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Cad Goleór Discussion Thread

Started by Seraph, April 20, 2011, 03:04:36 PM

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Seraph

Brother Guillotine of Loving Wisdom
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Seraph

Baobhan Sidhe
[note]This unseelie fae is based on the vampire, as the lore of the Baobhan Sidhe is basically a vampire/succubus type of creature.

I am interested in getting feedback as to whether this creature's stat's are appropriate to its CR.  I was trying to estimate off of the listed Vampire stats, but between taking away certain weaknesses and advantages, I'm not sure it is still balanced.[/note]The man's form goes limp in the woman's arms, and she lets him fall.  His whole body is stained red, as if he has been sweating blood, and her hands and face are smeared with it.  She looks up at you with murder in her eyes and says 'Do you want to dance?'

NE Medium Fey (Undead)
CR 8   
XP
3,200
HP: 102 (8d6+72)   
Init +8; Senses darkvision 60 ft
Speed: 30 ft.   

Fort +13, Ref +11, Will +12
Dodge: +15   
Block: +10
Melee slam +8 (1d4+4 plus energy drain)
Base Atk +4; CMB +7; CMD 24
Special Qualities: channel resistance +2; DR 10/magic and Cold Iron; Immune undead traits; Resist cold 10
Special Attacks blood drain, charm person (DC 22), energy drain (2 levels, DC 22)

Str 16, Dex 18, Con '", Int 14, Wis 16, Cha 26   
Spell-Like Abilities: At Will: Ghost Sound, Message 1/day: Expeditious Retreat, Tongues, Vampiric Touch
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse   
Skills Bluff +27, Diplomacy +16, Dodge +15, Knowledge (The Planes) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Stealth +12; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth

Environment any
Organization solitary
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)


These malevolent female spirits often dwell on hilltops, or are sometimes found in graveyards.  Some say the baobhan sidhe (Bah-van shee) are the spirits of women who died at the hands of their husbands, or lovers.  Whether or not this is true, baobhan sidhe prey on men.  A baobhan sidhe often appears wearing gowns of white, sometimes wailing over a tombstone, or otherwise giving the appearance of vulnerability.  Preying on loners, she will lull her targets into dropping their guard, and will ask them to dance with her.  When they begin to dance, and her skin touches his, whether it be hands, chest, face, she begins to draw his blood out through his skin.  Her victims often do not realize what is being done to them until they are too weak from blood loss to fight back.  

Blood Drain (Su): A baobhan sidhe can suck blood from a grappled opponent; if the sidhe establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The baobhan sidhe heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.  Any hold counts.  If the creature does not suspect the attack, a held hand is enough for the Baobhan Sidhe to drain her victim's blood.

Charm Person (Su): A Baobhan Sidhe is supernaturall good at earning the trust of mortals, particularly men.   As a standard action, anyone the baobhan sidhe targets must succeed on a Will save or fall instantly under the her influence, as though by a charm person spell (caster level 12th). The ability has a range of 30 feet.  Characters of the appropriate sexual orientation suffer -2 to this save.  

Energy Drain (Su): A creature hit by a baobhan sidhe's slam gains a negative level. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Brother Guillotine of Loving Wisdom
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Seraph

I have put in a new thread for Cad Goleor, just to get everything looking a bit neater and easier to locate (and using prettier fonts, for anyone they show up for), so I will be putting all the information there.  This will remain a discussion thread, and all comments should be directed here.
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Seraph

I am considering attaching more significance to Oghams in Druidic magic.  I am considering making each ogham (a rune of sorts, for those unfamiliar) carry certain secrets and mysteries.  Intense study of the oghams unlocks access to spells.  In a way, this would function rather like cleric domains, in that you would only have access to the oghams you have studied in depth, and that they are associated with a corresponding list of spells.

I am considering replacing some of the ordinary druid abilities with knowledge of these Ogham "domains."  I was considering lessening the capacity of the Druid to wild shape.  What do people think?
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Steerpike

Sounds like a change that makes sense given the setting, for sure.  Shapechanging is good, but I like the idea of the druids as an institution, and the domains seem to somehow emphasize that.

Seraph

Seeing as there are stories in Celtic myth of druids and bards shape-shifting, I would ideally like not to get rid of it altogether, but they might get by with a bit less of it.

