Search This Blog

Wednesday 23 November 2011

Geoff

Geoff

Proper Name: Grand Duchy of Geoff
Ruler: His High Radiance, Owen I, Grand Duke of Geoff (exiled—LG male human Wiz15 (illusionist)/ Ftr5); now ruled by rival giant and nonhuman tribal leaders and shamans, divided by race and religion
Government: (Formerly) feudal monarchy with minor fealty to Keoland; (now) no central government exists
Capital: (Formerly) Gorna; (now) none
Major Towns: Gorna (pop. ?), Hochoch (pop. 5,500), Hocholve (pop. 0), Pest's Crossing (pop. 800), Pregmere (pop. 300)
Provinces: (Formerly) six high counties, numerous elven lordships among nomadic woodland tribes, a few dwarf and gnome lordships in Stark Mounds; (now) several ill-managed "provinces" commanded by most powerful giant inhabitants of former human cities
Resources: (Formerly) cloth, copper, silver, gold, timber, gems (I)
Coinage: [Modified Keoland] griffon (pp), lion (gp), eagle (ep), hawk (sp), owl (cp)
Population:70,000—Human 79% (FSO), Elf 9% (sylvan 90%), Halfling 5%, Dwarf 3% (hill), Gnome 2%, Half-elf 1%, Half-orc 1% (plus vast number of uncounted orcs, goblins, various giants, etc.)
Languages: Common, Flan, Keolandish, Elven, Halfling (plus Orc, Goblin, etc.)
Alignments: NG, LG, CG, N, LN, CN, CE* (law formerly LN)
Religions: Pelor, Ehlonna, Allitur, Phyton, Fharlanghn, St. Cuthbert, Obad-Hai, elf pantheon, Norebo, Beory, gnome pantheon
Allies: Sterich, Keoland, Gran March, Bissel
Enemies: Valley of the Mage (distrusted), nonhumans and giants in Crystalmists
Overview: The land of Geoff is utterly devastated. Its villages are ghost towns, and armies of orcs and giants of all varieties have inhabited the cities, taking as slaves those humans they did not kill and eat. Few buildings have escaped ruin, and the land's forests are being harvested for unknown purposes. Nearly everything that once was Geoff has been erased. The giants hold all land from the Crystalmist mountains in all directions but east, where the Realstream, Dim Forest, Oytwood, and Stark Mounds demarcate a chaotic, violent border with Gran March.
Geoffs isolated position accounts for some unusual weather. Morning fog is common near the Dim Forest, giving northeastern Geoff a reputation for secrecy and hauntings. Rain is plentiful, though thunderstorms are short, violent affairs. Winter brings significant snowfall, especially in the west and mountains.
Before the wars, Geoff was well known as a source for wool and furs. Animals, both wild and domesticated, once freely roamed the countryside. Most of these were captured and eaten by giants and orcs, though the deer population has grown following the loss of their foremost predator (humans—the orcs and giants eat cattle and horses). Roving packs of wild dogs range widely throughout Geoff, creating
yet another hazard in an already frightful realm.
Geoffs roads, predictably, are in disrepair. Traveling them is relatively safe, however, since giants ignore roads to take the most direct overland path, carrying their belongings. Few bandits inhabit Geoff, as the giants are dangerous and nothing is left worth stealing.
The giants' gains were hard won. Geoff's archers, predominantly sylvan elves and half-elves, picked off the first giant forays, allowing the full evacuation of the capital and much of the southlands. Eventually, Geoffs defense broke. Cavalry and pikemen were little match for seemingly countless bands of giants and nonhumans. Little evidence of an organized Geoffite army exists today; survivors long ago pledged themselves to Gran March or newly liberated Sterich, and they encourage the retaking of Geoff from afar. The largest group of these warriors is based in the all-but-annexed town of Hochoch, between the Dim Forest and Oytwood.

