Pevishan Variants

Until a few generations ago, Pevishans were born with a blood affiliation to one of the known schools of magic and this apparently static variation may even have been the source of the use of those schools to divide up the arcane magic spheres of power. Recently, though, Pevishan who are born to non-Pevishan parents, but with Pevishan ancestry, have been showing blood affiliations to divine domains, fiendish spheres, celestial spheres, elemental spheres, and even psionic disciplines. Though rare and not yet all-inclusive to all known variations of magic, their numbers are slowly but surely on the rise, as their children breed true to their parents’ blood affiliation.

Some known examples:

Healing Domain: Markings are pale and nearly invisible, though ever so slightly raised like the scars of scratches. Hair and skin shades follow the parents’ coloration, but the irises of the eyes are clearly like shiny polished gold. They tend to Good alignments and habitually worship gods of healing or well-being. Their known blood powers are cure light wounds and cure moderate wounds, which is fewer than most phenotypes, but slightly more powerful in general terms.

Light Element: Their pure white markings glow like the Faerie Fire spell, at will, illuminating like a pale candle flame in dimly lit or dark places. They tend to have silvery white hair and pale gray eyes, though their skin color follows their parentage. They tend to be of Good or Lawful alignments. Most worship sun or light gods, with at least one example each following a god of stars and a god of travel. Their known blood powers are light, faerie fire, and remove blindness.

Poison Domain: Markings are a bright yellow-green color that tends to make their usually pale skin look sickly and unnatural. Their hair trends to dull russet and their eyes are typically milky green with yellowed sclera. Worship of revolves around spiders, snakes, or other venemous creatures, or deities supporting assassination. Religion is typically evil. Their known blood powers are detect poison, purify food and drink, and poison needle.

If you find our make use of a new variation, please send details for addition to this post. 

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Glassteel


There are two principal types of glassteel made on the continent of Tara, namely magical and alchemical. Magical glassteel is made in two ways: by use of the Glassteel spell, altering a glass or crystal item already shaped into an item as hard as steel; or by taking a mass of glass and increasing its toughness by use of the Hardening spell, then forging it to meet your needs. Alchemical glassteel, made almost exclusively by Burrow Gnomes in the east and north of the Wild Coast region, is created through a cautious alchemical process that alters basic glass through alloy and temper processes throughout its manufacture that result in a somewhat flexible but hyper-resilient final product. It is lighter than steel, but only by about 25%, and can be treated almost exactly as such.

Alchemical glass can be made strictly transparent, though artistic burrow gnome alchemists are known to create brilliant pieces that have great functionality blended with astonishing appearance. Many things can be done during the manufacturing process.

Color can be added, in whole or in part, of differing levels of transparency or opacity, and can vary wildly within a single piece, if desired. The most common colors are clear, black (or near-black), gray, white, red, and blue-green, though an artist could also employ green, yellow, brown, purple, turquoise, violet, orange, pink, magically reactive glowing yellow or green, or light-emitting clear. Colored parts can be made separately and then fused together, which is when inclusions can be added.

Inclusions of small items, foil of various kinds, sand, paint, reactive material, or fibers, the resulting piece can be anywhere from simple to extremely complex. Shields have been known to include renditions of the warrior’s home fortress, swords often bear lightning or fire motifs within the blade, and helmets are made with any number of frightening images or useful features. A particularly noteworthy collection, all made by one workshop in the mountains and sold to the ruling house in Sot’er, includes a realistic map of the city on the shield (as seen from a kite or glider, in full color), armor replete with white lightning in a star-lit deep purple night sky, a broad bastard sword that looks like twisted ribbons, and a helmet whose visor indicates the types of energies at play in the area in front of the wearer and whose top spike shines like a torch in darkness.

Once the item or any part of it is brought to a basic shape, it can be cut, folded, twisted, braided, beveled, stretched into fibers or ribbons, or blown into hollow shapes for storage or reduced overall weight. Various layers of effects can be stacked to create fantastic visual effects. Stain, paint, etching, sanding, frosting, opalescent, polishing and sharpening can be applied to enhance beauty and function.

