Monday, July 29, 2013

Manuraptor- race

Manuraptor
The manuraptor people are native to the plane of dinosaurs. They are a mixed folk, with a wide variety of ideologies and cultures. They are to their plane what humans are to the mortal realm- ubiquitous and varied.
Personality: Manuraptors are much like humans- adaptable, diverse, and ambitious. They are also just as short lived, which makes them look toward the future rather than the past in most cases. Other than that, every manuraptor is different.
Physical description: They typically are about 4 to 5 feet high, being more bent over than the race of man, but they are very long, often measuring nine to ten feet from the tip of the tail to the tip of the snout. They look like most other members of the Dromaeosauridae family, especially their cousins, the velociraptors, except for one big difference- hands. They have four fingers and a thumb, like most sentient species, although, unlike most other sentients, they have claws. They  come in many colors, depending on where their ancestors came from- mottled green for jungle, yellow for sandy deserts, and grey for rocky coastlines, along with many other camouflage shades. Now that the necessity of blending in is part of the past, new shades have been evolving, and many manuraptors have a penchant for tattoos. They have no hair, but a northern variety is covered in feathers.
Relations: No other intelligent races are native to their plane, but many pass through, making the manuraptors accepting of outsiders, for the most part.
Alignment: Manuraptors of all alignments can be found.
Manuraptor Lands: The plane of dinosaurs is home to many prehistoric beasts. Only a small amount of it is colonized by the manuraptor race, but the areas that are tend to be safe and civilized. Many other races are found in their lands, some having come to the plane accidently, others deliberately. Many pass through their plane on the way to other planes, as it is somewhat of a planar nexus, with many portals and thin spots between the planes.
Religion: Most manuraptors worship Anu Rex, the primary manuraptor god, but some worship Tyrannus, his evil younger brother. However, other gods are worshipped, both native and imported.
Language: Miraculously, most manuraptors speak Common. All also speaks their native, growly tongue, raptor.
Names: Being at a nexus of realities with all sorts of passers through, manuraptor names run the gamut, with some names that are claimed by the parents to be native, and many imported names as well.
Adventurers: Manuraptors adventure for as many reasons as there are manuraptor adventurers.

Manuraptor Racial Traits
Medium-size: As medium-size creatures, humans have no special bonuses or penalties based on size.
Manuraptor base speed is 60 feet.
Automatic Language: Common and raptor. Bonus Languages: Any (other than secret languages like Druidic). Manuraptors pick up the many languages of the races that pass through.
Manuraptors get 4 extra skill points at first level and 1 extra skill point at every level thereafter, because they are fast, versatile learners. 
Attacks: Talons (+0, 1d6).
Favored Class: Any. When determining whether a multiclass manuraptor suffers an XP penalty, the highest-level class doesn’t count. 

Sunday, July 28, 2013

The Magic Chef

Magic Chef- a Prestige Class
The magic chef is a master of both the magical and the culinary arts. A central figure in any royal kitchen, his creations are both useful and delicious. Anything from his kitchen is sought after by both adventurers and aristocrats alike. He sails through the battle on top of an angel food cake lighter than air, striking down foes with a spatula or flambéing them with fireballs. Then he goes home to prepare a banquet for the king.
Wizards and sorcerers become magic chefs to pursue their love of cooking while still continuing their arcane studies. Clerics become magic chefs to honor their gods, who love a good meal as much as anyone. Bards, whose creative passion is music, not cooking, are rarely seen, as are paladins and rangers. Druids use their knowledge of edible wild foods to produce culinary creations at no cost other than time. NPC magic chefs are often found in the kitchens of kings or other royalty, preparing creations of oral and olfactory delight.
Hit Die: d6

Requirements
To qualify to become a magic chef, a character must fulfill all of the following criteria.
Spells: Ability to cast 2nd level spells.
Skills: Profession(chef) and craft(culinary) 6 ranks.

Class Skills
The magic chef’s class skills, and the key ability for each skill, are Concentration (Con), Craft (Int), Diplomacy(Cha), Knowledge(arcana) (Int), Profession (Wis), Spellcraft(Int), Survival(Wis).
Skill Points at Each Level:  2 + Int modifier

Class Features
All of the following are features of the magic chef prestige class.

