Thursday, March 2, 2023

Race: Porcelain Warforged

Porcelain Warforged


Created in the same manner as standard warforged, porcelain warforged are works of art as much as they are living constructs. Commissioned by nobles, wealthy patrons, and master artisans, these beings are formed from carefully shaped porcelain, stone, and metal, their bodies sculpted with deliberate elegance rather than martial efficiency. Smooth surfaces, painted details, and refined features often give them an almost statuesque beauty, allowing them to pass as living sculptures when at rest.

Despite their grace, porcelain warforged are inherently more delicate than their ironbound kin. Their ceramic bodies, while resilient to decay and immune to many biological afflictions, are vulnerable to heavy impacts and crushing force. Hairline fractures, chips, and visible repairs are common among older individuals, and many bear the marks of careful restoration - gilded seams, lacquered joins, or mismatched plates that tell the story of past damage. This fragility often shapes their outlook, encouraging caution, precision, or an appreciation for preservation over destruction.

Porcelain warforged occupy a unique social space among both constructs and living beings. Their expressive features and heightened charisma make them well-suited for roles requiring presence and interaction - courtiers, performers, envoys, or attendants. However, their slightly diminished intuition and physical vulnerability can leave them disconnected from harsher realities, and many struggle to reconcile their purpose as crafted objects with their existence as free-willed individuals. Some embrace their role as living art, while others seek to prove that beneath their polished surfaces lies a will as strong as any forged in steel.

Racial Traits

  • +4 Charisma, –2 Constitution, –2 Wisdom: Porcelain warforged are aesthetically refined and socially striking, but their delicate construction and somewhat detached awareness make them less hardy and perceptive.
  • Medium: As Medium creatures, porcelain warforged have no special bonuses or penalties due to size.
  • Base land speed 30 feet.
  • Living Construct Subtype (Ex): Porcelain warforged are constructs with the living construct subtype.
    • Unlike other constructs, a porcelain warforged has a Constitution score.
    • A porcelain warforged does not have low-light vision or darkvision.
    • Unlike most constructs, porcelain warforged are not immune to mind-affecting effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened condition, and energy drain.
    • Cannot heal damage naturally.
    • Subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
    • Can be affected by spells that target living creatures as well as constructs.
    • Healing spells and supernatural healing effects restore only half normal hit points.
    • Repair spells (such as repair light damage) function normally.
    • A porcelain warforged can be raised or resurrected.
  • Fragile Construction (Ex): The ceramic and stone composition of a porcelain warforged makes it particularly vulnerable to heavy impacts. A porcelain warforged takes an additional 1d6 points of damage from any successful attack that deals bludgeoning damage.
  • Repulsion Vulnerability (Ex): A porcelain warforged is affected by spells such as repel metal or stone as if wearing metal armor.
  • Living Construct Resilience:
    • At 0 hit points, a porcelain warforged is disabled, but does not risk further injury from strenuous actions.
    • At –1 to –9 hit points, it becomes inert (unconscious and helpless), but does not lose additional hit points unless further damaged.
  • Slam Attack: Porcelain warforged have a natural slam attack that deals 1d4 points of damage.
  • No Need for Sustenance: Porcelain warforged do not need to eat, sleep, or breathe, but can benefit from consumables such as potions or spells like hero’s feast. Spellcasters must still rest 8 hours to prepare spells.
  • Automatic Languages: Common.
    Bonus Languages: None.
  • Favored Class: None.
  • Level Adjustment: +0.

Tuesday, February 28, 2023

Feat: Anointed Cleric

Anointed Cleric [General]


You are recognized as a spiritual authority among your faithful, capable of performing sacred rites and guiding your flock through life’s most important moments.

Prerequisite: Cleric level 1st

Benefit:
Choose a specific religious community or congregation (your “flock”), typically consisting of followers of your deity within a particular region or organization.

You gain a +4 bonus on Diplomacy, Gather Information, and Sense Motive checks when dealing with members of your chosen flock.

You are also able to perform common religious ceremonies appropriate to your faith, including rites of birth, marriage, and death. These ceremonies carry social and cultural significance, though they provide no direct mechanical benefit beyond those granted by this feat.

Special:
The DM determines what constitutes a valid “flock.” Expanding your influence to a new community may require time, roleplay, or additional investment at the DM’s discretion.

Monday, February 27, 2023

Feat: Mostly Harmless

Mostly Harmless [General]

"Mostly harmless"

You have an unassuming presence that causes others to underestimate you, often overlooking you as a threat until it is too late.

Benefit:
You gain a +4 bonus on Initiative checks.

Special:
This bonus does not stack with Improved Initiative. If you have both feats, you must choose which bonus to apply when determining your Initiative.

Wednesday, February 1, 2023

Feat: Sailor Swag

Sailor’s Swagger [General]


You carry yourself with the rough confidence of a seasoned sailor - hardened by hardship, yet strangely compelling despite (or because of) it.