HOchouch

  /  112
 
WARMASTER 
On a green hill outside the Furyondan capital of Chendl sprawls a vast, white mansion surroundedby stables and fortifications. Most civilian passersbydeem it the home of some wealthy lord, but a prac-ticed military eye notes that many of the walls andcatapults face each other, not any outward threat.Also, military officers across the world recognize themansion as a hallowed training grounds: TheFuryondan College of War.Graduates of the College of Warcalled war-mastershave served Furyondy’s military forgenerations, providing most of the army’s high-ranking generals. Receiving an assignment to trainat the College of War is the best assignment a youngofficer can hope for, and those who excel in theharsh training there become a formidable presenceon the battlefield.Warmasters are generally drawn from the ranks of standing armies, so fighters predominate at theCollege of War. But the appointment process has apolitical aspect (as does everything else in Furyondy),so civilian “heroes of the realm” sometimes findthemselves training to become warmasters. Clericsand paladins of Heironeous and St. Cuthbert arecommon, but other classes are rare (every class at theCollege of War has at least a few wizards and rangers,however). Would-be warmasters are most oftenhuman, although every race is represented at theCollege of War.NPC warmasters are usually found at the head of an army, either on the march or defending a castle ata strategically important site. Most are eager to lenda hand to fellow warmasters; the college’s alumniform a loose “old soldier’s network.” Sometimes thebonds of comradeship even stretch across battlelines, although warmasters stress loyalty as aprimary virtue.This prestige class may not be suitable for allcampaigns, due to the responsibilities that warmas-ters have thrust on them and the complexitiesinvolved in maintaining a keep or castle. As in allthings, your DM decides on the viability of this classin your game.
Hit Die:
d10.
Requirements
To qualify to become a warmaster, a character mustfulfill all the following criteria.
Base Attack Bonus:
+7.
Diplomacy:
5 ranks.
Alignment:
Any nonchaotic, nonevil.
Feats:
Leadership (found in the
D
UNGEON 
ASTER 
sGuide
), Martial Weapon Proficiency, WeaponSpecialization.
Class Skills
The warmaster’s class skills are Bluff (Cha), Craft(Int), Diplomacy (Cha), Intimidate (Cha), Knowl-edge (Int), Profession (Wis), Ride (Dex), SenseMotive (Cha). See the
Player’s Handbook,
Chapter 4,for skill descriptions.Skill Points at Each Level: 4 + Int modifier.
Class Features
Brotherhood:
Warmasters are a fraternal organiza-tion, and members are generally willing to lend a handto their fellows. You gain a +4 competence bonus toDiplomacy checks made to influence other warmas-ters. This is a two-way street: You are expected to treatother warmasters honorably and charitably.
Leadership Bonus:
Warmasters earn bonuses totheir leadership level (character level + Cha bonus),enabling them to attract more powerful cohorts andfollowers when they use the Leadership feat uponearning a new level.
Battle Cry:
When your shout rings across the battle-field, it lifts the spirits of your allies. This ability func-tions as the bard’s inspire courage ability, found onpage 28 of the
Player’s Handbook
. This bonus lasts anumber of rounds equal to your Charisma bonus, and
CHAPTER 2: PRESTIGE CLASSES
37
Table 2–18: The Warmaster
Class Base Fort Ref WillLevel Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Brotherhood, Leadership bonus +12nd +2 +3 +0 +0 Battle cry3rd +3 +3 +1 +1 Direct troops, Leadership bonus +24th +4 +4 +1 +1 Tower, rally troops5th +5 +4 +1 +1 Hard march, Leadership bonus +36th +6 +5 +2 +2 Keep7th +7 +5 +2 +2 Battle standard, Leadership bonus +48th +8 +6 +2 +2 Castle9th +9 +6 +3 +3 Die for your country, Leadership bonus +510th +10 +7 +3 +3 Huge castle
 