To get a taste of what I am thinking of for the Oghams, here are some examples:

[ic]Luis

Tree: Rowan

Luis is the ogham of the Rowan tree.  Rowan has been called the "witch tree" as it has strong magical connections.  It is said to symbolize the elements, and is strongly associated with protection from enchantment and dark spirits.  The study of the mysteries of the Rowan therefore yields up secrets to magical protection.  Knowledge of the ogham Luis provides access to the following:

1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shield Other: You take half of subject's damage.
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Find the Path: Shows most direct way to a location.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Freedom: Releases creature from imprisonment.

Fearn

Tree: Alder

Fearn, the ogham of Alder, represents an unusual tree, as it is both water loving and highly combustible. It combines the elements water and fire, which makes it highly sacred to Brigantia, and because of this, and its fierce flame it is sometimes known as the "warrior tree," its symbolism being that of strength, tenacity and determination.

1 Enlarge Person: Humanoid creature doubles in size.
2 Bull's Strength: Subject gains +4 to Str for 1 min./level.
3 Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Righteous Might: Your size increases, and you gain combat bonuses.
5 Hold Monster**: As hold person, but any creature.
6 Stoneskin : Ignore 10 points of damage per attack.
7 Tenser's Transformation: You gain combat bonuses.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm**: Summons multiple elementals.
**Water and Fire Elementals only[/ic]

I am not sure whether or not they should have a "granted power" like true domains do.  It would depend, at least in part, on whether they get 2 at first level, or if they get new ones periodically.  Any suggestions?
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Seraph

I am having trouble fitting spells to some of the Ogham.  In some cases it is simply that a lot of the oghams' profiles overlap.  I don't mind if more than one Ogham provides the same spell, but in some cases more than one ogham can indicate several of the same spells, and I don't want too much redundancy. 

For some of the ones involving fertility, I was considering making use of some of the spells from the Book of Erotic Fantasy.  I think I may still have to create some new spells, though.  However, I have the following notes from other sources regarding the meanings of various Oghams (and their associated trees).  If anyone has ideas on how to assemble a list of spells for them, I would appreciate input.  Not asking for whole lists, but an "I think x spell would be appropriate for y ogham" might be helpful.

[spoiler="Eadha": Poplar]
Quote from:  "Eadha": Poplar1. The poplar lives fast and dies young. Thus it is
symbolic of the short span of human life.

2. The poplar or aspen is also known as the whispering and quivering tree due to the fact that its leaves move and rustle with almost every murmur of the wind. It is a very hardy tree and has come to represent protection and durability. The tree has the ability to shield and resist, and is closely associated with the gifts of speech and wind.
[/spoiler]
[spoiler="Ur": Heather]
Quote from:  "Ur": Heather1. Heather covers the open moors and, when it dies, eventually becomes peat. Roofs thatched with heather help repel evil spirits.

2. Heather grows in great abundance and helps form vegetation known as heath this is believed to be the source of the phrase heathen as many ceremonies of this nature were carried out on the heath. Its blossoms can be made into tea and it is a great producer of honey with the aid of the spirit messengers - bees. It has come to represent healing and a way to be closer to the otherworld.
[/spoiler]
[spoiler="Onn": Furze]
Quote from:  "Onn": Furze1. Burning its wood and flowers will help protect a
warrior from harm in an upcoming battle.

2. Furze, or gorse was used to sweep important areas and is seen as a purifier. It is said that burning the blooms and shoots will calm the wind, it is also set on fire to burn away all the old growth and make way for the new. It is seen as a good plant to use when wanting to make new starts or begin new ventures.
[/spoiler]
[spoiler="nGéatal": Reed]
Quote from:  "nGéatal": Reed1. Sweeping a sacred site with a reed broom purifies it. Burning reeds can quiet a forceful wind.

2. Broom is the equivelant of Furze or gorse and was also used to sweep ritualistic areas to purify them. It is set on fire to burn away all the old growth and make way for the new. It is seen as a good plant to use when wanting to make new starts or begin new ventures.
[/spoiler]
[spoiler="Gort": Ivy]
Quote from:  "Gort": Ivy1.  Can be used to flavor ale and is thought to stop
a cough.

2. Ivy is able to thrive and grow in almost all environments, it is extremely strong and is very difficult to destroy. Its stalks grow in what appears a helix and therefore represents the growing spiral of self enlightenment that was sacred to the celts. It symbolizes the soul and its journeys both inner and outer on its search for nourishment.
[/spoiler]
[spoiler="Huath": Hawthorn]
Quote from:  "Huath": Hawthorn1. Flowers of this tree can arouse men to great feats of love-making. The tree is used in love and marriage spells. Its wood contains great magical power and is often used for wands.