Absolutely transparent items, it should be noted, can be made, but cautions should be taken to make them obvious so as to avoid loss or unnecessary accidental damages to users and unsuspecting persons and objects nearby. 

That being said, most items made of alchemical glassteel tend to be mass produced in a simple format, such as the infamous frosted black sabres of House Harz’, the forest floor representation armor of the captains of the Outwatch that include actual leaves and other litter, and the light emitting twisted arrow shafts of certain local dwarf clans. With various workshops creating their own standards in competition with others, any one vendor of these items may have a considerable array of options traded and collected from various sources and usually available for immediate retail.

All alchemical glassteel items are masterwork and their cost includes, plus the artistic value, if any, added. Magical glassteel items cost about the same, due to the expense of having a spell cast for raw materials, though less artistry is usually found in these items.

Skills: Craft, Knowledge, Perform, Profession 

I’ve gotten tired of the 15 million variations of these, so following is a somewhat simplified list of 20 crafts that cover pretty much all types of applied arts and sciences, from low-tech to high-tech. If you have to have a specific craft for some reason, substitute the craft listed here that would include that more focused skill. I will also be using an alternative specialization option for skills which becomes useful here. It allows for general skill or more focused skill masters much less capable outside their concentration sub-skill. Not specializing indicates a broader skill in the subject. Specialization suggestions are indicated in parentheses. To specialize, spend 1/2 rank in a skill you already have trained, and gain an extra effective rank in a sub-skill specialization of your choice, up to the maximum ranks possible for your character at the time. If you wish to single specialize only, you can exceed your usual ranks by “splitting” your skill. To do this, you treat your effective ranks in the general skill as 1 or more lower than what you allocated (to a minimum of 1) and treat your specialization as having an equal number of virtual ranks above what you allocated. Example of splitting: Tracy the Rogue wishes to learn poison-making, a sub-skill of Alchemy, but isn’t too interested in the other aspects of the general skill. So, Tracy takes 4 ranks in Craft (Alchemical) and splits it fully. She takes a 3 virtual real reduction to keep the 1 minimum required, and adds an equal 3 virtual ranks to Poison. The net result is a virtual real allocation of 1 and 7. She’s pretty darned good at poisons, but just an apprentice in the rest of the Alchemical field. Also below is a simplified list of Perform and Knowledge skills that can be similarly specialized. Note: for quick or random character building, 1d20 will get you a quick choice of craft or knowledge and 1d10 will get you a quick choice of performance art. 

CRAFT

  1. Aeronautical  (boat, submersible, plane, rocket, car, aerodynamics, hydrodynamics, propulsion systems) 
  2. Alchemical (chemistry, poison, dye, tanning, brewing, wine-making, thermodynamics, pharmaceuticals, crystals, toxic waste disposal)
  3. Animal (ivory, horn, bone, chitin, leather, hide, sinew, gut, feathers, taxidermy, scrimshaw)
  4. Atomic (nuclear power, nuclear detonator, Force screens, radio-isotope dating, radioactive waste disposal, electromagnetic, magnetic) 
  5. Culinary (food processing, cooking, pastry, rations, chef artistry, catering, food science, artisanal foods, diet) 
  6. Earthworks (tunnels, masonry, statuary, ceramics, adobe, road, canal, sewer, mining) 
  7. Electronic (computer, control system, power system, lighting, sensory system, video, audio, cybernetics, remote control, laser)
  8. Explosive (propulsion, gunpowder, grenade, ballistics, dynamite, bomb, anti-personnel, IED, fireworks)
  9. Fine Work (watch, clock, jewelry, lock, gun, miniaturization, camera)
  10. Locomotion (wheel, sled, skates, skis, chariot, cart, steam engine, internal combustion engine, turbine)
  11. Mechanism (lever, gears, pulley, springs, traps, mills, siege engines) 
  12. Metaphysical (Spellcraft, Psicraft, ritual, magic circle, fetish, hypnotherapy)
  13. Plant (farming, horticulture, hedge, topiary, garden, ikebana, floral arrangement, forestry, mushroom) 
  14. Smith (blacksmith, goldsmith, silversmith, weapons, armor, farrier, tools, foundry)
  15. Structures (engineering, architecture, construction, bridges, city walls, city planning, aqueduct)
  16. Visual Art (painting, sketch, sculpture, film-making, photography, 3D art, holography, etching)
  17. Weaving (textiles, rope, basket, tailor, crochet, knitting, macrame, tapestry) 
  18. Weird Science (temporal, warp, transdimensional, anti-gravity)
  19. Woodwork (carpentry, bows, arrows, fiberglass, plastics, raft, boat, cabinetry)
  20. Writing (poetry, prose, technical writing, academic papers, essay, official writ, music, scripts)