you can shout a battle cry once per day for every levelof warmaster you have attained.
Direct Troops:
As a full-round action, you cangive compelling directions. You can bestow a +2competence bonus on either attacks or skillchecks to all allies within 30 feet. This bonuslasts a number of rounds equal to yourCharisma bonus.
Tower:
An organizationaffiliated with you (thearmy or an important lord,for example) has offered tobuild you a tower in a mutuallyagreeable location. As longas you upholdthe ideals of the organiza-tion involved,you can managethe affairs of the tower asyou wish, al-though youare respon-sible for up-keep costs. Atower is around orsquare, three-level buildingmade of stone.
Rally Troops:
Your presence isenough to grant anyallies within 30 feeta second savingthrow against
fear 
and charm effectsthat they havealready succumbedto. Even if they fail thesecond saving throw, any
fear 
effects are lesssevere: panicked characters are only frightened,frightened characters are only shaken, and shakencharacters are unaffected.
Hard March:
You can exhort your troops to marchfaster. Anyone traveling with you gains a +4 moralebonus to Constitution checks required for making aforced march or any other task requiring extendedexertion. Animals are not affected.
Keep:
As “Tower” above. A keep is a fortified stonebuilding with fifteen to twenty-five rooms.
Battle Standard:
The mere sight of your coat of arms or other heraldic display is enough to turn thetide of battle. Allies within 30 feet of your standardgain the effects of both Battle Cry and Rally Troops(above) as long as the standard is within range andheld by you. If your standard is captured in battle, allallies within range aware of its loss suffer a –1 moralepenalty to attacks and damage until it isrecovered in addition tolosing the benefitsdescribed above.
Castle:
As“Tower” above.A castle is a keep(also above) sur-rounded by a 15-foot-high stonewall with fourtowers. The wallis 10
thick.
Die for YourCountry:
Yourpresence inspiresyour troops tomake the ulti-mate sacri-fice for yourcause. Anyallies with-in 30 feetof you cancontinue tofight whiledisabled ordying withoutpenalty. Theycontinue untilthey reach –10hit points.
Huge Castle:
As“Tower” above. Thislarge complex has numer-ous associated buildings(stables, a forge, granaries, etc.), andan elaborate 20-foot-high, 10-foot-thick wall creating bailey and courtyard areas. Thewall has six towers.
WEAPON MASTER 
The monk, the red avenger, the drunken master, andthe master samurai all harness
ki
energy as part of theirmartial disciplines; they are not, however, the onlysuch persons to do so. Some pursue the study of 
ki
bymastering a single melee weapon. To unite this weaponof choice with the body, to make them one, to use theweapon as naturally and without thought as any otherlimb, is the goal of weapon master.Monks who follow this path may choose unarmedattacks or the kama, nunchaku, siangham (see the
CHAPTER 2: PRESTIGE CLASSES
38
See Complete Warrior 
 
