Pandemonium deck and Dvontoi: Difference between pages

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imported>Wordman
(Green Dvontoi)
 
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''This is a magic item for [[system::Pathfinder]] based on P.D. Magnus' [http://www.decktet.com/ Decktet]. Though inspired by the  ''[http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/deck-of-many-things deck of many things]'', it alters the whole concept of the deck (roughly) following the model used by ''[http://www.amazon.com/gp/product/0786958723/ref=as_li_ss_tl?ie=UTF8&camp=1789&creative=390957&creativeASIN=0786958723&linkCode=as2&tag=div05a-20 Madness at Gardmore Abbey]'' to make the deck a less destabilizing force (at least at first).''
''In Greek myth, planting dragon teeth like seeds caused warriors (the ''[http://en.wikipedia.org/wiki/Sparto%C3%AD spartoí]'') to spring from the ground. In our version of [[system:Pathfinder]], it isn't quite that simple, but a secret ritual does exist that will spawn dragon-like humanoids by sowing dragon teeth. In our [[campaign:Dissolution]] campaign, these "dragon-tooth men", the ''dvontoi'', are implemented as a collection of monstrous races, each based on the color of dragon whose teeth were planted. These creature advance using class levels, but their size and at least one racial ability scales as hit dice increase. The dvontoi are construction using  Pathfinder's [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system], using 25 RP.''


'''Aura''' strong (all schools); '''CL''' 20th; '''Slot''' none; '''Weight''' —
== Black Dvontoi ==


This worn fortune-teller's deck bears an evocative image upon each of its forty-five cards. The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a complex structure. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Crowns each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank. Suit combinations do not occur with equal frequency. All cards also have a theme or meaning, written on the face of the card.
== Blue Dvontoi ==


== Individual Cards ==
== Green Dvontoi ==


Cards of this deck are almost never found assembled, as the deck has the ability to scatter itself at random under certain circumstances. Most who come across cards find them singly. Individual cards are no more or less durable than mundane cards, but should a card be destroyed, it disappears and reforms itself whole at some other random location in the world.  
Evil dragons use dvontoi created from green dragon teeth as spies and scouts. Small and nimble, green dvontoi tend to be rogues or rangers.


Individual cards make their presence known whenever combat begins. Whenever an initiative check is made, gather all of the cards possessed by any of the participants and draw one randomly. This card then exerts an influence on the battle. A spectral icon representing the card appears on the ground in a random square adjacent to the character who owns the selected card. Anyone standing in the square containing the icon gains the influence effect listed for that card so long as they remain in the same square as the icon.
'''RP''': 25 (Monstrous)
* '''Ability Score Racial Traits''' ''2 RP'': Aram gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
* '''Size''' ''0 RP'': Green dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': Green dvontoi have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Green dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Acid Immunity''' ''4 RP'': Green dvontoi are immune to acid.
* '''Natural Armor''' ''4 RP'': Green dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
* '''Sneaky''' ''5 BP'': Green dvontoi gain a +4 racial bonus on Stealth checks.
* '''Silent Hunter''' ''2 BP'': Green dvontoi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
* '''Nimble Attacks''' ''2 BP'': Green dvontoi receive Weapon Finesse as a bonus feat.
Magical Racial Traits
* '''Vanish''' ''2 BP'': Green dvontoi may cast ''[[pfsrd-spell:v/vanish|vanish]]'' at will as a spell-like ability.
Offense Racial Traits
* '''Relentless''' ''1 RP'': Green dvontoi gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.
Other Racial Traits
* '''Hold Breath''' ''1 RP'': Green dvontoi can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.


At the start of each round, the icon moves 1d4-1 squares in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise). Any creatures standing in that square immediately gain the influence effect of the card.
== Red Dvontoi ==


Characters who own cards may spend a move action attempting to force a card they own to become the influencing card. Success on a Use Magic Item check (DC 18) causes any existing influence to vanish, and a new influence icon to appear at a random square adjacent to the card owner. Any character in that square immediately gains the influence effect of the new card.
== White Dvontoi ==
 
The character who owns the influencing card may also spend a move action attempting to move its icon. Success on a Use Magic Item check (DC 20) allows the character to move the icon up to 15'. Any creatures standing in the destination immediately gain the influence effect of the card.
 
== Cumulative Effects ==
 
As more of the cards come together, the deck gains potency. If a single character holds multiple cards, they bestow additional effects, depending on the number of cards and their suit combinations. All applicable effects from the following table apply if the character owns cards that qualify. All spell-like abilities function with a caster level equal to the character's level.
 