KNOWLEDGE

  1. Arcana (Spellcraft, constructs, dragons, magical beasts, mysteries, magic traditions, arcane symbology, enchanting, curses, magic items, familiars)
  2. Art & Music (important artists, art history, styles/movements, theory, deconstruction, technique, critique) 
  3. Architecture & Engineering (buildings, aqueducts, bridges, fortifications, roads, dams, supports, fire suppression, prison)
  4. Business & Trade (trade routes, market needs, logistics, negotiation, tariffs, documentation, trade laws, shipping companies, black market) 
  5. Combat & Warfare (combat styles, martial orders, martial lore, troop definitions, tactics, military history, weaponry, armor, fortifications, conscription, gladiatorial, street fighting)
  6. Geography & Travel (geology, terrain types, climates, territorial boundaries, ethnology, culture, travel lanes, astronomy, astrogation) 
  7. Government & Politics (factions, law, civil divisions, law enforcement, important personalities, citizenship, lawsuit, campaigning, administration) 
  8. History & Antiquities (wars, migrations, colonies, founding cities, important figures, archeology, anthroplogy, genealogy)
  9. Language & Literature (authors, poets, literary history, literary styles, literary movements, library science, resources, linguistics, analysis, specific language, journalism)
  10. Mathematics (common functions, Geometry, Probability, statistics, Algebra, calculus, numerology)
  11. Nature (animals, fey, monstrous humanoids, plants, seasons, natural cycles, weather, vermin, food chains, Biology, ecology, herbalism)
  12. Local (by area, legends, personalities, inhabitants, local laws, local customs, local traditions, demographics, landmarks, points of interest, local cuisine, accommodations)
  13. Nobility & Royalty (genealogy, heraldry, personalities, etiquette, laws of succession, inheritance, hierarchy)
  14. Religion/Thaumaturgy (deities, holy symbols, demigods, mythic history, undead, ecclesiastical traditions, specific religion, rites and rituals, spellcraft, shrines, churches, temples, holy sites, religious law) 
  15. Psionics  (Psicraft, disciplines, Psionic races, Psionic monsters, the gift, mindblade, psicrystal, psignet, crystals, Psionic items)
  16. Dungeoneering (aberrations, oozes, caverns, spelunking, mines, traps)
  17. The Planes (Inner, Outer, Ethereal, Astral, elemental, planar magic, pocket dimensions, planar travel, outsiders, extraplanar beings) 
  18. Philosophy & Psychology (traditions of thought, psychoanalysis, sociology, behavioral sciences, mob dynamics, crowd dynamics, sexuality, therapy)
  19. Electronics & Computers (electrical systems, electronic components, programming, specific programming language, networks, mass networks, social media, communications, user interfacing, technical support)
  20. Science (scientific method, specific science, critical thinking, logical systems, experimental standards, lab equipment, contamination protocol) 