2. Also known as the Hawthorn, it is considered to be one of the most powerful trees. It is closely associated with witchcraft, protection, fertility. It is often used for love/marriage spells and protection with its powers of dispelling negative energy and strife. The hawthorn is said to stand at the doors of the otherworld and is sometimes called the faery tree and can be found 'guarding' cemeteries and holy places. The tree except in May is usually regarded as a very unlucky tree due to its contradictory nature of having beautiful flowers and deadly thorns.
[/spoiler]
Brother Guillotine of Loving Wisdom
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Seraph

I am now considering making "Druid" be a prestige class rather than a base class.  I have been thinking that this actually makes more sense from a Celtic perspective, owing to the degree of training and education that was required before one could become a druid.  There is some historical debate on the subject, but some believe that one had to be trained as a bard (fili) before one could qualify to become a druid.  With this is mind, a prestige class makes more sense.

But while it makes setting sense, I wonder what effect this has from a game perspective?  Unless I tacked on some spells to the spell-lists for other classes, this could leave some power gaps.  Since I've already removed clerics, if druids also had to go (as a base class, anyway) this would leave the parties with pretty limited opportunities for healing.
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Seraph

It's been quite a while since I updated anything, but I wanted to share this write-up for Drochead, the capital of the province of Ardmore.  I also wanted to take the note about the adventure ideas being rather generic, so below there is also a revised list of adventure ideas.  I added a few that are more specific to this kind of setting, and took away a lot that could apply to pretty much any setting.  Take a look below and see what you think of them.


[ic=Ardmore]Ruler: King Brogan mac Grania
Capitol: Drochead
Government: Elected Monarchy
Realm Alignment: Lawful Good
Population: ~500,000
Major Settlements: Beldangan, Ceann Balor, Drochead, Torliath

Drochead
Government: Petty Kingdom with secondary power center (Druid Circle)
Population: ~6,200 (more in the lands surrounding the town proper)
Alignment: Lawful Good
Imports: Metal Ores
Exports: Peat, wickerworks, certain wood crafts.
Personalities: Adaric (Lvl 10 Ftr Champion & lawman), King Brogan mac Grania (Lvl 9 Ftr)

Perhaps an unlikely location for a capital city, Drochead is in the boggy marshlands in the south of Ardmore.    The people here traverse the watery parts of the city in small boats covered in stretched animal skins to prevent leaks.  Willow trees are common here, and the people of Drochead are known for implementing reed darts and javelins in battle.  The people of Drochead have a religious (some would say superstitious) attachment to their trees.  They believe the trees speak to them, and watch over them.  It is a rite of passage in this area to survive out in the bog by listening to the gods and tree spirits.

There is some farming here, but farms are almost always subsistence farms.  There is rarely enough space for swaths of farmland large enough that one could make a profit at it.  The development of irrigation systems has at least allowed for a stronger and larger crop than would normally be possible on such small plots of land.  Dried peat is used for fuel, heating hearth fires.  A statistically high demographic of doernemed and fuidir devote their time to harvesting peat. 

Navigating the bogs has made the people of Drochead famously keen of senses.  They are known for being able to spot dangers—finding the almost imperceptible differences between firm land and mud sinks that can swallow a man whole.  Trackers, survivalists, guides, and other woodsmen are well employed here in helping outsiders to navigate safely.  There is an unusual prevalence of rangers here.  It is said that part of what makes Drochead great is that it is in a dangerous area, which requires greatness from its citizens. 

Drochead is more fervently dedicated to cremating their dead than other kingdoms. Cremation is thought to send the soul directly to Gwynvyd, rather than letting it fester in the bog and creating bogborn.  Only slaves, murderers, or others whose eineachlan has been revoked are denied this courtesy.  Even these are not buried as such, instead their bodies are consigned to the bog, offered up by the druids in an intricate ritual meant to appease the spirits of the bog, and hopefully prevent the deceased from becoming a bogborn.  Also called mudmen, Bogborn are zombie-like creatures thought to be the result of one who sinks into the bog.  Also of danger are the Will-O-Wisps, who frequently beguile their victims into falling into the bog, where they become stuck, and can easily be preyed upon. 