Player’s Handbook,
Chapter 7) or the three-section staff (see Chapter 5 of this book) as their weapon of choice.In order to gain any of the special abilities of theweapon master class, you must use your weapon of choice. Once chosen, the weapon of choice cannot belater changed.This does not mean that, if your weapon of choice isthe longsword, you can only use the longsword youowned when you first became a weapon master. Theonly material requirement for the class is a masterworkversion of your weapon. It means you can use anymasterwork longsword and gain the benefits of theweapon master.If you use any other weapon, you can use none of thespecial abilities of the prestige class.
HitDie
: d10.
Requirements
To qualify to become a weapon master, a charactermust fulfill all the following criteria:
BaseAttack Bonus:
+5.
Intimidate:
4 ranks.
Proficiency 
: With your weapon of choice.
Weapon
: Masterwork weapon (unless unarmed).
Feats
: Dodge, Mobility, Combat Reflexes, Expertise,Weapon Focus, Whirlwind Attack, Dex 13+.
Class Skills
The weapon master’s class skills (and the key abilityfor each skill) are: Intimidate (Cha), Knowledge(weaponry) (Int), Listen (Wis), Sense Motive (Wis),and Spot (Wis). See Chapter 4: Skills in the
Player’sHandbook
for skill descriptions.Skill Points at Each Level: 2 + Int modifier.
Class Features
Ki
Damage:
After you score a hit with your weaponof choice, you do not roll dice to determine thedamage. Instead, you figure the normal maximumdamage (not a critical hit) you can inflict with thatweapon and do that much damage to the target.Assume you use a longsword, have a base attack bonusof +7, and possess a 17 Strength. A longsword does 1d8damage, so its maximum damage is 8 points. YourStrength modifier is +3, so add that for a total of 11.Additional damage, such as from using the PowerAttack feat (following all the rules for it normally) andthe sneak attack ability are determined normally; theyare not maximized. This ability cannot be used whenyou roll a successful critical hit.
Increased Multiplier:
Determine the standardcritical multiplier for your weapon of choice. Withthis ability, you can increase that multiplier by +1.For example, the longsword has a critical multiplierof 
×
2. Using this ability, you can increase that multi-plier to
×
3 (2+1=3) once per day at 2nd level. Youmust declare the use of this ability before you rollany damage dice.
SuperiorWeaponFocus:
Stacking with any existingWeapon Focus bonus, this adds an additional +1 to allattack rolls with the weapon master’s weapon of choice.
Superior Combat Reflexes:
This ability lets youmake a total number of attacks of opportunity in around equal to your Dexterity modifier plus yourWisdom modifier.
Ki
Critical:
Gain the Improved Critical feat forfree. If you already possess this feat, add an addi-tional +2 to your weapon of choice’s threat range forcritical hits.
Ki
Whirlwind:
You can make a Whirlwind Attackas a standard action rather than a full attack action.
Multiclass Note:
Monk characters can freely multi-class with this class. In other words, you can give yourmonk PC a weapon master level, then return to themonk class for your next level, take a weapon masterlevel after that, and so on.
CHAPTER 2: PRESTIGE CLASSES
39
Table 2–19: The Weapon Master
Class Base Fort Ref WillLevel Attack Bonus Save Save Save Special
1st +1 +0 +2 +0
Ki
damage 1/day/level2nd +2 +0 +3 +0 Increased multiplier 1/day3rd +3 +1 +3 +1 Superior Weapon Focus4th +4 +1 +4 +1 Increased multiplier 2/day5th +5 +1 +4 +1 Superior Combat Reflexes6th +6 +2 +5 +2 Increased multiplier 3/day7th +7 +2 +5 +2
Ki
critical8th +8 +2 +6 +2 Increased multiplier 4/day9th +9 +3 +6 +3
Ki
Whirlwind Attack10th +10 +3 +7 +3 Increased multiplier 5/day
 
C
hapter3:WOrldlyMatters
Thus far, this book has provided you with new featsand prestige classes to add to your campaign. Both newfeats and classes represent new rules and new optionsfor your PCs. We would be amiss, however, if we didnot provide some context in which you take full advan-tage of these rules: hence, this chapter. Here we exam-ine the roles of fighters and monks in the campaignworld, how both players and DMs can adjust thoseroles, and several groups to which fighters and monks,be they PC or NPC, can join and which DMs can addto their campaigns.
FIGHTERS AND MONKSAND THEWORLD THEY LIVE IN
“Everybody’s got an agenda: everybody.Tordek
No character exists in a vacuum. One cannot help butbe affected by, and take account of, the world aroundoneself. This becomes doubly true for player charac-ters, since their stock-in-trade requires that they inter-act with their surroundings with more car and concernthan normal folks. Peasants, fishermen, andeven nobles do not seek out the variedand dangerous situations intowhich PCs constantly find them-selves. Whether the adventurerfinds herself in town or dungeon, forestor desert, the world and its variouselementspeople, monsters, buildings, geogra-phy, climate, religion, and customsinforms herchoices and options, and affects her adventuringcareer, and those of her companions.
The Fighter and the World
Whether you play a fighter who plays the role of honorable knight-errant or callous mercenary,gallant cavalier or king of the highwaymen,the world in which you adventure andlive has an impact on your choices andalternatives. A common stereotypedogs many fighter characters: Theordinary person whose only contri-bution to the party involves the abil-ity to swing a sword. While a sword(or an axe, mace, or halberd) is unar-guably a fighter’s most obvious roleduring a game session, consider howthe fighter’s relations to the world around him mightaffect this stereotype.Fighters who exist in campaign worlds in whichwizards and sorcerers are the dominant power mayfind themselves relegated to roles of a more support-ing nature, protecting the arcane spellcasters fromharm so that they can rain destruction down on theenemy from a distance. In other campaigns, religioncomprises the dominant factor in the world, and cler-ics are the primary movers and shakers. Fighters areoften members of the church or even the clergywhen this condition prevails, acting as templars andreligious guardians.Most fighters do not have any structural organiza-tions built into their class; unlike paladins and clerics,they belong to no hierarchy, no group larger than theparty itself. Although they may worship a particulardeity, follow a certain noble leader, or devote them-selves to a personal cause, they are generally left tomake their own way in the world without benefit of any such hierarchies on which they rely for supportand resources. More often than not, fighters are ex-soldiers or ex-mercenaries, selling their martialprowess for money.Sometimes, however, fighters are in fact able tofound or become members of organizations, frater-nities, or societies expressly forwarriors. Perhaps your fighterjoins a knightly order,such as the
CHAPTER 3: WORLDLY MATTERS
40
 