PERFORM

  1. Acting (comedy, drama, melodrama, romance, mime, kabuki, passion plays, action choreography, impersonation, mimicry) 
  2. Comedy (buffoonery, limericks, jokes, puns, stand-up, situational, improv) 
  3. Dance (specific dance style, kata, choreography, improvisational, aquatic ballet, chorus line) 
  4. Keyboard (harpsichord, piano, pipe organ, accordion, dulcimer, clavier, kalimba, harmonium)
  5. Oratory (epic, ode, storytelling, news crying, rhetoric, debate, sales pitch, freestyle, beatnik) 
  6. Percussion (bells, chimes, drums, gong, steel drum, xylophone, wood block, maracas, castanetes, timpani) 
  7. Strings (fiddle, harp, lute, mandolin, guitar, cello, balalika, sitar, bass, banjo, erhu, pipa, guqin, guzheng) 
  8. Wind (flute, pan pipes, horns, trumpet, recorder, shawm, clarinet, saxophone, tuba, trombone, sousaphone, Alpin horn, didgeridoo) 
  9. Sing (ballad, chant, melody, harmony, choral, opera, madrigal, marching tune, cadence, rap) 
  10. Parade (majorette, band dance, marching, precision, weapon display, color guard, coordinated charge) 

A note on Professions: SRD indicates that professions are dependent on other skills, so whatever profession you take, make sure you have the base skills needed to perform your professional duties. I use profession skills for various purposes, so don’t discount them altogether. Certain activities can only be performed by certified professionals, like lawyers, law enforcement, tax collection, bankers, etc. Also, calculating income from non-adventuring activities and adventure-lateral activity is based on ranks in a profession. No ranks means no more than minimum income, unless your related skill checks are phenomenal… professions are not as specializing because each specialty is usually considered a separate profession, but if you abs the DM can agree on a grouping and specialties, then the specialization rules could apply there, as well. For example, one might say that Jurist was a profession, with sub-skills in judge, attorney, expert witness, recorder, bailiff, and jury member. It could be a bit of a stretch, but they all need a varying level and type of focus on various parts of the law and legal proceedings. Similarly, Chef could include pastry chef, short-order cook, sommelier, caterer, waiter, barista, bartender, grill-master, baker, fry cook, survivalist and sushi chef. They all need to understand cooking and food service in differing ways and levels of expertise. Just try to keep it simple. 

Bending Weaponry (feat, 3.x, Scaling, bending) 

In certain, let us say more martial, schools of bending, students learn to shape the elements into specific weapon-like forms and employ these in melee combat. Some go well beyond this minor form to become masters of the art of elemental weapons. 

Prerequisites: Must be able to bend elements, through a feat or class ability. Must have formal bending training at some point prior to beginning play, so the character may be part of a standing army that gets Bender support or owe a certain amount of fealty (tithing, reserve status, etc.) to the school or its sponsors.

Benefits: The benefits of this feat are dependent on character’s effective bending level, as follows. 

1: Receive the feat Elemental Weapon. If you do not have a fixed bending elemental damage, add an amount of elemental damage to the result that is equal to the amount done by the weapon form. For purposes of the Bender of Time, the weapons are dart, javelin, shortspear and long spear. Any weapon that could normally be thrown can be used to make a single ranged attack, but dissipates immediately after impact, leaving the Bender with no weapon in hand. 

3: Receive the feat Elemental Weapon Focus. 

7: Receive the feat Bending Finesse. 

13: Receive the feat Elemental Two Weapon Fighting. 

17: You may now use your elemental weapon, or any other bending effect that you can touch, to carry any other magical effect which you can generate (such as spells, other bending powers, Psionic powers, spell-like abilities, supernatural abilities, extraordinary abilities, etc.) along its surface to a single melee target you successfully strike. This is an extraordinary ability that requires the Bender to have the carrying weapon or effect in place, and then activate the other ability through it while successfully maintaining the bend/weapon until the effect reaches its target. Once the effect has reached the target, it affects them as a touch attack version of itself, in addition to whatever the bend or weapon might do. It costs whatever the bend or weapon does, as well as the cost of the added effect. An example of this ability in use: a Cleric with the Bender Dabbling (Water) feat and a minor bend of healing in at work on a party member felled by poison, determines the poison is still in effect and, while maintaining the healing bend, casts Neutralize Poison. The spell courses along the bend to the fallen comrade, killing the poison while the healing waters caress his unconscious form. Another example is the Bender of Earth who bends a gauntlet into existence and then, tapping into his racial energy ray psionic power, proceeds to wallop his enemy with a stony fist and a fiery discharge, combined! 

