. The universe itself shudders at its noise.

 

Higher Dimensional Navigation [Enunciator]
The Enunciator has become adept at avoiding the alien hazards of the higher dimensions, helping skirt the occassional cataclysm.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 4+, and Gohm'jha (Enunciator Magic) rank 7+.

Benefit: The Enunciator gains a +4 bonus to Enunciator Magic skill checks for purposes of avoiding a cataclysmic mishap, only.

 

Indecipherable Name [Enunciator]
The Enunciator has developed a means of hiding his Name, the higher-dimensional Word that defines his existence.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 7+, Hkaahmsu'jha (Cognition Control) rank 10+, Gohm'jha (Enunciator Magic) rank 10+, Spellcraft 10+, and Yeuntyei'jha (Extrasensory Perception).

Benefit: Add +10 to the Enunciator's level when determining the "spell level" necessary to memorize his Name via the feat, Enunciator Naming.

 

Naming Mastery [Enunciator]
The Enunciator has mastered the art of Naming creatures.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 4+, Gohm'jha (Enunciator Magic) rank 7+, and Enunciator Naming.

Benefit: Whenever the character attempts to memorize the Name of a creature, per the Enunciator Naming feat, he gains a +2 bonus to Enunciator Magic skill checks.

 

 

Psionic Feats
The following feats are specialized applications of the various psionic skills. Each of these feats requires the and usually a few skill ranks in a psionic skill.

 

Combat Awareness [Advanced Martial Arts or Psionic]
You possess a supernormal awareness of danger and a zen-like ability to dodge blows without even being able to directly perceive their presence.

Prerequisites: Wisdom 13+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 4+, Yeuntyei'jha (Extrasensory Perception) rank 4+, and Unarmed Combat Expertise or Martial Arts Weapon -- or -- Wisdom 13+, Suke'nkal (Psionic Talent), and Yeuntyei'jha (Extrasensory Perception) rank 12+.

Benefit: Add your Wisdom bonus to your AC. You do not lose this bonus in situations where you would normally lose your Dexterity bonus, such as being caught flat-footed, ambushed, stunned, and the like. You do lose this AC bonus if immobilized.

To properly use this ability, you must be able to move freely. If you suffer any movement or Dexterity penalties due to armor worn or items carried, you cannot use this ability.

This is a psionic (supernatural) ability that constantly, unconsciously operates.

 

Danger Sense [Advanced Martial Arts or Psionic]
Your extrasensory perception enables you to intuitively respond to danger before you can normally sense it, making it extremely difficult to catch you unaware.

Prerequisites: Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 7+, Yeuntyei'jha (Extrasensory Perception) rank 7+, and Unarmed Combat Expertise or Martial Arts Weapon -- or -- Suke'nkal (Psionic Talent), and Yeuntyei'jha (Extrasensory Perception) rank 10+.

Benefit: You retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible opponent. Also, you can react with a zen-like grace to opponent's on either side of you in combat. This makes you impossible to flank (and thus protects you from Sneak Attacks).

This is a psionic (supernatural) ability that constantly, unconsciously operates.

 

Feather Tread [Psionic]
The character can manipulate his body's equilibrium, subtly altering his body's inertial mass to correspond with the resilience of the surface upon which he stands. This permits him to walk on the tips of grass without bending them underfoot, walk on water, or even fall slowly, like a feather.

Prerequisites: Suke'nkal (Psionic Talent), Balance rank 7+, and Hkaahmfel'jha (Metabolic Control) rank 7+.

Benefit: Feather Tread can be activated in two ways: as a reflex or deliberately. As a reflex, Feather Tread permits the character to instantly protect himself from sinking in quicksand or falling from a height, but it requires the character to make a successful Hkaahmfel'jha (Metabolic Control) check against DC 20. Deliberate activation of this ability is a full round action, but it is only DC 10.

Once activated, Feather Tread reduces the rate at which the character falls to only 60' per round, with no damage upon landing while this ability is in effect. (If the power is somehow deactivated before the character lands, a normal rate of fall resumes.) Also, Feather Tread allows the character to walk upon the surface of fluids at his normal rate of speed; he leaves no footprints when moving through any type of terrain, such as dust, snow, or mud. (While Feather Tread is activated, the character could stand on the branch of a tree or the tip of a blade of grass without bending it, assuming he makes the appropriate Balance checks.) Finally, the ability grants the character a +4 psionic bonus to Move Silently and Balance checks.

It costs 1 Vitality (or 1 subdual point of damage) to attempt to activate this ability. A successful activation causes the effects of the power to last for one minute. Each additional minute thereafter, the character must spend 1 Vitality point to keep Feather Tread functioning.

To activate Feather Tread as a reflex, the character must be conscious, aware of his surroundings, and able to control his psionic abilities.

Feather Tread is a psionic (supernatural) ability.

 

Godelized Communication [Psionic]
Godelized communication is a system of encoding any message of any kind as an extremely large number, a product of prime bases and exponents. Using a Godelized communication, a character can communicate or remember a message in an incredibly compact manner. Many Enunciators use Godelized communications to store information regarding their spells. A single number, in scientific notation, could store more information that an entire set of encyclopedias.

Godelized communication also has the advantage of permitting extremely long and complicated verbal messages can be delivered in a single utterance. A character could even memorize the contents of a dictionary or encyclopedia by memorizing a single number.

Prerequisites: Suke'nkal (Psionic Talent), Knowledge (Mathematics) 6+, and Hkaahmsu'jha (Cognition Control) rank 4+.

Benefit: To understand or create a Godelized communication, a character must use Cognition Control to set herself in a frame of mind that allows her to calculate the prime bases and exponents almost instantaneously. A full round action is required, and the character must perform a skill check against DC 15. Upon entering the calculation state, the character performs a Knowledge (Mathematics) skill check against DC 15; if successful, she understands or is able to create the message. If failed, she can try again, but the DC increases by a cumulative +2.

Some Godelized communications may be other languages or codes that are converted into a single number. The character would need to perform several different skill checks to convert the number into an understandable form.

 

Grammatical Modeling [Psionic]
The character possesses the ability to enter an enhanced cognitive state in which she is able to describe a model under which the necessary circumstances exist for a particular event to occur, such as building a lock, battling an army, or inventing a new technology. Once the model is created, the characters "hangs" the appropriate real-world "pieces" upon it. This gives her tremendous problem-solving ability.

Prerequisites: Intelligence 16+, Meditation, Suke'nkal (Psionic Talent), and Hkaahmsu'jha (Cognition Control) rank 4+.

Benefit: To create a grammatical model, the character must determine what action she desires to model, such as planning an attack or attempt to invent a new power source. The character then enters a meditative trance lasting 2d4 days. During the trance, she attempts to model the process. At the end of the trance, the character performs a Cognition Control skill check. If she rolls higher than 20, she gains a +2 insight bonus (stackable) in the performance of the task. A result of 30 or higher grants a +4 stackable, insight bonus.

The quality of information available to the character can penalize her skill check by up to -10, depending on how little she knows about the subject or variables associated with it.

 

Non-causal Reasoning [Psionic]
The character has achieved an alternative level of awareness in which he no longer perceives events in terms of cause-effect. He no longer thinks in tenses and considers causality an illusion. This hyper-elevates his reasoning process.

Characters with this ability realize one of the fundamental truths of the universe: there are no Empirical Laws; there are only observations and suggestions.

Prerequisites: Intelligence 13+, Suke'nkal (Psionic Talent), and Hkaahmsu'jha (Cognition Control) rank 10+, and Yeuntyei'jha (Extrasensory Perception) rank 10+.

Benefit: A character capable of Non-causal Reasoning gains a +2 (stackable) insight bonus on any Intelligence or Wisdom checks, as well as any skill checks that depend upon Wisdom or Intelligence.

The drawback of this ability is that the character loses some of his ability to communicate with casaulity-minded beings, imposing a -2 insight penalty on all Charisma and Charisma-based skill checks.

Non-causal Perception: Because the character no longer perceives time as a progress from cause to effect, he can perform a perceptual trick allowing himself to feel an effect before experiencing its cause. For instance, while standing guard one night, he grows sleepy and so decides that upon morning's arrival he shall take a stimulant to make himself aware now. In another example, he has surgery performed upon himself, but no anasthesia is available; the character decides that in the near future, he shall take an anathestic to deal with his pain in the present. The effect precedes the cause.

Performing this trick requires an Extrasensory Perception skill check against DC 30.

 

Psionic Gift [Psionic]
The character is especially gifted with a particular psionics skill not normally associated with his profession's way of life.

Prerequisites: Wisdom 15+ and Suke'nkal (Psionic Talent)

Benefit: The character may designate any one cross-classed psionic skill as a class skill -- or -- he may designate a psionic skill that is normally not available to his class as a cross-class skill. Only Geuntgei'jha (Telekinesis), Hkaahmfel'jha (Metabolic Control), Hkaahmsu'jha (Cognitive Control), Vaduntvadi'jha (Telepathy), and Yeuntyei'jha (Extrasensory Perception) may be chosen with this feat.

Special: This feat may be taken several times, each time affecting a different skill. Also, this feat may be taken once to designate an unavailable skill as a cross-class skill, then a second time to make the same skill a class skill.

 

 

D20 MARTIAL ARTS

 
This d20 martial arts system is designed as a modular plug-in for any campaign using the d20 system. Instead of using feats alone to enhance a character's combat ability, this system uses a combination of a skill and feats to increase a character's battle options. It integrates with the d20 Skills-n-Feats Psionics Plug-in to grant supernatural martial arts abilities.

This plug-in assumes that characters originate from or dwell in a culture with a long-standing martial arts tradition. It likewise assumes that martial arts are commonly encountered in the campaign setting. Finally, it assumes that the more spiritual aspects of martial arts, such as harnessing one's ki or chi, are attempts to develop latent psionic abilities through rigorous physical and mental disciplines. The more fantastic feats of martial arts are expressions of psionic potential.

How it works: To acquire martial arts abilities, a character must have the feat, Martial Arts Training. This feat is an "entry level" feat. It permits a character to purchase the skill, Martial Arts, but it provides no other abilities.

Depending on the character's class, the Martial Arts skill can be developed as a class or cross-class skill. For each rank gained in this skill, a character learns a martial arts maneuver.

A maneuver is similar to a feat, but more limited in scope. Each maneuver represents a particular action the character can perform in combat, a special combat-related ability, or a bonus to a particular die-roll or attribute in combat. "Mundane" by nature, maneuvers represent non-supernatural, non-extraordinary combat abilities acquired by focused and intelligent training.

Maneuvers vary in complexity and power. Some of the more powerful maneuvers have weaker maneuvers as prerequisites. By developing a "tree" of abilities, a character can gain extremely potent and flexible combat abilities.

As a character's Martial Arts skill increases, he may become eligible for special martial arts feats. These feats further enhance a character's combat power, but do not provide supernatural or extraordinary abilities.

For a character who possesses Psionic Talent and modicum of skill in Metabolic Control or Extrasensory Perception, a high rank in Martial Arts grants access to advanced martial arts feats. These feats combine psionic and physical discipline to enable the character to perform extraordinary, sometimes superhuman acts. Achievement of advanced martial arts feats represents the pinnacle of spiritual and physical development in the martial arts.


FAQ
Why an "entry level" feat for the system?
All power has a price. Requiring purchase of the Martial Arts Training forces characters to pay that price. It represents an initial investment of time studying the rudiments of martial philosophy and technique, as well as having access to an instructor or school. It also provides a check-and-balance for non-combat-oriented classes who wish to acquire martial arts.

Why not have characters purchase maneuvers using skill points? Why have a skill that permits acquisition of maneuvers at each rank?
If characters could directly purchase martial arts maneuvers with skill points, there would be no fixed limit to the number of maneuvers they could acquire per character level. By basing maneuver acquisition on skill rank, two pre-existing checks-n-balances can be applied to a character's progression. First, the class and cross-class costs may be assigned to the skill, limiting its effectiveness. Second, skill progression limits may be applied. Therefore, a character for whom martial arts is a class skill could have no more than four maneuvers at 1st level. Assuming they maxed out their abilities, they could acquire only one additional maneuver per level.

Why not just have prestige classes grant martial arts abilities?
This system assumes that martial arts are available to anyone in the campaign willing to make the initial training investment. Handling martial arts in this manner makes them available to low level characters as well as high level.

Why not just use feats for martial arts abilities?
Feats are rare things. If a character developed martial arts abilities based solely on feat progression, many levels would have to be gained before a character could demonstrate the breadth of abilities possessed by a moderately competent, real world practitioner of the martial arts. Using a skill for acquisition allows for more abilities. Also, feats tend to be grand or heroic in nature. Many of the martial arts maneuvers have a much smaller scope, making them ill-suited for feats.

 

Martial Arts Training Feat [General]
The character has received basic training in the martial arts.

Prerequisites: None.

Normal: A character who does not have Martial Arts Training cannot purchase the Martial Arts skill.

Benefit: You may purchase the Martial Arts skill, allowing you to learn a wide variety of new combat maneuvers. Furthermore, you may choose Unarmed Combat Expert or Martial Arts Weapon as a bonus maneuver.

Martial Arts [None; Trained Only]
The Martial Arts skill does not work like a standard skill. In order to purchase this skill, you must have the feat, Martial Arts Training.

For each rank you acquire in this skill, you learn a martial arts maneuver. Each maneuver represents a specific move or countermove you can perform in combat. Maneuvers are non-supernatural in scope. A maneuver allows you to strike more effectively, leap to deliver an extremely powerful blow, master a particular martial arts weapon, or block an opponent and follow-up immediately with a strike as a defensive action. A high rank in Martial Arts combined with Psionic Talent and some minor psionic skills makes you eligible for highly advanced martial arts feats, such as Iron Skin or Distant Punch.

By picking a specific series or "tree" of maneuvers and feats, you can develop almost any real-world style of martial arts.

 

Martial Arts Skill [None; Trained Only]
The Martial Arts skill does not work like a standard skill. In order to purchase this skill, you must have the feat, Martial Arts Training.

For each rank you acquire in this skill, you learn a martial arts maneuver. Each maneuver represents a specific move or countermove you can perform in combat. Maneuvers are non-supernatural in scope. A maneuver allows you to strike more effectively, leap to deliver an extremely powerful blow, master a particular martial arts weapon, or block an opponent and follow-up immediately with a strike as a defensive action. A high rank in Martial Arts combined with Psionic Talent and some minor psionic skills makes you eligible for highly advanced martial arts feats, such as Iron Skin or Distant Punch.

By picking a specific series or "tree" of maneuvers and feats, you can develop almost any real-world style of martial arts.

For a list of maneuvers, go here.

 

Martial Arts Maneuvers
Martial arts maneuvers is
a special ability gained by a character as a direct result of her martial arts training. Each maneuver represents a specific action the character can perform or a special modifier to an attribute.

To acquire a martial arts maneuver, a character must first purchase the feat, Martial Arts Training. Once she does so, she immediately gains either the Unarmed Combat Expert or a Martial Arts Weapon maneuver. Additional maneuvers may be gained by acquiring ranks in the Martial Arts skill. For each rank gained, a character learns one maneuver. (For example, a character with six ranks in the Martial Arts skill would have 6 maneuvers.)

The names of the maneuvers are deliberately generic, enabling them to easily fit into any campaign setting. Characters typically have poetic or descriptive names for their maneuvers, though these names vary from style to style. For instance, one style might use "Falling Rose Petal Strike" as their name for Flying Strike.

Some maneuvers have prerequisites, such as a high rank in Martial Arts or a particular less-complicated maneuver. These prerequisites are listed in the maneuver’s description. You cannot purchase a maneuver until you fufill all of its prerequisites.

When using the maneuver-based martial arts, you should not use the following standard feats, because they are replaced by maneuvers:

Deflect Arrows,
Improved Bull Rush,
Improved Disarm,
Improved Trip,
Improved Unarmed Strike, and
Stunning Fist.


The maneuvers are as follows:

 

Block
Prerequisites: Fela'rishrejha (Martial Arts Training) and Martial Arts Weapon or Unarmed Combat Expertise.

Once per round, the character can attempt to block a melee attack that would have normally hit him. To do so, the following requirements must be met:

The character is not flat-footed, stunned, held, or any other situation in which he loses his Dexterity modifier (if any) to AC.

 

The character is wielding a martial arts weapon.

 

The character is aware of the attack he wishes to block. He can perceive the attack with his primary, targeting sense. For humans, this would mean he can see the attack. (In other words, it is not possible to block attacks from invisible opponents.)

 

If these criteria are met, the character performs a contested roll using his full attack value against his opponent's full attack value. If the character rolls higher than his opponent and higher than DC 15, the attack is blocked and the character suffers no damage. A critical hit increases the DC by +10.


Blood Choke
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 12+, Grappling Expertise, Sleeper Hold, and Martial Arts Weapon or Unarmed Combat Expertise.

A Blood Choke is a more lethal version of the Sleeper Hold.

While grappling (regardless of who started the grapple), the character makes an opposed grapple check with a -4 called shot penalty as an attack, attempting to wrap a limb or appropriate Martial Arts Weapon around his opponent's throat and cut off the flow of blood to the brain. If the attacker wins, he initiates the Blood Choke, but there is no immediate effect. On the next round (at the start of the attacker's turn) -- if his opponent has not yet escaped the hold -- the opponent must perform a Constitution check against DC 15. If the check fails, the victim suffers Wound damage equal to the attacker's standard unarmed damage. If the check succeeds, Vitality damage is suffered. (In a Hit Point based damage system, the damage is tripled if the victim fails his Constitution check; otherwise, it is normal.)

The DC of the Fortitude check increases by +1 per additional round the attacker maintains the Blood Choke. The Blood Choke is "maintained" until the victim performs an escape against it.

Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by a sleeper hold. A character with Metabolic Control may substitute a skill check for a Constitution check to resist the Sleeper Hold's effects.

 

Break Weapon
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, and Martial Arts Weapon or Unarmed Combat Expertise.

The character can strike and attempt to damage his opponent’s weapon or shield with any of his Martial Arts Weapons. No attack of opportunity is provoked by this maneuver. The character may attempt to break a weapon of any size.

 

Catch Weapon
Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 13+, Block, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, and either Martial Arts Weapon or Unarmed Combat Expertise.

The Catch Weapon maneuver is an improved Block. If the character successfully blocks an attack against himself, he may also attempt to grab and hold his opponent's weapon, catching it.

This maneuver is difficult and dangerous. If the character fails in his grab attempt, he will inevitably be damaged by the weapon. However, if he succeeds, he holds immobile the striking surface of his opponent's weapon (such as the martial arts movie cliche of catching a sword's blade in two hands). His opponent must either wrench the weapon free with a grappling escape or relinguish it.

Once per round, the character can choose to block a melee attack that would have normally hit him -- or -- he can declare he wishes to catch that attack in place of a block. To do so, the following requirements must be met:

The character must use two Martial Arts Weapons to catch his opponent's weapon. If an Unarmed Combat Expert, the character can use two bare hands or a bare hand and another Martial Arts Weapon.

 

The character is not flat-footed, stunned, held, or any other situation in which he loses his Dexterity modifier (if any) to AC.

 

The character is wielding a martial arts weapon.

 

The character is aware of the attack he wishes to block. He can perceive the attack with his primary, targeting sense. For humans, this would mean he can see the attack. (In other words, it is not possible to block attacks from invisible opponents.)

 

If these criteria are met, the character performs a contested roll using his full attack value against his opponent's full attack value. If the character rolls higher than his opponent and higher than DC 20, the attack is blocked. (A critical hit increases the DC by +10.)

The character then performs another opposed Attack roll against his opponent to determine if he grabs the weapon. If the character loses, he only manages to block the weapon, but his opponent may perform an Attack of Opportunity against him.

If the character succeeds in the opposed roll, then he has grabbed the weapon. He must now perform an opposed Grappling check against his opponent. (The participant with the larger weapon adds +2 to his Grappling check for each difference in size category.) If the character loses, he is automatically damaged by his opponent. If he wins, he holds the weapon immobile.

With the weapon immobilized, the following effects take place:

Neither character can move.

 

Neither character threatens an area.

 

Both characters lose their Dexterity bonus to AC against foes not engaged in the weapon catch.

 

The character who caught the weapon cannot use this catching limbs or weapons to do anything other than hold his opponent's weapon.

 

The opponent, whose weapon is caught, cannot attack with his weapon.

 


Either character can choose to release the weapon as a free action. If the opponent does so and the catcher is unarmed, the catcher now has the weapon; otherwise, if the opponent releases the weapon, the weapon drops to the ground at the catcher's feet.

The opponent can also attempt to wrench the weapon from the catcher's grasp with an opposed Grappling roll, per the Escape rules.

Combination
Prerequisites: See below. It varies with each type of combination.

A combination move allows a character to perform a second, related attack-type action if she succeeds in performing a previous action. Several different combinations exist, but all share relatively the same mechanic: if the character succeeds in one combat action, she can perform another action as an attack of opportunity.

A combination may only be performed if the character wields a Martial Arts Weapon. If the character is an Unarmed Combat Expert, a combination may be performed while unarmed.


Types of Combinations: Each type of combination must be purchased separately. Also, to gain a specific type of combination, a character must meet all its prerequisites.

Block and Grapple
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Block, Grappling Expertise, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully blocks a melee attack, he may immediately initiate a grapple against his blocked attacker as an attack of opportunity.

Block and Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 7+, Block, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully blocks a melee attack, he may immediately perform a standard melee attack as an attack of opportunity against the opponent he blocked.

Catch and Break Weapon
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 14+, Block, Break Weapon, Catch Weapon, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully catches a weapon as part of a block (with the Catch Weapon maneuver), he may immediately attack that weapon and attempt to break it as an attack of opportunity.

Catch Weapon and Throw Opponent
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 14+, Block, Catch Weapon, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, Throw, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully catches a weapon as part of a block (with the Catch Weapon maneuver), he may immediately attempt to throw his opponent an as attack of opportunity.

Disarm and Grapple
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Expert Disarm, Grappling Expertise, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully disarms an opponent, she may initiate a grapple against that opponent as an attack of opportunity.

Disarm and Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Expert Disarm, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully disarms an opponent, she may perform a standard melee attack against him as an attack of opportunity.

Grapple and Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Grappling Expertise, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully initiates a grapple against an opponent, he may immediately perform a standard melee attack against that opponent as an attack of opportunity.

Strike and Escape
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: While grappling (regardless of who started the grapple), if the character succeeds in a standard melee attack against his opponent, he may immediately perform an escape maneuver as an attack of opportunity.

