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#31
Feats / Urban Tracking (General Feat)
Last post by Bynw - 22 May 2019, 10:45:48
Urban Tracking [General]
You can track down the location of missing persons or wanted individuals within communities.

Benefit:  To find the trail of an individual or to follow for 1 hour requires a Gather Information check.  You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

If you fail a Gather Information check, you can retry after 1 hour of questioning.  The GM should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

Normal:  A character without this feat can use Gather Information to found out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective tracking.

Special:  A character with 5 ranks of Knowledge (local) gains a +2 bonus to the Gather Information check to use this feat.







Community SizeDCChecks Required
Thorp, Hamlet, Village051d3
Small or Large Town101d4+1
Small or Large City152d4
Metropolis202d4+2









ConditionsDC Modifier
Every three creatures in the group being sought-1
Every 24 hours party has been missing/sought+1
Tracked party "lies low"+5
Tracked party matches community's primary Racial demographic+2
Tracked party does not match community's primary or secondary Racial demographic-2

You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.
#32
Feats / Armor Casting (General Feat)
Last post by Bynw - 22 May 2019, 10:44:08
Armor Casting (General Feat)

You can cast spells while wearing armor.

Benefit: Somatic material spells have a -20% to the failure chance when casting spells using this feat.
Prerequisites: Combat Casting
Normal: Spell failure chance may be higher.

This feat cannot be taken more than once.
#33
Races / Elves and Half-Elves
Last post by Bynw - 22 May 2019, 10:43:28
The elven races of Teara Adan are not like the standard elves found in many Dungeons and Dragons worlds.

Although the difference between them and the standard elves is only in the aspect of height.  A Teara Adan elf on average is around 6' tall and lean.

A half-elf would fall somewhere between an Elf and a Human.
#34
Races / Half-Deryni
Last post by Bynw - 22 May 2019, 10:41:14
A half Deryni, is a character of mixed ancestory.  Something other than human.  As for a Deryni mixing with a human results in either a Deryni or a human and nothing inbetween.

A half Deryni as all of the characteristics of its other half parent (be it an Elf or something else - use the stats for the half creature in question if already in print.)

RACIAL TRAITS

• Medium: As Medium creatures, Half-Deryni have no special bonuses or penalties due to their size.

• Deryni base land speed is 30 feet.

• Natural Psionic: All Half-Deryni are psionically gifted. They have the benefits of the Psionic Ability and Handfire feats for free at 1st level, in addition to the normal feats granted by their class and level.

• Psionic Talent: Half-Deryni have 1 extra skill point at each level, usable only to acquire psionic skills.  This special point at each level counts as a class skill even if the Half-Deryni is not a member of a psionic based class.

• Untrained Skills: Half-Deryni can use the following psionic skill untrained in addition to any psionic skills that can normally be used untrained:  Mental Shields.

• The Half-Deryni do not have a favored class.  And the Psionic Skills are cross-class skills unless they are members of a psionic class.
#35
Races / Deryni
Last post by Bynw - 22 May 2019, 10:40:47
The Deryni (der-in-nee)

The Deryni Race is Copyright Katherine Kurtz

The Deryni (both singular and plural) are a race virtually indistinguishable from humans, save for their innate psionic abilities. These gifts tend to separate the Deryni from ordinary humans, making them suspected and feared, but also respected.

Deryni look outwardly exactly like humans. In fact, Deryni are fertile with humans, but their children are always either human or Deryni. There are no "half-Deryni," although some Deryni of "pure" bloodline look down upon so-called "half-breeds." Deryni psionic gifts only show up in roughly a quarter of their children with humans. Humans with Deryni relatives are sometimes treated with quiet pity for their psionic "blindness." On the other hand, Deryni children of humans may suffer difficulty growing up in human communities, particularly before they learn to control their psionic talents (and censor the things they learn from them).There is no physical means of telling an Deryni from a human, although psionically their mental "signature" is unique.

RACIAL TRAITS

• Medium: As Medium creatures, Deryni have no special bonuses or penalties due to their size.

• Deryni base land speed is 30 feet.

• Natural Psionic: All Deryni are psionically gifted. They have the benefits of the Psionic Ability, Truth-Read, and Handfire feats for free at 1st level, in addition to the normal feats granted by their class and level.

• Psionic Talent: Deryni have 4 extra skill points at 1st level, usable only to acquire psionic skills, and 1 bonus skill point per additional level, also usable only to acquire psionic skills.

• Untrained Skills: Deryni can use the following psionic skills untrained in addition to any psionic skills that can normally be used untrained:  Enhance Senses, Mental Shields, Move Object, Sense Minds.

