I have switched the system for the campaign out of Iron Heroes and into Tome. This is no way a slight against the IH system, but as the sessions and setting evolved, I realized that things are going to eventually head towards the party filling the void left by the greater gods. The core IH system has been able to handle my campaigns of heroes, kings, and conquerors; where no player truly has powers beyond the reach of their sword. But IH cannot handle a setting/genre where the PCs can do more than kill bigger and better things, such as the gradual advancement to godhood.
For this reason, the system will now be Tome, and last week was spent working with the players in converting their characters. The player of Winter was already making a new character, so no big change for him. The weapon master and harrier are roughly converting themselves to Tome equivalents. The player of Vesban (the thief) chose to make a new character to fit with the changing system, partially because 'skill monkey' means essentially nothing in Tome, but mainly because he's always enjoyed making characters (probably the safest PC to kill).
History
Slightly over a hundred years ago, the world ended, Ragnarok. A final conflict that slew the great gods of Creation, scorched the World Tree, and left the remaining worlds partially collapsed into each other without their stewards. The only gods that remain are the small ones, such as the god of a town, a specific forest, or a very narrow aspect; such as the God of Unchallenged Boasts, or the God of the Awkward Pause.
Before the end of the world, the job of the gods was to oversee their domain and ensure that it functioned smoothly and as according to Fate. Rivers would flood during the right season, trees take a reasonable time to bloom, and various disasters are muffled when they arrive so as to limit their damage. The gods functioned in a hierarchy of efficient organization, which came crashing down with the razing of Heaven and the death of the nobility amongst the gods.
What sparked the end of the world was the death of the God of Love, one of the oldest and most primal of the Jotun. The God of Fate was so infatuated by the god, the fact it was known that Ragnarok would begin at the death of Love was disturbing, and so even the God of Fate attempted to avert this destiny. Writing into the Book of the Preordained, Fate scoured Creation and wrote down the name of everything that could be found, followed by the words "cannot bring harm to the God of Love." Even Chaos itself was named in the book. Fate made a mistake, and passed over pyrite, thinking it gold. And so it came to be that somehow a golden ball struck the God of Love a death blow.
Divinity Today
A god does not perish with his domain, nor does its domain cease to be with the death of a god. Because of this and the lack of an enforcing authority, the gods are not as beholden to their jobs as before Ragnarok. Religion today is essentially a protection racket or simple bribery to motivate the local gods to continue their jobs as before, though this is generally unneccessary for the tiniest of gods (of a pair of shoes or the average tree or rock) who are too small of mind to even consider acting outside their purview.
Scars and remnants of the time before the end of the world persist. New monsters have sprung from the corpses, and some parts of creation still show horrific scars from their struggles. A number of the great gods had items of station with tremendous power, but they almost universally remain unclaimed by anyone, for they are too powerful to be wielded. It is a commonly known fact that the God of Personal Mottos met his end when attempting to wield the God of Fire's Sword of Flame, incinerated by a heat he thought he could withstand.
Demons Spirits who left their station, for essentially any reason. The majority did it for selfish reasons and are thus evil, but there do exist who became demons in order to get transferred to a different domain; a commonly known example is the Demon of Doors, who used to be the God of Gargoyles until an unfortunate incident with one of the Silent Ones.
Formians The first race crafted by the dwarves to take their steed once they grew too big to fit in the World Tree and instead take up residence in the branches and the worlds within. They've since become known for their clockwork technology and have perverted their original design goal to instead of caring for the World Tree to destroy the Vast. A comparatively fractious species due to the size/scope of the tree, some hives decided to destroy any possible templates for the Vast to mimic, and it's not uncommon for them to take a scorched earth policy for areas where they appear.
The World
Deep ocean travel just isn't done except under desperation anymore. The God of the Sea was the keeper of the Sea Charts, and his death resulted in them becoming out-of-date. As a result, relative distances can no longer be wholly trusted, and there exist tales of ships ending up in one of the other worlds only tentatively separated by the burnt branches of the World Tree.