Trip and Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the character successfully trips an opponent, he may immediately perform a standard melee attack against that opponent as an attack of opportunity.


Defensive Stance
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, and Martial Arts Weapon or Unarmed Combat Expertise.

The character is specially trained in evading blows from opponents, be it a drunken style of fighting, refined blocking technique, or a hypnotic movement of the limbs.

Possession of this maneuvers grants a +1 dodge bonus to AC while using a martial arts weapon. If the character is an unarmed combat expert, then this bonus is gained while the character is unarmed.

Note that any condition that causes a character to lose his Dexterity bonus to AC (if any) also causes the loss of dodge bonuses. Furthermore, because this maneuver relies on freedom of movement, it grants no AC bonus if the character suffers a movement penalty due to armor or items carried.

Special: This maneuver can be purchased multiple times, permitting a cumulative increase in the Dodge bonus, up to a maximum of +5. However, the prerequisites increase with each additional purchase.

To purchase Defensive Stance a second time and gain a total +2 dodge bonus, a character must have a Martial Arts skill rank of 4 or more. For a third purchase and +3 bonus, a rank of 6+ is necessary. For a +4 bonus, a rank of 8+. For a +5 bonus, a rank of 10+.

No dodge bonus above +5 is possible with cumulative purchases of this maneuver.

 

Deflect Projectile
Prerequisites: Dexterity 13+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, Block, and either Martial Arts Weapon or Unarmed Combat Expertise.

Once per round, the character can attempt to block a mechanically or muscle propelled ranged attack that would have normally hit him. Hurled knives and axes, sling stones, arrows, crossbow bolts, and similar "slow" projectiles may be blocked, but not firearm bullets, plasma bolts, lasers, and the like. To do so, the following requirements must be met:

The character is not flat-footed, stunned, held, or any other situation in which he loses his Dexterity modifier (if any) to AC.

 

The character is wielding a martial arts weapon.

 

The character is aware of the attack he wishes to block. He can perceive the attack with his primary, targeting sense. For humans, this would mean he can see the attack. (In other words, it is not possible to block attacks from invisible opponents.)

 

If these criteria are met, the character performs a contested roll using his full attack value against his opponent's full attack value. If the character rolls higher than his opponent and higher than DC 20, the attack is blocked and the character suffers no damage. A critical hit increases the DC by +10.

A character may not block a melee attack and deflect a projectile in the same round. Only one or the other may be performed.

 

Dislocating Lock
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 9+, Grappling Expertise, Lock, and Martial Arts Weapon or Unarmed Combat Expertise.

While grappling (regardless of who started the grapple), the character can make an opposed grapple check with a -4 called shot penalty as an attack. If the attacker succeeds, he inflicts his normal unarmed damage and possibly wrenches one of his opponent's limbs out of joint. His opponent must make a Fortitude save against a DC equal to 10 + the attacker's Strength modifier + one-half the attacker's Martial Arts rank. If the victim fails the saving throw, one of his limbs (chosen by the attacker) is wrenched out of joint, imposing a -2 penalty to all rolls associated with that limb per the variant rules for Damage to Specific Areas.

 

Enhanced Disarm
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, Expert Disarm, and Martial Arts Weapon or Unarmed Combat Expertise.

When wielding a Martial Arts Weapon, the character gains a +4 martial arts bonus to the opposed attack roll that determines the success of a disarm.

 

Enhanced Escape
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, Martial Arts Weapon or Unarmed Combat Expertise.

When wielding a Martial Arts Weapon, the character gains a +4 bonus on grappling checks for the purpose of escaping, only.

 

Enhanced Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, Martial Arts Weapon or Unarmed Combat Expertise.

The character is specially trained in striking with great force, increasing the damage inflicted with his martial arts style.

Possession of this maneuvers grants a +1 competence bonus to damage while using a martial arts weapon. If the character is an unarmed combat expert, then this bonus is applied to unarmed strikes as well.

Special: This maneuver can be purchased multiple times, permitting a cumulative increase in the damage bonus, up to a maximum of +5. However, the prerequisites increase with each additional purchase.

To purchase Enhanced Strike a second time and gain a total +2 damage bonus, a character must have a Fela'jha (Martial Arts) skill rank of 4 or more. For a third purchase and +3 bonus, a rank of 6+ is necessary. For a +4 bonus, a rank of 8+. For a +5 bonus, a rank of 10+.

No damage bonus above +5 is possible with cumulative purchases of this maneuver.

 

Enhanced Trip
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, Martial Arts Weapon or Unarmed Combat Expertise.

When wielding a Martial Arts Weapon, the character gains a +4 bonus on Strength checks for purposes of tripping his target, only.

 

Flying Strike
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Jump 8+ ranks, and Martial Arts Weapon or Unarmed Combat Expertise.

While wielding a Martial Arts Weapon, the character charges an opponent and leaps, striking with all his momentum in a single, powerful blow.

The mechanics of a Flying Strike are the same as a charge, but if the attack hits, the character inflicts double normal damage.

 

Forceful Blow
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 10+, Enhanced Strike, and Martial Arts Weapon or Unarmed Combat Expertise.

A Forceful Blow is a powerful, focused strike that can knock down and daze an opponent.

A Forceful Blow is a Full Round Action. A Martial Arts Weapon must be used for the maneuver.

A Forceful Blow inflicts double damage. The target must perform a Fortitude saving throw against a DC equal to 10 + the attacker's Strength modifier + one-half the attacker's Martial Arts skill rank; if failed, the target is stunned for one round. A second saving throw, using Reflexes against DC 10 + the attacker's Strength modifier + the attacker's Martial Arts skill rank, is necessary for the target to avoid being knocked down by the attack.

 

Greater Throw
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Throw, and Unarmed Combat Expertise.

A Greater Throw uses the same mechanics as a standard Throw, but it is the only attack the character can perform in a round. If the attacker successfully throws his target, the victim is hurled 5' + 1' for every point the attacker beats him on the grappling check. The victim suffers damage equal to the attacker's standard unarmed damage and also suffers falling damage equal to the distance he was thrown.

 

Ground and Pound
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, Grappling Expertise and Unarmed Combat Expertise.

While pinned himself or pinning an opponent, the character can attack with a light martial arts weapon or unarmed. The character can also perform nerve strikes.

Only the target pinned or pinning the character can be attacked.

 

Improved Iterative Attacks
Prerequisites: base Attack bonus 4+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 7+, and Martial Arts Weapon or Unarmed Combat Expertise.

While wielding a single, light Martial Arts Weapon (or unarmed, if an Unarmed Combat Expert), gains a superior number of attacks per round. Compare the character's base Attack bonus to table IIA-1 to determined his improved attack rate:

Table IIA-1: Improved Attack Rate

Base Attack Bonus

Improved Attack Rate

+4

+4/+1

+5

+5/+2

+6/+1

+6/+3

+7/+2

+7/+4/+1

+8/+3

+8/+5/+2

+9/+4

+9/+6/+3

+10/+5

+10/+7/+4/+1

+11/+6/+1

+11/+8/+5/+2

+12/+7/+2

+12/+9/+6/+3

+13/+8/+3

+13/+10/+7/+4/+1

+14/+9/+4

+14/+11/+8/+5/+2

+15/+10/+5

+15/+12/+9/+6/+3

+16/+11/+6/+1

+16/+13/+10/+7/+4/+1

+17/+12/+7/+2

+17/+14/+11/+8/+5/+2

+18/+13/+8/+3

+18/+15/+12/+9/+6/+3

+19/+14/+9/+4

+19/+16/+13/+10/+7/+4/+1

+20/+15/+10/+5

+20/+17/+14/+11/+8/+5/+2



FAQ
Is it possible to gain the improved attack rate with a larger Martial Arts Weapon?
By purchasing the feat, Improved Iterative Attacks with Larger Weapons, the character gains the improved rate with any one-handed Martial Arts Weapon.

If a character wields two (or more weapons) does he gain the benefit of extra attacks from this maneuver?
No. A two (or more) weapon style is not compatible with this maneuver.

 

Lock
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, Grappling Expertise, and Martial Arts Weapon or Unarmed Combat Expertise.

While grappling (regardless of who started the grapple), the character can make an opposed grapple check with a -4 called shot penalty as an attack. If the attacker wins, he immobilizes one of his opponent's limbs for each limb he is willing to have immobilized himself. (For instance, he could choose to immobilize both of his opponent's arms by sacrificing an arm and a leg.) His opponent's limbs are immobilized until the opponent performs a successful escape.

 

Martial Arts Weapon
Prerequisite: Fela'rishrejha (Martial Arts Training) and proficiency with selected weapon.


This maneuver allows you to associate a particular melee weapon with your martial arts style. Whenever you use this weapon, you can also perform your martial arts maneuvers with it, such as a block, enhanced strike, or nerve strike. Only weapons chosen as martial arts weapons can be used with these techniques.

If the weapon is tiny or small -- such as a baton or dagger -- it can be used for grappling maneuvers. Also, flexible weapons, such as a flail or chain, may be used for grappling.

In order for the character's body (while unarmed) to be considered a Martial Arts Weapon, Unarmed Combat Expert must be purchased.

 

Nerve Strike
Prerequisites: See below. It varies with each type of nerve strike.

Several types of nerve strikes exist (see below), but all share the same mechanic.

First, the character must perform a called shot (-4 attack penalty), aimed at one of her opponent's nerve plexii. If the attack hits, she inflicts normal damage and her opponent must perform a Fortitude saving throw against a DC equal to 10 + one-half the attacker's Martial Arts skill + the attacker's Wisdom modifier. If the opponent fails the saving throw, he suffers the additional effects of the nerve strike, such as a dazed or stunned condition.

A character can perform only one nerve strike per round. A nerve strike attempt must be declared before an attack roll is made. If the nerve strike misses, the attempt is wasted for the round and may not be tried again until next round.

Nerve strikes may only be performed with a Martial Arts Weapon. An Unarmed Combat Expert may perform nerve strikes while unarmed.

Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by a nerve strike. A character can not perform a nerve strike on concealed, invisible, blurred, and the like targets, nor can she perform a nerve strike while blinded or in total darkness. She must be able to clearly perceive her opponent and target their nerve plexii to use this ability.


Types of Nerve Strikes: Each type of nerve strike must be purchased separately. Also, to gain a specific type of nerve strike, a character must meet all the prerequisites for that strike.

Blindness/Deafness
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 10+, Nerve Strike (Daze), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: This nerve strike blinds or deafens the victim for 2d4 rounds on a failed saving throw. Whether the strike will blind or deafen is chosen before the attack is made.

Daze
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: The dazing nerve strike is the weakest of strikes, but fundamental to the technique. If the victim fails his Fortitude saving throw, he is dazed for one round.

Disable Limb
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, Nerve Strike (Daze), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the target of this nerve strike fails her saving throw, one of her limbs is paralyzed for 2d6 rounds. The limb affected is chosen before the attack is made. If the limb is holding an item, that item is dropped.

Long-term Nervous System Damage
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 12+, Nerve Strike (Daze), Nerve Strike (Pain), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: A deadly attack, this nerve strike causes 1d4 temporary ability damage if the target fails his saving throw. In other words, it causes long-term damage to their nervous system reducing an ability score, in addition to inflicting normal damage. For example, the strike can cause facial ticks and slurred speech to reduce an opponent's Charisma, tremors to reduced Dexterity, cramping and general illness to reduce Constitution, weakness to reduce Strength, misfiring brain neurons to reduce Intelligence, and general euphoria to reduce Wisdom. The ability score affected is chosen before the strike is performed.

Pain
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 10+, Nerve Strike (Daze), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: This nerve strike stuns an opponent for one round and causes intense pain for 1d4 rounds on a failed saving throw. The pain reduces the victim's Dexterity by 2 points and imposes a -4 penalty on attack rolls, skill checks, and ability checks. To perform any action which requires concentration (e.g., casting spells, using psionics), the victim must make a Concentration roll v. DC 15 while affected by this nerve strike.

Paralysis
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 15+, Nerve Strike (Daze), Nerve Strike (Pain), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: If the victim of this nerve strike fails her saving throw, she is paralyzed for 1d6 rounds.

Pleasure
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 13+, Nerve Strike (Daze), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: The mechanics of the pleasure nerve strike are similar to the pain nerve strike, but instead of excrutiating, burning pain, the victim experiences an overwhelming pleasure stimulus. A failed saving throw stuns the opponent for one round and leaves them in a dizzy, euphoric state for 1d4 rounds thereafter. This euphoria reduces the victim's Dexterity, Intelligence, and Wisdom by 2 points each. It imposes a -4 penalty on attack rolls, skill checks, and ability checks. To perform any action which requires concentration (e.g., casting spells, using psionics), the victim must make a Concentration roll v. DC 18 while affected by this nerve strike.

Sickness
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 18+, Nerve Strike (Daze), Nerve Strike (Long-term Nervous System Damage), Nerve Strike (Pain), Nerve Strike (Stun), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: One of the most deadly nerve strikes, the sickness strike overloads the target's nervous system, forcing his body to produce toxins and waste away. For all mechanics purposes, the strike acts as if it were a disease. The "incubation period" is one day. The DC uses the strike's DC. The damage is 1d4 Constitution and 1d4 Dexterity. After the "incubation period" of the strike, the victim begins bleeding internally and shaking uncontrollably. This worsens until he dies from total organ failure.

Stun
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, Nerve Strike (Daze), and either Martial Arts Weapon or Unarmed Combat Expertise.
Description: This nerve strike stuns an opponent for one round if he fails his saving throw.


FAQ
Does a character get her enhanced strike damage bonus when performing a nerve strike?
Yes.

Is it possible for a character to perform another offensive maneuver simultaneously with nerve strike, such as a flying strike or combination?
No.

Can a character perform a full attack in a round, performing only one nerve strike and several normal strikes (assuming she has multiple attacks available per round)?
Yes.

 

Push
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 12+, and either Martial Arts Weapon or Unarmed Combat Expertise.

A Push functions like a bull rush, in that is moves an opponent backwards, but the attacker does not have to enter his opponent's space nor does he provoke an attack of opportunity.

To perform a Push, the character must wield a Martial Arts Weapon. He can substitute a Push for any of his attacks during the round. First, the character makes a melee touch attack against the opponent he wishes to Push. If successful, he and the opponent make an opposed Strength check. (Add +4 to the roll for each size category a character is above Medium-size; penalize the roll by -4 for each size category smaller than medium. If the defender has more than two legs or is other exceptionally stable, add a +4 stability bonus to his roll.) If the attacker wins, he pushes his opponent back five feet in a straight line.

 

Roll with Blow
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, Tumbling rank 4+, Defensive Stance, and Martial Arts Weapon or Unarmed Combat Expertise.

Once per round, the character can attempt to roll with the force of a physical attack that struck him, reducing the damage from the blow. The intent to Roll with Blow is declared after it has been determined that an attack has struck the character. The following criteria must be met for the character to perform this maneuver:

The character is not flat-footed, stunned, held, or any other situation in which he loses his Dexterity modifier (if any) to AC.

 

The character is wielding a martial arts weapon.

 

The character is aware of the attack he wishes to block. He can perceive the attack with his primary, targeting sense. For humans, this would mean he can see the attack. (In other words, it is not possible to block attacks from invisible opponents.)

 

If these criteria are met, the character performs a contested roll using his Tumbling skill against his opponent's full attack value. If the character rolls higher than his opponent and higher than DC 15, he suffers 1/2 damage from the attack.

If the attacker rolls a critical hit, the DC increases by +10. If the defender wins the opposed Tumbling check, the damage is not halved. Instead, the critical hit is converted back into a normal hit.


FAQ
If a character possesses an ability that allows him to retain his Dexterity bonus while flat-footed, can he Roll with Blow while flat-footed?
Yes.

Can a character Roll with Blow and Block in the same round?
Yes.

Can a character roll with an attack that he failed to block?
No.

 

Sleeper Hold
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, Grappling Expertise, and Martial Arts Weapon or Unarmed Combat Expertise.

While grappling (regardless of who started the grapple), the character can make an opposed grapple check with a -4 called shot penalty as an attack, attempting to wrap a limb or appropriate Martial Arts Weapon around his opponent's throat and cut off the flow of blood to the brain. If the attacker wins, he has initiated the sleeper hold, but there is no immediate effect. On the next round (at the start of the attacker's turn) -- if his opponent has not yet escaped the hold -- the opponent must make a Constitution check v. DC 10. If the opponent fails the roll, he falls comatose from lack of blood to the brain (not asphyxiation).

Comatose characters are helpless. Slapping or wounding awakens a comatose character, but normal noise does not. Awakening a creature is a standard action (an application of the aid other action).

The victim remains comatose as long as the attacker maintains the sleeper hold. Once he releases the hold, blood begins to flow normally to the brain, and the opponent awakens in 1d3 rounds.

The DC of the Constitution check increases by +1 per additional round the attacker maintains the Sleeper Hold. The Sleeper Hold is "maintained" until the victim performs an escape against it.

Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by a sleeper hold. A character with Metabolic Control may substitute a skill check for a Constitution check to resist the Sleeper Hold's effects.


FAQ
Isn't it realistic for a character to die, in a short period of time, from a lack of blood-flow to the brain?
Realistic, yes, but also overwhelming to any sort of game balance. Realistically, a character should be able to kill an opponent in six seconds with a blood choke like this, but in game, nearly every combat would end within a round. That is not much fun, so Sleeper Hold doesn't automatically kill an opponent.

The Blood Choke maneuver does increase the potency of a Sleeper Hold and allow a character to inflict Wound damage with a choke.

 

Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, and either Martial Arts Weapon or Unarmed Combat Expertise.

The Sweep maneuver functions like a trip attempt, but if the attacker fails his Strength check to trip his opponent, his opponent does not get an attempt to trip him in return.

A Martial Arts Weapon must be used for this maneuver. Also, Sweep requires freedom of movement; if the character suffers a movement penalty due to armor worn or items carried, he cannot perform this maneuver.

 

Throw
Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, and Unarmed Combat Expertise.

The Throw maneuver allows the character to use leverage to hurl an opponent to the ground.

The mechanics of a Throw are similar to grappling. The steps are as follows:

  1. Attack of Opportunity: The attacker closes with the target. This provokes an attack of opportunity from the target. If the attack of opportunity deals damage, the attacker fails to initiate the throw.
  2. Grab: The attacker performs a melee touch attack to grab the target and start the throw. If failed, the attacker cannot throw the target.
  3. Throw: The attacker and target make an opposed grapple check. If the attacker succeeds, he throws the target 5' in whatever direction he chooses, inflicting that attacker's standard unarmed damage and knocking the target prone.


Limitation: A character may only throw an opponent who is one size category larger than him, the same size, or smaller.

FAQ
Can a weapon be used to throw an opponent?
Yes. Any light Martial Arts Weapon that can be reasonably used to grapple may be used to throw an opponent. If the character knows the feat, Grapple with Larger Weapons, he may also use larger Martial Arts Weapons to throw his opponent.

 

Unarmed Combat Expertise
Prerequisites: Fela'rishrejha (Martial Arts Training).

The character has considerable training in unarmed combat and gains several advantages while fighting without a weapon: 

Base unarmed damage is 1d4.

 

When attacking armed opponents while unarmed, the character does not provoke attacks of opportunity.

 

The character's unarmed body is considered a "martial arts weapon," that is the character can perform martial arts maneuvers while unarmed.

 


If you are using hit points instead of vitality/wounds for damage, the character gains these additional benefits:

The character's unarmed strikes inflict normal damage, rather than subdual.

 

 

The character may choose to inflict subdual damage while unarmed without incurring a negative attack roll penalty.

 

Martial Arts Feats

 

Acrobatic Fighting Style [Martial Arts]
You have combined tumbling and martial arts into a unique defensive style, allowing you to dodge blows with relative ease.

Several animal and drunken fighting techniques utilize acrobatic fighting style.

Prerequisites: Dexterity 13+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, Tumble 6+, Defensive Stance, and Martial Arts Weapon or Unarmed Combat Expertise.

Benefit: You gain a +2 martial arts bonus to Tumble rolls while wielding a Martial Arts Weapon, as acrobatic movements are incorporated into your fighting style. Also, when you perform the total defense standard action or fights defensively, you gain an additional +2 dodge bonus to AC.

To gain the benefits of this feat, your movement must be unrestricted. If you suffer a Dexterity or movement penalty due to armor worn or items carried, you gain no bonuses from this feat.

 

Grapple with Larger Weapons [Martial Arts]
The character is trained to grapple with larger weapons, such as the quarterstaff and flail.

Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 4+, Grappling Expertise, and Martial Arts Weapon.

Benefit: The character can use any weapon he has selected as a Martial Arts Weapon to grapple or throw an opponent.

 

Improved Iterative Attacks with Larger Weapons [Martial Arts]
The character can apply his improved attack rate to larger weapons.

Prerequisites: Strength 13+, base Attack bonus 4+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 7+, Improved Iterative Attacks, and Martial Arts Weapon.

Benefit: The character gains the benefits of the Improved Iterative Attacks maneuver whenever he wields any one-handed Martial Arts Weapon. (This feat also applies to the shortspear and quarterstaff, if the character has selected them as Martial Arts Weapons.)

 

Resuscitation [Martial Arts]
The character can apply pressure to a stricken person's nerve plexii and reverse the effects of a nerve strike.

Prerequisites: Dexterity 11+, Wisdom 13+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 8+, any Nerve Strike, and Unarmed Combat Expertise.

Benefit: With a full round action, the character can attempt to undo a Nerve Strike's effects on a single person. (Use the mechanics of the "Aid Other" action.) The character gently taps the patient's nerve centers, rolling 1d20 + his Martial Arts rank + his Wisdom modifier against the DC of the Nerve Strike. If the character wins the check, the Nerve Strike's effect (e.g., stun, daze, sleep) is negated, though the victim does not recover lost Hit Points.

Resuscitation may also be used to undo the effects of drugs, magics, and psionics that affect a target's nervous system (e.g., sleep spell, stun, pain). In this case, the character rolls 1d20 + one-half his Martial Arts rank + his Wisdom modifier to determine if he negates the effect.

 

Sticky Touch [Martial Arts]
The character can lightly place his hand on an opponent and follow his movements in combat. This allows him to anticipate his opponent's actions and more easily avoid his opponent's attack and attack his opponent.

Prerequisites: Dexterity 13+, Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 6+, Grappling Expertise, and Unarmed Combat Expertise.

