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.Playing
Vallorians
Part
I of a series, "The Vallorian," by Mike
Mearls
The
foul Vallorians plot the doom of their hated foes
from deep within the heart of the world. Using their
sickening array of living weapons and armor, combined
with their unparalleled aptitude for magic, they pose
a daunting menace to anyone who descends into the
caverns and passages of the earth. Worst of all, the
Vallorians are secretive and reclusive. Aside from
their raids against underworld travelers, they rarely
come into contact with humans, giant, sibbecai, and
other intelligent races. In many regions, they are
little more than a myth.
The
"Vallorian Characters" section of this article
is taken from Legacy
of the Dragons, now available in stores. The
"Racial Class" section is all new, however,
building on the concept of racial classes offered
for giants, litorians, and other races in Monte
Cook's Arcana Unearthed. Taken together these
two sections can be used to create NPCs and even player
characters for your Arcana Unearthed campaign.
Or you could adapt these guidelines, using the optional
material provided, to use in your standard d20 game
even without Legacy of the Dragons.
Vallorian
Characters
Vallorians tend to become mage blades, magisters,
and warmains. Their priests are spellcasters, usually
magisters. A few akashics serve the cult as historians
and sages.
In
terms of standard 3.0 and 3.5 edition rules, they
commonly become wizards, rogues, and fighters. Their
favored character class is wizard.
All
of the following traits and abilities apply to Vallorian
characters:
+2
Dexterity, +2 Intelligence, -2 Charisma: With
their slightly smaller, agile frames, Vallorians are
quicker than average. With their natural affinity
for magic and engineering, they are smarter than other
creatures, but their cold, distant manner makes them
difficult to relate to.
Spell
resistance 10 + character level: Due to their
arcane background and exposure to the strange elements
and energies of the underworld's depths, Vallorians
are difficult to affect with spells.
Magic
Affinity: Vallorians are powerful spellcasters
who have an innate ability to master even the most
complex spells. They gain a +2 bonus to the ability
score that determines their casting ability for the
purpose of determining the number of bonus spells
they can cast and ready per day and their spells'
save DCs. This bonus does not apply to other situations
or applications of the same ability score.
Vallorians
have an innate connection to the bizarre, living tools
they create. They can employ items that have received
one of the Vallorian item templates without penalty.
(See Legacy of the Dragons for more on these living
tools.)
Darkvision
60 feet: Vallorians can see in utter darkness
as well as other creatures see in the light. They
can distinguish color and all other visible details.
As
Vallorians gain power, their innate connection to
magic grows and strengthens. They receive spell-like
abilities based on their character level. A Vallorian
gains the abilities listed for his current level and
all lower ones and casts as a magister (or a wizard,
in 3.0/3.5 terms) with a level equal to his character
level. Since these are innate, spell-like abilities,
Vallorians never suffer a chance of spell failure
based on the armor they wear or shields they carry.
Use
whichever one of the following lists applies to your
own game.
| Vallorian
Abilities (Monte Cook's Arcana Unearthed) |
Vallorian
Abilities (3.0/3.5) |
| 1st
to 3rd level: compelling command 2/day |
1st
to 3rd level: command 2/day |
| 4th
to 6th level: cloak of darkness 3/day |
4th
to 6th level: deeper darkness 3/day |
| 7th
to 9th level: invisibility 3/day |
7th
to 9th level: invisibility 3/day |
| 10th
to 12th level: ghost weapon 3/day |
10th
to 12th level: keen edge 3/day |
| 13th
to 15th level: lesser dominate 1/day |
13th
to 15th level: dominate person 1/day |
| 16th
to 19th level: blindsight 3/day |
16th
to 19th level: true seeing 3/day |
| 20th
level: rock's hand 3/day |
20th
level: big grasping hand 3/day |
Adjusted
Level: Due to their inherent powers and abilities,
Vallorians add 1 to their character level when determining
their Challenge Rating and effective character level.
Racial
Class
The Vallorian racial class allows you to create villains
and threats who further embody this foul people's
strengths and unique traits. This racial class also
allows you to design low-level Vallorians whose Challenge
Ratings are unaltered by their level adjustment. This
class's first level offers no special abilities or
bonuses aside from a basic saving throw advancement
and Hit Die.
Hit
Die: 1d8
Skills
Points at 1st Character Level: (4 + Intelligence
bonus) x 4
Skill
Points at Higher Levels: 4 + Intelligence bonus
"Class"
Skills: Alchemy (Int), Craft (Int), Intimidate
(Cha), Knowledge (Magic) (Int), Knowledge (Nobility
and Courtesy) (Int), Knowledge (Science) (Int), Listen
(Wis), Sense Motive (Wis), Sneak (Dex), Spellcraft
(Int), Tumble (Dex), and Use Magic Device (Cha).
