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The Teara Adan campaign is using Polyhedral Fudge

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#21
Classes / The Mentalist (Core Class)
Last post by Bynw - 22 May 2019, 10:58:19
Mentalist - a psionic core class

Hit Dice: 1d6











































LevelBase Attack BonusFortRefWill
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

Skill Points:
1st Level:  (6 + Int Modifier) x4
2nd+ Level: (6 + Int Modifier)

Proficient in all Simple Weapons.  No armor or shields.
Psionic Talent for free at 1st character level.

Bonus Psionic Feats at 1st, 2nd, 4th, 7th, 10th, 13th, 17th, and 20th levels.

Class Skills:  Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and all psionic skills.
#22
Skills / Knowledge (Psionics) - Transfe...
Last post by Bynw - 22 May 2019, 10:57:27
To be able to use a Transfer Portal there are several requirements.  One must first be psionic as there is a strain cost.  Second one needs to know of at least 2 portals (the portal of origin and the portal of destination.)  And lastly, one must have ranks in Knowledge (Psionics) as this is where the training of using a Transfer Portal originates.

Use of this skill is normally a move action.
You cannot take 10 or 20 using this aspect of the skill.

The DC of the skill check and strain cost is based on two factors:  The number of people transferring via the portal and the distance between the 2 portals.

Initial strain is 2 points to make contact with the portal of origin, then 2 more points plus the additional strain below to make contact with the destination portal based on distance between the two portals.













Distance*StrainDC
Local+15
Provincial+210
Regional+415
National+820
Continental+1625

The DC is increased by 5 for each additional creature being transported.  And there is also an additional 2 points of strain for contact for each additional person as well.

On a failed skill check, the user (and any "passengers") are teleported to the desired transfer portal.  However they arrive extremely nauseated.  And are disoriented and unable to take any actions for a number of rounds equal to the amount the check was missed.  Additionally the strain cost is increased by the number of points the check was missed.

* Most portal jumps are either in the provincial or regional range.
#23
Feats / Eyes of the Hawk (General)
Last post by Bynw - 22 May 2019, 10:56:49
Your eyes can pick up targets from far away.

Prerequisites: Spot skill.

Benefit: You multiply the range increment and spotting distance of all ranged weapons by 1 1/2.
#24
Feats / Contacts (General)
Last post by Bynw - 22 May 2019, 10:56:03
You have friends in the right places.  With a few words in the right place, you can get your hands on magic items, buy discounted healing from a temple or walk right out of jail.

Prerequisites: Gather Information 8 ranks.

Benefit: Select one of the general contact types listed below.  You gain the benefits listed under that type when operating in your contact's home city or territory.

Fence: You know a merchant who deals in stolen goods.  You can sell items you steal to him for their listed price, even unique items or those that would normally draw suspicion from dealers.  You can also purchase any normal items at a 10% discount.

Law Enforcement: You have a few friends in the local legal system, allowing you to easily skirt the law.  You do not need to pay any fines of less than 100 gp and never serve jail time for crimes short of murder or rape.  The local guard still brings you into custody if they catch you, but in 4d6 hours of captivity your contact arranges for your release.

Temple: You have done a few special jobs for a local church, gaining the favor of the priesthood.  Once a month, the temple casts a 3rd level or lower spell on behalf for free.  In addition, you may purchase other spells from them at a 10% discount.  The priests do not adventure with you and do not leave the city or venture into dangerous areas, such as dungeons, to fulfill their debt.

Wizards' Guild: You are on friendly terms with the leadership of a local wizards' guild or arcane academy.  Once per month, you may ask them to cast a spell of up to 3rd level on your behalf for free.  You may also purchase spells, potions and scrolls from the guild at a 10% discount.

Special: You may select this feat more than once, every time gaining either a different type of contact or a contact in a different town or city.  Your GM will provide information on your contacts, such as their names and the circumstances surrounding their relationship to you.
#25
Feats / Improved Alertness (General)
Last post by Bynw - 22 May 2019, 10:54:38
Your senses are so well honed that you are able to react to events slightly sooner than others, making it very difficult to catch you with your guard down.