Benefit: To initiate a Sticky Touch, the character must have at least one free hand (i.e., no weapon, shield, or other item in that hand). The character the performs a melee touch attack against his opponent. If the attack hits, the character and his opponent perform an opposed grappling check. (They are not actually grappling; the check is just to determine the success of the Sticky Touch.) If the attacker wins, he places his hand on his opponent, granting him a +2 circumstance bonus to AC and Attack rolls against his target.

If the character's target attempts to move while Sticky Touched, an opposed grappling check takes place. If the attacker wins, he automatically follows his opponent (up to the limits of his movement abilities), staying adjacent to his target the entire time; if the attacker loses, the Sticky Touch is broken.

The effects of the Sticky Touch last until contact is broken. If the character's target is able to move in a manner that the character cannot follow, such as jumping an extremely long distance, having a much higher movement rate, or teleporting, then contact is broken, even if the attacker wins the grappling check. If the attacker performs any movement, other than following his target, the Sticky Touch ends.

Note: if the attacker performs an action that restricts him to a 5' step during the round (such as a Full Attack Action), then he can only move 5' that round, and his opponent may easily outdistance him, breaking the Sticky Touch.

A Sticky Touch is a standard action.

 

Weapon Oriented Style [Martial Arts]
The character is trained in a martial arts style that incorporates a wide variety of weapons.

Prerequisites: Fela'rishrejha (Martial Arts Training), Fela'jha (Martial Arts) rank 1+, and Martial Arts Weapon.

Benefit: The character gains four, plus his Intelligence modifier, weapons -- in which he is already proficient -- as bonus Martial Arts Weapons. These additional Martial Arts Weapons do not count towards his total ranks in Martial Arts.

 

Martial Arts Advanced Feats

 

Sukeifela'ginrejha [Advanced Martial Arts Feats]
Sukeifela'ginrejha loosely translates as "Great Step in the Path of Body and Spirit." These steps or techniques represent the culmination of fela'jha ("The Way of the Body"): a seamless blending of the power of the mind and the power of the body, enabling a person to perform fantastic feats. The various sukeifela'ginrejha permits the diligent to leap extraordinary distances, shatter stone with a bare fist, and even dodge or catch bullets.

In the d20 rules, sukeifela'ginrejha are represented by feats that combine psionic ability and martial arts training to permit you to perform supernatural feats in combat. Each of these feats requires Fela'rishrejha ("The First Step on the Way of the Body") feat, the Suke'nkal ("Birthright of the Spirit") feat, at least one skill rank in Fela'jha ("Way of the Body," Martial Arts), and at least one skill rank in a Suke'jha ("Way of the Spirit", Psionics) skill, usually Yeuntyei'jha or Hkaahmfel'jha. Because the feats combine martial arts with psionics, and because they represent the pinnacle of martial arts ability, they are called Advanced Martial Arts Feats in the d20 system.

 

Candle Punch [Advanced Martial Arts]
This martial arts technique is named after its practitioners' ability to blow out candles from a distance with a punch or wave of the hand.

By mastering the candle punch, you focus internal, spiritual energy to deliver unarmed blows that affect opponent's several feet away -- without actually touching them.

Candle Punch represents one of the highest levels of martial arts mastery.

Prerequisites: Wisdom 11+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 14+, Hkaahmfel'jha (Metabolic Control) rank 14+, and Unarmed Combat Expertise.

Benefit: A Candle Punch may only be performed while unarmed. It grants a reach of 10' + 1' per character level to your standard unarmed strikes, Nerve Strikes, and Pushes. (A Candle Punch can also strike adjacent foes.)

While the Candle Punch itself is supernatural, its effects are not. Armor and damage reduction resist it normally.

Candle Punch is a psionic (supernatural) ability.

 

Combat Awareness [Advanced Martial Arts or Psionic]
You possess a supernormal awareness of danger and a zen-like ability to dodge blows without even being able to directly perceive their presence.

Prerequisites: Wisdom 13+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 4+, Yeuntyei'jha (Extrasensory Perception) rank 4+, and Unarmed Combat Expertise or Martial Arts Weapon -- or -- Wisdom 13+, Suke'nkal (Psionic Talent), and Yeuntyei'jha (Extrasensory Perception) rank 12+.

Benefit: Add your Wisdom bonus to your AC. You do not lose this bonus in situations where you would normally lose your Dexterity bonus, such as being caught flat-footed, ambushed, stunned, and the like. You do lose this AC bonus if immobilized.

To properly use this ability, you must be able to move freely. If you suffer any movement or Dexterity penalties due to armor worn or items carried, you cannot use this ability.

This is a psionic (supernatural) ability that constantly, unconsciously operates.

 

Danger Sense [Advanced Martial Arts or Psionic]
Your extrasensory perception enables you to intuitively respond to danger before you can normally sense it, making it extremely difficult to catch you unaware.

Prerequisites: Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 7+, Yeuntyei'jha (Extrasensory Perception) rank 7+, and Unarmed Combat Expertise or Martial Arts Weapon -- or -- Suke'nkal (Psionic Talent), and Yeuntyei'jha (Extrasensory Perception) rank 10+.

Benefit: You retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible opponent. Also, you can react with a zen-like grace to opponent's on either side of you in combat. This makes you impossible to flank (and thus protects you from Sneak Attacks).

This is a psionic (supernatural) ability that constantly, unconsciously operates.

 

Feather Touch [Advanced Martial Arts]
The character can harness his internal energy and deliver a nerve strike with but a light touch.

Prerequisites: Wisdom 11+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 12+, Hkaahmfel'jha (Metabolic Control) rank 12+, any Nerve Strike, Unarmed Combat Expertise, and Spiritual Strike.

Benefit: A Feather Touch is a standard action and may only be performed while unarmed.

The character rolls a melee touch attack against his target. If the attack roll succeeds, the Nerve Strike takes effect against the target, but inflicts no points of damage. (A standard Nerve Strike inflicts both the character's standard damage and the Nerve Strike effect; a Feather Touch does not.)

The effect of a Feather Touch is divine in nature; it ignores damage reduction and armor.

The Feather Touch can be delivered with such a light, innocuous touch that the character can attempt to perform it on a target without being noticed. This requires a successful Pick Pockets skill check.

Feather Touch is a psionic (supernatural) ability.

 

Flying Leap [Advanced Martial Arts]
By focusing his internal, spiritual energy, the martial artist can make his body seemingly weightless and leap supernormal distances.

Prerequisites: Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 10+, Hkaahmfel'jha (Metabolic Control) rank 10+, Jump rank 10+, Feather Tread, Lingering Leap, and Unarmed Combat Expertise or Martial Arts Weapon.

Benefit: By spending 1 Vitality point (or suffering 1 point of subdual damage in an HP damage system), the character can provide a +30 psionic bonus to all Jump rolls for one round.

For horizontal jumps, a Flying Leap reaches a peak at its halfway point equal to one-fourth its horizontal distance.

Use of this ability is a free action. It is psionic (supernatural) in nature.

 

Iron Sash [Advanced Martial Arts]
The character can use his telekinetic abilities to assist him in whirling and snapping a cloth sash with such force that it can slice through objects.

Prerequisites: Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 4+, Geuntgei'jha (Telekinesis) rank 4+, and Unarmed Combat Expertise.

Benefit: By spending 1 Vitality point per minute, the character can animate any lightweight piece of cloth from 5' to 12' length and use it as a melee weapon. The cloth inflicts 1d6 damage. In a Hit Points damage system, its threat range is 19-20, x2. In a Vitality/Wounds damage system, its threat range is 19-20.

If the slash is at least 10' long, it operates like a weapon with 10' reach, allowing the character to perform attacks of opportunity at that range. Because the sash is flexible, it can also be used to strike adjacent opponents.

Because the sash is telekinetically animated, it provides a +1 enhancement bonus to attack and damage rolls.

The flexibility of the sash adds a +2 circumstance bonus to opposed rolls for trip and disarm attempts with the weapon. If the character fails a trip attempt with an Iron Sash, he can drop the sash to avoid being counter-tripped.

An Iron Sash, because it is part of an advanced martial art technique, automatically counts as a Martial Arts Weapon.

Animating a sash is a free action. It is psionic (supernatural) in nature.

 

Lingering Leap [Advanced Martial Arts]
Through rigorous physical and spiritual training, the character can harness his innate psionic abilities and martial arts expertise to leap extraordinary distances.

Prerequisites: Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 4+, Hkaahmfel'jha (Metabolic Control) rank 4+, Jump rank 4+, and Unarmed Combat Expertise or Martial Arts Weapon.

Benefit: The character's vertical and horizontal jumping distance is not limited by his height.

 

Spiritual Barrage [Advanced Martial Arts]
For a brief period of time, the character can supercharge his inner-self and deliver a multitude of Spiritual Strikes.

Prerequisites: Base Attack Bonus 6+, Wisdom 13+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 15+, Hkaahmfel'jha (Metabolic Control) rank 15+, and Spiritual Strike, and Unarmed Combat Expertise.

Benefit: A Spiritual Barrage is a Full Round Action with a "casting time" of 1 round. (It is subject to Concentration rolls.) At the end of its "casting time," the character performs a Metabolic Control feat against DC 20. If successful, the character can deliver several Spiritual Strikes against a single opponent, up to the limit of his normal attacks per round. (For example, a character with three attacks at +12/+7/+5 could deliver three Spiritual Strikes.)

Spiritual Barrage is a psionic (supernatural) ability.

Each attempt to use this ability costs 3 Vitality points (or causes 3 subdual points of damage).

 

Spiritual Strike [Advanced Martial Arts]
Having mastered the martial arts and achieved a zen-like understanding of the connection between body and spirit, the character can focus his spiritual energy and damage his opponents with but a touch.

Prerequisites: Wisdom 11+, Fela'rishrejha (Martial Arts Training), Suke'nkal (Psionic Talent), Fela'jha (Martial Arts) rank 12+, Hkaahmfel'jha (Metabolic Control) rank 12+, and Unarmed Combat Expertise.

Benefit: A Spiritual Strike is a standard action and may only be performed while unarmed. The character rolls a melee touch attack against his target. If the attack roll succeeds, he inflicts 1d6 + his Wisdom modifier damage to his opponent. A critical hit inflicts Wound damage in a Vitality/Wounds damage system or x2 damage in a Hit Points based system.

The damage inflicted by a Spiritual Strike is divine in nature and ignores damage reduction.

Spiritual Strike is a psionic (supernatural) ability.

Note: Spiritual Strike is intended to replace the ki strike ability of the Monk class, granting a martial artist who focuses on unarmed combat the capacity to harm opponents with Damage Reduction.

 

 

D20 PSIONICS

 

This d20 psionics system is designed as a modular plug-in for any campaign using the d20 system. Instead of basing psionic ability on a class, this system uses a combination of feats and skills for the mechanics of psionic power. The primary intent of the system is to create low power level, subtle psionic abilities. No earth-shattering powers are available. Teleportation is not possible, but discrete, finite applications of telekinesis and telepathy are common place. The system also integrates with the d20 Martial Arts Plug-in to permit a character to perform fantastic martial arts feats.

 

This plug-in assumes that characters originate from or dwell in a culture where psionics are common-place and there is a long-standing tradition of psionic disciplines and development. In other words, almost anyone, regardless of their class or race, has the potential to easily develop psionic powers.

 

How it works: To acquire and develop psionic abilities, a character must have the feat, Psionic Talent. This feat is an "entry level" feat and permits a character to purchase one of the five cardinal psionics skills:

 

Cognitive Control

Extrasensory Perception

Metabolic Control

Telekinesis

Telepathy

 

The skills grant a character some minor, basic psionic abilities. Depending on the character's class, the skills are class skills, cross-class, or not available.

 

These basic abilities can be enhanced with the purchase of psionic feats, increasing the versality and power of each of the skills.

 

Use of psionics: Many psionic abilities operate constantly and unconsciously. Those that do not usually require the expenditure of Vitality points to operate. (In a Hit Points based damage system, they inflict subdual damage.) The Vitality point cost must be spent whether or not the character succeeds in a skill check to activate his power.

 

Consciously activated psionic abilities require Concentration checks to use in distracting circumstances.

 

Psionic Talent [General]
The character has nascent psionic abilities, which can be developed through training.

Prerequisites: None.

Benefit: A character with Psionic Talent may gain ranks in the five cardinal psionic skills: Cognition Control, Extrasensory Perception, Metabolic Control, Telekinesis, and Telepathy. These skills can be further enhanced with psionic feats. By combining martial arts with psionic training, a psionically gifted character can develop advanced martial arts maneuvers.

Psionic Talent grants a character low-level sensitivity to psionic activity. Whenever psionic powers are used within 30' of the character, he can make a Wisdom check v. DC 20 to receive a vague impression about it. If successful, he knows that psionic activity is occurring somewhere, but he does not know its direction, distance, nature of the power, or any other specifics. He receives a dim feeling.

Entities with bizarre, powerful psyches, areas of psychic conflict, and individuals with strong emotional bents (e.g., extremely evil) may be detected as well, as long as they are within 30'. Again, the character receives no specifics, just a vague sense that something is out of kilter.

Effects that severely distort time-space, such as the casting of Enunciator spells or entry into hyperspace, may be sensed up to 100' distant. If the character senses this, he knows something major has occurred and the general direction to it, but little else.

These detection checks are unconscious. A character cannot pick up an item and consciously attempt to analyze its impressions, nor may he attempt to scan a person. The game-master performs all rolls for this in secret.

Normal: Characters without Psionic Talent cannot purchase psionic skills or feat. They may not develop advanced martial arts feats.

Special: Psionics, Martial Savants, Enunciators, and Spirit Invokers gain this feat for free at first level. A character that decides to pick up a level in one of the classes later in his career (i.e., multi-classing), must purchase this feat normally. They do not gain it for free when switching classes.

 

Cognition Control [Wisdom; Trained Only]
Prerequisite: Psionic Talent.

Cognition Control is the psionic skill of manipulating one's personal thinking processes. It provides a character with improved ability to control their emotions and resist external mental control. Also, a character can use this skill to boost the clarity of their thoughts for a short period of time, thinking more intelligently or intuitively. Awareness may be enhanced as well, increasing the character's ability to sense his surroundings.

With psionic feats, a character can further improve this ability, performing superhuman feats of memory, altering his subjective perception of time, acting as a human computer, or compartmentalizing his brain into co-processing, independent, duplicate minds.

Only psionically gifted individuals may develop this skill. In other words, a character must have the Psionic Talent feat.

Check: Cognition Control allows a character to perform the following acts.

Resist Mental and Emotional Control: The character possesses superior control over his own mental and emotional state, enabling him to resist adverse influences with ease. Against any form of mental or emotional manipulation, such as fear, charm, addictive memes, intimidation, and telepathic control, the character gets two resistance roll. The first roll uses his standard saving throw. If that roll fails, he gets a second roll, using this skill. Success in the second roll has the same effects as succeeding with the saving throw.

Boost Abilities: With a full round action and a successful Cognition Control skill roll against DC 15, the character can boost his mental responses and gain a +2 enhancement bonus to either Intelligence, Wisdom, or Charisma.

Performing this act is physically tiresome, reducing the character's Vitality by 2 points per round. (Note: if the skill roll is failed, the character still loses 2 vitality that round.) If using a Hit Point damage system, the character suffers 2 points of subdual damage per round.

Only one mental ability can be enhanced at a time.

Heighten Awareness: With a full round action and a successful Cognition Control skill roll against DC 15, the character can heighten his sensory acuity, becoming super-aware of his surroundings and gaining +4 to Spot, Search, Listen, Sense Motive, and Tracking checks with Wilderness Lore. The +4 is an enhancement bonus.

This ability costs 1 Vitality point per minute.

A character cannot heighten his awareness and boost mental abilities simultaneously.

 

Metabolic Control [Wisdom; Trained Only]
Prerequisite: Psionic Talent.

Metabolic control is the skill of manipulating internal spiritual energy to control body functions. With it, a character can make himself stronger, faster, and tougher for a few moments, halt bleeding, resist temperature extremes, and survive for extended periods without food and water. Purchasing additional psionic feats enables a character to refine this skill, healing wounds and entering suspended animation with the power of the mind. Combined with martial arts training, this skill can enable a character to perform extraordinary leaps and even catch bullets.

Only psionically gifted individuals may develop this skill. In other words, a character must have the Psionic Talent feat.

Check: Metabolic Control allows a character to perform several subtle acts of body control.

Resist Physical Deprivation and Exhaustion: The character can control his body's response to adverse conditions. For example, he can alter his body temperature to adapt to extremes of heat and cold. By controlling his breathing and heartbeat, as well as how his organs utilize oxygen, he can resist suffocation. Control of perspiration and digestion allows him to survive without food and water longer than normal for a member of his species.

To simulate this, add the character's Metabolic Control rank to his Fortitude for saving throws against starvation, thirst, very hot conditions (but not heat-based attacks), very cold conditions (but not cold-based attacks), oxygen deprivation, asphyxiation, starvation, thirst, and sleep deprivation. To resist physical exhaustion, such as during a forced march, use this skill for checks, not Constitution (assuming it is higher than the Constitution modifier).

The amount of time the character can hold is breath is increased. It equals twice his Constitution score plus twice his Metabolic Control rank in rounds. He can use his Metabolic Control skill for checks to determine how long he can hold his breath after this time limit expires, rather than using only his Constitution modifier.

Resist Trauma and Nervous System Damage: When affected by an attack that directly affects the nervous system, such as a nerve strike, any form of stunning or dazing, and death from massive damage, he gets to perform two rolls to resist it. One roll uses his standard saving throw. If this roll fails, he can perform a Metabolic Control check to resist it.

In a campaign using Wounds/Vitality damage rules, the character gets his standard Fortitude saving throw to resist being stunned by wound damage. If his Fortitude roll fails, he can perform a second check using his Metabolic Control skill.

Resist Unconscious: If the character has suffered enough damage to render him unconscious, he may attempt to remain conscious by rolling his Metabolic Control skill against a DC of 20 +1 for each point his hit points or wound points have dropped below zero. (For example, -3 is DC 23.) This roll must be performed each round he wishes to remain conscious. He is still in an incapacitated state, just aware of his surroundings.

If conscious and below zero HP/wounds, he may attempt to stabilize himself, bringing his wound points or HP back to zero with a skill roll against DC 25 + 1 for each point his hit points or wound points have dropped below zero. This ability is useless if the character reaches -10 points; he is dead.

Control Bleeding: With a full round action and a successful Metabolic Control skill roll against DC 15, the character can cause all of his wounds to cease bleeding and clot. The forced clotting is as effective as binding the wound with a bandage, so vigorous movement can cause the wound to bleed again.

Augment Natural Healing: The character can augment his body's natural healing. At the end of a day, with a successful skill roll against DC 15, you recovers an additional +2 hit points/wound points per day.

Boost Abilities: With a full round action and a successful Metabolic Control skill roll against DC 15, a character can boost his muscular and nervous responses, tweak the production of chemicals from key glands, and gain a +2 enhancement bonus to either Strength, Dexterity, or Constitution.

Performing this act is physically tiresome, reducing the character's Vitality by 2 points per round. (Note: if the skill roll is failed, the character still loses 2 vitality that round.) If using a Hit Point damage system, the character suffers 2 points of subdual damage per round.

Only one physical ability can be enhanced at a time.

 

Telekinesis [Wisdom; Trained Only]
Prerequisite: Psionic Talent.

Telekinesis is a psionic skill that permits a character to move objects with the power of his mind.

Only psionically gifted individuals may develop this skill. In other words, a character must have the Psionic Talent feat.

Check: Telekinesis allows a character to do the following:

Levitate Object: The character, with a full round action, can telekinetically grab an object, levitate it, and move it horizontally, vertically, or both. The range of this ability is line of sight.

To initiate this ability, the character expends Vitality (or suffers subdual damage) equal to the cost listed on table TK-1 (below), based on the object's weight, and performs a ranged Touch attack against the object he wishes to move. Use the character's Base Attack Bonus, plus his Intelligence modifier for the roll. The attack roll suffers a -2 penalty for every 50' separating the character and the object.

If the roll succeeds, the character has grabbed the object and may attempt to lift it. This requires a Telepathy skill check with a difficulty determined by the object's weight. Use the following table:

Table TK-1: Lifting Difficulty

Object Weight

DC

Move

Cost

Light: (Telekinesis rank + Wis modifier) x 1 lbs.

10

20'

2

Medium: (Telekinesis rank + Wis modifier) x 5 lbs.

15

15'

3

Heavy: (Telekinesis rank + Wis modifier) x 10 lbs.

20

10'

4

Very Heavy: (Telekinesis rank + Wis modifier) x 15 lbs.

25

5'

5

Extreme: (Telekinesis rank + Wis modifier) x 20 lbs.

30

1'

6


If the character fails this skill check, he cannot lift the object. (Next round, he may retry with another ranged touch attack roll and lifting skill check.) If the character succeeds, he can move the object a short distance, in any direction, based on its weight. See table TK-1, above, for the movement distance.

Next round, the character can continue to levitate and move the object. To do so, the character expends Vitality (or suffers subdual damage) equal to the cost associated with the object's weight. Then, he performs another lifting skill check (Table TK-1). If this check succeeds, the character can move the object or hold it stationary. If the check fails, the object drops or stops moving. (In other words, each round the character must make a skill check to maintain his telekinetic hold on an object.)

The character must concentrate to use telekinesis. If he ceases concentrating for any reason, the object drops or stops moving. He can attempt to pick up the object again with a ranged touch attack and lifting skill check.

An object can be manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and a button pushed, as long as the character can exert enough force on it to move it. Fine manipulation of an object, such as tying a knot or operating a keyboard, is not possible.

If two characters are attempting to telekinetically manipulate the same object, an opposed Telekinesis skill check is necessary. The higher result gains control of the item for the round.

If the target object is physically held by a resisting individual, perform a Telekinesis check against the target's full Strength score + 1d20. The higher results controls the item for the round.

Levitated objects move too slowly to damage anything they strike.

Hurl Object: Instead of gently levitating an object, the character can attempt to forcefully hurl an object up to thirty feet in a straight line.

Hurling an object is a standard action. Each attempt costs Vitality (or subdual damage) equal to the cost for the object's weight + 2 (see table TK-1). The character performs a ranged touch attack and lifting skill check, just as if he were attempting to levitate the object. However, if both rolls succeed, the object is tossed 30'.

Hurled objects can be launched at a target to inflict damage, such as smashing someone in the head with a rock. This requires an attack roll against the target's standard AC using the telekinetic character's Base Attack Bonus + Intelligence modifier. The attack roll is penalized -2 per 30' distance that separates the telekinetic character and his target. (It is not based on the distance of the object to the target.)