Knights of the Watch (see page 47), or purchasesentry into a large mercenary company. He mighteven demonstrate his worth to an individual of highstation, such as a noble or a high priestess, and so beinvited to join a retinue as a privileged bodyguard orspecial agent. Such circumstances often alter thefighter’s role within the adventuring party, becausethe fighter no longer exists solely for kicking indoors and bashing monsters. He now possessesresponsibilities and commitments beyond those tohis adventuring comrades, and this leads both tonew adventuring opportunities and internal disputesfor the party at large.
Adventuring Roles
Nearly every fighter who elects to pursue adventuringas a regular enterprise has the same role to play in theirrespective parties: They are the first to fight, whethereliminating opposing creatures or defending theircomrades from attack. This should come as anysurprise, for no other character class has better generalfighting capabilities than the fighter. Below are a fewbrief ideas for fighters’ roles beyond just door-smasherand orc-basher. (For even more on PC backgrounds,see the
Hero Builder’s Guidebook
.)
Professional Soldier:
This fighter serves in thestanding army or constabulary of some higherauthority, often a member of the nobility or even acommunity. He generally accompanies adventuringparties at the request of his employer, often toensure that the (untrustworthy?) hired adventurersaccomplish the goals for which they werecontracted, or to provide additional martial supportto achieve their missions.
Mercenary:
Like the soldier, this sort of fightertrades his skills for pay, but usually on a much moretemporary basis. He normally contracts to provide hisservices for a specified amount of time, although occa-sionally the period of service can be indefinite. Merce-naries often join up with adventuring parties whenthey are between contracts, and usually for a predeter-mined share in the loot.
Knight:
This is a special type of fighter. Hebelongs to a knightly order, and swears to uphold aset of ideals or an ethos that the organization prizes.Knights frequently join adventuring parties that areengaged in missions which support the order’s goals,or that espouse ideals that reflect (or at least do notconflict with) those of the order.
Racial Issues
No discussion of any classes is complete without alsodiscussing the template for all player characters: race.Racial issues play a part both when designing a PC andwhen playing one during the game.
Dwarf:
The dwarf is the quintessential choice forthe fighter class. If you play a dwarf fighter, realizethat you have a considerable advantage due to thevery nature of the dwarf. Although you do not gainthe extra feat allotted to humans, you enjoy thesignificant benefits of darkvision, a bonus to yourConstitution ability score, and the not-inconsider-able advantage of an improved attack bonus andArmor Class against certain types of creatures (suchas giants). Feats such as Weapon Focus, PowerAttack, Cleave, and Improved Bull Rush are allexcellent choices that complement the dwarf’sracial assets.
Elf:
The elf’s Dexterity score bonus often means thatelf fighters often take Weapon Finesse as a feat early intheir careers. Likewise, elf fighters often concentrateon ranged weapons, such as the longbow, rather thanon melee weapons. Thus, feats such as Point BlankShot, Precise Shot, Far Shot, and others also qualify assound choices.
Gnome:
The Gnome’s Strength penalty often meansthat the gnome fighter’s Strength may be less thanoptimal. However, the racial bonus to Constitutionscore offsets this. This can be further enhanced withthe Toughness feat and its stackable effect.
Half-Elf:
It seems at first glance that only thebravest player would play a half-elf fighter. The racesuffers from a complete lack of ability score bonusesand it boasts no racial bonuses to attack rolls, saving
CHAPTER 3: WORLDLY MATTERS
41
 