• Additionally all psionic skills are considered to be class skills for the Deryni regardless of the class they choose.  The Deryni do favor the Mentalist Class.
#36
Races / Soulseekers/Colzar
Last post by Bynw - 22 May 2019, 10:39:29
A magical genetic experiment abandoned to it's own devices, these charming and dedicated feline creatures have become a recognized individual race in the Southlands.
#37
Races / Colzairkin Race
Last post by Bynw - 22 May 2019, 10:38:15

Colzairkin



The Colzairkin dwell in remote areas, content to dwell within the wilderness, and travel outward in disguise as elves to mingle with other races. They have a driving love of life tempered by an understanding of nature's balance. They are quite curious and love things of beauty and craft. They fiercely defend their families, revealing that they are never fully disarmed.

Personality

Colzairkin are passionate folk, full of curiosity. They love to make all things in their lives beautiful, calling on a gift of craft most seem to hold. They enjoy parties and festivals and will celebrate at any appropriate opportunity. They are generous and loyal, and willing to befriend anyone, though they will not tolerate cruelty. Their detailed memory helps them remember every debt or wrong. Colzairkin enjoy trickery and cleverness over cruder means of conflict.

Physical Appearance

Colzairkin are petite and slim, standing about 4-5 feet tall and weighing typically 75 to 135 pounds, with the males being marginally taller and heavier than females. They are graceful and hearty having feline features with hair and an upright posture. Colzairkin have entirely feline faces and large ears, whiskers, sharp teeth, and sharp, retractable claws on both their four-digit hands and digitigrade, four digit feet. They have long supple tails that may be used as a third grasping limb. They are covered entirely by fur, except for the pads of their hands and feet. Their eyes can be of any color, and their fur can be of any natural color and pattern known to felines. They prefer comfortable clothing, and decorate it with beads, embroidery, tool work or even paint. They possess feline grace and beauty, but are considered beasts by some other people. Because of this animosity they have developed an ability to hide their true forms by shape shifting into either an elf-like form or into a common housecat. In elven form their hair and eyes stay the same, as do the number of digits on their hands and feet. Their voices remain soft with a subtle purr. In housecat form their fur maintains the same pattern, but they no longer have hair or prehensile tails. Colzairkin age as humans do, reaching maturity at fifteen and rarely living longer than eighty years.

Relations

Colzairkin consider all other races equally, though they find elves can be too aloof, halflings too timid, dwarves too greedy and humans too stubborn and destructive. In return, Colzairkin are looked at like animals by elves and halflings, with distrust by dwarves, and often with hatred by humans. The Colzairkin are cautious with their involvement with other races, as their relatively small numbers and very checkered history puts them at a disadvantage.

Alignment

Colzairkin value individuality tempered by gentle control, balancing between law and chaos. They treasure life and the freedom of others, so favor the good.

Colzairkin Lands

Colzairkin will dwell anywhere they can set up a shelter and find sustenance, even if it means a transient life. Most often their communities are large extended families of up to fifty souls. They are quite clever enough to survive even the harshest of environments. They are guarded when meeting or approached by others. They trade in a variety of craftworks for what they cannot provide themselves. Stable communities will specialize around one to three related commodities, such as a village that raises sheep, weaves cloths and fashions clothing.
Colzairkin often are encountered disguised as elves, and will only reveal themselves to trusted friends. Those Colzairkin are often young adults seeking a new family to join, or simply curious about the world.

Religion

Colzairkin have their own small pantheon of deities and immortalized creatures. Chief of these is Purrzah, the first Colzairkin and Mother Goddess. Another is Ernani, a male figure of Purity and the first king of the Colzairkin. Saun the Soulless represents the darkness that haunts them from their past.

Language

Colzairkin speak a soft language that is difficult for other races to learn to speak. They call this language Veesh. They also can communicate with animal felines and very crudely with animal rodents like mice and rats. They have two other racial languages that must be bought as skills. Ollung, an ancient tongue, and something simply called the Silent Tongue. The Silent Tongue is made up of expressions and gestures only useable in their natural form, and impossible for all but feline races to 'speak'. Colzairkin also speak the common language and usually start with one local dialect. Veesh and Ollung have written forms, Veesh appearing as a series of short brushstrokes (or claw marks), while Ollung is more script-like and always beautifully illuminated.

Names

Colzairkin use a variety of names, borrowing from other cultures, sounds from nature, or simple descriptives. They also proudly maintain family names based on their original ancestor's names.

Notable family names are: Zabrii, Ernan, Selia and Sau.