Hurled weapons cause standard damage, with no Strength bonus. Other objects inflict 1 point of damage per 25 pounds (round down) if the object is breakable, like a wooden barrel or box. Hard, dense objects, like a boulder or brick, inflict 1d6 damage per 25 pounds (round down).

Hurled creatures must perform a Reflexes save v. 10 + the hurler's Telekinesis skill rank + the hurler's Wisdom modifier or be knocked prone. If the creature is hurled against a solid surface, it suffers 1d6 damage.

 

Telepathy [Wisdom; Trained Only]
Prerequisite: Psionic Talent.

Telepathy is a psionic skill that permits a character to sense the emotional state of other people, project his thoughts into other's minds, and subtly alter another person's emotional state. With psionic feats, a character can increase the breadth of his telepathic abilities, allowing him to stun people with his thoughts, deeply probe other minds, form two-way mental links, and control the minds of others.

Only psionically gifted individuals may develop this skill. In other words, a character must have the Psionic Talent feat.

Check: Telepathy allows a character to do the following:

Detect Thoughts: The character, with a full round action, can detect the presence of thoughts (i.e., minds) within a 60' radius. This requires a skill check against DC 15. If successful, the character knows the location of all thinking minds within his range, though he does not know their identity. (It costs 1 Vitality point per round to use this ability.)

A telepath can sense if someone attempts to detect her thoughts, and she may try to hide her mind from detection. The person attempting to detect her must perform a contested Telepathy skill check. If she wins, her mind escapes detection.

Empathy: This permits a character to detect the surface emotions of a single person, gaining insight into their general mood and state of mind.

Use of this ability is a full round action. The character performs a Telepathy skill check opposed by a Will saving throw from the target. If the telepath wins the roll, the gamemaster gives him a general description of the target's emotional state (e.g., "You sense that she dislikes you intensely. However, something else -- you're not sure what -- is occupying her thoughts now. She's very disturbed by it.").

Sensitivity to the target's emotional state lasts one minute (10 rounds) or until the telepath performs an empathic scan on another target, during which the telepath can sense changes in the target's mindset. This grants a +4 telepathic bonus whenever the following skills are used on the target: Animal Empathy, Bluff, Diplomacy, Handle Animal, Intimidate, Memetics, Perform, and Sense Motive.

If the target is aware she is being deceptive or telling a falsehood while the telepath is scanning her, the telepath knows that she is lying -- though he won't necessarily know what she is lying about.

Empathy costs 1 Vitality point per minute. (If using standard Hit Points damage, then the use of Empathy inflicts 1 point of subdual damage on the telepath per minute.)

The range of this ability is line of sight.

If the target of empathy possesses the Telepathy skill, she can detect that she is being scanned if she performs a skill check against DC 15. Extrasensory Perception will also detect telepathic activity.

Thought Projection: With this ability, the telepath can project his current emotional state and a single thought, no more than a simple phrase, like "Ambush ahead." or "Help." Use of Thought Projection is a full round action. It costs 1 Vitality (or 1 subdual point of damage) per use. Successful projection of thought requires a skill check. If the target of the projected thought is in the telepath's line of sight, the DC is 15.

The telepath can also attempt to project his thoughts at any range to a target not within his line of sight, but with whose mind he is familiar (at least an acquaintance). The DC for this is 20.

Influence Emotional State: The character can telepathically influence a single target, causing them to feel intimidated or friendly. Use of this ability operates like the Intimidate or Diplomacy skill, but using the character's Telepathy skill check. There is no need to physically communicate with the target; the telepath is broadcasting emotion.

Use of this ability is a full round action. Range is line of sight. It costs 1 Vitality (1 subdual damage) per attempt.

If the character fails in his skill check to influence the target's emotional state, then he cannot use this particular ability against the target for 24 hours. However, he can use the normal Diplomacy or Intimidate skills on the target.

If the target of this ability possesses the Telepathy skill, she can detect that her emotional state is being altered and who is doing it with a skill check against DC 15. Extrasensory Perception will also detect telepathic activity.

 

ENUNCIATOR MAGIC

 

Enunciator Magic [Intelligence; Enunciator Only]
Prerequisite: Psionic Talent

This skill allows a character to cast his consciousness outside the boundaries of normal time-space, perceive the Mega-context of his universe as a phase-boundary in a dynamic, fifteen dimensional "liquid," capture a multi-dimensional Word from that context, cram it into memory, and return to his body. Once back in the normal universe, the character can change reality simply by enunciating the Word, creating objects and energy from nothing. The Word, being a higher dimensional thing, has a tangible existence in the four-dimensional universe; instead of merely representing something, it is something in the normal universe.

Enunciator Magic, though incredibly powerful, is not without dangers. The four-dimensional mind suffers incredible stress from contact with the Mega-context, often leading to madness. The Words, once held in memory, strain to escape, almost like living things; once uttered, they are immediately forgotten. Also, alien Entities from Outside Time and Space may take notice of the wizard who enters their realm and cause him all sorts of grief.

Check: The difficulty of the skill check depends on the level of the spell the Enunciator wishes to "grab" from Outside Time and Space, as well as the total amount of spells the character currently has memorized and the attempts at memorization he has made during the day.

Any spell is available to an Enunciator, be it Divine or Arcane, Bard, Paladin, Ranger, Druid, or Domain. If the spell is usable by multiple classes and has several different spell levels depending on class, use the lowest spell level when determining difficulty. The spell level is increased by +1 for every +2 caster levels the character wishes to increase its effect. (For example, a 6th level Enunciator wants to cast a fireball as if she were a 10th level spell-caster. The +4 caster levels increase the spell's level by +2.) Then, any metamagic feats the character wishes to apply to the spell further increase its level. (Note: Enunciators do not learn metamagic feats. With their system of magic, they can apply any metamagic feats to their spells, as they desire.) Once the spell’s total level has been determined, compare it to the following chart to get the base difficulty of the skill check:

Table EM-1 Memorization Difficulty

Spell Level

DC

5 or less

15

6

16

7

17

8

18

9

19

10+

+1 per level above 9


For instance, a quickened (+4 spell levels), maximized (+3 spell levels), empowered (+2 spell levels), magic missile spell (1st level spell) would be base DC 18 because it is level 8.

This base DC is increased by two factors: spells in memory from the previous day's memorization and the current day's spell memorization attempts. For each spell the character has retained in his memory from the previous day, increase the DC by +2. (The mind struggles to hold these mega-Word constructs. See the FAQ, below for a more detailed explanation.) For each time the character has attempted to memorize a spell without rest, increase the DC by +2. This represents the character’s mind growing weary from repeated exposure to the Outside. (The penalty for memorization attempts is removed and reset to zero, if the character sleeps for eight hours or the normal sleep requirements of his species.)

For example, the character that wished to memorize a quickened, maximized, empowered magic missile (DC 18) has retained two spells from the day before (+4 DC) and attempted three memorizations without rest (+6 DC). This makes his final DC 28.

With the DC determined, the character casts his consciousness outside of his body, flying beyond the boundaries of normal time-space. The character’s body, void of its spirit, collapses like a rag doll; it is in a catatonic, vegetative state until the spirit returns. The character’s spirit perceives the Hyper-context, attempts to force a Word into memory, then return without drawing attention to himself. Since, time (as it is known in normal, four-dimensional space) does not apply beyond the boundaries of the material universe, the trip is both eternal and instantaneous. In the real world, the character’s body is empty for 2d6 rounds.

Immediately upon the character’s exit of the universe, the game-master performs a percentile dice roll to determine if a cataclysmic mishap occurs. The percentage chance is 10% if character wishes to memorize a limited wish and 15% for a miracle or wish spell; for all other spells, the chance is determined by the spell’s overall level. See the following chart:

Table EM-2 Cataclysmic Mishap

Spell Level

% Chance

DC

5 or less

0

-

6

1

20

7

2

21

8

3

22

9

4

23

10+

+1 per level
above 9

+1 per level
above 9


If a cataclysmic mishap occurs, the character must immediately perform a skill check against the DC listed for the spell’s level on table EM-2. If the roll is failed, something horrible happens to the character, such as his consciousness being forever lost Outside the Boundaries of Time and Space or an Entity follows him back to the material world. (See below for a detailed description of cataclysmic mishaps.)

If no cataclysmic mishap occurs or the character manages to avoid the mishap with a skill check, he then performs a skill check against the spell’s memorization DC. If successful, the character has forced the spell’s Word into his memory and his spirit returns to his body, unscathed.

(Note: if the spell has an XP cost, that cost must be spent when the spell is memorized, not when the spell is cast. This represents the character losing a portion of himself to make room for the spell in his psyche.)

If the memorization skill check fails, the character’s memory cannot hold the spell; the Word overwhelms his mind. It is possible that he will lose all spells currently memorized and perhaps be stricken with delirium and madness. To avoid these, he must perform two Will saving throws.

The DC of the Will saving throw to resist losing all spells in memory equals 10 + the level of the spell the character attempted to memorize, but failed + 2 per memorization attempt without rest. If the character fails this saving throw, he immediately loses the most powerful spell in his memory. For every two points he misses the saves, he loses an additional spell, starting from least powerful to most powerful. The Word he attempted to memorize was too powerful for his mind to hold and caused a chain-reaction that affected his other spells.

To avoid delirium, the character must perform a Will saving throw against a DC based on the spell’s level. Use the following chart:

Table EM-3 Delirium DC

Spell Level

DC

5 or less

15

6

16

7

17

8

18

9

19

10+

+1 per level above 9


If the character fails this saving throw, he is delirious for 1d4 days, attempting to reconcile his glimpse of the Outside with the material world. He suffers a -2 competence penalty on all saving throws, attack rolls, ability checks, and skill rolls during this time period. He also can neither prepare nor cast spells, nor can he use any psionic abilities. (He can use any spells retained in his memory.)

The character must now perform a second Will saving throw to avoid full-blown madness. The DC of this saving throw is determined by the spell’s level on the following chart:

Table EM-4 Madness DC

Spell Level

DC

5 or less

10

6

11

7

12

8

13

9

14

10+

+1 per level above 9


If the character fails this saving throw, his sanity is shattered - perhaps permanently. He rolls 3d6 to determine the outcome of his madness and compares the result to the following chart. The result of this chart replaces the delirium.

Table EM-5 Madness Result

3d6 Result

Effect

3

Total amnesia: The character loses all memory, reduced to the mental capacity of a newborn babe. He loses all class-abilities, feats, and skills, except for saving throws and hit points. This condition lasts 2d6 months. It is possible for the character to be re-educated during this time, even so far as learning a new class or gaining an entirely new personality. Only a miracle or wish can restore the lost memories before the end of the time period.

4

Coma: The character’s spirit leaves his body and wanders beyond the borders of time-space. This renders him comatose for 2d10 weeks until his spirit returns. Only a wish or miracle can restore him. (Note: the character is not in suspended animation and may starve while comatose.)

5

Paranoid schizophrenia: The character becomes convinced that "They" are involved in an elaborate, almost invisible conspiracy to destroy his existence. "They" could be anything, anyone, or anywhere. At first, he is suspicious of strangers. As the condition progresses, his suspicion spreads to those nearest him. Voices begin speaking to him, whispering secrets and uncovering plots. He begins taking precautions to guarantee his own safety. These precautions eventually include lethal attacks and plots against his former allies and friends. This state lasts 2d10 months. (A heal, limited wish, or similar magic can restore the character.)

6

Compulsion: The character receives an overwhelming compulsion to perform 1d4 related tasks - usually of a sinister nature, such as opening a gateway to a hostile plane of existence. While under this compulsion, the character neglects his physical, psychological, and social needs. He goes without food and sleep, ignores his spouse, and neglects hygiene, demonstrating overall antisocial behavior. If unable to perform his tasks, the character flies into a rage, attacking those who would prevent him. He also suffers the negative effects of a geas/quest spell. Once he has fulfilled these tasks, he returns to normal. (A heal, limited wish, or similar magic can restore the character.)

7

Wracking Pains: The character’s perceptions are damaged during exposure to the Other, causing his brain to interpret all nerve stimuli as intense pain. For 2d10 days, his Dexterity is reduced by two, and he suffers a -4 penalty on attack rolls, skill checks, and ability checks. (A heal, limited wish, or similar magic can restore the character.)

8

Divergent perception: For 1d10 months, in addition to his perception of "normal" reality, the character also receives stimulus from parallel, alien planes of existence. These images are so disturbing and real that they serve as a constant distraction to the character. Any action he performs (e.g., casting a spell, attacking with a weapon) requires a successful Concentration roll v. DC 20. He also suffers the effects of result #9, Distraction. (A heal, limited wish, or similar magic can restore the character.)

9

Confusion: The character is smitten with the effects of a confusion spell for 3d4 days. Only a heal spell, limited wish, or similar powerful magic can cure him.

10

Distraction: The character’s perception of the tangible world and ability to interact with it is eroded for 2d6 weeks. He suffers a -2 competence on all ability checks, skill rolls, saving throws, and attack rolls. His spell failure chance increases by +20%, and he suffers a -20% penalty to experience gained during the time of distraction. (A heal, limited wish, or similar magic can restore the character.)

11

Despair: Despair overwhelms the character as he releases the fragile and ephemeral nature of existence. The effect is similar to a symbol of hopelessness and lasts 2d10 days. (A heal, limited wish, or similar magic can restore the character.)

12

Anxiety: Shaken by the ordeal of studying the Other, the character is consumed with anxiety and dread. For 3d4 days, he is shaken, as the fear effect. If placed in a life endangering situation, he must perform a Will v. 15 saving throw. If failed, he panics immediately. In non-life-threatening confrontations, such as a verbal argument, he must make the Will save to avoid becoming frightened. (A heal, limited wish, or similar magic can restore the character.)

13

Dislocation: The real world no longer feels like home to the character. He feels lost and alone in an unnatural and threatening environment. Even the most familiar surroundings seem hostile. The character is certain that he should be elsewhere and tries to find that other place, even if it means leaving his original plane of existence. This sense of disorientation is so acute that the character suffers a -1 competence penalty on all ability checks, skill rolls, saving throws, and attack rolls. He wanders aimlessly for 2d10 weeks, then returns back to normal. (A heal, limited wish, or similar magic can restore the character.)

14

Obsession: For 2d10 days, the character becomes obsessed with a particular place, thing, or type of thing. He has an uncontrollable desire to be near the object of his obsession and to possess it or touch it. He will abandon all other pursuits to travel to the object. If someone attempts to restrain him, he becomes enraged and violent. (A heal, limited wish, or similar magic can restore the character.)

15

Partial amnesia: For 2d6 weeks, the character’s character level remains intact, but he loses 1d4 levels of class abilities, retaining only the saving throws and hit points gained during those levels. He recalls none of the events surrounding the time he originally gained those levels. He can continue to gain experience during this time, but he recalls none of the "lost"; abilities until the end of his amnesia. A heal or limited wish will cure the character of this affliction.

16

Sensory overload: The character’s senses are overwhelmed by his glimpse of the Other, higher-order reality. For 3d4 weeks, he is stricken blind, deaf, and dumb. This can be cured by a heal or limited wish spell.

17

Atavistic state: The character’s mind is all but completely destroyed, causing him to act with feral, vicious, animal-like intelligence. He does nothing more than fulfill his basic needs for food, shelter, and reproduction, like a mean-spirited, wild animal. The ability to communicate in meaningful language, cast spells, or perform complex skills is lost. However, he maintains his Hide, Spot, Listen, Move Silently, and similar skills, as well as his base attack modifier, saving throws, and feats. He retains a portion of his intellect as instinctive cunning. This state lasts 2d4 weeks. Only a wish or miracle can restore the character before the duration expires.

18

Vegetative state: The character must immediately perform a second Will saving throw against the DC determined on table EM-4. If successful, he only suffers the effect listed for coma. If failed, his consciousness is completely annihilated, leaving him little more than a vegetable. A wish or miracle can restore him to a state of total amnesia, but no more of his psyche can be recovered at that point; he is essentially a blank slate and must learn all things again.


The effects of the madness occur immediately upon the character.

The constant strain on the character's brain can also erode his psyche, causing permanent, irreversible damage. Once the character’s period of madness or insensibility expires, the character must perform a Will saving throw against DC 20. If failed, the character permanently loses one point of Wisdom.

Casting Memorized Spells: Once a character has forced a Word into his memory, he may cast it at any time. The character’s Enunciator class level is his casting level. All Enunciator spells, regardless of the spell’s description, are cast as standard actions using a verbal component only. (The character is enunciating a single hyper-Word.) Also, if the spell has a ranged effect (i.e., not touch, personal, or an area centered on the character), then that range is increased to Line of Sight. As long as the character can perceive a target, he can cast his spell upon it. Immediately upon casting the spell, it is lost from the character’s memory.

Retaining Memorized Spells: The spells, almost like living things, strain to escape the character’s mind and return to the Hyper-context. If the character rests with spells in his memory, he must perform a Concentration skill check upon waking. The DC equals 15 + 2 per spell the character has memorized. If the character fails the Concentration check, he forgets his most powerful spell. For every additional two points the character failed the check, he loses another spell (in order of most powerful to least powerful).

Cataclysmic Mishaps: If a cataclysmic mishap occurs and the character fails his skill check to avoid it, the game-master is encouraged to think of something absolutely horrendous and inflict it upon the character. The effects should be long-term and irreversible, save by extraordinary means. Some suggestions include . . .

Attention of cosmic entity: The character has drawn the attention of a powerful, alien, malevolent entity that will enter the normal space-time continuum and pursue the character. The entity may be a monster of vast, cosmic power that desires to devour or possess the mortal. It may be an abomination so inimical to fourth-dimensional space-time that its mere presence can fracture reality. It may be a vicious, subtle intelligence that delights in corruption and slow, painful death. The DM is encouraged to be creative and malevolent.

Possession: An alien entity from beyond normal time-space invades the character’s consciousness and takes residence in his mind as a second personality. The goals of this entity, its skills and class, its knowledge and behavior are distinct from the Enunciator’s own. Each day, there is a 25% chance the entity will assume total control over the character’s body for 1d4 days, pursuing its own alien purposes. During this time, the character is an NPC under the DM’s control. Once the entity has performed the task it desires (e.g., observation of the host’s world, open a dimensional gateway to its plane of origin, kill and eat all the character’s loved ones), it abandons the character’s mind.

Psychic translocation: The character’s mind is exchanged with that of an intelligent, alien entity in a parallel time-space continuum. Similar to the effects of a magic jar spell, the character’s consciousness is trapped in an alien body, while the alien’s consciousness is trapped in his former shell. Now on an alien world in an alien body, the character must find some means of reversing the situation.

Special: If the character has five or more ranks of Knowledge (Mathematics) and Knowledge (Physics), he gains a +2 synergy bonus on Enunciator skill checks to memorize spells and avoid cataclysmic mishaps.

A character may not take the feat, Skill Focus or Skill Emphasis, for the Enunciator Magic skill.

If the Enunciator uses a mystical text that describes a specific spell to prepare his mind before memorization, he gains a +1 or +4 circumstance bonus to memorize that spell, depending on the quality of the text.


Breakdown of the Memorization Process
Step 1: Determine the DC of the memorization attempt.

Use table EM-1 to determine DC based on spell level.
Add +2 to the DC for each spell retained from the previous rest period.
Add +2 to the DC for each memorization attempt without rest.

Step 2: Character sends out consciousness, and his body collapses for 2d6 rounds.
Step 3: Roll for cataclysmic mishap.

If a mishap occurs, perform a skill check against the DC from table EM-2.

If the skill check fails, a mishap occurs:

No spell is memorized.
A Very Bad Thing happens.
Process ends at this point.

Else the skill check succeeds. Go to step 4.

Otherwise, no mishap occurs. Go to step 4.

Step 4: Perform a skill check to memorize the spell.

If the check fails, the character does not memorize the spell and must perform both Save 1 and Save 2. The results of Save 1 and Save 2 are independent of one another.

Save 1: Perform a Will saving throw to avoid losing spells in memory.

If failed, the character loses several spells.
If successful, the character loses no spells from memory.

Save 2: Perform a Will saving throw to avoid delirium, use table EM-3 for DC.

If failed, the character performs Save 3.

Save 3: Perform a Will saving throw v. madness (table EM-4).

If failed, character goes mad. Roll on table EM-5 for result. This result replaces the delirium.

Once madness ends, perform a Will saving throw against DC 20 to avoid permanently losing one point of Wisdom.

If successful, character is delirious for 1d4 days.

If successful, the character is not delirious.

Otherwise, the check succeeds and the character memorizes the spell.



FAQ
If I understand these rules correctly, it’s possible for a first level character to memorize a ninth level spell. Doesn’t this disrupt game balance?
Yes, it is possible, and yes, to some extent it disrupts game balance, but it’s an intentional disruption. The magic derived from skill is supposed to be ridiculously powerful and dangerous. An Enunciator’s magic is not like a scalpel that cleanly excises a tumor; it is like an atom bomb used to kill a fly. Enunciators are playing with forces far beyond mortal ken.

Why is the minimum DC for spell memorization equal to 15?
Call it anti-wimp insurance. It encourages players to push for spells of at least fifth level. Essentially, there are no weak spells in this system. Trying to achieve a "minor" application of magic is just not possible; it's like attempting to use a bazooka to swat flies.

Why is it more likely for a cataclysmic mishap to occur when a character attempts to memorize a wish or limited wish spell than other spells?
Certain predatory, higher-order creatures congregate around these spells. Like a lion near a common watering hole, these creatures await whom they may devour.

What does "For each spell the character has retained in his memory from the previous day, increase the DC by +2." mean?
The "previous day" means "spells the character has kept from before his last rest period." For example, if a character has memorized two spells, sleeps (or whatever passes for sleep with his species), awakens, and successfully retains the two spells, then the DC of all memorization attempts is increased by +4 because these two spells count as spells the character "has retained in his memory from the previous day." Even if the character casts these two spells, the +4 DC penalty is kept until the next time he rests. (The DC is "reset" after each sleep period.)

What influenced the invention of this magical system?
Three things . . .

Jack Vance’s Dying Earth novels use a spell memorization system. Every spell is incredibly powerful. (Almost everyone knows Time Stop.) And, if a character is able to memorize five of these supremely powerful spells, he’s an archmage of the highest caliber. I wanted a system that mirrored this: a handful of spells with world-shattering potency.

H. P. Lovecraft’s stories base magic on hyperdimensional concepts and interactions with alien, cosmic entities. Almost everyone who uses magic ends up dead or insane. I wanted a system that captured this dangerous aspect of magic.