Table M-1: The Magic Chef
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
+0
+0
+0
+2
Bake Potion, Weapon to Spatula, Food-Oriented, Wild Food
-
2nd
+1
+0
+0
+3
Basic Recipe, People Like Your Food
+l level of existing spellcasting class
3rd
+2
+1
+1
+3
Basic Recipe
+l level of existing spellcasting class
4th
+3
+1
+1
+4
Basic Recipe, Medium Recipe
+l level of existing spellcasting class
5th
+3
+1
+1
+4
Medium Recipe,
 People Love Your Food
+l level of existing spellcasting class
6th
+4
+2
+2
+5
Medium Recipe, Advanced Recipe
+l level of existing spellcasting class
7th
+5
+2
+2
+5
Advanced Recipe
+l level of existing spellcasting class
8th
+6
+2
+2
+6
Advanced Recipe, Five Star Recipe
+l level of existing spellcasting class
9th
+6
+3
+3
+6
Five Star Recipe
+l level of existing spellcasting class
10th
+7
+3
+3
+7
People Really Love Your Food, Delicacy, Cook Wondrous Item
+l level of existing spellcasting class

Weapon and Armor Proficiency: A magic chef is proficient with all simple and martial weapons.
Bake Potion: Like brew potion, except you must make a DC 15+spell level craft (culinary) check to create the potion, and, instead of being a regular potion, it’s food. If you want, you may make the potion out of perishable food, and get rid of the exp cost for brewing a potion. However, the potion now lasts only a week, and the DC for creation is 25+spell level.
Weapon to Spatula: Any weapon you wield is transformed into a kitchen implement. The stats of the weapon remain the same. It just looks different.
Food-Oriented: You are now just as much a chef as a spellcaster. Your spellbook is now a cookbook, and you must wear a chef’s hat and an apron at all times or suffer a -2 penalty to your spell’s save DC. Your spells are now of a culinary persuasion. Your fireball or flamestrike is now called flambĂ©, and your magic missiles are shaped like pies. Use your imagination to decide what this does to your other spells.
Wild Food: Before making a craft (culinary) check for a recipe, delicacy, or perishable potion, you may spend a day hunting for ingredients. A successful survival check, the DC of which is the same as the crafting check, means you don’t have to spend money to make the potion or recipe.
Basic Recipe: You learn how to make one wondrous item worth less than or equal to 1000 gp out of food, or one of the recipes at the bottom under basic recipe. Craft it as you would craft any wondrous item, but ignore the exp costs, make a DC 10+item cost/100 craft (culinary) check and, remember, this item will only last one week unless otherwise stated. It also sells for ½ the cost of the usual item.
Medium Recipe: Same as basic recipe, but the item cost limit is 3000.
Advanced Recipe: Same as basic recipe, but the item cost limit is 6000.
Five Star Recipe: Same as basic recipe, but the cost limit is 10000.
Delicacy: Same as basic recipe, but the cost limit is 20000.
Cook Wondrous Item: You get the feat Craft Wondrous Item, but the item is made out of food. Unlike your recipes, you must pay the exp cost and the item lasts as long as you want it to.
People Like Your Food: If you feed a person a basic recipe or better you have crafted that is not more than a week old, or spend a half a day making a DC 15 craft (culinary) check to feed them food, you get a +4 diplomacy bonus for one day with the person you have fed.
People Love Your Food: Same as people like your food, but the DC is 20, or you can use a medium recipe or better, and the diplomacy bonus is +6.
People Really Love Your Food: Same as people like your food, but the DC is 25, or you can use an advanced recipe or better, and the diplomacy bonus is +8.
The magic chef may switch the recipes he/ she knows at 5th and 10th level.