throws, or Armor Class. However, a half-elf fighterremains a viable choice, provided you note thefactors mentioned above. The half-elf suffers fromno ability score penalties, which means if you rolleda pair of 16s as your highest ability scores, your half-elf fighter keeps them both, rather than ending upwith one likely reduced to a 14. But perhaps the half-elf’s greatest advantage is that she can multiclasswithout suffering an XP penalty for her highest-level class, because all classes are her favored class.This benefit, shared only with humans, sets the half-elf apart from all the other races, including that of the elf parent.
Halfling:
Like the elf, the halfling fighter oftenmakes great use of the improved Dexterity score bytaking Weapon Finesse as an early feat. Their small sizegives them a benefit to Armor Class, and this traitcombined with a high Dexterity score sometimesallows the halfling fighter to start out with less expen-sive and lighter armor, thus keeping the halfling fromsuffering movement penalties due to heavy armor. Thehalfling’s bonus to attack rolls with thrown weaponsmakes a dagger, a hand axe, or a sling good choices fora short-range weapon.
Half-Orc:
The half-orc’s Strength score bonusmakes him an ideal candidate for the fighter class.The darkvision racial ability can be invaluable whenadventuring underground. Unfortunately, the half-orc suffers a penalty to his Intelligence ability score,which means fewer skill points and lower skill totals;although, when you have a 20 Strength score, few maycare about your skill totals.
Human:
With the extra feat at 1st level, and theadditional feats granted to the fighter class, humanfighters are obvious, excellent charac-ters. The number of feats grantedto such characters allowstheir creator, player orDM, to customize thehuman fighter intoa number of configura-tions.Pursuing the feat paths that begin with Dodge, Exper-tise, Point Blank Shot, Mounted Combat, and PowerAttack all evolve the character in different directions.
The Monk and the World
Monks also too often fit neatly into a stereotypicalmold: The introspective ascetic who, when notadventuring, pursues a life of inward contemplationin search of spiritual fulfillment. The typical adven-turer monk tends to be reserved, spiritual, and capa-ble of delivering an unarmed attack or a snippet of Zen with equal ease. However, the monk exists formore than merely the quest for physical and spiritualperfection. Like the fighter, the monk is a master of combat, striking swiftly with her bare hands and feet,or sometimes with specialized weapons. While gener-ally incapable of absorbing the same punishingamount of damage a fighter can bear, monks eventuallyneed not be concerned about this since they developseveral class abilities that help them avoid being hitat all.Monks usually participate in some sort of struc-tured life, whether as a member of a monastery, atemple, or some other organization. Sometimes thisstructure exists primarily to instill in its memberscertain beliefs or values, enabling the monk to inter-act with the outside world in a relatively normallyfashion, provided she follows the prescribed code of behavior or other system of ethics. In some instances,the structure resembles a more formal hierarchy,obliging the monk to accept orders and tasks fromthose individuals who occupy the ranks above her. Inboth cases the monk relies on this organization forsome amount of support and resources, the exactdetails of which varies according to the nature of thestructure itself.
Adventuring Roles
Sometimes it requires a stretch of the imagination torationalize why a monk, who ostensibly desires noth-ing more than to attain a near-mythical perfectunion of mind, body, and spirit, would ever leave hertemple to undertake an enterprise as distracting andperilous as adventuring. Every day spent helping hercomrades raid a dungeon of its treasures, or defend-ing a village from marauding humanoids, is a daythat she does not immerse herself in the studies andpractices that are
de rigueur 
for an individualwith such goals.Or is it? Some monkish traditions teachthat the world is an exemplary classroom,and that each person, place, and event has alesson to teach, the learning of which can bean invaluable aid in helping the monk perceiveher true place in the cosmos. Other traditionsencourage monks to leave their monasteries for
CHAPTER 3: WORLDLY MATTERS
42

Sections

show all« prev | next »

Share & Embed

Add a Comment

Characters: 400