The third thing is - as one of our frequent message board posters puts it - "the Scientific American ouiji board." In other words, I want a magic system that uses big pseudo-scientific words and concepts. A real brain and vocabulary twister. It’s fun!

 

 

MONEY AND EQUIPMENT

 

CU-1: Imperium Coins by Ascending Value

Coin Value in Laborers

Mote .001

Thief .01

Merchant .1

Laborer 1

Caregiver 4

Warrior 10

Philosopher 100

Regent 500

Moon 1,000

Sun 10,000

Emperor 100,000

 

Weapons

D’aharguhs

For all practical

intents and purposes, a

d’aharguhs is a

biological

submachinegun.

It is a ch’vord (a

piece of living

technology) designed to

hurl smart-fluid bullets

at supersonic velocity

and high rates of fire. Though it is alive, a d’aharguhs is no

more animate than a plant. The creature does possess some

rudimentary nerve functions and decentralized brain cells to

permit to monitor its condition. The exterior of the creature is

a hard, carbon-based carapace, stronger than metal or ceramic.

A rugged and reliable weapon, it can repair itself over time.

Periodically, it must be nourished with chkula; it extracts

nutrition by osmosis.

For propellant, the d’aharguhs has two canister-bladders on

its dorsal (or top) side. These canisters contain different

components of a binary, organic chemical propellant. When

these two components mix, they become extremely volatile.

A canisters-bladder on the belly of the creature holds

ammunition in the form of a ch’vordic “smart liquid.” This

fluid can alter its own consistency and shape. It can compress

itself into extremely dense bodies. Also, it can violently selfdestruct.

The d’aharguhs has an ambidextrous grip on its rear. This

grip will alter itself into the optimal ergonomic shape for its

wielder. An opening in the weapon exposes a pressure

sensitive node that serves as the trigger. To fire the weapon,

the wielder must have his hand on the grip and apply pressure

to the node. The weapon will not fire if it does not sense the

wielder’s hand in the proper location.

When fired, the d’aharguhs releases the binary propellant

into a combustion chamber. A small amount of smart-liquid is

simultaneously extracted from the ammunition canister,

compresses itself into a dense, hard, hollow cone, and seats

itself just ahead of the combustion chamber. The d’aharguhs

then sends a bioelectrical charge into the propellant, causing it

to transition into a plasma state. The propellant expands,

pushing the smart-liquid bullet down the barrel of the weapon.

Upon exiting the barrel, the smart-liquid bullet reshapes

itself into a more effective projectile. Usually, it changes into

a fin-stabilized teardrop, providing excellent armor-piercing

qualities. However, the user of the weapon, through different

finger placement and grip pressure, can instruct the d’aharguhs

to create hollow-point, ball, or liquid-filled bullets.

Once the bullet strikes its target, the smart liquid will

explosively self-destruct, usually inside the target. Effectively,

the weapon produces HEAP (High Explosive Armor Piercing)

rounds.

The method of propulsion used by the d’aharguhs is

electrothermal-chemical (ETC). This is much more efficient

than a conventional firearm. The ETC propulsion process

maintains constant pressure behind the round as it travels

down the barrel of the weapon, rather than creating a single,

violent pressure spike. This doubles the muzzle velocity of the

weapon in comparison to conventional firearms, while

simultaneously reducing recoil.

Because the d’aharguhs effectively has no moving parts, it

can reload itself extremely fast. The weapon can sustain a

cyclic rate of 3,000 rounds per minute. It can fire controlled

bursts of three, five, or 10 rounds. It can also fire fully

automatic. Applying pressure to the weapon’s grip in different

fashions changes the rate of fire.

A d’aharguhs contains enough propellant and smart-liquid

for two hundred shots. The canister-pods for the propellant

and the ammunition are removable and replaceable. The

weapon can shoot up to a thousand times in a five-minute

period before the creature begins to overheat and needs rest.

The d’aharguhs is intended for firing with two hands and in

short, controlled bursts. It is a lightweight, high capacity,

close-quarters weapon that fills a submachinegun’s role.

The cost of the weapon and smart-liquid ammunition is

prohibitive. Usually, d’aharguhs are found in the hands of a

merchant combine’s troops or the personal army of a

Vadashem.

Cost: 1500

Propellant cost (200 shots): 50

Smart-liquid ammunition cost (200 shots): 200

d20 Statistics

The content of this gray box, except for underlined text, is Open Game

Content.

OGC Name: Bio-submachinegun

Weapon Type: Firearm — Ranged

Damage: 2d6

Critical: 15-20, x3

Armor Piercing: 15

Recoil: 2

Range Increment: 30 ft.

Weight: 5 lb.

Type: Piercing

The high critical threat range is due to the explosive

properties of the smart-liquid bullets.

The d’aharguhs is capable of standard, double, triple,

burst (3, 5, 10), and area fire.

If set to create an anti-personnel (i.e., hollow point or

liquid core) smart-liquid bullet, the damage increases to

2d8, but the armor piercing properties of the weapon drop

to 6.

 

Pediti-romahk

(“Lance of Smallest Parts”, Quantum Lance)

The pediti-romahk is the primary weapon of the

Tet’nahkshem, the Emperor’s Paladinate. It is a multi-purpose

weapon, good for melee or ranged attack that damages a target

by disrupting its atomic structure.

Pediti-romahk is pronounced: Pe-DE-te-ro-MOHK.

Description

The pediti-romahk looks like a six feet long pole,

constructed from a silvery-gray metal of satiny luster. The

surface of the weapon is smooth and has no external features.

Either tip of the weapon can generate a field that disrupts

strong or weak atomic force. The field itself is invisible and

soundless, though its effects can be rather spectacular. The

disruption field can be projected as a beam several hundred

yards long or it may create an invisible, spherical field of force

on either end of the lance, affecting anything it contacts as an

effective melee weapon.

The field generated by the lance disrupts the fundamental

atomic structure of anything it touches. Three settings exist for

the field:

Disrupt Strong Atomic Force: On this setting, the

pediti-romahk quietly deactivates the forces that bond its

target’s atomic structure. The target turns to inert dust.

As the field generated by the weapon is only a hand-span

wide, use of this setting creates an interesting effect: parts of

the target’s body as wide as the invisible beam “piff” into

clouds of dust. It appears as if they have been neatly sliced

from the rest of the target’s structure.

The strong atomic force disruption setting is the one most

commonly used in close combat.

Disrupt Weak Atomic Force: This setting causes

spontaneous alpha particle decay in the target. In other

words, the target begins spewing out radioactivity.

This setting is generally used to weaken and demoralize

opponents. Almost instantaneous radiation sickness is

inflicted upon living creatures. Inanimate structures can be

irradiated and thereby denied to the enemy. The

Tet’nahkshem have been known to irradiate water sources

to poison entire armies.

This setting is rarely used in close combat.

Explosive Atomic Force Disruption: The most powerful

of settings, this causes the target’s atomic structure to

catastrophically and explosively release its energy. It causes

a “tiny” nuclear explosion in whatever it strikes. Few, if any

targets, can resist this level of power.

In combat, the pediti-romahk can be used as a ranged

weapon — “point and kill” — by projecting invisible beams

of force. It can serve as a melee weapon, wielded in the

manner of a spear if only one end is generating a globe of

force or as a quarterstaff if both ends are active.

Lances are controlled by thought alone. Each lance is keyed

to a particular owner by brain pattern and genetic structure. As

long as the owner of the weapon is in physical contact with the

lance, he can activate it.

The pediti-romahk draws its energy from the quantum

vacuum: the zero state energy for the entire universe, the

source of all potentiality. It has a limitless power source.

Within the Sleeping Imperium, possession of a peditiromahk

by any being other than a Tet’nahkshem is punishable

by five slow, torturous deaths and dissolution of the

consciousness.

d20 Statistics

The content of this gray box, except for underlined text, is Open Game

Content.

OGC Name: Quantum Lance

Weapon Type: Exotic — Melee/Ranged

Damage: see below

Critical: see below

Range Increment: melee or 200 ft.

Weight: 5 lb.

Type: Energy (Strong or Weak Atomic Force)

Use of the quantum lance requires Exotic Weapon

Proficiency (quantum lance). The weapon can be utilized as

a ranged weapon, a melee weapon, and a double weapon.

The lance grants a +2 circumstance bonus to all ranged

attacks. The rays of force generated by the weapon travel at

the speed of light, eliminating the need to lead a target.

Wind, rain, gravity, and other environmental effects do not

affect its accuracy.

Because it only requires contact to damage a target, the

lance uses ranged or melee touch attack rolls.

The weapon is capable of Double Fire. (Double Fire

permits its wielder to shoot twice with the weapon on each

attack. For instance, a character with an attack rating of

+12/+7 could shoot four times with the lance in a single

round: +12/+12/+7/+7.)

The damage from the weapon ignores the hardness of

inanimate objects and damage reduction possessed by

living creatures. Energy resistance (atomic force) will

protect against the weapon’s damage.

The damage inflicted by the lance depends on its setting:

Strong Atomic Force: 3d6 damage, critical x3. On a

successful critical hit, the target must make a Fortitude

saving throw against DC 16 or be disintegrated. Damage

from this setting can only be healed by extraordinary

means; there’s no body parts left over for recovery.

Weak Atomic Force: 2d6 damage, critical x2. The

victim must make a DC 15 Fortitude saving throw to

avoid radiation sickness. Everyone (including the wielder

of the lance) within a 20' radius of the target suffers 1d6

damage from radiation and must make a DC 12 Fortitude

saving throw against radiation sickness.

Explosive Atomic Force Disruption: 6d6 damage,

critical x3. The target of this setting must make a

Fortitude saving throw against DC 20 or be instantly

disintegrated. Even if the target is not disintegrated, a

20d6, 50’ radius explosion occurs, centered on the target.

Everyone except the target gets a Reflex saving throw

against DC 15 for half damage.

 

 

THE SETTING

 

The Imperium, its People and their society

 

The Emperor

  • [Who is the emperor?] No one knows. The origins of the Emperor and his nature are a riddle shrouded in mystery and wrapped in enigma, a true conundrum. More myth surrounds his past than truth. Is he the Right Hand of God? An grand opportunist? A savior of humanity? A despotic bastard? Probably.

·        ·         That's the coolest thing about the Emperor: no one really knows anything about him.

Here are some tidbits about the Emperor:
1. Little of his personal history before he united the tribes of man is known. Apparently he came from the wastelands and was a powerful wizard.
2. For all intents and purposes, he appears to be very aware of what's happening in the world -- maybe a little too aware.
3. Those indwelt by him very rarely receive direct verbal messages from him, more often they receive impressions and intuitions -- but there is a certainty that the Emperor is speaking to them.
4. To look upon the Emperor is to be consumed by his glory. He has transcended the limitations of physical form and exists at a higher state than normal humanity.

The Emperor thinks on almost a geological timescale.

  • The Emperor sleeps in order to send portions of his consciousness to dwell in his regents and disciples. Consider him a sort of god-emperor superintending the Imperium from a distance. Ruling in absentia.
  • Should the Emperor awaken, he instantly draws his consciousness back into himself -- which also sucks out the consciousness of the ones he indwells. (The two are tightly interwoven.) The result is a total collapse of government.
    This has happened three times in Imperium history.
  • Only catastrophic events waken the Emperor. One was a planet-devouring humgalough invading the system.
  • The Emperor is almost best handled in the same manner as many modern Christians view God: far removed from human affairs -- aware but does not act directly. The Emperor superintends the goings-on of the Imperium, but he should never be directly involved. His agents work, based on his promptings and intuitive guidance. Sometimes, they get it wrong. Sometimes, they act with their own agenda. But the Emperor's scope of "management" in the Imperium is very large (holistic) and on an extended time-scale (millenia, not years or centuries). He can adjust for the failings of his servants.
  • Is there an upper limit on how many people the Emperor can indwell? That's not a question I'm willing to answer because it reveals too much about the Emperor. However, there is a social caste (bureaucrats) that exist to pick up the slack in case the Emperor must awaken and kill all his governers.
  • Anyway, if you ever DM a SI campaign, the Emperor should never show up. He's present in the sense the Pope was present in medieval Europe. Players should only deal with his agents. Also, there should be very little reliable information on his true nature. Most of it is myth or legend. A lot of it contradicts.
  • But, yes, I do know who the Emperor is and from where he came, as well as his long-term plans for the human race. It's not necessary to a campaign to have them revealed, and it's more fun to leave them looming somewhere off in the distance.

 

 

The Imperium

  • Is Sixteen thousand years [old]
  • The Imperium is primarily an agrarian feudal society with rigid class distinction. The majority of the population is "serfs" -- though they feel quite happy in their position, because of the Fuhumtahf bred into them.
  • The Emperor forcibly keeps technology low so humans will focus on magical or (even better to him) psionic development.
  • Material wealth and power are viewed as a spiritual blessing from the Emperor. This further reinforces the class distinctions, causing the lower classes (the poor) to heed the commands of the upper classes (the wealthy) because they believe the wealthy have more spiritual "snap" than they do.

·         ·         Basically, the Imperium spans several planets but controls none. It only grabs a few pieces of turf and has to be very careful where it sets up shop. Too many humans in one spot attract humgalough like locusts to a field of crops. Also, if you put all your people in one location without enough Vadashem or similar protection, the Gloaming might come along and drive everyone insane -- or worse.
The rule is find a safe place, establish an outpost, and build slowly. The expansion of the Imperium creeps rather than booms.

·        ·         The Imperium itself is non-linear in geography -- many of the city-states are connected by gateways, so the means of travel between them are teleportation only. The land surrounding them may be too hostile to support life or crawling with monsters.

  • The highest level of regents are the Vadashem, who are indwelt with the Emperor's consciousness. They receive guidance from him, directing their decisions but not usurping their freewill.
    Beneath the Vadashem are various bureaucrats. Corruption is assumed and built into the system. Basically, they take advantage of human nature by giving power to individuals and making their welfare dependent on the system's welfare.
    The Vadashem are a sort of priesthood between the common man and the Emperor. The police arm of the Emperor are his paladins -- who have legal jurisdiction to execute Vadashem and bureaucrats at the Emperor's behest. The Hadarahk are a third organization that handle eugenics.
  • The individuals, who gain their magical power by being indwelt by the Emperor, don't go insane as a result of magic use, nor do they lose their sanity. So you'll see Vadahadarahk, Vadashem, and Paladins with more magical items than the rank and file.
  • The magic of the Emperor is divine without all the hassles of divine magic. Only Paladins, Vadashem, and Vadahadarahk have access to this magic. Sorry, no Emperor indwelt rangers.

·         ·         A Paladin is "elected" by the Emperor, so none of them wait to assume the position. The Emperor chooses you, and you become a Paladin.

  • I think of the indwelling capacity of the Emperor along the lines of the protestant Christian of the indwelling nature of the Holy Spirit. The Spirit is a single entity, yet it inhabits an unlimited number of individuals, connecting them into a single, synergistic whole. Paradoxically, the Spirit is present outside of the people it indwells as well. There's no real mechanism described for the ability, nor are limits circumscribed. Basically, I want to keep the Emperor's indwelling ability as "vague" as possible -- as I do about all other information regarding the Emperor. (That's why I also intentionally contradict myself when talking about the Emperor.) Even the people indwelt by the Emperor don't fully understand who he is or how he does it.
  • You could also think of the people indwelt by the Emperor as gnostic emanations from himself.

 

I want to create an atmosphere of perpetual martial law in the Imperium, since it exists to ensure the future survival and superiority of the human race. The Lawful Neutral alignment of the Paladinate reflects their commitment to structure and order as the means by which this will be achieved.

It seems that a lot of RPG fantasy settings, even though they exist in a feudal society, attempt to reflect the post-modern value of egalitarianism as the ultimate virtue. (For example, in the D&D movie, the princess says that everyone needs to be free and equal.) There doesn't appear to be any (social) class-based friction. Why would a knight associate with a thief?




 

Genetics and the Fuhumtafh (Caste System)

 

Fuhumtahf should be confusing. Many of the words applied to the system have both a genetic and social meaning. It's actually a High Imperium language concept, but since I can't think in a three-dimensional lingo, I can't express it properly. The Low Imperium word, fuhumtahf, tries to encompass it, but the meaning is too layered.




**************

Technically, there is no nobility in fuhumtahf. The system is based entirely on function.

Bureaucrats aren't nobility. They rank lower than farmers and craftsmen, because -- were all the bureaucrats killed -- it would harm the Imperium, but not destroy it. With no farmers, you starve to death.

If a character is khlarfahthal, they're not untouchable, like the pariahs in
India. Instead, it's like they have no place in society. It's comparable to being born with legs. You're not a bad person because of it, but your situation is tragic. Most Imperium citizens would have an attitude of "You poor fellow. You have nowhere to belong. How sad." rather than "You are an awful, awful person." The unt- are the bad people.

 

I'm slowly hammering my way through the fuhumtahf descriptions. Right now, I'm working on the Foundation and Five Pillars of Imperium thought in the human description. Also, I've been a little slow to post lately because I'm trying to figure out how to HTML script my pages entirely from scratch, no WYSIWYG. Looks like it's been successful, too. Check out http://rpghost.com/sleepingimperium/index2.html.

 

 

How far can one person rise and how much does the system regulate the genes possessed by an individual?
There are six ranks within a particular caste allowing some upward mobility. The system is eugenics oriented and a lot of the caste is based on genetic disposition. As I explain more about the caste-structure, it will become obvious. It will just take a little time to work through it all. It's pretty complex. (I didn't realize how complex until I started working on it. Now it's one of the most important things for the setting.)

 

Non Humans and the Fuhumtafh

Racism is in inherent to the Imperium human viewpoint. The animal races are second-class citizens and while they may be helpmeets to the human race, they are not capable of the same glory.


Most non-human races are considered khlarfahthal. If they excel in a particular profession, they'll be declared ni- (ni-giubaahnoto, ni-tetbaahn). It means they belong to that fuhumtahf in an "honorary" position, like a second-class citizen.


And do the servitor races have fuhumtahf or are they outside that system?
There are two aspects to fuhumtahf: genetic and social.

Genetically, the servitor races have no fuhumtahf. Hadarahk might experiment on them for abstract research, but otherwise have no interest in their development. . . assuming that the animals stay out of humanity's way.

Socially, the animals are considered either khlarfathal or "honorary" members of a fuhumtahf caste. It depends on whether or not what they produce or provide is useful to the Imperium.



 

There's four big city-states that I've done at least a little bit of development on:


Areas of the Imperium



1. The Sprawl -- This is an organic city that's constantly growing. More housing than people. It's right next to a large river and a couple of teleport gates, making it a trade center. Plus, it's easier for the shadier elements of society to "disappear" in the abandoned buildings.

2. El'hahrduhn -- The Emperor's City. This is a gigantic, organic space station, tethered to the earth by a vine.

 

[It's Jack-n-the-Beanstalk-on-steroids big.

Side note: in real life, those whacky scientists are developing nano-carbon-tube cords that can be used to tether satellites to the earth.]

3. Silo -- The Emperor's Arsenal. This is a recently uncovered Precursor bunker-city. Lots of old technology.

4. Broken Bubble -- A city within a broken dome.

 

 

 

If the Meko-unshem are acutal, "physical" places within a "dome", does the Imperium just let them exist because they accept corruption as part of human nature?
Yes. The Imperium accepts the innate depravity of all sentient species and plays upon that corruption to further its ends.

What about the nature of the Meko-untahf? Are these places hidden within Imperial cities, or are they outside Imperium law, in general?
Meko-untahf and meko-unshem exist only in Imperium cities. They do not exist "outside" Imperium law, because they are created by Imperium law. That's one of the great ironies of the meko-unshem: legal lawlessness.

Also, who can create the domes that the Meko-unshem exist inside?
That would be the Black Chapter of the Hadarahk. I'll go into detail about them after I finish up the fuhumtahf and Imperium human explanations.


Hadarakh

The H are an exclusive group. You have to *born* a member. Their order is extremely lawful, with multiple levels of authority and accountability. Interaction between members is strongly regulated. Unless you're very comfortable playing a strict lawful alignment, you might want to avoid playing hadarakh.

The turning ability of Hadarahk is an ability to rebuke Imperium humans.

Hadarahk are responsible for promoting individuals within the [genetic caste] system, applying the appropriate genetic markers.

 

What the Emperor does after he wakes

After the first awakening, the bureaucracy and merchant combines were put in place to maintain order when all the paladins, Vadashem, and Vadahadarahk die when the Emperor awakens. Since the welfare of the bureaucrats and merchants depends on the stability of the government, they keep things working -- though many make a bid for power.
Usually the first thing the Emperor does on returning to sleep is call a new batch of paladins to go in and reestablish order, killing off the corrupt officials in a brutal, public manner.

 

Imperial attitudes toward Psionics/Magic/Tech

Psionics are preferable to magic [in the emperors mind] because psionics are more reliable and represent a higher stage of evolution in human consciousness. Magic opens the sukae to hyperdimensional "outside" influences, causing insanity or -- even worse -- bringing a higher-dimensional consciousness into fourth dimensional spacetime.

Technology is sorta-kinda-like a dead end where the Emperor is concerned. It involves a reliance on external devices to achieve an end, rather than internal (though one can argue the problem solving skills necessary to build technology are internal). By forcing people to focus on internal development, evolution of the consciousness can be quickened. More important to the Emperor is that technology dehumanizes. It's the "human" element that the Emperor values most.
The light barrier was never broken in the Imperium setting, though space can be folded under special circumstances for teleportation. There are still star ships moving between galaxies that occasionally arrive on an Imperium world for trade. The beings on these ships used to be humans, too, but they are so integrated with technology that they've ceased to be people (at least in the Emperor's eyes).

 

Opposition to the Emperor

There aren't too many organizations that openly work against the Emperor, because they are dealt with in a brutal and final manner when discovered. The Imperium exists for the survival of the human race; that directive outweighs all concerns of morality, decorum, and ethics when push comes to shove.
There are a few extremist groups that think they can run things better than the Emperor and attempt to subvert him, but it's stupid to work for them.
Also, it's not too bright for adventurers to work against the Imperium. The only stable currency in the campaign is Imperium coinage. If the Imperium falls, they lose the ability to buy and sell goods -- and the acquisition of treasure and buying/selling of goods are a HUGE part of adventuring. The fall of the Imperium is an economically bad decision for adventurers.

 

The biggest threat to the Imperium?

Stagnation

The population tends to be concentrated in relatively small areas, decreasing the viable choices of partners for breeding -- so you've the potential for genetic stagnation. Also, the government and cultural are extremely stable -- unchanging, unyielding, inflexible -- providing a high potential for cultural stagnation. Once you have any society with a high degree of specialization and power, there is the danger that said society will begin to exist solely for its own maintenance, not for a grander purpose.