{| class="wikitable"
|-
! card combination
! effect
|-
| any 6 cards
| You emit an aura of chaos as if you were a cleric of a chaotic deity.
|-
| any 12 cards
| You are constantly ''protected from law''.
|-
| any 18 cards
| Your alignment shifts one step toward chaotic. You may cast ''magic circle of protection from law'' 3 times/day as a spell-like ability.
|-
| any 24 cards
| You may cast ''chaos hammer'' 3 times/day as a spell-like ability.
|-
| any 30 cards
| You may cast ''dispel law'' 3 times/day as a spell-like ability.
|-
| any 36 cards
| You may cast ''word of chaos'' 3 times/day as a spell-like ability.
|-
| any 42 cards
| You may cast ''cloak of chaos'' 3 times/day as a spell-like ability.
|-
| three moons + three suns
| You may cast ''flare burst'' at will as a spell-like ability, as a swift action.
|-
| three waves + three leaves
| You may cast ''endure elements'' at will as a spell-like ability, changing the range to medium.
|-
| three wyrms + three knots
| You may ''detect chaos'' at will as a spell-like ability, as a free action.
|-
| three moons + three wyrms
| You may cast ''deathwatch'' at will as a spell-like ability, as a swift action.
|-
| three suns + three leaves
| You may cast ''defoliate'' at will as a spell-like ability.
|-
| three waves + three knots
| You may ''detect law'' at will as a spell-like ability, as a free action.
|-
| four pawns
| You may cast ''suggestion'' at will as a spell-like ability.
|-
| four courts
| You may cast ''prayer'' at will as a spell-like ability.
|-
| six aces
| You may cast ''true seeing'' on yourself at will as a spell-like ability.
|-
| six crowns
| You may cast ''scrying'' at will as a spell-like ability.
|-
| one card of each rank + the excuse
| Once per day, you may broadcast a ''sending'' which is heard by any creature who owns six or more cards.
|-
| moons of each rank
| You may cast ''beast shape iv'' twice per day as a spell-like ability.
|-
| suns of each rank
| You may cast ''sunbeam'' twice per day as a spell-like ability.
|-
| waves of each rank
| You may cast ''seamantle'' twice per day as a spell-like ability.
|-
| leaves of each rank
| You may cast ''plant shape iii'' twice per day as a spell-like ability.
|-
| wyrms of each rank
| You may cast ''form of the dragon ii'' twice per day as a spell-like ability.
|-
| knots of each rank
| You may cast ''maze'' once per day as a spell-like ability.
|}
 
== Completing the deck ==
 
Should one character assemble the complete deck, the true power of the deck reveals itself. The owner of the deck may perform an hour long ritual culminating in the owner (or someone she designates) drawing one or more cards from the deck. If the one drawing is lawful, they may draw only one card. If the one drawing is chaotic, they may draw up to three cards. Otherwise the one drawing may draw up to two cards. Regardless of who draws, the owner of the deck chooses one of the drawn cards, and the major effect listed for that card activates (targeting the one who drew it, if applicable). Afterwards, each card drawn disintegrates and reforms at a random location (as mentioned above). The owner of the deck immediately becomes aware of the location of the card that was activated (but not the others, if any). No longer in possession of a complete deck, the owner must track down the lost cards in order to draw again.
 
== Card Effects ==
 
=== The Author ===
 
'''Rank/Suits''' Two (moons, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Bard ===
 
'''Rank/Suits''' Crown (suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Battle ===
 
'''Rank/Suits''' Four (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Betrayal ===
 
'''Rank/Suits''' Eight (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The character's animal companion, familiar, cohort, or other NPC ally is alienated and forever after hostile. If the character has no such allies, the enmity of some powerful personage, community, or religious order can be substituted. This hatred remains a secret until such a time that it might be most dramatically and perilously revealed. Upon drawing this card, the character knows that someone or something will turn against him, but nothing more.
 
=== The Borderland ===
 
'''Rank/Suits''' Pawn (waves, leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Calamity ===
 
'''Rank/Suits''' Crowns (wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Castle ===
 
'''Rank/Suits''' Seven (suns, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Cave ===
 
'''Rank/Suits''' Seven (waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Chance Meeting ===
 
'''Rank/Suits''' Seven (moons, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Consul ===
 
'''Rank/Suits''' Courts (moons, waves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Darkness ===
 
'''Rank/Suits''' Nine (waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Desert ===
 
'''Rank/Suits''' Two (suns, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Diplomat ===
 
'''Rank/Suits''' Eight (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Discovery ===
 
'''Rank/Suits''' Five (suns, waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The End ===
 
'''Rank/Suits''' Crowns (leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Excuse ===
 
'''Rank/Suits''' None (none)
 
'''Influence Effect'''
 
'''Major Effect''' the cards scatter.
 
=== The Forest ===
 
'''Rank/Suits''' Five (moons, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Harvest ===
 
'''Rank/Suits''' Pawn (moons, suns, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Huntress ===
 
'''Rank/Suits''' Crown (moons)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Island ===
 
'''Rank/Suits''' Courts (suns, waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Journey ===
 
'''Rank/Suits''' Three (moons, waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Knot ===
 
'''Rank/Suits''' Ace (knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Leaves ===
 
'''Rank/Suits''' Ace (leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Light Keeper ===
 
'''Rank/Suits''' Pawn (suns, waves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Lunatic ===
 
'''Rank/Suits''' Six (moons, waves)
 
'''Influence Effect''' For every five points of damage the character deals to a target with a melee attack, the target gains a +1 morale bonus to Strength and -1 AC penalty. Multiple attacks are cumulative (to a maximum of +7 Strength, -7 AC).
 