The Sun is highly venerated in Drochead.  They value their dry seasons, as it renders the bog safer and more passable.  It helps prevent their homes from rotting, and their weapons from rusting.  The symbol of the city of Drochead, which can be seen when they bear their standard into battle, is a flame upon the water.  [/ic]

Twenty-five Adventure Ideas

  •    It falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
  •    Venture into Annwn to save a friend claimed by the Wild Hunt
  •    The PCs must learn the art of crafting magical weapons from the Sidhe.
  •    A PC is cursed with a geas that requires drinking the blood of a dragon daily.
  •    A friend of the PCs has eloped with a king's intended bride.  They must choose whether to protect him from the men the king sends to kill him, or to hunt down their friend and bring him to justice as a matter of honor
  •    A hero is seduced by a fairy, and neglects his duties.  The PCs must save him from his enchantment.
  •    The king's magical sword, an heirloom of the kingdom, and a symbol of your clan's power, has been stolen, and the rival kingdom to the North is suspected to be responsible.
  •    A series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.
  •    A destitute man spins a tale of how he was king until a bard's satire ruined him.
  •    A PC is given a geas to kill a close friend.
  •    A bard sings of the magical treasures and spoils of Annwn, waiting for any who dare to seek them.
  •    A Fliath goes mad when his bride leaves him.  He flees to the woods, living as a wild man, attacking anyone who comes too near.
  •    Two men claim the throne of High King, and the Líath Fáilte sings for both of them.  The island is divided, and a massive war seems immanent.
  •    The savage tribes to the East have acquired a magical Drum that paralyzes enemy hosts, allowing them to run rampant.
  •    Druids expelled from the order seek revenge on their former brethren
  •    A new religion appears, promising eternal life, but requires its members to engage in cannibalism.
  •    A wandering prophet is imprisoned as a charlatan, but then his predictions start to come true.
  •    Rumors spread about a magical fountain guarded by a black knight.
  •    When it snows in the summertime, the local druid determines that the Seelie and Unseelie Sidhe are at war. 
  •    A monster appears, claiming to be the son of the King, and demands to be enfranchised.
  •    A warrior comes to you for protection when a bean nighe foretells his death.
  •    A married woman's jealous Unseelie lover tries to murder her husband. 
  •    Enter Annwn to seek a spirit who knows the secret to lifting a curse.
  •    A druid presiding over the truce between two warring clans is found murdered.
  •    If the welts covering the king cannot be cured, he will have to abdicate in favor of his beautiful but vicious nephew.
Brother Guillotine of Loving Wisdom
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Steerpike

The adventure hooks remind me of stuff from old chivalric romances.

Quote from: Seraphine_HarmoniumA new religion appears, promising eternal life, but requires its members to engage in cannibalism.
Catholicism?!?
QuoteA series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.
This one is so cool.
QuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome.  I am always having ideas for new ones.  Any thoughts on strange/inventive curses?
QuoteTwo men claim the throne of High King, and the Líath Fáilte sings for both of them.  The island is divided, and a massive war seems immanent.
This one seems more like a campaign.  Could be really fun!

Lmns Crn

Quote from: Steerpike
QuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome.  I am always having ideas for new ones.  Any thoughts on strange/inventive curses?
Start with the classic. :yumm:
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Weave

Quote from: Steerpike
The adventure hooks remind me of stuff from old chivalric romances.

Quote from: Seraphine_HarmoniumA new religion appears, promising eternal life, but requires its members to engage in cannibalism.
Catholicism?!?

This made me laugh pretty hard, SP.

Seraph

Thanks for providing some input guys!

Quote from: Luminous Crayon
Quote from: Steerpike
QuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome.  I am always having ideas for new ones.  Any thoughts on strange/inventive curses?
Start with the classic. :yumm:
It's true, the curse Macha places on the Ulstermen is pretty unique.  I strain to find one that is actually better.
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Seraph

Equipment

[ic=A word on Armor]As has already been stated, the baseline assumption in Cad Goleor is that the PCs will not be wearing armor, and to this end, AC has been done away with in favor of a Defense Roll.

However, since armor still EXISTS, I am going to treat it as pure Damage Reduction, instead of AC bonus.  In order to reflect that the wearing of armor is dishonorable, I can either implement a Cha penalty while it is worn (probably proportional to the amount of protection they get from it) or cause them to take a blow to their Enech (Honor) level, which has a few other effects. 