 

Assassination

I've read all your information about assassination. In a society where death becomes just another chore does assassination become more a snub than a serious threat?
There are punitive assassinations, where you kill a person as a warning.



Ways an assassin can prevent the resurrection of a target

Assassins can poison the tree's sample (a VERY ILLEGAL THING), submit a request to the Imperium to deactivate the victim's sample before the assassination attempt (the victim receives notice of this -- very good psychological warfare tool), or use magical or keshidic weapons (e.g., a Dagger of Spell Storing with the disrupt creche link spell cast on it). I'll probably also invent some hi-tech weapons that can deal with the link, too.

 

 

 

Imperial Cities and Traveling

  • The cities expand in circles around a particular gateway, so the Imperium cities are like a rash (if you will) on a world. Little bumps here and there.
  • Defenses? In some areas they are tangible walls. In others, they are -- for lack of a better word -- living robots.
  • In the town of Blue Shale, where my players have their base of operations, the city has an external wall and a keep. The keep has an automated plasma gun on the highest tower. A couple of the city guards have quantum lances that fire particle beams. Near the city gate and on the keep turrets, gatling guns are placed. For a while, a zeppelin was stationed for air support over the city -- but it got blowed up, sir! A Vadabaule assisted the regent, providing early warning for humgalough incursions. (Vadabaule are diviners who wear red robes and must shave their heads.)
    And that's just the defenses for a town of 300 or so people.
    In the big cities, like Sprawl, Broken Bubble, or Silo, there are even more powerful defenses.
  • Basically, the Emperor sends agents to scour the world for Precursor artifacts. If they find a good weapon or defense, he immediately employs it in city defense. The Vadamalcant maintain the machines by channeling the spirits of departed Precursor technicians.
  • There are some cities where it's easier (and safer) to travel through four or five worlds than taking a twenty-mile road. This odd sort of geographic separation/synthesis makes bards extremely important in the Imperium -- for spreading news, as well as keeping language consistent from region-to-region through sharing stories and dialogue.
    Farmlands are usually the least defensible places in the Imperium. Most of the Precursor ruins that humgalough won't enter or the Gloaming won't affect are barren. The arable land is out there with the monsters. With magic and ch'vord, it's sometimes possible to come up with hydroponics or some other solution -- but in your small outposts, you're out of luck.

 

General level of technology

What is the average technological level that is availible in the Imperium?
It's a weird hybrid technology, maybe comparable to late 18th century
USA, but with lots of exceptions. Most technology is going to be biological in nature.

I dont imagine everyone has t.v., but is electricity that common?
Not really. There are biological light sources and such, but no plug-n-go electrical sources like we have. Natural gas is a more common lighting and power-source than electricity.

Do the farmers work with basic plow and shovel or are more advanced methods availible, like hydroponics?There's a lot of custom-engineered animals that aid in plowing, aerating the soil, fertilizing, and the like. Also, the plantlife is bio-engineered for hardiness and bountifulness. There's also plants that produce iron (by extracting iron from the soil), as well as crystalline-silicoid plantlife.

Do people have things like flashlights and running water?They have running water in most places, usually because they live in houses that are living creatures and can extract/move water via capillary systems in the structures. For flashlights, they'd summon a light-based keshid or use a ch'vord that is bioluminescent

 

Common views of Wizards

Wizards are viewed as mad scientist or shamanistic types. They are tampering with powerful forces and can often be beneficial to society -- but there's an inherent danger to what they do, making folks a tad skittish. Typically, you only deal with a magic-wielder when you really need to do so. The court of last resort. In the Imperium, almost all magic-wielders are khlarfahthal. They dwell on the edge of society.


Common views of Adventurers
Adventurers in general are hard to pigeonhole. A Hadarakh or Paladin will be a respected member of the social order, with special status due their position. Unless an adventurer is attached to a guild-clan, merchant combine, or Regent, they don't have a social class, per se. They exist outside the standard order. Maybe their abilities and personal excellence set them apart and make them useful to society, but -- for the most part -- people won't deal with them if they don't have to.
Note: they are not criminals. They are people without an established place in the order of things and don't fit in.

 

Tribal (Notwi) Views on Wizards

Tribal humans view magic with the same discomfort as the Imperium. It's a very dangerous, dark thing. If you want to be liked and have "magical" powers, play a keshajiit or psion(icist).


Cosmology of the Sleeping Imperium

(Magic, Science and Roleplaying)

 

The absolute view on Psionics/Magic

  • In my cosmology, psionics are a natural, rather than supernatural power. From some real-life experiments in particle physics, it's been observed that consciousness somehow alters the behavior of sub-atomic particles -- even particles widely separated by time and space. In the SI campaign, it's assumed that psionics are a means of harnessing this innate ability of consciousness to alter the behavior of matter and energy. For this reason, it doesn't draw the attention of Others.

The idea for the hyperword magic came from a lot of different influences. "OHM" was one of them, as was a lot of the talk in the New Testament about the Word of Power or Christ as "the Word that became flesh" and the good 'ole fashioned fiat lux of Genesis.

  • The hyper-reality words have such a large scope that words, gesture, concentration, material components, and other esoteric arrangements of matter and energy are necessary to create even the vaguest, most imperfect "sketch" of their true expression. Think of the spell components as an attempt to write a word with more than four dimensions.
  • [Re: My question about all magic users eventually going insane] Certain death and insanity? Nah, but there is a present danger to magic. If you do the math on the saving throws, there's a decent chance a character will get by without going insane. Also, when learning lower level spells, you won't get the most severe consequences.
    Back when I had a different type of insanity rules for magic, Garuhnd lost some of his humanity and acted weird, but he never went totally over the edge. It's only lately that I've started to use the current system. (I do -- however -- have a lot of stories about NPC priests going nuts.)
  • In the Imperium setting, magic should be (relatively) rare. It's cheap, plentiful power. Old technology, ch'vord (living technology), and psionics should be the more common sorts of powered item. This sort of theme will shape up and become more apparent as the site develops.
  • [Rangers] still have to pay the piper for their divine magic. (In their case, it's the transformation.) They don't draw their magic from nature itself. They draw it from a super-concept-theme of nature from Outside, just like all other magical sources (even the Emperor's magic is "outside by association").
  • Psionics, in the Imperium, function as a natural extension of consciousness (based on some observations about observations of sub-atomic particles). This comment was originally related to the water-based computer, but I think it stands as a general remark…

 

More comments on Psionics

 

As I've been working on the psionics system, it's suggesting itself as the foundation of all super-natural abilities in the Imperium setting. Sort of like humanity's "baby step" into a broader universe. For instance, the ability to cast spells would be based on a psionic talent for casting one's consciousness outside the normal space-time continuum and perceive the Hyper-context. A monk's martial arts abilities are developments of internal, psionic power (especially the feather fall) -- which sort of fits in with the whole Eastern mysticism ideology.

 

One idea that's opened some new, interesting vistas in the Imperium is this: kesha'jiit pursue the more mental aspects of psionics; monks pursue the physical. The more advanced martial arts maneuvers combine psionics and physicality to enable a character to perform amazing feats. Many of the kungs, finger of death, dim mak, etc., that I've read about or seen in real life involve the movement of spiritual energy in their performance. (You know, the whole ki/chi thang.)

By making martial arts, at its more advanced levels, a natural extension of psionics, I can create a believable rationale for characters who can throw a punch 30' or leap a tall building in a single bound. It takes some of the cheesiness out of the system . .

 

Psionic Feats

Now the question I have is who has it. True, its inborn into the Imperium humans, but what I'm asking is what classes or races buy it as a in-class skill?
No races purchase any of the psionics as a class skill.

Monks can buy hkaahmfel'jha and yeunyei'jha as class skills. Wizards can buy hkaahmsu'jha as a class skill. Paladins can purchase hkaahmfel'jha as a class skill. Suke'jiit can buy all of the skills as class skills.

Or does it just become in-class when you buy the Psionic Talent feat?
Nope. Psionic Talent just means you have access to the psionics skills, but it doesn't mean you're any good at them.

And for that matter, do the servitor races created by the humans(precursers?) also have psionic potential inbred into them like the Imperium humans, or are they viewed as a dead-end race(i.e. haveing no greater potential.)
All elevated animals have Psionic Talent as a bonus feat. (This is a total rip-off of Cordwainer Smith's Instrumentality of Man stories.



The Solar System

  • The planets are Gara'malcant (2nd from sun), Ul'malcant (3rd from sun), Aava'malcant (4th from sun), Gref'malcant (orbiting Suul'asafiliti), Ul'viir (the green moon of Ul'malcant), and Ul'keseph (the silver moon of Ul'malcant). The ring around Ul'malcant is probably debris from an old cataclysm, perhaps something destroyed by the Eye of the Emperor.

Ul'malcant is earth, 50 million years in the future, so you can account for continental drift. Then you make the polar ice caps larger because of the colder sun. the poles have shifted so magnetic north is now the south pole.

  • In the Suul'asafal system, two planets and two moons have been terraformed. One gas giant has been transformed into a star.

 

System Defences

  • The primary defense for the Suul'asafal system is an ancient Precursor battle platform in orbit around the sun. This platform has two weapon-types. The secondary weapons are gigantic laser that focuses solar flares into several-mile wide beams. The primary weapon is a magnetic accelerator that sucks up stellar plasma, converts it to antimatter, and hurls it at relativistic velocities -- moon-sized chunks super-heated antimatter plasma.
    An outer defense web blinds incoming hostile ships with a broadband EMP pulse. This prevents their sensors from detecting the hours-long transit time of the anti-matter plasma bolt.
    For rapid transit of the AMP bolt, a fixed space-folding gateway can teleport the bolt through other “stationary” gateways in far orbit.
  • The Emperor has a telepathic link to the firing mechanism of the cannon, and he has a sensory link to the telescopes and other sensing devices on the perimeter of the solar system.

 

Uutani

  • I haven't read any WOTC/TSR products that explain the ethereal in detail, so I'm not sure how closely the Uutani matches up.
    It's an artificially engineered hyperspace that exists parallel to the primary planets of the Precursors' "web of stars." The terrain corresponds geographically to real space, though its dimensions tend to be a little more elastic. Also, the terrain is psychoactive and reacts to the psychic resonance of people's perceptions of the material world. So in a portion of the Uutani that corresponds to a city in the material world, that city (albeit an empty version of it) will exist. Rooms and buildings that people generally ignore won't be there or will look unfinished. People of particularly strong presence (i.e., high Charisma and Wisdom or high level) may even have simulacrums of themselves existing in the Uutani's imperfect copy of the material world. There might also be powerful magic items that exist in the Uutani, as copies of material ones. In places where particularly strong psychic events occurred, such as a murder or bombed town, the terrain of the Winnani might be transformed to closely match the perceptions of the victims and stuck that way even though the Winnani has changed. In places of ruins of long-standing Precursor cities, there might actually be an uninhabited, but un-ruined version of the city in the Uutani.
  • The geography of the Uutani is elastic, and you can see other planets in the near sky. In some places, you can just "slide" to another planet, like an escalator. For the most part, the Precursors would ride in ships to the other worlds. There's also a special way you can walk in the Uutani that sort of bends space and allows you to cover huge distances in a single step.
  • People with a smidge of innate psionic ability and strong will. (The place is psychoreactive.) So, pretty much, the humans can do it.
  • There's race called the Silent People that can enter the U naturally. Otherwise, you have to use magic, psionics, or a portal.

 

On being a Magic User (for sadists)

  • Those are the rules we use for magic [as posted in the SI page].
    That curdling you're experiencing in your belly after reading that line is the same anxiety every magic-using player experiences. It's perfectly natural.
    I want there to be a price to power.

·          ·         The inherent danger of magic is one of the reasons the Emperor pushes psionic development over magical.

[Greg on magic use: So why would anyone want to play a spellcaster when they could be a psionicist? Clerics and wizards/sorcerers are somewhat more powerful (at least in terms of raw firepower) than psionicists, but with these penalties who would want to play one? Is the power spellcasters get really worth taking the chance at getting possessed or eaten by some otherworldly entity?]

Two words: wish spell.
Also, magic is much more powerful than psionics in this setting. There are spells that dispel psionics or even nullify a psionic individual's powers, but psionics can't effect magic. Plus, a cleric or wizard will have a much more flexible selection of powers than a psionicist. Teleportation and dimensional travel type powers will be available to magic-user's at a lower level than your standard D&D campaign, too.

The teleport-type spells are found at 2 levels lower than normal. Ethereal Jaunt (or whatever it's name is that I can't quite recall that’s right its usually 7th level sorc&wizard as well) is a second level spell, but it's called Uutani Jaunt.
There's no trade-up of other spells to replace the reduced level spells.

 

Keshsajiit compaired to Shair (a wizard like class from Al-Quadim)

 

The kesha'jiit share a lot with the sha-ir (shair? sha'ir?). They "summon" living energy tools that perform spell-like effects. Overall, the mechanics are similar, but I'm still working through some streamlining to make it fit well with the super-tech nature of the class. The k's don't have a "familiar" per se; they just have an innate ability to communicate with Precursor tools. The spells will probably only go to 7th level, they won't get conjuration spells (i.e., they don't summon something that summons something else), and the cleric-type spells are as easy to grab as arcane-type.

 

Clerics?

The Vadahadarahk and Vadashem will be the only "pure" cleric classes in SI. This is because they draw their power from the Emperor.

Does this mean that the Vadahadarahk and Vadashem will now be regular classes and not prestige classes?
Yep. As I was working out the nature of the Imperium, it became apparent that they wouldn't work as prestige classes. No acolytes, initiates, and assorted boot-lickers wouldn't exist to support the bureaucracies of the organizations if everyone had to wait until 6th level to become one. Also, their magic is different from regular magic, so it makes sense that they start out learning it, rather than studying Utterances, going insane, and then maybe somehow sorta-kinda-like joining up with the Emperor. It just ain't gonna happen.


There will be two prestige ginoi classes for Vadahadarahk and Vadashem, though.



The new magic system

Right now, I've set up an Access database to capture the names of spells, then assign them a Gohm'jha and Kesha'jha level. This will provide a master list of spells.

Specialization will be handled in prestige classes, much like the movha'jiit. Upon achieving a prestige class, a character gains access to two domains (and the special abilities associated with them) -- but also suffers the limitation of Thematic Magic, which causes transformation, per the old cleric rules. Learning new spells still causes insanity, and there will be a couple of new twists to their acquisition as well.

One of the "neat-o" things I want to implement with the arcane spell-casters is that they can create things ex-nihilo with their Utterances. For instance, summoned creatures are created by the caster. The Utterance that describes the creature is imperfect, so the creature only lasts a short while -- but it does bring up an interesting problem: what if a caster wants to custom-make a summoned creature?

Magic items, when created, also pop-up out of thin air, so a caster only spends XP, not money, on their construction. They are Pronounced into existence. A cool side-effect of charged items would be the item becomes less substantial as its charges are expended, finally vanishing out of existence.
Oh, and I forgot to write: familiars are created ex nihilo, too!

 

 

Turning in SI

The turning ability of Paladins and Vadashem applies to humgalough, not undead. The turning ability of Hadarahk is an ability to rebuke Imperium humans.

 

Dragons and Dracolichs

I use dragons in the similar manner to Dark Sun. They are magicians who eventually transformed into a higher-level life form by a mixture of ch'vord and magic.
Dragons are unique entities. They can't reproduce. They don't have races or pre-set alignments. (A gold dragon could be chaotic evil.)They should have the casting abilities of a 16+ level wizard or priest. They don't hoard treasure. (Well, unless they're insane.) And they are EXTREMELY rare.
Some of the higher level members of the regency are dragons. The transformation gives them incredible longevity, preserving their wisdom to lend stability to the government.

I always found dragons as bureaucrats a charming idea. [Evil DM “And now to determine whether you’re guilty…. Mydanthrax the Ancient Red Dragon, oh look, he’s huuungry!”]

I prefer the appearance of Chinese dragons to Western ones. I do want each dragon's appearance to be unique. In a short story I've sketched out about a Shaakh, he fights a dragon with one hundred legs and the bloated head of a man.

 

Just in case anyone wonders from where dracoliches will come in the setting . . .The more powerful the creature revived [by a rebirth creche] the greater the chance a remnant will be created [in the abandoned body].

 

And will Magicians still be able to evolve into Dragons?
Yes. It's all just a matter of re-Naming yourself.


The Precursors

The Precursors were humans who -- for one reason or another -- achieved a highly evolved state of consciousness, then migrated outside normal time-space, leaving behind the un-evolved dregs. The Emperor's goal is to have humanity once again achieve this level of glory, and psionics are the key to gaining higher consciousness.

I wouldn't say the Precursors were cruel, just careless. Their level of consciousness would be about the difference between ours and a house-pet, plus each Precursor would have such tremendous personal power a humgalough wouldn't be much of a match -- like swatting a fly. Their power would cause them to neglect the lesser species. Why worry if a bird eats a worm? It's part of the natural order.
The reason so much tech got left behind is because the Precursors of the Precursors built self-repairing, sometimes even self-aware machines. When the Precursors no longer needed their tools, they just left them lying around. Sort of like our species used to use rocks and flint as tools, but we don't even give it a second thought nowadays.

 

Precursor Ruins

The Precursors had a highly industrialized, urbanized civilizations -- sort of like living cities covering almost the entire face of the planet. It's relatively easy to find their ruins, but finding ruins in a good condition is another matter all together. Plus, so many archeological epochs have come and gone that cities are built upon cities upon cities upon cities, ad infinitum. You have to dig through a lot of detritus just to get at the ruins, and a lot of the materials are in such poor condition that they're good for nothing more than their raw materials.

[what happened to the cities?]Some decayed. Some mutated. One major city of the Imperium, nicknamed the Sprawl, is a living city that still grows, albeit in an uncontrolled manner. Druids serve as the architects and city designers.

 

Precursor Relics

They tend to make Big Things, then outgrow them rapidly and let them lie.
Examples include Humgalough, Keshid, and Ch’vord

Language

The language [of the Imperium] evolved from a polyglot of tribal tongues, with injections from Outsider (space-adapted humans) for technical terms. As I put out more of the history, I'll give more details

 

Anti-magic and large creatures

Many gigantic creatures (particularly those who are just a smaller species increased in size) lose the ability to support their mass [in an anti magic-sphere]. (Damn that square-cube law!)

 

Disintegration

One thing I don't like is the victim of disintegration spell vanishing in a flash of light. If the light is derived from the liberation/conversion of the target's atomic energy, then -- gahldarnit -- that light should be visible across the whole hemisphere. When a character is disintegrated in my campaign, they are reduced to gray, monatomic dust.


The Magnetic Polarization spell (see sample spells) won't replace Disintegration. It will be 7th level spell. It's overall effects will be the same as Disintegration (as far as instant death or 5d6 damage), but you don't a ray to aim. The target is automatically effected and must make a Fortitude saving throw.

 

Sample spells

New spell: Magnetic Polarization
This spell has pretty much the same mechanics as disintegrate with regards to spell level, damage, and the like. However, the special effect is much different. The caster imparts a strong magnetic "charge" to a target.
Why is this a bad thing? Pretty much all objects on our planet are magnetically neutral or close to neutral. If an object assumes a strong polarity, it is attracted to the most powerful magnetic source of the opposite polarity. In our case, the most powerful magnetic source would be the core of the earth. Objects affected by this spell are instantaneously crushed by force several thousand times stronger than gravity.

Another poster Ken agreed with

Another effect of magnetic discharge would be to induce electrical energy in any closed metal circuitry as what can be found in some Humgalough. So instead of simply being crushed by an overwhelming gravity force, the target
could also suffer a strong short-circuit inducing potential burst out of the metal war machine.

 

Alignment and moral absolutes

While I do like D&D’s alignment system, one thing I want to avoid is absolute, dualistic morality in the Imperium. It's best to leave things in dirty shades of gray. While it is true that the Emperor has set up an almost fascist, class-based society that dictates who can and cannot breed -- a restriction of personal "inalienable" rights that most democratic cultures would find offensive -- this same society has saved countless lives with the stability it provides and definitely kept the human race from all but total extinction.

 

Vadahillel

The Vadahillel use divine magic, but their transformation makes into a beneficent life form, so no one worries about them too much.

 

Main antagonists and Politics in SI

If you read Machiavelli's "The Prince" and then smartly apply it without restraint, THAT'S what the campaign should be like. The players in my campaign have only scratched the surface -- and they're already involved in intrigues of their own. That's one of the perks of becoming a high-level character.

I think, though, that if you try to nail the campaign down to a single antagonist or types of antagonist, you're missing the spirit of it. The only monolithic institution in the setting should be the Imperium. They've got their fingers into all the pies, and they've built their system to take advantage of corruption (not eliminate it). Outside the Imperium, people are just scraping by for survival.

 

Story Seeds

1. A universe where the Untvar bred out all other species and achieved a highly advanced civilization is expanding into the Imperium's universe.

2. One of the stories in my current game is that an alien intelligence has taken an interest in the Imperium, due to some mishaps by the players. The intelligence is causing enough trouble on a widespread level that it may necessitate the awakening of the Emperor to deal with the situation directly. The players are working their asses off to deal with the problem themselves and keep the Emperor out of it.

3. What if a member of a party forgot to tell his companions he was attached to a [Rebirth] creche? Then, when he died, the cleric revived his body, creating a remnant. The party now believes this remnant to be the player and continue adventuring. Weeks or months later, the actual player shows up and wants his place back . . .

 

 

Relationships with published D&D material (and the outer planes)

  • Personal preference: the other D&D settings have no existence in the Imperium multiverse. I want to keep a sci-fi edge to everything, and high fantasy settings like Forgotten Realms don't fit.
  • In this setting, there is no cosmic ring (like the Planescape universe) nor are there gods or demons. The demons/celestials are the descendants of energy-based creatures engineered by the Precursors. They don't exist in other universes, but within sub-atomic spaces in matter, indwelling objects almost like animistic spirits.
    Heck, because of the square-cube law, even standard-fare giants don't fit in the setting.
    There are parallel universes -- an infinitude of them -- but at this point in history, with the potential disasters of the Precursors, an uncountable number of these universes are deader than a stump.

 

D&D races

I know you've said that demihumans from other settings wouldn't be able to survive the pollutants of the Imperium

Ken never challenged this statement.