Reality formed from the raw, shapeless chaos. It has been the job of the gods to give reality a purpose so as to not reform. With the death of the greater gods and many lesser gods, there are actual cracks in this protection. As a result, some chaos seeps into the unmonitored weave of fate and order. This chaos-stuff reacts strangely with the rules and order, creating a form of reactive sentience, people collectively call the Formless. The Formless that gain sentience call themselves the Vast, and all Vast seek to assimilate the patterns they encounter, almost like gray goo Borg. Oozes, mimics, phasms, and similar entities are all manifestations of the Vast; the advanced ones using their sentience to recreate the patterns they've absorbed in order to better obtain more.
Languages
Before Ragnarok, there was a fair bit of racial tribalism. As the end of world was only three human generations ago, the inertia remains enough for the languages to remain relatively 'pure'. Humans, being as short-lived and spread-out and numerous as they are, already had several major dialects before the forced isolation and time has made it distinct enough for them to truly count as different languages.
Speech - The vulgar tongue, or the equivalent of Common. No true written language
High Speech - The classical form of Speech, known by the nobility and scholars. Any literacy in Speech is knowing High Speech, as the difference in grammar and pronounciation is rather profound.
Sea Speech - Language of mariners hailing from unknown shores, some say they come from another branch of the World Tree. Their language & writing has a heavy emphasis on math, which makes knowing the language conducive towards accounting (and numerology amongst the superstitious)
Ferran Speech - The language of the savage barbarian tribes to the East, their only written language is used for landmarks/signs
God Tongue - Also called First Speech, as it remains unchanged from when reality was young. Writing in God Tongue is difficult, requiring an act of will to put it down, and aids greatly in the shaping of magic. Your own emotions are embedded into the language when you write, making false statements (including fiction) require actual Bluff checks to make them ring true.
Hell Tongue - Language of demons and their spawn, their writing actually consists of using one's own name in various ways (almost like the Pokemon). It uses the same script as God Tongue, but using your own name allows you to ascribe any amount of emotion or 'truthiness' you want unless you wish to write with another subject's name; in which case Bluff is used as normal to hide the identity
Primal Tongue - Speech of the dragons and many other elemental spirits not of the gods. Reading the script of Primal Tongue is much like reading a trail.
Jotun Tongue - Language of the giants and titans, who spawned of their own accord and their ways were inspiration for the creators of Man. While doable in portable print, no giant writes unless it becomes an act of architecture.
Death Speech - Secret language of the Death Gods, who teach their code and signs to high-ranking assassins and executioners. Their actual written tongue is a system of ciphers and code phrases in whatever language best blends in.
New Stuff
Incantation: Bind the Vexsome Dead
Effective Level: 6th
Skill Check: Knowledge (religion) DC 30, 4 successes; Use Rope DC 30, 2 successes
Backlash: Two negative levels + exhausted (touch of the grave)
Components: V, S, M (500gp annointed ribbons), SC (4 extra casters)
Casting Time: 60 minutes
Range: Close
Target or Targets: All undead within range, no two of which can be more than 30' apart
Duration: Permanent
Saving Throw: None
Spell Resistance: No
During the casting on the night of a full moon, four acolytes meditate, each blocking out a sense. One acolyte remains blindfolded, another fills his nose with the scent of smelling salts, a third drugs himself into numbness and wears earplugs to block out all sound, while the fourth remains in a zen meditation to block out all thought for the duration of the ritual.
The ritual can only target undead within the confines of an structure (no dimension greater than 100') with various portals of egress, during the span of the ritual, the primary caster ties a white, annointed silk ribbon around each door and window so as to ensure they remain closed unless physically forced. Upon completion of the ritual, the undead are bound within the area much like a demon within a magic circle, unable to harm the barrier nor able to use any of its attacks or abilities across the threshold.
If either a ribbon is untied or the undead are attacked across the threshold, then the effect is broken and the undead are free. At the time of dawn/noon/dusk, with a DC 20 Knowledge (religion) check, one of the ribbons can be safely untied for a round to allow people to cross the threshold.
Once tied, the ribbon's magic will end at the next dawn.
Market Price: 75gp; Craft: Spellcraft
Manifestation (Sp): Able to slip between the Material world and the Ethereal. They can cross from the Ethereal Plane with a move action, but only in an area dedicated to them or relevant to their domain. A spirit can return to the Ethereal plane anywhere, but it will take 2 rounds to cross back, during which time they are immobile. As they fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A spirit can only planewalk them self plus 50 pounds of objects.