'''Major Effect''' The character gains the lycanthrope template, becoming a weretiger lycanthrope, and as such, remove disease and heal have no affect on this affliction.
 
=== The Market ===
 
'''Rank/Suits''' Six (leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Merchant ===
 
'''Rank/Suits''' Nine (leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The mysterious entity known as the Foreign Trader appears and offers the character any treasure he wishes in return for years of his life. If the character accepts, he must choose to age a number of age categories. The character takes all the ability score penalties for his new age, but gains none of the benefits. For each age category he advances, however, he gains 20,000 gp worth of credit with the Foreign Trader, which can be spent on any non-unique magic items. Any credit a character does not spend is lost. After the character is done spending his credit, the Foreign Trader vanishes. Years taken by the Foreign Trader cannot be restored by any means. The Foreign Trader does not trade with characters who cannot die of old age. If the character is immortal, the Foreign Trader vanishes, leaving behind another card. If the character declines to bargain with the Foreign Trader, the trader disappears in a puff of acrid yellow smoke.
 
=== The Mill ===
 
'''Rank/Suits''' Eight (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Moon ===
 
'''Rank/Suits''' Ace (moons)
 
'''Influence Effect''' If the character casts a spell of up to 4th level, it does not consume one of the character's spells per day.
 
'''Major Effect''' The character is granted a single wish. This wish functions similarly to the spell ''wish'' when it comes to affecting rules and statistics, but can also change reality in ways outside the bounds of the spell's effects—such as rerouting a river or ending a war. The GM decides what the wish can and cannot accomplish.
 
=== The Mountain ===
 
'''Rank/Suits''' Four (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Origin ===
 
'''Rank/Suits''' Two (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Pact ===
 
'''Rank/Suits''' Nine (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Painter ===
 
'''Rank/Suits''' Three (suns, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Penitent ===
 
'''Rank/Suits''' Six (suns, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Rite ===
 
'''Rank/Suits''' Courts (moons, leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Sailor ===
 
'''Rank/Suits''' Four (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Savage ===
 
'''Rank/Suits''' Three (leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Sea ===
 
'''Rank/Suits''' Crown (waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Soldier ===
 
'''Rank/Suits''' Five (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Sun ===
 
'''Rank/Suits''' Ace (suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Watchman ===
 
'''Rank/Suits''' Pawn (moons, wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Wave ===
 
'''Rank/Suits''' Ace (waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Windfall ===
 
'''Rank/Suits''' Crown (knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Window ===
 
'''Rank/Suits''' Courts (suns, leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Wyrm ===
 
'''Rank/Suits''' Ace (wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
== Destruction ==
 
If the entire deck is assembled and then the cards ordered by rank, then the first suit on the card, a ''dispel chaos'' spell will cause the deck to disintegrate without regenerating.
 
[[Category:Magic Item]]

Revision as of 20:42, 5 April 2013

In Greek myth, planting dragon teeth like seeds caused warriors (the spartoí) to spring from the ground. In our version of system:Pathfinder, it isn't quite that simple, but a secret ritual does exist that will spawn dragon-like humanoids by sowing dragon teeth. In our campaign:Dissolution campaign, these "dragon-tooth men", the dvontoi, are implemented as a collection of monstrous races, each based on the color of dragon whose teeth were planted. These creature advance using class levels, but their size and at least one racial ability scales as hit dice increase. The dvontoi are construction using Pathfinder's race creation system, using 25 RP.

Black Dvontoi

Blue Dvontoi

Green Dvontoi

Evil dragons use dvontoi created from green dragon teeth as spies and scouts. Small and nimble, green dvontoi tend to be rogues or rangers.

RP: 25 (Monstrous)

  • Ability Score Racial Traits 2 RP: Aram gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
  • Size 0 RP: Green dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
  • Type 3 RP: Green dvontoi are Monstrous Humanoids.
  • Base Speed 0 RP: Green dvontoi have a base speed of 30 feet.
  • Language Quality 0 RP: Green dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.

Defense Racial Traits

  • Acid Immunity 4 RP: Green dvontoi are immune to acid.
  • Natural Armor 4 RP: Green dvontoi receive a +3 natural armor bonus.

Feat and Skill Racial Traits

  • Sneaky 5 BP: Green dvontoi gain a +4 racial bonus on Stealth checks.
  • Silent Hunter 2 BP: Green dvontoi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
  • Nimble Attacks 2 BP: Green dvontoi receive Weapon Finesse as a bonus feat.

Magical Racial Traits

  • Vanish 2 BP: Green dvontoi may cast vanish at will as a spell-like ability.

Offense Racial Traits

  • Relentless 1 RP: Green dvontoi gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Senses Racial Traits

  • Darkvision 0 RP: Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.

Other Racial Traits

  • Hold Breath 1 RP: Green dvontoi can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Red Dvontoi

White Dvontoi