 

 

War, Weapons and Technology

Martial Arts

  • My preference is a more spiritual, Chinese style of martial arts -- high zen -- but I also love the types of martial arts you see in samurai flicks.
    I'm going to try to leave the martial arts open-ended, giving players leeway in how they want their characters to practice it and permitting eclectic styles. Martial arts will be feats-based (e.g., the Seven Dragons Spear Technique), providing either a special maneuver the character can perform a few times a day or a universal modifier.
    Also, characters of any alignment can take levels in the monk class -- but no more than two levels. Imperium humans and servitor races can take those two levels without any XP penalties for multi-classing.
    I'm definitely *not* going for a hyper-realistic martial arts system. The level of realism you find in a samurai flick or
    Hong Kong wuxia flick works great for me (and they guys with whom I play).
    If you've ever read "Lone Wolf and Cub" then that makes a good point of reference for the martial arts spirit of the guy.
  • Basically, I want the martial arts in the campaign to function a lot like the martial arts in samurai movies. That means a lot of fun, gimmicky moves. Odd weapons. Giant leaps.
  • The characters are capable of fantastic feats, but it's believable because of the attitude. Combining magic and martial arts is fine, too. One prestige class, Brother of Storms, is pretty much the Three Storms from John Carpenter's "Big Trouble in Little China
  • If you've ever read "Dune" by Frank Herbert, there's a group known as the Bene Gesserit who have a style of fighting known as the "wyrding way" -- essentially it's a powerful, almost occultic form of martial arts. While it doesn't form a central theme in the story, it does serve as a key plot point at times.
    That's how martial arts should feel in the Imperium. They've existed for a long time and are highly developed, but they've been around so long that people almost take them for granted. They're an accent to the story rather than a central theme. Important without being obvious about it.

 

The Martial Arts System

Keep them very specific and limited -- vague enough to make use of the system's abstraction

Specifically, the way I'm going to handle martial arts in my system will be . . .
1) Any character, regardless of alignment, may take up to 2 levels of monk. It requires a lawful alignment to progress farther as a monk because of the discipline. Also, Imperium humans can take these two levels without XP penalty for multi-classing. This gives a broad-based knowledge of martial arts.
2) Special feats (usually requiring Improved Unarmed Fighting or a weapon focus) will represent specific martial arts maneuvers, similar to old 1E Oriental Adventures. [example martial styles Ken provided were later made more general and so these examples were removed] Some powerful techniques, such as Crushing Blow (x2 dmg, x3 with crit; requires Improved Unarmed Fighting, Attack 6+, Str 13+, Wis 11+) allows a character to trade in two attacks for one with enhanced damage; it can only be performed a number of times per day equal to 1 + the character's Wisdom modifier. (I prefer to increase damage rather than dice size because it's easier when dealing with monk's unarmed damage increases.)
3) For the more powerful, mystical martial artists (e.g., Shaakh, Daughters of the Gun), prestige classes will be provided. The Shaakh are the top of the food chain on martial arts, so no technique can be better than what they know. Shaakh are also the ONLY class that can deflect bullets.
Having seen documentaries of Shao-lin dragging 300 pound rollers by their testicles, bending swords with their bellies, denting steel plates, and hanging by the throat while praying, I think the Imperium with genetically enhanced humans and 16k+ years of martial history would be able to develop even more powerful techniques.

The maneuvers will all be "realistic" maneuvers, meaning they're not supernatural in nature and real-life martial arts practitioners can perform them. Combined with special Martial Arts feats, this system will allow players to build virtually any type of martial arts style for their character.

What I expect is that people who want martial arts for their character will multi-class as a fighter (if non-lawful) or monk (if lawful). This will give them martial arts as a class skill.

 

Comparing PH Martial Arts feats with SI feats

On the contrary, it doesn't trouble me at all to make the PHB "useless."
However, if you compare the parry feat to the Deflect Arrow feat, they are relatively comparable. Whereas the Deflect Arrow feat has a fixed number for the target and favors Reflexes (making monks and thieves better at it), the Parry feat favors characters with high attack scores. Also, since it's a contested roll, it "scales" to the skill level of the combatants, as well as the relative size of the weapons.
While -- obviously -- I haven't been using these rules in 3E D&D, I have been using them in 2E (or a reasonable facsimile thereof) for the past few years with great success.
Before 3E, I even had a complex system of martial arts maneuvers that every character could learn if they were willing to invest skill points into its development. The skills were arranged by degree of difficulty and created a lot of "trees." It adds tremendous flavor to the game, but with 3E, I think feats are the best way to go.
A powerful feat -- to me -- would be one that let a character inflict triple damage with an attack or dodge bullets. Parry, Improved Parry, and the like just don't seem that big to me.

 

 

Choking realism (as opposed to choking on realism…)

Regarding chokes: can they be lethal? From what I see in the sleeper hold description, they are used to render someone unconscious, but real world chokes are potentially lethal. That goes for air chokes or blood chokes.
I thought long and hard about making chokes lethal, and decided against it. A combat round in D&D takes six seconds -- about the same amount of time it takes to kill a person with a good blood hold. Making it possible for fighters to perform a called shot and kill their opponent in one round may be realistic, but it upsets game balance. This is one point on which I emphasized mechanics over reality.

Second, I noticed that in the grappling expertise maneuver, you could go to the ground with a flexible weapon. How would you determine a choke using the chain of your flail, a whip or even a sash? Would it be a weapon attack or a martial arts maneuver?

It depends. You could perform a called shot to the throat to suffocate a person, or you could perform a martial arts maneuver and get the blood choke.

 

Parrying (from the SI feat)

The Parry feat will allow you to sacrifice an attack to block an opponent's melee attack. (This will allow it to scale with the skill level of the character.) The declaration to parry can be made *after* it's been determined that an attack has hit you -- assuming you have attacks left for the round. To perform multiple parries, you have to take the "full attack" option for the round and only get a 5' step.
The Improved Parry will give you one additional "free" parry per round, at your full attack bonus.
This is how we actually used Parry in our campaign. It prompts some planning on the part of the players --> exactly how many attacks will I use on this guy, he looks really tough? I do love making players plan.
Shields -- assuming you have the parry feat -- let you make one additional "off-hand" parry per round. This parry uses your full attack bonus.
This should tone down the parry, plus -- like I said -- it's like the rule used to be in our campaign. It's a lot of fun seeing two fighters go head-to-head, saving parries, and constantly blocking attacks back-n-forth until one of them hits.

 

Iron Sash Feat

[paraphrase] The Iron Sash weapon produced by the feat is automatically a martial arts weapon, and may be used to trip or disarm as a whip (but with no bonuses). Taking the Weapon finesse (iron sash) feat allows a character to substitute Dex in place of Str when making attacks.

 

Firearms

  • Several people have expressed a similar disappointment with the existence of firearms, but I have several reasons for their inclusion.
    The first is personal preference. I like firearms and enjoy deploying a squad of hobgoblin riflemen against mid-level characters who scoff at 1 HD opponents. Also, by adding firearms, I eliminate reliance on heavy armor, such as plate, and force characters to take a mobility/stealth-based approach to tactics. It adds a high degree of unpredictability to the battlefield.
    The second is internal logic. With the presence of alchemy, as well as 16,000 years of cultural development in a dangerous setting, it's inevitable that the Imperium would be able to develop firearms to deal with threats. It allows relatively weak troops to deal with extremely powerful opponents, such as the occasional humgalough that attacks an Imperium outpost.
    Firearms should be rarely encountered in the course of a game. They are about as common in the Imperium as they were in 16th century
    Japan -- meaning only the wealthy or elite will be able to purchase them or field troops using them. For a regent or merchant combine, it shouldn't be uncommon for them to have a small squad of riflemen to support their troops. The occasional nomad may have a rifle or pistol, but it's more of a status symbol than a useful weapon -- after all, where are they going to get more ammunition? It's more cost effective for the Imperium to provide a few rifles or a gattling gun to an outpost than construct a magical defense or Precursor weapons, so they've permitted firearms research to a certain point.
    You'll notice I use "sd" for the price of a firearm. This is a unit of Imperium currency, the Soldier. (Imperium monetary units reinforce the class structure.) A single soldier is the standard day's wage for a 1st level mercenary warrior. To gather enough money to purchase a heavy rifle, a soldier would have to save his wage's for three years -- and that assumes he won't spend the money on anything else.
    The creation of gunpowder requires alchemical skill, so only in urbanized areas will you be able to find individuals willing to sell it. Also, the Imperium closely monitors the buying and selling of gunpowder, often claiming large stores for the supply of its troops.
  • I forgot to add the biggest limitations of firearms: they have next to no value when used against creatures that have high damage resistance.
    While you *might* (optative case here) find a magical firearm. The bullets that exit its barrel are *NOT* magical. Any creature requiring +1 or better weapons to hit can shrug off the round's effect.
    No self-respecting magic-user is going to waste experience points enchanting a bullet. So if you want magical ammunition (e.g., arrows of slaying), you're going to have to use a springshot, crossbow, or bow

·         ·         An anti-magic shell will prevent gunpowder from combusting, as well as deactivating energy weapons and nullifying psionics. So that's one means of dealing with firearms.

  • Bird manure or bat guano, charcoal, and a little sulfur are all you need for gunpowder in my campaign. You're right: it is easy to make, but quality is an issue -- hence, three "grades" of propellant for firearms.
    While the propellant is cheap, shells are expensive, along with the magnesium primer. The Imperium is craftsmanship oriented, rather than mass production. Basically, tradition dictates that each shell be hand-made from scratch. Finding someone with the skills and equipment to machine the shells, prime them, and load them properly would be expensive.

·         ·         The campaign has lasted a while and only one enchanted firearm has been found. And it's probably cursed, cause it's done some horrible things to its wielder. Then there's this incarnation of death that keeps following the character around whenever he fires a shot . . .

A wizard with a gunpowder dampening spell and a plate mail warrior buddy can mop up those gun armed hobgoblins.
I find the whole concept of gunpowder and magic to be a bad combo. A small flash of flame could detonate the bullets in the chamber or in the pocket.
You are correct about the response of gunpowder to fire. My players don't use standard ammunition for that reason (or they store ammo in a bag of holding). Majzho ammo, though tremendously expensive, is their best solution.
I've not had any problems combining firearms and magic. Both my players and I have enjoyed it tremendously. (Particularly one time they stumbled over a beholder, then ran outside of the range of its eyebeams and picked off each eye with a long-range rifle.)


Anti-gun magic

If you think about it, a spell to nullify gunpowder is not that efficient a combat solution. Only wealthy or extremely well outfitted opponents will have firearms, so they're at least as rare as magical items. So it's a spell you'll only use in limited circumstances. Also, you'd need to get within firing range to cast the spell on the guys with the guns.
Better to have a long-range, destructive spell. Overwhelming force rather than a specific application of subtlety.

 

The common gun?

The most common ranged weapon you should encounter in the Imperium is the springshot, which looks similar to a pump-action shotgun but uses a spring to fire ceramic or steel darts. These darts are loaded with majzho warheads, giving them explosive effects. These weapons are cheaper and more versatile than a firearm. Basically, it’s a rapid-firing crossbow.

 

High tech weapons

  • I allow advanced weapons in the game. For instance, the Emperor's paladins are armed with Quantum Lances that fire charged particle beams. The village of Blue Shale (where my campaign took place) had a plasma cannon to guard the area -- though the players had to find someone who could repair it.
    One of the weapons my players enjoyed was a precursor crossbow made from a memory bio-metal. You press a button and it cocks itself. When you pull the trigger, it propels a crossbow bolt with such force that it travels at hypersonic velocity, with a loud crack like a rifle. The crossbow would shatter wooden bolts, so they had to get custom-made steel bolts for the weapon.
  • The upper limit on damage [for energy weapons] depends on the type of weapon used. The lance with which I'm going to arm Paladins disrupts strong nuclear force, causing the target to be reduced to monatomic dust. The lance is powered by harnessing energy from the quantum vacuum; it never runs out of charges. It inflicts 3d6 damage (threat: 18-20, x2 & save v. disintegration).
  • [See Keshid]

 

 

 

Quantum Lances and Paladin levels

From an email

Paladins automatically get one of the quantum lances. There aren't any paladins below level six. (That is, unless you count dead paladins.) Once they make it out of the training and monastery, they're given the weapon.

Keshid (not happy forest fairies anymore)

  • Keshid were engineered long ago by the Precursors. It's like the idea of nanotechnology + 1. You skip past matter and start working directly with energy itself. Machines made of energy, computers made of pure energy, and so on. The energy is alive (like biological technology), and after the Precursors abandoned fourth-dimensional time-space, the energy creature-tools had millions of years to evolve into new forms.
  • The laser generating keshid inflicts 2d6 damage (threat: 18-20, x2). Because the beam in instantaneous and aim unaffected by wind, gravity, and relative velocity of target, you get a +3 circumstance bonus to hit with it. The keshid only stores enough bioelectricity for six shots per day.
  • What I'm probably going to do in the campaign is use the stats for a lot of the fey and elemental creatures as keshid. They assume humanoid form as part of a natural ability to alter their "holographic" appearance. All of them should be given the incorporeal attribute, since they're constructed from energy. For instance, a nymph would make a good keshid, but as a sexless creature that has come to embody sexual desire. Let's assume they were originally created by the Precursors as a pleasure-tool. It exists as pure energy and sometimes manifests itself in a humanoid form to fulfill its functions. Because it's designed for a Precursor consciousness, the beauty of the creature can overwhelm mortal minds, killing them simply by manifesting before them.

    By using that description, you've changed nymphs from happy-happy-joy-joy forest creatures to these creepy leftover sex-toys that somehow mutated over time.


What are some of the general attitudes that the keshid have towards humans? I suppose most would have to be dealt with as pertains to the individual situation, but are there general camps which some of them fall into?
I'm not a fan of the Unified Behavior Thing, by which I mean all members of a species acting in a general fashion. The actions of fully self-aware keshid should vary as much as those of modern-day humans. The non-self-aware keshid should act like wild animals, for the most part avoiding contact with anything they can't eat.

Using your example: would a keshid summoned to make light feel relived and fulfilled to be called on to do the job it was made for, or resentful and capricious, yearning for its freedom; would a nymph who a group of adventurers stumbled upon be...er...beguiling and "willing" serve as it was made, or resentful of the exploitation of its sole reason for original existence.
The keshid summoned to perform spell feats are typically animal-level in intelligence. The summoning is often no more than "luring" them out for a short period of time to manifest themselves. Once the keshid realizes there's nothing interesting about, it leaves. This could create some problems when the keshid summoned to manifest as a fireball decides it REALLY likes its new surroundings, and the fireball STAYS THERE. Or, worse, the fireball things YOU look interesting and goes to check you out.

As for the nymph example: if the nymph was self-aware and realized that it was an inherently limited creator with a loathsome existence, then -- yes -- it would resent someone taking advantage of it. Most of the keshid are "hardwired" to enjoy their functions, so it's unlikely that nurture has eroded their nature.


 

Genetics (look what I made daddy!)


Its possible to use genetic markers to change classes?
Yep. Not "classes" classes, but "caste" classes. You can lick somebody and tell their social status.

Along that vein how does genetics work in the world of SI?
With the ch'vord, they can manipulate genetic material. They can do as much or more scientifically than our society, but almost all of their tools are living creatures. Yesterday, during a six hour drive, I had an idea for a magnetic effect hovercraft that's an animal.


 

Chvord (Organic) weapons

Tuhrguhs are an Imperium ch'vord, produced by the Hadarahk or Blarch. You'll notice they are cheaper than firearms.
The ch'kula is nutrient goo that "feed" a ch'vord via osmosis.

I've a few more weapon ch'vord up my sleeve. One is an organic laser: it stores a charge like an electric eel and a lasing lens. (Cool science fact: transparent green erasers have been used a focal lenses in lasers.) The other mixes two organic chemicals to explosively propel a bullet or dart.
I'm also going to have an alchemical laser. It uses a charge chemical medium to generate the laser. The drawback is it expels poisonous fumes after firing.

Ch'vord are sort-of-kinda-like what would happen to nanotechnology were it permitted a few million years to mutate and evolve on its own.

 

Rebirth Creches

The Rebirth Creches are tended either by the Hadarahk or a sect of priests known as the Vadahillel.

 

1)How many times will a resurrection creche work for an individual until it need be "re-loaded" with genetic material.
Just once. I'm also going to have an aspect of the creche where a person can be rejuvenated (their physical age reversed).

 

In order to use a creche, you must allow it to sample some of your flesh and store your DNA for cloning. Upon your death, you make a Will saving throw. If successful, your consciousness is captured by the tree and injected into your cloned body (after about a week of growth). You lose a level, per the normal resurrection rules.

Using a creche screws up your chances of being revived by a resurrection spell and the like. Your spirit gets immediately whisked away to the creche, so there's nothing for them to stick in your body and any attempts to resurrect your uninhabited body will create a remnant. If you've a cleric on hand who can revive you, it's best to NOT be connected to a creche. [see story seeds for an interesting story possibility]

 

Your original body and all your gear are left behind. Also, there's a good chance a remnant of you is created.

Geographical separation of the creche and the place you originally died becomes an important consideration. If you perished several hundred miles from your creche, you've a long journey ahead of you -- and most likely any intelligent creatures have plundered and disseminated your gear during the interim.

 

Creches don't make killing important NPC's futile. They instead end up a tactical objective. (Also, it's not 100% certain the NPC will be revived, and there's a one week lag for resuscitation -- and you can get all their gear.)

 

I wanted to see what would happen in a society that discovered how to [resurrect people] this on a regular basis.

 

2)Is there a way to disconnect your self from a creche.
The mundane way is to ask the people tending the creche to deactivate your sample. There will also be a second level spell to disrupt the link to the creche. A few more complex means would be using trap soul or majic jar, then killing the person's body.

 

If I understood well, using resurrection on a person bond to a rebirth creche create a remnant, so I would bond all high-level NPC to rebirth creche and then prohibit use of resurrection spells on their corpses.
That's the Imperium policy. However, outside the Imperium, the chances of finding a healthy creche drop considerably. It's not the best option for non-Imperium NPC's.

The point of a remnant being created when you cast resurrection on the dead body of a person who has been revived by a creche is not "don't use resurrection." The point is "don't use rebirth creches when you have resurrection available." Resurrection is more reliable and faster than a creche. Also, you won't be geographically separated from your gear, and you won't lose several days waiting for revival.

 

Is the remnant created from a resurrected body bond to a rebirth-creche able to increase in experience?
Sometimes.

If yes, then what is the difference between the remnant and the original character?
Depends on the quality of remnant created.

 

 

Ians alternative use for Rebirth Creches

Then again, having someone inaccessible for a week while they're rebuilt could also be useful when you want them out of your way but not killed.
Say a local person of power is giving you a hard time and you want them out of the picture for a little while so that you can further your agenda without there interference. If they were permanently killed the power vacuum that would create would destabilize your own power bas, and we wouldn't want that.
Well, why not hire a thief to steal a bit of there genetic material, transport that material to a creche way off the beaten track from where this is all going down, and then hire an assassin to take that individual out.
Not only will he be rejuvenating for a week, but when he wakes he wont have any idea where he is, and it will take him a bit to get back, thus throwing him in disarray and allowing the furthering of your own goals without your opponents interference.
Machiavellian politics within the Sleeping Imperium rules!

Now THAT is nasty! Good thinking! I didn't even see that one coming.

 

Liquid Memes

 

A liquid meme would be an idea, belief system, skills, or any other sort of learned behavior *that you can acquire by drinking it* -- imagine being able to drink a potion and instantly acquire skill with a weapon or taking your propaganda and political beliefs and putting them in the drinking water. Whoever takes a sip becomes a member of your political party . . .

 

For a Shaakh, learning via memes or having a mystical tattoo violates the tenets of The Way.

 

It will require two skills of 10+ ranks: alchemy and ch'vord'jha, along with a feat, to be capable of making memetic potions. (This assumes the proper materials, money, and time.) Each type of memetic potion will require a separate feat; some of the feats "tree" to one another.
The lowest level of potion is the information/sensory potion -- it just carries info. Almost like reading a book or experiencing an event, but the recall is much more vivid.
The next step up would be skill potions and behavioral potions. Skill potions give a +1 to +5 bonus to a skill (or let you learn a brand new skill). Behavioral potions can indoctrinate someone to a belief system or make significant changes to their mind.
The third stage of complexity is feat potions. You learn a feat by consuming them.
The final stage is profession potions. These contain an entire skill level in a class (which also raises your character class).
Each potion requires a skill roll in alchemy and ch'vord'jha to make successfully.

 

Memes are learned behavior, according to the theory. So it's just as permanent as actually learning or experiencing something.

Cost varies, but it's around the same prices as magical items.
There's an overall limit to the effect of memes on a character. For skills, the bonus can't exceed a total maximum of +5, and it works like the bonuses a wish spell can apply to an attribute. If you drink two potions that give you a +1 bonus to a skill, you only get a +1 bonus. You must drink a +2 potion to get a +2 bonus, and that +2 is not cumulative with any other potions that affect the same skill.
Just like you can control the influx of magic items into your game, you should control memetic potions and use them as big rewards for players. So far, the players have only found one stash of memetic potions, and that was in the home of a Hadarakh extremist they killed. But it was one HELL of a great reward for them.
If you're really worried about the influx of memetic potions into the campaign, you can always add side effects to their use. For example, the person drinking them might take on new personality aspects (remnants of the meme's original possessor) or the meme potion might be a "trojan horse" for an ingrained set of behavior forcing the player to obey some person or group. If you think about it, there's some incredibly nasty things you can do with them to prevent players from viewing memetic potions as a carte blanche for new abilities.

 

The liquid memes wouldn't register as magic, right? And I don't think "Identify" would work with them, too, the only way to discover what a meme potion does is by drinking it [snip]

[after agreeing] however, if you've proper skills and a lab, you can analyze the meme -- but there's almost never enough time to do that during an adventure. Also, there's a few meme related spells (e.g., Transfer Meme).