Question 1:Does one sound better than the other?
Question 2:Does a 1:1 conversion of AC to DR seem balanced?[/ic]
Cad Goleór is presumed to be an early iron-age setting.  Iron weapons exist, but the standard material is the cheaper and more abundant bronze.  Iron weapons are reserved for Fliath and those who have gained the favor of a king or wealthy patron.  Some of the very poor may even craft weapons from bone or stone, but this is not the norm for those who make a career of combat and adventure.

Bronze: Weapons forged of bronze are the baseline, most common sort one is likely to find.  Though not as durable or powerful as iron, bronze weapons hold their own.  Bronze weapons suffer a -1 penalty to attack and damage.  It has a hardness of 9, and 20 hit points per inch of thickness.  Bronze weapons cost the usual amount in gold pieces or in equivalent trade goods as those in the Core Rulebook.

Iron: Iron is the most powerful metal most people are familiar with.  Most castes will not have access to this metal, as its quality is seen to be fitting only of the Fliath Warrior Elite. They suffer no penalties to attack or damage.  Furthermore, Iron overcomes the damage reduction of fae, fomorians, and several other creatures.  Iron weapons have a hardness of 10 and 30 hit points per inch of thickness.  Iron Weapons cost twice as much as those listed in the Core Rulebook.

Cold Iron: This variant of Iron is mined deep underground and known for its effectiveness against fae creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost 4 times the amount as weapons in the Core Rulebook, and have the advantage of causing an extra 1d4 damage against fae.  Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

Helms
Though some tribes abjure any protection whatever, and others allow only shields, helms are sometimes worn to protect the head from injury.  The head is thought to be the seat of the soul, so more care is taken with it than with the rest of the body.  It is not considered cowardly to wear a helmet into battle, as it is to wear armor.  In general, a well-made bronze helmet adds +1 to any block rolls made versus an enemy's critical confirmation roll.  An iron helm typically adds +2, and any helm of masterwork quality provides an additional +1.

Items
Chariot: Many kings and heroes travel by chariot.  A typical chariot is drawn by two horses, and is large enough to carry three people, including the driver.  This is for all intents and purposes the same as the Medium Chariot described in Ultimate Combat.

Chariot Scythes: These curved blades are affixed to the wheels of chariots for warfare.  As the chariot moves past enemies, anyone adjacent to the chariot at any point along its path must make a DC 13 Reflex save or suffer 1d6 points of slashing damage.

Cloak, Wool: The peoples of Glasconaí and Gwladwyn are fond of their cloaks, which are typically made of lamb's wool.  These serve primarily to stave off the cold, granting DR of 2 against cold.  A particularly fine (Masterwork) cloak can grant a +1 boost to Enech.

Fidchell set:  This wooden game board is similar to chess, with a typical board being 11 x 11 squares.  One player is the attacker and one the defender, and the outcome depends on the fate of the defender's king. 

Firedogs: These are iron caps used to hold logs together in an open hearth fire.  They grant a +2 bonus to skill attempts relevant to containing a hearth or camp fire, such as Survival or Profession.  In addition to the practical purpose, they are decorative items, and serve as status symbols. 

Staunchgrass:  A special rare herb that is useful in healing wounds.  It has minor magical properties that tend to stop the flow of blood, so it is coveted for the treatment of the grievous wounds warriors soften face.  Using staunchgrass grants a +5 circumstance bonus to any heal checks to stabilize a dying character, and can be used to make healing salves.  A DC 20 heal check can be made to turn staunchgrass into a dose of salve that heals 1d4 points of damage.  Failing the check uses up the materials.

Torc: This is an elaborate neck-ring that denotes authority.  Gold torcs are only worn by kings, but silver or copper ones are sometimes gifted to heroes, or those who hold some lesser authority position.   Wearing a torc grants a +8 circumstance bonus to disguise checks made to imitate an authority figure, and a +2 circumstance bonus to all diplomacy checks.
Brother Guillotine of Loving Wisdom
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Kindling

1:1 AC to DR could work, but I quite like the way Iron Heroes does it, with a die roll for armour's DR rather than a flat number, so IIRC chainmail has like 1d4 DR, while leather has 1d2, and plate has 1d8.

I'm not sure how your honour mechanic works but both sound reasonable. Maybe you could even give a small penalty to both.
all hail the reapers of hope