Prerequisites: Alertness.

Benefit: At the beginning of combat, you are not considered flat-footed against enemies in your line of sight during the round before you rolled Initiative.  You must have rolled Initiative in the round.  Therefore, monsters that act before you roll for Initiative catch you flat-footed.  You are not flat-footed against enemies that you can detect.  An undetected enemy who attacks you catces you flat-footed, even if you have already rolled for Initiative.
#26
Feats / Item Creation Feats
Last post by Bynw - 22 May 2019, 10:54:04
The following feats replace those in the PHB.

There are only four item creation feats:


  • Create Battle Items
  • Create Charged Items
  • Create Ephemeral Items
  • Create Permanent Items
Battle Items allows you to create anything that counts as a weapon or armor (such as magic arms and armor, rods that have an enhancement bonus to hit, or items such as a ring of force shield or bracers of armor).

Charged Items allows you to create any item with a large but limited amount of charges (such as wands, staffs, and items such as a rod of absorption or a ring of the ram).

Ephemeral Items allows you to create any one-use item or any item that has 10 or less charges (such as scrolls, potions, or items such as a chime of opening or dust of disappearance).

Permanent Items allows you to create any item that is not charge dependent (such as rings, rods, and wondrous items).


Any time it seems like the feats overlap (such as a luck blade or any rod with an enhancement bonus to hit that is also a permanent item) all the feats are required.
#27
Skills / Language Skill (Int, Trained O...
Last post by Bynw - 22 May 2019, 10:49:41
Languages of Teara Adan

Language is not a free skill based on class and race. Each character can SPEAK his native language or languages (no more than 2 usually) at no cost in Skill Points.

Each additional language learned DOES cost 1 or more Skill Points in order to speak it. Speak language is ranked from 1 to 6 Ranks. 

Having 1 rank in a language means your character can speak a few words. 
Two ranks mean he can compose basic sentences.
Three skill ranks allows a hero to say all but the most complex sentences. 
At four ranks, the character can speak simple sentences with an accent good enough to fool native speakers in short conversations. 
At 5 ranks, the character is fluent in the language and can accurately maintain a native accent in fluid conversation. 
Six ranks in a language allows the speaker to accurately mimic particular dialects.

Language is an Int based skill, Trained only.

Additionally being Literate in any language costs 1 or more Skill Points to learn and also does not have ranks.













Spoken LanguageC or CCWriten Alphabet TypeOrigin and Notes
ArkhonnCCGlyphTribal language of the Arkhonn Isle
ArrinicCRune and Roman varientArrin
BrazicCRomanNorthern Solanda
CanaCRomanAdan, Halifax, Mariabronn, Paradise and Channist.  Widely spoken, the "common" tongue of the Northlands
LarethianCTolkein style runesCommon tongue of Elven lands, many dialect exist divirging in style to nearly create new languages
LatinCRomanAll Christian locations, mostly known by priests.  The language of the Chruch
MoradinianCRunicCommon tongue of the Dwarven Clans
SckoraaliCGlyphSolanda, racial tongue of the reptilian Sklavtons
SoliseCRomanThe "common" of the Southlands
TevicCTolkien style runesElven language varient of the Crystal Islands
ValmariCRomanFloran and Utha
#28
Feats / Action Boost (General Feat)
Last post by Bynw - 22 May 2019, 10:49:04
Action Boost [General Feat]

Character uses d8 for bonus die pools instead of d6
#29
Feats / Heroic Spirit (General Feat)
Last post by Bynw - 22 May 2019, 10:48:22
Heroic Spirit [General Feat]

Receive an additional Valor point when leveling.
#30
Feats / Precise Swing (General Feat)
Last post by Bynw - 22 May 2019, 10:47:30
Precise Swing [General]

Prerequisite:  Base Attack +5

Benefit:  Ignore cover of your opponent unless it is total cover.