Bending Expertise  (feat, 3.x, Scaling, bending)

Some benders make an effort to learn to get more cooperation out of the elements they wield, building a more careful and firm connection, and pushing traditional norms to get better results.

Prerequisites: Must be able to bend an element, from a feat or a class ability. 

Benefits: The benefits of this feat are directly dependent on character’s effective bending level. Ignore any extra Chakra costs listed in the feats you receive from this scaling feat.  

1: Receive the feat Ability Focus (Bending).

3: Receive the feat Bend Bending.

7: Receive the feat Enlarge Bending.

13: Receive the feat Empower Bending.

19: Receive the feat Maximize Bending. 

Cantrip Proficient (feat, 3.x, Scaling, spellcasting, Spellcraft) 

Your study of cantrips has led to a facility in overcoming spell failure chance and/or ability to cast them more powerfully. 

Prerequisites: Must be able to cast at least one cantrip by way of a feat, spell, spell-like ability, supernatural ability, extraordinary ability, or other means.

Benefits: The benefits of this feat are dependent on your ranks in Spellcraft or Arcana, as follows: 

0: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

4: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

9: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

14: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

19: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips.

23: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips.

Cantrip Master (feat, 3.x, Scaling , spellcraft) 

Your study of cantrips has led to more efficient and potent cantrip usage. 

Prerequisites: Must be able to cast at least one cantrip by way of a feat, spell, spell-like ability, supernatural ability, extraordinary ability, or other means.

Benefits: The benefits of this feat are dependent on your ranks in Spellcraft or Arcana, as follows: 

0: Learn a number of cantrips known at first character level, and each subsequent level thereafter, equal to your Intelligence modifier

4: You may count a cantrip as being 1/4 spell level, if it is beneficial to do so. 

9: When combining cantrips by some ability or using the Widen Spell metamagic feat, you can widen the cantrip(s) cast by one step for the cost of just one cantrip per step. 

14: When combining cantrips by some ability or using the Extend Spell feat, you can extend the duration of the cantrip(s) cast by one step for the cost of four cantrips. 

19: Cantrip Metamagic Master: when calculating the cost of metamagic applying to the casting of cantrips, you may calculate the cost using cantrips at the same rate as you would normally use spell slot level increases. 

Summon-Monkey (feat, 3.x, Scaling, spellcasting) 

​It’s not about summoning some monkeys, unless you want it to be. It’s about more – and more interesting – summoning, you skillful primate wielder of conjugation magics! 

Prerequisites: Must be able to summon at least one creature by feat, spell, spell-like ability, supernatural ability, or extraordinary ability.

Benefits: The benefits of this feat are dependent on the highest level of spell you can cast, as follows: 

0: Receive the feat Augment Summoning.

1: Receive the feat Augment Elemental. 

3: Receive the feat Extraordinary Concentration.  

5: Receive the feat Summon Elemental (Reserve spell feat).

7: Receive the feat Augment Elemental.

9: Receive the feat Rashemi Elemental Summoning. 

Peculiar Familiar  (Feat, 3.x, Scaling, spellcraft) 

​Departing from the normal familiar selection is what this feat is all about. 

Prerequisites: Must have a familiar summoned and bound.

Benefits: The benefits of this feat are dependent on ranks in Arcana or Spellcraft, as follows: 

0: Receive the feat Big Familiar.

3 HD: Receive the feat Familiar Development. 

7 HD: Receive the feat Familiar Subtype.  

13 HD: Receive the feat Talking Familiar. 

19 HD: Receive the feat Toltec Familiar  (or Totem Familiar).

Familiar Familiar (feat, 3.x, Scaling, spellcraft) 

By way of this feat, one may become more closely connected to the power of the familiar bond. 

Prerequisites: Must have a familiar summoned and bound.

Benefits: The benefits of this feat are dependent on ranks in Arcana, as follows: 

0: Receive the feats Familiar Focus and Familiar Range Extension.

4: Receive the feat Familiar Fortitude. 

9: Receive the feat Familiar Concentration. 

14: Receive the feat Familiar Feat Merge. 

19 HD: Receive the feat Phantom Familiar.