Basic Recipes:
Bag of Bad Meat: Same as bag of tricks, grey, but produces small quantities of undead meat, with the same stats as a Kobold Zombie, but with only the slam attack.
Bag of Pudding: Same as bag of holding 1, but only costs 1000gp, and anything that goes into it comes out covered in pudding. The pudding has no nutritional value and will not keep you from starving, and anything that would normally be ruined by being covered in pudding (paper, fabric, etc.) is ruined.
Bowl of Beans: Provides a +5 competence bonus to the user’s jump checks for one hour after being eaten. Costs 500 gp for the purposes of creation.
Medium Recipes:
Refilling Bowl of Beans: Provides a +5 competence bonus to the user’s jump checks for one hour after being eaten. After one hour, it refills. Costs 2500gp for the purposes of creation.
Spicy Tacos: Allows firebreath for 1d6 rounds after being eaten. Costs 3000gp for the purposes of creation.
Advanced Recipes:
The Perfect Angel Food Cake: This angel food cake is so light and fluffy it actually floats. Allows the person riding it to fly as if he or she had cast levitate on him or herself. Costs 6000 gp for the purposes of creation and the creator must cast levitate.
Five Star Recipes:

Delicacies:


Saturday, July 27, 2013

Winter's Sun

A fur fluffed squirrel
Foraging on the empty earth
Above, the pale sun.

An acorn lies still,
Winter’s store under cold earth
But rotten at core.

All around, death, sleep,
Bare branches, hungry creatures,

Under winter’s sun. 

Preservation

Take a nice flower,
Press it long between pages,
You’ve got dried compost.

Take any moment,
Press it small between pages,

You’ve got a haiku. 

Oura, the third generation

Oura- A Cleric Variant
Unless noted otherwise, the oura is the same as a cleric.
Few people realize that most gods are created and sustained by belief.  The gods themselves tend to guard this knowledge zealously, but, every so often, a mortal finds out. The more astute and charismatic of these individuals eventually become oura.
Oura use sheer force of belief to form their own proto-gods, or godlings, weak demigods capable of granting their oura powers similar to those of a cleric. Unlike clerics, however, oura are often accompanied by their godlings, who, after all, have a vested interest in the oura’s survival. Without the oura’s persistant belief and persuasive evangelism, a godling would be reduced to a voice on the wind, and, without the godling, the oura would be powerless. Together, however, they are a force to be reckoned with.
Adventures: Oura see adventuring as a way to get more followers for their godling. Many oura seek to do this through persuasion, diplomacy, and good works, but others are not so noble. They find that threats and deceit will often work just as well.
Characteristics: An oura practices divine magic, just like a cleric. However, a godling can’t grant as much power as a fully-fledged god, so an oura casts fewer spells per day, and can only prepare from a small list of spells. Oura aren’t much good in combat, but that generally doesn’t matter, as their godling’s manifestation tends to shield them from most of the fray.
Since building up a godling’s power requires evangelism, most oura are skilled at dealing with people. They also tend to be well versed in divine lore.
Alignment: An oura’s alignment is always the same as his or her godling’s.  Oura tend toward chaotic, and are rarely lawful, because being an oura is all about bending the cosmic rules.
Religion: An oura only worships his or her godling. Exactly what form this worship takes depends on his alignment.
Background: Most oura learn their craft from an experienced oura and his or her godling. The most important skill an oura acquires during this apprenticeship is the ability to project a powerful force of belief. This mastery of the mind requires many years of study. When an oura thinks his apprentice is ready, he sends him deep into the desert, where the little gods are. Each embryonic godling is a spark in the air above the desert sands, barely perceivable. The prospective oura choses one that feels right, and then fixates on it, feeding it belief and showing it a shape it can become. Thus, the apprenticeship ends, and a godling is born.
Races: You can find oura of all races. Those races with more jealous gods are usually less well represented, as they tend to die before the end of their apprenticeship.
Other classes: An oura tends to try to get along with everyone. However, clerics tend not to like them, as they consider the creation of a new god to be irreverent, if not an outright affront to their god.
Role: Godlings usually try to shield their oura from combat, and most are more than happy to extend this protection to other fragile casters. The oura themselves tend to work to buff and heal other party members, as well as attacking from a distance, when possible.