Adventure

Colzairkin youths, both male and female, will take up adventuring out of curiosity about the world, or to find an unrelated family to seek a mate in. While mixed with other races they will hide their true natures until they feel they can trust their companions.

Racial Traits


.  +1 Dex, +1 Cha, -2 STR. Colzairkin are graceful and personable, but small and with reduced mass. A Colzairkin's grace makes them naturally more stealthful and gifted with keen balance, as well as incredible leaping abilities.

·  Medium size. As Medium sized creatures Colzairkin have no special bonuses or penalties due to their size.

·  Colzairkin speed is 30 feet.

·  +2 racial Fortitude saving throw v.s. natural or magical Cold and Sleep-base spells and effects, +2 Damage Reduction v.s. cold damage, and +1 Fortitude saving throw v.s. Poisons.

·  Low-light Vision: Colzairkin can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They do not, however, retain the ability to distinguish color, though they can make out details under these conditions.
·  Improved Unarmed Strike at +1d4 damage due to their sharp claws.

·  +2 racial bonus to Listen, Search and Spot checks. A Colzairkin who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

·  Scent (Ex) (See Monster Manual)

·  The bonus Feat: Eidetic Memory regardless of intelligence score. (See additional text)

·  The bonus Feat: Soulessness. (See additional text)

·  Automatic Languages: Common, Veesh, Feline, Rodent and one local dialect. Colzairkin love to learn new languages, and choose from anything they can be taught that amuses them.

·  Favored Class: Rogue.  A multiclass Colzairkin's rogue class does not count when determining whether she suffers an XP penalty for multiclassing. They often combine this class with Sorcery or the Fighter classes.

·  Lick for 1d4 healing per combat wound or 1x/combat. The saliva and tongue of a Colzairkin are very conducive to healing, and will close small wounds entirely. The saliva is also antiseptic. This ability, however, comes at a cost as a Colzairkin may be poisoned or become diseased when using this ability.

·  Shape change to an elf (see Physical description) or housecat at will. When in housecat form the Colzairkin can only speak the feline language. When in elven shape they cannot use the Silent Tongue, nor can they use the Feline or Rodent languages. When the Colzairkin changes form to an elf, all personal gear and magic benefit of Small, giving them +1 to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Additonally, any personal gear other than magical necklaces, rings and armbands change with the Colzairkin, effectively vanishing, and magical items thus merged become dormant and the Colzairkin loses all benefits of those items. Magical necklaces, rings and armbands, however, can change to fit the neck, paws and legs of the cat and continue to provide protection.

·  Colzairkin can take the Feat Multidexterity (see Monster Manual for details and prerequisites) to use their tails as a third hand.

·  Colzairkin player characters have an ECL of 3.

(Note also: I need to look up the ability in the Monster Manual about speaking with animals, that will be added for the purposes of communicating with cats and rodents.)
#38
Races / Gemicons/Shrikers/Shrikon
Last post by Bynw - 22 May 2019, 10:37:22
Three equine species divided by morality. The Gemicons are the beatific helpers of mankind, the Shrikers the bestial slayers, and the Shrikons the reclusive crossbreeds who feel best if left alone.
#39
Races / Skoraali
Last post by Bynw - 22 May 2019, 10:36:40
An intelligent race of medium sized bipedal amphibious reptilians, native to the Solandise Jungles.
#40
Races / Haldren (Half-Dragon)
Last post by Bynw - 22 May 2019, 10:36:00
The Haldren are a race of Half-Dragons that have breed true and hail from the Island Dragon Kingdom of Torr, located at the southern mouth of the River Maine.



HALF-DRAGON
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.

CREATING A HALF-DRAGON"
Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.

Hit Dice: Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD.

Speed: A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.

Armor Class: Natural armor improves by +4.

Attack: A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.





















SizeBite DamageClaw Damage
Fine1--
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan3d62d6
Colossal4d63d6

Special Attacks: A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.























Dragon VarietyBreath Weapon
Black60-foot line of acid
Blue60-foot ine of lightning
Brass60-foot line of fire
Bronze60-foot line of lightning
Copper60-foot line of acid
Gold30-foot cone of fire
Green30-foot cone of corrosive (acid) gas
Red30-foot cone of fire
Silver30-foot cone of cold
White30-foot cone of cold

Special Qualities: A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.











Dragon Variety(s)Immunity
Black, Green, CopperAcid
Brass, Red, GoldFire
Blue, BronzeElectricity
White, SilverCold

Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.

Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x(HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.

Environment: Same as either the base creature or the dragon variety.

Challenge Rating: Same as the base creature + 2 (minimum 3).

Level Adjustment: Same as base creature +3.