Benefit:
When making Diplomacy or Intimidate checks, you may use either your Strength modifier or Constitution modifier in place of your Charisma modifier (your choice each time you make the check).

You must still meet any other requirements for the skill as normal.

Special:
You may choose which ability modifier to apply (Strength, Constitution, or Charisma) each time you make a Diplomacy or Intimidate check.

Class Modifications: Buccaneer

Class Modifications: Buccaneer


The buccaneer class is used as presented in Skull & Bones, with the following modifications:

Resilient (Ex):
The Resilient class feature is modified. Instead of granting a +2 resistance bonus on Fortitude saves to remain conscious due to Constitution damage, it now provides a +2 bonus on all Fortitude saves.

Bonus Feat:
A buccaneer gains Sailor’s Swag as a bonus feat.



Class: Bokor

Bokors are often associated with the creation of zombies and various other undead, and as such are reviled by the common peasant. It's not unusual for a bokor to have a small army of zombies accompanying them, much to the disconcertion of those nearby.

Also, bokors are said to work with Loa - souls or spirits which are either captured in a fetish (alchemical items) and made to enhance the Bokor's power or beseeched for assistance. Bokor normally work with the Loas Beraie, Baron Glegali, Mère Grosse, Inyammid, and in some cases they are said to work with Black Bête, the loa of the darkest bayou.

Bokors are similar to the "root workers" of Vodou. Some may be priests of a Vodou house. Bokor are usually chosen from birth, those who are believed to bear a great ashe (power). A bokor can be, by worldly terms, good or evil, though some sources consider them an evil version of a houngan.


Abilities:
 Charisma is the core ability of the bokor

Races: Any race but primarily those that live in swampy areas

Alignment: Any but tend toward chaotic

Starting Gold: Starting gold is 5d4x10 (100 gold.)

Starting Age: Younger

Hit Points: Bokor use 1d4 + Con bonus (if any) to determine HP

Class Skills: (2 + Int modifier per level, ×4 at 1st level)

Bluff, Concentration,Craft, Knowledge (Arcana, Forbidden Lore, Local, Spirit Lore, Undead), Spellcraft, Survival



Class Features:
• Weapon and Armor Proficiency: Bokor are proficient with Simple Weapons but don't use armor or shield.

• Spellcasting
As per wizard. Due to the nature of vodou, spells cast by bokor take double the normal length of casting time.

• Bonus feats
Starting at 1st level, and every odd numbered level thereafter, bokor can take one of the following feats:
Arcane Intimidation, Bloodburn, Bloodfury, Brew Potion, Corrupt Spell, Craft Alchemical Item, Dark Blessings, Defy the Dead, Empower the Dead, Enable Critical/Corporal Undead, Enable Critical/Incorporal Undead, Malign Spell Focus, Scribe Magical Tattoo, Spark The Undead, Swamp Stalker

Class: Hougan/Mombo

Hougans are leaders within the community who run temples (ounfò) to respect and serve lwa (also written as loa) alongside the Grand Maître (grandmaster or creator). Lwa are spirits, encompassing a collection of gods and nature spirits. Lwa manifest themselves in people during Vodou ceremonies through spirit possession. Each lwa has a distinct dance rhythm, song, sacrificial victuals, and clothing. Lwa choose oungans whilst they dream, where they are instructed by the gods of the Vodun to be their servants in the mortal world.

It is the hougan's role to preserve rituals and songs, maintaining and developing the relationship between the spirits and the community as a whole. Hougans are entrusted with leading the service of all of the spirits of their lineage, performing rituals for the community - death and marriage ceremonies; healing rituals; initiations for new priests (tesses); creating potions and casting spells; and dream interpretations.

Mombo are female hougan, but are otherwise treated exactly the same.


Abilities:
 Wisdom is the core ability of the hougan

Races: Any race but primarily those that live in swampy areas

Alignment: Any but tend toward lawful

Starting Gold: Starting gold is 5d4x10 (100 gold.)

Starting Age: Younger

Hit Points: Hougan use 1d6 + Con bonus (if any) to determine HP

Class Skills: (2 + Int modifier per level, ×4 at 1st level)

Climb, Craft, Diplomacy, Heal, Knowledge (Arcana, Forbidden Lore, History, Local, Religion, Spirit Lore, Undead), Spellcraft, Survival



Class Features:
• Weapon and Armor Proficiency: Hougan are proficient with Simple Weapons and can use Shields but never use armor.

• Spellcasting
As per Cleric. Due to the nature of vodou, spells cast by a hougan take double the normal length of casting time. Hougan may also sacrifice one spell and turn the lwa power into healing equal to 1d6 per level of the spell sacrificed (i.e. a hougan sacrifices a 4th level spell and can heal 4d6 damage to himself or someone else). Under no circumstance will a hougan ever attempt to heal a bokor, no matter the alignment, due to the hougan seeing the magic of the bokor as a corruption of the nature of the lwa and as submission to dark and evil powers.