Game Rule Information
Oura have the following game statistics.
Table O-1: The Oura
Oura
Spells per Day
Level
Base Attack Bonus
Fort save
Ref  Save
Will save
Special
0
1
2
3
4
5
6
7
8
9
1
+0
+0
+0
+2
Godling companion,
First Domain, Favored Weapon
3
0+1
-

-
-
-
-
-

-
-
2
+1
+0
+0
+3

4
1+1
-
-
-
-
-
-
-
-
3
+1
+1
+1
+3
Second Domain
4
1+1
0+1
-
-
-
-
-
-
-
4
+2
+1
+1
+4

5
2+1
1+1
-
-
-
-
-
-
-
5
+2
+1
+1
+4

5
2+1
1+1
0+1
-
-
-
-
-
-
6
+3
+2
+2
+5
Evangelical Leader
5
2+1
2+1
1+1
-
-
-
-
-
-
7
+3
+2
+2
+5
Third Domain
6
3+1
2+1
1+1
0+1
-
-
-
-
-
8
+4
+2
+2
+6

6
3+1
2+1
2+1
1+1
-
-
-
-
-
9
+4
+3
+3
+6

6
3+1
3+1
2+1
1+1
0+1
-
-
-
-
10
+5
+3
+3
+7

6
3+1
3+1
2+1
2+1
1+1
-
-
-
-
11
+5
+3
+3
+7

6
4+1
3+1
3+1
2+1
1+1
0+1
-
-
-
12
+6/+1
+4
+4
+8

6
4+1
3+1
3+1
2+1
2+1
1+1
-
-
-
13
+6/+1
+4
+4
+8
Fourth Domain
6
4+1
4+1
3+1
3+1
2+1
1+1
0+1
-
-
14
+7/+2
+4
+4
+9

6
4+1
4+1
3+1
3+1
2+1
2+1
1+1
-
-
15
+7/+2
+5
+5
+9

6
4+1
4+1
4+1
3+1
3+1
2+1
1+1
0+1
-
16
+8/+3
+5
+5
+10

6
4+1
4+1
4+1
3+1
3+1
2+1
2+1
1+1
-
17
+8/+3
+5
+5
+10

6
4+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1
0+1
18
+9/+4
+6
+6
+11

6
4+1
4+1
4+1
4+1
3+1
3+1
2+1
2+1
1+1
19
+9/+4
+6
+6
+11

6
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
2+1
20
+10/+5
+6
+6
+12

6
4+1
4+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1

Abilities: An Oura’s most important skill is charisma, as that determines how powerful his or her godling is, which, in turn, determines how effective the godling’s manifestation is in combat, and how many spells the godling knows how to grant them. Wisdom is also important as, like a cleric, an oura’s wisdom determines how many extra spells per day the oura gets as well as the spell’s save DC. High con and dex can prevent dying. Int and strength are less important, as an oura doesn’t tend to fight directly or use many skills.
A godling’s most important skills tend to be strength, dex, and con, although much depends on the class and race the godling decides to manifest as.  A godling’s wisdom, intelligence, and charisma may never be higher than that of the oura who created it.
Alignment: Always the same as the oura’s godling.
Hit die: d4

Class Skills
The oura’s class skills, and key abilities for these skills, also include Bluff(Cha), Disguise(Cha), Gather Information(Cha), Intimidate(Cha),  Perform(Cha), Sense Motive(Wis).  Knowledge(history) is not a class skill.