Old Iron Heroes House Rules
Armiger Not even Hong's variant fixes the fundamental flaw one sees in tank design throughout RPGs, no incentive to actually attack. Thus, I'm using this variant instead.
Reach The rules for this are kind of borked for PCs, in various ways. Thus, we are returning the normal rules for them, especially in letting weapons like the halberd retain their reach quality; also, reach weapons double your natural reach, while preventing you from threatening only half your natural reach (rather than your full natural reach). This means that your typical Medium-size guisarme fighter will threaten adjacent squares, but not his personal one.
Improved Trip I have no clue why this was split up the way it was, which compounded to make tripping the one melee trick that you actually did worse in IH as compared to 3.5.
- Prerequisites: If you take Improved Trip as a Power feat, you can use it with trip weapons, power weapons, and weapons that lack the finesse keyword. If you take it as a Fineese feat, you can use it with trip weapons, finesse weapons and weapons that lack the power keyword. You can take this feat twice, once as a Power feat and again as a Finesse feat, in order to use it with more weapons.
Base Mastery 2 (Power). You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed, nor does your opponent have the chance to trip you in turn if the trip attack fails. You gain a +4 bonus to your ability check to trip an opponent when you use a two-handed weapon to make the trip attempt. If you trip an opponent in melee combat, you immediately get a melee attack against that foe as if you hadn't used your attack for the trip attempt.
Base Mastery 2 (Finesse). You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed, nor does your opponent have the chance to trip you in turn if the trip attack fails. You can opt to make a Dexterity check rather than a Strength check to trip an opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that foe as if you hadn't used your attack for the trip attempt.
Expanded Mastery 4. You gain a +4 bonus on your ability check to trip your opponent.
Expanded Mastery 6, 8. Unchanged.
Undeath Using the Tome rules, specifically the Playing with Fire option
Starting Characters
Each player rolled 4d6 (drop lowest) six times, and the best set out of the four was the stat array to be used (18, 17, 16, 15, 13, 10).
Melisande, Level 2 Human Samurai
HP 13; AC 18 (+3 Dex, +5 armor); Saves +2/+3/+4
Abilities: Str 18, Dex 17, Con 15, Int 10, Wis 13, Cha 16
Feats: Juggernaut, Combat School, Background (Royalty of a Fallen Nation)
Skills: Athletics +5 (Swim +1), Diplomacy +12, Sense Motive +6, Knowledge (nobility) +5
Equipment: Ancestral Halberd, Breastplate
HP 12; AC 15 (+2 Dex, +3 armor); Saves +2/+5/+7
Abilities: Str 10, Dex 15, Con 14, Int 13, Wis 19, Cha 20
Feats: Spell Focus (Conjuration)
Skills: Notice +7, Gather Information +10, Concentration +7, Diplomacy +10 (+12 w/gods), Knowledge (religion) +5, Speak Language (Speech, God Tongue)
Equipment: Bone Armor (Negative resist)
Spirit Guide: Ape
For the time being, the setting's treatment of incarnum magic is that it's for entities whose soul is too big for their bodies to fully contain, frequently mortals via dangerous exposure to divine magic (sometimes the thin places to Chaos, or even the more spiritual fires smoldering on the World Tree). Most die, most of the survivors end up as monsters with glowing smoke streaming out, and a rare few end up taking the incarnum classes.
HP 19; AC 19 (+3 Dex, +3 shield, +3 armor); Saves +10/+8/+8
Abilities: Str 17(18), Dex 17, Con 14, Int 13, Wis 10, Cha 20
Special Abilities: Feytouched - Death Watch 1/day; Soulmelds - Awesome Turquoise Braids (Str, Displacement), Expansive Ultramarine Wings (Dex, Bolt of Agony), Depressing Black Gloves (SR, Counterspelling)
Feats:
Skills: Knowledge (religion, planes) +6, Intimidate +10, Notice +5, Search +6
Equipment: Studded Leather Armor, Black Dragonscale Shield