Weapon
and Armor Proficiency: Vallorians with levels
only in this racial class are proficient in the use
of all simple and martial weapons and light armors
and shields.
Living
Bond: By 2nd level, Vallorians develop a natural
affinity for their biological tools, the living weapons,
armor, and shields they wield against their enemies.
A Vallorian who carries or wears a living armament
or armor for a week or more develops a primal bond
with it. It grows tendons and veins that it can use
to graft itself to the Vallorian, granting him a +1
bonus to attack with a weapon, a +1 Armor Class bonus
from a shield, and a +1 Strength bonus from a suit
of armor. A Vallorian can develop a bond with one
weapon, one shield, and one suit of armor at a time.
Bonded
items seem to undulate and squirm when they draw near
their bonded owners, while a Vallorian undergoes several
changes from this symbiotic relationship. He might
have dozens of tiny sphincters along his arms and
spine where his living weapons integrate with his
body, or he may suffer small, bleeding cuts if he
drops or removes them without proper care.
Blood
Bond: At 3rd level, the Vallorian can choose to
cultivate an intense bond with a single living weapon,
armor, or shield. He can grant it benefits by allowing
it to feed on his flesh, blood, and life force. In
return, he can draw on its vitality to endure his
opponent's attacks.
To
create a blood bond with an item, a Vallorian must
enact a ritual known as the Rite of Flesh and Bone
that takes a day of work and 100 gp in material components.
The Vallorian spends eight hours in intense meditation
with his item, slowly willing his body to form new
organs and tiny orifices to allow him to accept the
item as part of his physical form. The Vallorians
give an item bonded in this manner a full name. It
is considered a member of its owner's house and gains
full legal recognition as a Vallorian citizen. For
example, if a duelist sundered her opponent's blood
bonded weapon in a fight, she would face the same
penalties levied against a murderer. Many of the most
sacred Vallorian weapons and armor pass through generations
of warriors in this manner.
A
Vallorian gains benefits based on the item he bonds
to. If a bonded item is destroyed, he may choose to
forge a blood bond with a new one, even one of a different
type. For example, a Vallorian with a blood bond to
a weapon could later forge a new bond with a shield
if his weapon were destroyed.
The
benefits granted by the living bond ability do not
stack with those from a blood bond.
Weapons:
The Vallorian gains a +2 bonus to attack and damage
rolls with his weapon. He can allow his weapon to
synthesize an agonizing poison by letting it devour
portions of his flesh, blood, and bone. The Vallorian
suffers 10 points of damage, but his opponent must
make a Fortitude save (DC 10 + 1/2 his HD + the Vallorian's
Constitution modifier) or suffer 1d8 additional points
of damage. This counts as a poison effect and requires
a free action to activate. The venom retains its potency
for one minute.
Shields:
The Vallorian increases his shield's Armor Class
bonus by 2. He also counts his shield as a light weapon
when using it to attack. He may make shield bash attacks
without losing his shield's Armor Class bonus.
A
Vallorian can grant his shield temporary mobility
and greater size by suffering 5 points of damage as
it absorbs and digests his blood and flesh. The shield
grows to the size of a tower shield and remains in
this state for one minute. Activating this ability
is a move action.
Armor:
By binding his physical body with a suit of armor,
the Vallorian gains a living carapace of armor. He
can rest and sleep in his armor without penalty. It
reinforces and strengthens his body, granting him
a +1 bonus to Strength and Constitution. He counts
the armor as light for purposes of determining the
movement penalty it imposes on him. Reduce its check
penalty by 2.
A
Vallorian can metabolize part of his armor. By reducing
its armor bonus by 1, he can heal 2d6 points of damage.
This reduction must be repaired as normal. A Vallorian
can drop his armor's bonus to Armor Class down to
1 but no lower in this manner. The drained armor looks
dried, cracked, and wrinkled. It maintains its other
characteristics aside from its Armor Class bonus.
The
Vallorian
| Racial
Level |
Base
Attack Bonus |
Fortitude
Save
|
Reflex
Save |
Will
Save |
Special |
|
1
|
+0
|
+0
|
+0
|
+2
|
Level
adjustment
|
|
2
|
+1
|
+0
|
+0
|
+3
|
Living
bond
|
|
3
|
+2
|
+1
|
+1
|
+3
|
Blood
bond
|
Part
II: Vallorian
Living Weapons and Armor
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Vallorians " ©2004 Monte J. Cook. All rights
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