Class Features
All of the following are class features of the oura.
Armor and Weapon Proficiency: Oura are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Domains: At first, third, seventh, and thirteenth level, the godling gets a new domain, giving the oura access to the domain’s spells, and a new domain ability. You can select an alignment domain only if your godling is that alignment. Each day at least one of the spells chosen for each level must be a domain spell (that is what the +1 means).
Godling companion: The godling manifests as a protector for the oura in order to keep its primary source of belief from drying up. What form the godling takes depends on the oura’s level and charisma modifier (see Table O-2: Godling manifestation level), and the disposition of the godling (a lawful good godling is unlikely to be a giant spider or a drow). The godling may change its form anytime the maximum challenge rating goes up, and need not stay the same race or class, or even age. The basic nature of the godling (alignment, int, cha, wis) is never altered by the form the godling takes, but its strength, dexterity, and constitution may be. The godling may not use any spells, spell like abilities, or supernatural abilities of its form as all its magic is tied up in the oura. Other than that, its manifestation is the same as that of an ordinary creature of the same race and class.  If the oura is dead, the godling can no longer manifest. If the godling’s manfestation dies, the oura may meditate for 24 hours to bring the godling back in a manifestation <½ CR. It takes another 24 hours of meditation to bring the godling up to a form with ½ CR, and another 24 hours for ECL 1, and so on and so forth until the godling’s manifestation reaches full power. So, in all, to bring the godling back to full power requires one day x the godling’s maximum challenge rating plus three days. A godling’s manifestation vanishes inside an antimagic field, and counts against the leadership score of the oura just as an animal companion, special mount, or familiar would for the purposes of getting a cohort.
Favored Weapon: At first level, an oura may choose a favored weapon for his or her godling. The godling is always proficient with this weapon, and may manifest it along with his or her chosen form. If the weapon is ranged, ammunition also manifests, or the weapon automatically reappears in the godling’s hands following being thrown. If the godling’s maximum manifestation ECL is 3 or above, you may give the weapon total effective enhancement bonus  equal to the godling’s CR divided by three rounded down, which may include special abilities. The weapon’s powers cannot change; they may only be added to. You may choose not to add powers when you can to save up for more powerful special abilities. You may only choose Holy, Unholy, Anarchic, or Axiomatic if your godling’s alignment matches.
Turn/rebuke undead: The oura is unable to turn or rebuke undead. 

Table O-2: Godling Manifestation Maximum Effective Combat Level

Level of Oura
Oura
Charisma Modifier


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0 or lower

1
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
2
½
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
3
½
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
4
½
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
5
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
6
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
7 or higher
½

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
½= ½ CR
<1/2 = less than ½ CR

Evangelical Leader: This feat allows the oura to attract worshippers for their godling. It counts as the leadership feat for the purposes of taking other feats (spiritual leader, epic leadership, etc). The oura may not take the leadership feat in addition to this ability, but may replace this ability by taking the leadership feat if he or she so wishes. The oura does not get a cohort, ever, unless he or she takes the leadership feat, but does get worshippers. The number of worshippers the oura can get is based on the oura’s leadership score, which is the oura’s level plus his or her charisma modifier, plus any other modifiers (see table O-3) that might apply. Once you have your oura’s leadership score, look at Table O-4 to see how many worshippers your oura can attract for his/her godling. Please note that this is an upper limit, not something you automatically get. It takes time and effort to acquire worshippers. They are also just people who worship your godling. They will not necessarily follow all your orders. For every 20 worshippers gained, you get one first level cleric or favored soul, or a previous cleric or favored soul may take another level. For every 30, the godling gets a +1 AC armor bonus.
Table O-3: Modifiers to Leadership Score
Condition
Modifier
Godling or oura as great renown
+2
Godling or oura as reputation for fairness and generosity
+1
Godling or oura has reputation of special power
+1
Godling or oura has reputation for failure
-1
Oura is aloof
-1
Godling or oura is cruel
-2
Godling has a temple
+2
Godling or oura has caused the death of other followers(per follower killed)
-1
Godling has a reputation as a protector
+1
Godling or oura has prevented the death of other followers
+1
DM’s choice
+/- DM’s discretion

Table O-4: Followers per Leadership Score
Leadership
Score
Number of Followers by Level
1st
2nd
3rd
4th
5th
6th
9 or lower
10
5
11
6
12
8
13
10
1
14
15
1
15
20
2
1
16
25
2
1
17
30
3
1
1
18
35
3
1
1
19
40
4
2
1
1
20
50
5
3
2
1
21
60
6
3
2
1
1
22
75
7
4
2
2
1
23
90
9
5
3
2
1
24
110
11
6
3
2
1
25 or higher
135
13
7
4
2
2