 

Q: How widely known are Liquid Memes?
A: Knowledge of liquid memes is about as common as specific knowledge regarding magic items. An educated person would probably know about them and seek them out. A farmer or craftsman would probably know little or nothing about them. A person with a lot of exposure to the Blarch or Outsiders would be very familiar with the concept.
Q: How widespread is the production of those potions?
A: The Hadarakh know how to create these potions. The Blarch can literally grow the potions from their bodily fluids. Outsiders (humans evolved for space travel) commonly use them for training and education. It's not uncommon for a major city to have a shop that sells memes -- but major cities are uncommon.
Q: For how long does the Imperium know about that possibility?
A: They've known about them for a long time. Some of the "mysterious sites" of the setting will be natural springs infected with memes.
Q: how often do high-level members of society use them?
A: There are pretty commonly used by the upper level members of society in both recreational and practical applications. Imagine a brothel of sensations . . .
Q: Is there a mail system or reconnaissance system widespread in the Imperium for sensations-oriented potions ?
I mean, does the Emperor send scouts at the fringe of the known-universe for them to create liquid meme of what they feel and learn there?
A: Yes, what you describe does exist. The Emperor himself would directly send the scouts, but his agents would. Messages delivered via meme would be safer than messages delivered via other methods. For example, in addition to the message meme, you could add a loyalty meme. When the message is intercepted and imbibed by the wrong party, the wrong party suddenly acquires loyalty to the Emperor and completes the mission of transmitting the message.
Q: What effect has the liquid meme on its creator? Does he lose his memories? Does he lose some XP?
A: Since a meme must be extracted from a person, I'm going to apply an XP cost to the potions. This will simulate a temporary dilution of their personal meme and serve as a (artificial) game control on meme production. Meme extraction is also a great means of interrogation, though it's very destructive to the psyche . . .


Meme Skills

Here's the general plans for a meme-related skill in the Imperium.

The Imperium name for it is nemamagi'jha ("The Way of the Fragments of Knowledge"). Basically, it's just an information skill, letting you understand how ideas are transmitted. At a high level of ability, you gain bonuses to Diplomacy, Intimidation, Sense Motive, and similar communication skills because you intimately understand how to communicate effectively and transmit your ideas in the "catchiest" manner possible.

If you have a high level in nemamagi'jha, you can develop feats, giving a practical application to your theoretical skill. The feats are . . .

Memetic Suggestion - you say something in such a way that it sticks in someone's head and makes them follow the suggestion for a short while.

Memetic Extraction - by using certain tools, you can extract memes from other people's brains.

Craft Memetic Potion - you can make liquid memes that have a short-term effect on an individual.

Craft Greater Memetic Potion - you can make liquid memes that have a long-term effect on an individual, such as giving them an experience level or new skills.


 

Are the first three feats prerequisites for the last one?
Nope. The only one with a prerequisite is Craft Greater Memetic Potion. It needs Craft Memetic Potion.

Also, can someone with this skill create a liquid meme potion and use it on themselves, or does the potion come from the memes of the maker?
The memes come from the creator of the potion, unless you have the Meme Extraction feat. Your memes don't do much good on you, but they do work on other people

 

An oceanof knowledge (I’m so funny I just kill me)

  • I was reading about quantum computing this week and had an idea: the water on Ul'malcant -- ALL the water -- is a huge quantum computer made millions of years in the past. I'm going to create a feat, that permits an individual to drink water and make the appropriate skill rolls to use the computer. The idea is still in raw form, but I think it will be a lot of weird science fun.
  • From what I've read of quantum computing, the processing takes place on a subatomic level using the state of protons. Since Precursor science is so far beyond our own that it's practically magic, I'm not sure how they'd get all the water in their biosphere to become a quantum computer -- but the water does have protons, and theirs a lot of talk about using a liquid medium for the "processor" of these computers. I figure they could do it.
    Like Le Gnome says, water internalized would be a standalone computer, disconnected from the network. To be in "the network," you'd need ch'vord gills or somesuch augmentation.
    I do have an idea for a special race that lives in the computer medium . . .

In order for it to remain in connection with the main network, it's "proton-processing-network" need to be in connection with the main body of water. If you separate from the rest of the water -- especially if you change its state by ingestion -- it becomes a discrete computer that exists for only a short period of time.

  • One thing I want to avoid in the computer is a psionic explanation for its functions. I also want to avoid any implications of the computer having its own functional consciousness.

 

 

What kind of uses would the computer have? As a communications resource, a library, complex mathematical computations? I mean, how is it going to affect play?
I would think, after millions of years of entropy and data build-up without any sort of management, the waters would be very difficult to use. A lot of data is buried in them, but it's written in a non-Euclidian, non-linear Precursor language, making it damnably difficult to understand. Depending on the character's skill, immersion in or consumption of the waters could allow them to perform some very basic computations. They might even be able to mine for data -- if they can crack the pass codes of the system. I see it as an ecstatic vision that gives them a sudden flash of insight. (Probably have a prerequisite of the meditation feat.)

I like the idea, but I wouldn't put that on Ul'malcant in my campaign. I'd put it on another world which is difficilt to reach, and sparsly populated by the Imperium.
I thought about that, but it's not consistent with Precursor behavior. They tend to make Big Things, then outgrow them rapidly and let them lie. With Ul'malcant being their primary world, it makes sense that they would be build the computer where it is most accessible.


 

 

 

Of Men and Monsters

Average Humans

An average human gets to buy their stats with 25 points. They get two "floating" +2 bonuses to ability scores, meaning they can place either bonus on any ability score they desire

An average human should have 12's or 13's in most of their ability scores, with two ability scores in the 14-15 range. The two high ability scores should be associated with their Fuhumtahf.

All Imperium humans have fuhumtahf bred into them. A relatively small percentage of the population are also klarfahthal -- meaning they are dissatisfied with the established order and given to adventure.

 

PC Racial origins

  • Not all PC's will be khlarfahthal in a campaign, most especially paladins and hadarahk. In the party we're currently running, one of the humans is a Notwe (tribal) so he has neither fuhumtahf nor khlarfahthal. For a while, we had two Hadarahk in the party. The rest of the players were Imperium humans who were khlarfahthal.

There’s going to be two strains of human: Notwi and Imperium. As you can see from the Notwi, they're not just like the standard D&D humans -- actually they should be able to have a standard D&D human for breakfast. Imperium humans have a trait called fuhumtahf that grants them +2 to two ability scores and a +2 racial modifier to two skills. They also have an innate, minor psionic ability.

  • Natural selection has made them [notwe] extremely tough.

 

Racial Limits on Spellcasters

There are certain Imperium human only classes (e.g., Vadahadarahk, Vadashem, and Paladin) that are indwelt by the Emperor and receive "safe" magic. These classes aren't available to Notwi. Also, some of the Vada- orders probably won't be available to the Notwi, but most of these are Imperium prestige classes anyway.
Are there differences between Notwi and Imperium spellcasters?
Not particularly, except the Notwi would be a bit more "primitive" in their techniques and their spellcasters would almost certainly have a medicine man-like role in the tribe.


Introducing SI

How did you introduce the setting to your players (and how would you like to introduce it in the future)? Original settings like this always require a great deal of explanation and I've always found it difficult to get that sort of information across when playing D&D. People always expect elves, dwarves, wizards and knights.

 

That's an excellent question. I'm going to have to think about it for a while -- and it would definitely make a good addition to the site: a one page handout that DM's can use to intro players to the setting.

The first time I played Imperium, I had a bunch of never-played-any-RPG guys, so I didn't have to work against their expectations. The other times, it was with folks who heard me talking about the first campaign and we kibitzed enough about the setting beforehand that they knew what to expect, plus I emailed these huge gobs of class-character-etc. data to them.

I think a simple, one-page summary of the setting would be best. Probably start with "In the future . . . " blah-blah-blah.

 

 

 

A player's handout is definitely a "less is more" type of thing. Just figure out the two or three most important things about your campaign and make up two or three sentences to describe. Then bullet point a few of your other details.

Most of the time -- especially if you're dealing with a teenaged gaming group -- the new players aren't going to read it anyway. So the best thing to do is give the hand-out during a session, have them read it in front of you, then talk to them about it.

I find the most effective thing to do is tell the simple stuff about the campaign that I'm most excited about, like, "Dude, there's these guys, called the Shaakh, and they can kick anybody's ass -- well except for these other guys, the Paladins, who are a good match for them. But I don't think you'd want to play a Paladin, because -- you know -- they're government guys. Men in Black type stuff."

At that point, every new player will suddenly want to play a Paladin because 1) you mentioned ass-kicking and 2) you told them they shouldn't do it.

In a fantasy game, some of the time, you don't have to worry too much about the players fully understanding the setting anyway. Back in those days, they didn't even have the printing press -- and if they did, folks weren't literate -- much less television, public education, and the other means of passing information in our society that makes us so incredibly aware of the world around us. Peasants know potatoes, plague, and maybe the village five miles down the road. Knights know a little politics, but mostly just get told where to go and who to kill by their lords. Having your players "in the dark" is realistic and also gives them the joy of discovering your world as they go along. Just give them information about their niche in the world, maybe a general note like "there's this king who rules this nation" -- it doesn't really matter if they ever see a map of the nation or even know the general size of it or the names of more than two towns. In a feudal society, they simply wouldn't know such unless they were upper class -- and adventurers shouldn't be upper class. Think of your players as explorers and your setting as the "new world."

 

Did you introduce completely new rules and elements as you went, or did you have most of the setting already created when you first sat down to play?
When we first started playing the Imperium, I had only a handful of classes made-up. Other than that, I had a general idea of what the Imperium was about, but nothing written down. Most of the setting just evolved on the fly. Details and new rules would appear in the middle of the game.

Sometimes, I'd just stop and say, "Look, your character knows this . . . . " Then, follow up with a description of the new item. (Nothing to stop the flow of the game, but just enough to add another layer to its "realism.") At other times, before the start of the game, I'd tell the fellas about the New Thing(s).

Once you set the player's expectations that you'll occasionally tinker with the rules and setting, but you'll be very scrupulous with not giving their characters the shaft in the process, they tend to be very generous with such things.

I think it's important to conceive of the storytelling in a game as similar to the storytelling in a good novel or movie. You don't want to overwhelm the audience with the details. You want to introduce them immediately to the conflict, then reveal details only as they relate to the needs of the scene. All the audience really needs is a few general details about the world (so they have a sense of a larger, external setting), specific details related to what they see in their scene (so they know what's going on), and details related to the important characters (so they know who's doing what).

While you may have spent the past few weeks figuring out the genealogy of all the royalty on your world, along with the various ancestors that obtusely relate one of your players to a noble house by bastardy, making them next in line for kingship, you shouldn't reveal that information to your players. First, it's boring. Second, all he really needs to know is that he's distantly related to the king and now next in line for the throne.

 

Here's an example from Star Wars: you don't have to know the entire history of the Jedi to appreciate them. All you have to know is 1) they've got mental powers, 2) they're the good guys, and 3) they were almost completely wiped out by the bad guys.

 

Roleplaying a Paladin

PC's can be Paladins, but they damned well better role-play it to the hilt -- or they violate their code, lose their status, and get hunted down and killed by all the other Paladins.

There's nothing to "balance" the Paladinate against the other classes. That's intentional. They're supposed to be the SAS and Navy SEALS of the Imperium, the bad mothers who hunt down and kill the rule-breakers.

While on the surface, it doesn't look like a PC Paladin would have many limitations, they have one tremendous drawback: a Paladin's time is not his own. Paladin are "on call" 24-7-365, subject to the urgings of the Emperor. A Paladin can't go somewhere because he finds it interesting or a good source of treasure. He goes somewhere because the Emperor has told him to go there, and what he does there is EXACTLY what the Emperor tells him to do. Most of their time is going to be spent executing lawbreakers (particularly Hadarahk and bureaucrats gone bad), exterminating Untvar, and fighting humgalough.

 

Still . . .

If you want some balance against the Paladinate, you can always consider the Shaakh.

Let us not forget Cosmic Rule of Roleplaying #23: "Balance makes for good game mechanics, but bad roleplaying."

 

The situation you describe is exactly what would happen. There's not much way to get around it, since the Paladinate -- by its very nature -- is inflexible.

You definitely need a predominantly lawful group for work with a Paladin. Imperium Paladins will tend to run rough-shod over the "weaker" characters. They also don't have the "goody-two-shoes" component of the standard Paladin and wouldn't bat an eye to kill someone who stepped over the line.

On another note, stealing and murder are legal in the Imperium. Double-dealing and manipulation is standard operating procedure for most citizens, an expected part of the way of life. A lot of the behavior that would be prohibited by the presence of a standard D&D Paladin is acceptable to an Imperium Paladin. You just have to do it the
Right Way.

And you have to accept that if you don't do it the right way, you're dealing with an individual who wouldn't hesitate to kill his own mother if the Emperor barely even suggested it.

 

By having classes with extreme behavior, interesting interpersonal conflict can be generated in a party -- not just the silly "who gets the +2 sword" interpersonal conflict, either. Fuhumtahf creates individuals with a place, purpose, and personality. It naturally breeds conflict with those who neither respect nor understand it -- and fuhumtahf always assumes that it is right.

In the social scale, Paladins are very near the top of the food chain. They are going to expect others to do EXACTLY as they say.

 

 

Allowing different types of PCs

The group I DM'd the most had a Shaakh in the mix and ended up with pretty much the same problem, except at the other end of the spectrum.

The other players would want treasure. The Shaakh would dump it as a distraction from the Way.

The other players would want to capture someone for interrogation. The Shaakh would kill him.

The players would want to avoid a fight. The Shaakh would go start it.

 

 

I understand from where you come.

One of the biggest disasters in one of my campaigns was allowing a first time role-player to play a Hadarahk. He ended up being executed by his own organization for insubordination. This was after a multitude of explanations and warnings as to why his behavior was unacceptable.

If I had it all to do again, I wouldn't let first time SI players be the government classes. I'd have the entire party be a mix khlarfathal, non-humans (not Untvar!), and Notwi. Then, they wouldn't be expected to understand the social structure very well (though they'd be punished for gross violations) and would have some social mobility that's unavailable to characters tied directly into the class structure.

After a while, once the players have had a chance to interact with the government NPC's and understand their role, they can make a new character and play one.

With a Paladin in the party, you would be limited to Imperium strike missions for the most part. Also, unless the other player characters are significantly higher level than the Paladin and come from one of the higher social classes, the Paladin will be assigned the role of leadership in the party.

 

Oh, and . . .

One of the advantages of having a party of Notwi and non-humans is that you can set the adventures in a frontier trading village. The players wouldn't be expected to have much knowledge of the Imperium and could find it out through a process of discovery, rather than needing explanations of everything before they ever choose a character.

 

Druids

Are there Druids in the S.I.?
Yep.
If so, how are they different from the Druids in the books?
Instead of drawing power for "nature" as a universal force, the druids draw their magic from a super-dimensional concept of nature, per the magic rules. They suffer transformation from constant use of their powers.
Just like other divine spellcasters.

Have you ever had a Druid in your campaign?
Back when we played using 2nd Edition D&D rules, one of the PC's was a Vadasuul, which is similar to a druid, but has algae injected into their skin to allow them to draw sustenance via photosynthesis (and makes their skin bright green). He didn't last long, though. Got his head whacked off, then ended up being reincarnated as an ogre mage.


(after some major decisions)

And what about druids?I like druids about as much as I like taxes. So, bye-bye druids! In the old 2E campaign, I had a special class, the Vadasuul, in the niche of druids. 3E has given me so many options, that I'm damned near dizzied by it all. The Vadasuul now become a prestige class that studies the Word of Nature, doing pretty much the same thing as druids but in a much weirder and cooler way. They have algae in their bloodstreams that makes them bright green. Because they consume sunlight, they don't like to wear clothing.



Rangers and magic

In all the years that I've played D&D, I've almost always played a ranger or a monk. To my recollection, I have never cast a spell as a ranger. The whole appeal of the class was the Big Billy Bad-ass of the North Woods thing, not the tree-huggin' magic. The SI rangers will be more like Texas Rangers: they're tough guys who survive in the wilderness. No spells, but a lot of bonus feats to cover wilderness abilities, like Trailblazing and the Long Run.



Remnants (from Rebirth Creches)

 

Remnants are like a combination ghost and zombie -- maybe even a vampire. It inhabits your original body, and will probably not be disposed towards giving you all your gear back. And it's probably mad as a hatter, since the only thing it will remember is the trauma associated with death and rebirth. It will probably think that you are the copy, not it.

 

The more powerful the creature revived [by a rebirth creche] the greater the chance a remnant will be created [in the abandoned body]. Just in case anyone wonders from where dracoliches will come in the setting . . .

 

Note: Remnants also often created without a creche being involved see The official definition.

From Whence Monsters?

Wouldn't it be odd if there were -- in actuality -- no non-human species in SI? That the other races derived millions of years ago from human stock and have drifted sufficiently far from the genetic tree as to be unrecognizable? Not that I'm necessarily saying this is true . . . but . . . it is rather suspicious that they are all carbon-based, oxygen-breathing races with a psychological makeup somewhat similar to humans.

 

Humgalough

  • Humgalough is about as specific as the term, "monster." It does refer to war-machines created by the Precursors or offspring of those machines.
  • Humgalough is a very generic term, intentionally vague. (Like just about every Imperium term referring to Precursor times.) Firearms damage some of the Humgalough, such as the Otsarg, -- then there are others that can glide between the stars on solar winds and some that are nothing more than powerful viruses.
    Most humgalough are organic in nature, not robots. The organic ones (at least the smaller ones) have armor that can be punctured by firearms, making guns a more effective weapon than swords or bows. (Plus you can shoot at them from a distance.)
    Some humgalough are so old that they've become brittle and a bullet can penetrate their outer shell, damaging components.
  • I'd really rather not get too detailed about their [Humgalough’s] original purpose. Most of the Precursor events occurred millions of years in the past and revealing or explaining too much spoils the mystery of it. Plus, with all this time to evolve, the humgalough hardly resemble their original designs . . .
  • Beholders are humgalough
  • Humgalough do reproduce, and they do evolve. The present humgalough are almost unrecognizable in comparison to their original models.

 

Humgalough & the Gloaming

Some humgalough are affected by the Gloaming, but not all of them. There are rare instances where the more mechanical of the humgalough have received souls and self-awareness from the bizarre effects of the Gloaming.

 

Larger than human-size humanoids

I want to avoid these for the most part. And I especially want to avoid giant-sized insects and animals. And giant-sized flying creatures.
I know these types of creatures are the staple of fantasy, but I want a more "scientific" air to the Sleeping Imperium. This means some (significant) changes to the monsters presented in the Monster Manual.
For example, wyverns will exist, but in addition to wings, they have gasbags that allow them to fly. (I'll have to make a drawing of it.) Just use the same stats as the MM, but add the gasbag explanation.
Giant races exist in the campaign, but they won't be humanoid in appearance. For the most part, they use the same stats as the MM, but the look and explanation of some abilities is different. The cloud giants won't have legs, but instead will have a flexible carapace and two huge gasbags allowing them to float. They maneuver by expelling gas and flapping rows of fins.

[see also antimagic]

 

The Untvar

The Untvar aren't intended to be grays in the gray alien sense, but rather gray in the "our skin color is the average of all other skin colors so we don't have to worry about racial equality" gray. Their eyes are large, but not a single color -- they look like Asian eyes. And they're wiry (like a young Clint Eastwood), not skinny. I'll get a drawing up for them eventually.

 

Links which have come up in posts

Tekumel – http://www.tekumel.com/ or the tekumel to 3e conversion doc

D20 World Builders - http://www.geocities.com/d20wbg/

the Open gaming license at http://www.opengamingfoundation.org/ogl.html

Language maker http://www.langmaker.com/index.htm

Alan Kellogg’s site  - http://www.mythusmage.com A Dangerous Journeys Web Site

Ian’s site - http://www.peoplhateme.com

A (*FREE*) translation of the Book of Five rings - http://www.rpg.net/

Earth in 50 million years - http://www.scotese.com/future.htm

If you want real-world information on meme theory, go to http://www.memecentral.com/

Goatman’s old master (who espouses a similar belief to that of an Imperium warrior) -
http://www.winjutsu.com/source/takamatsu.html

 

All about Ken

 

Kens Roleplaying past

The only RPG's I've played, other than D&D were Marvel Superheroes, Star Frontiers, Twilight 2000, and James Bond 007. I did buy the books for GURPS, Traveler, and Champions, but never liked the systems enough to want to play them. For the most part, I'm a D&D man, all the way. Especially the new 3rd Edition rules. They're great.

 

Kens Martial Arts past

My main thing is boxing -- I learned it when I was eight, so I end up "defaulting" to it. I know shotokan, aikido, a little ground fighting, tae-kwan do, and few other tidbits.

 

Ken on Simple Pleasures

Oh, yeah . . . that's better . . . much better. How utterly cathartic. Now I feel a consuming sense of peace about the parry rules. Is this Nirvana?
I'm also going to change the Seven Dragon's Spear Technique AC bonus to +1 cause -- well -- it's kind of silly to make it better than a shield.
Oh, sweet mechanics, how I love thee! Let me tinker with thee more each day! Place thy sweet mechanicky goodness directly in my vein!

 

Ken laments the disappearance of old school fairy tales

Let me just say (if anyone hasn't noticed it yet after reading how I feel about nymphs), that I have this . . . oh, what's the word? . . . CONTEMPT for little fae creatures. "Hello, look at me! I'm a happy forest spirit! Watch me frolic through the forest and sing my little songs!" Whatever happened to the creepy fairy tale creatures that stole your babies and ate them, huh? That's the messed up kind of thing you're going to meet in the dark, enchanted woods.

 

Ken on the PCs Prospects

Now, for my question to you: ARE YOU NUTS?! Don't you know that in a fantasy game any attractive creature of the opposite sex that desires even a dalliance with homicidal, antisocial megalomaniacs (read: Player Characters) is a TRAP?!

I WEEP for you! Oh, I WEEP

 

Kens Mailbag

Ian: I can truly appreciate how screwed up in the head that you are. Which reminds me, did you get the package I sent, cause if not she would be out of Fritos by now.

 

Ken: Uh-oh. Uh . . . I got the package, but I figured I'd wait until Christmas to . . . uh . . . open it. Well, that at least explains the smell in my apartment . . .

 

And, of course, Ken on Giant Rats

It's the sissified, everybody runs into 'em in a gaming session ones that I don't want to use -- especially those damned giant rats. Why in the hells does everybody and their dog use giant rats?! Rats are NOT going to attack you unless they're extremely hungry, and you're extremely weak, like an invalid or a baby. And -- for goodness sake -- they wouldn't be GIANT rats unless they had plenty to eat!

Er. Excuse me. Let me wipe a little of this froth from my mouth.

"Hi, my name is Ted. I'm a Paladin. I've trained for years and years to achieve the basic skills of my class and adhere to noble standards of fighting evil and immorality everywhere. I think I'll go kill some big rats! Woo-hoo!"

Okay. Okay. I'm calming down now.

 

The Sleeping Imperium ©2000 Kenneth S. Hood
Dungeons & Dragons® and Dark Sun are registered trademarks of Wizards of the Coast, used without permission.