It's Wet Outside
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Yes, I know "It's Wet Outside" is the unofficial name for the splatbook Stormwrack but it's also very appropriate for this campaign that Sister Acacia may or may not run at a later date.
It's written to be around as serious as D&D usually can be, and then if the players decide to be less than serious about it, the whole thing can be taken to that level as well.
Helene and Ayeya are getting married!

ELDER EVILS: WATERDEEP IN DEEP WATER
Centred on Waterdeep, I mean it's right there in the name. Please don't read the Elder Evils book.

Setting Notes

This is set in the Forgotten Realms of Abeir-Toril (specifically, along the Sword Coast, home to basically all of the computer games), with the assumption that the events of both Neverwinter Nights games, including expansions, have in fact happened. There is one exception, however: The Spirit Eater did succeed, with assistance from brave allies, in tearing down The Wall of the Faithless. Some souls were claimed by fiends for consumption, some grabbed and guarded by celestial forces, some journeyed to suitable Alignment-based planes of afterlife, and some drift in the Astral Plane. Some were outright destroyed. Regardless of what happened to those souls, this means you do not need to have a patron deity: on death, your soul will hang around the body for about a week, ready for any convenient Raising, before being pulled to the most appropriate plane unless it is intercepted before then. Even after that, the usual spells (Resurrection and the True version) can bring you back. Even if you don't worship anyone. You can totally be an edgelord militant atheist if that floats your boat.

This is set not too long after those events, which happened in late 1374 (with NWN1 happening in 1372). I read little setting information other than info on specific groups, and I don't expect you to read on the world history either. Just know that within the last decade, the following have happened in the area:

  • A terrible plague wracked Neverwinter, caused by fake priests of Helm
  • Luskan was drawn into this, but all as part of a plot by remnants of a scaled Creator Race
  • This resulted in a war against Neverwinter, led by Aribeth, formerly Neverwinter's greatest paladin
  • There is little agreement on the precise cause of the war, but it was stopped by a few heroes who seemed to vanish - details unknown thanks to all the chaos
  • Not very long after that, drow constantly raided Waterdeep from the Underdark, until a party took off to slay them. But that happens every Tuesday, so whatever
  • This seemed to work, although there was a brief period where Mephistopholes surfaced and ruled the city
  • A mysterious hero allegedly used his True Name against him and caused his destruction. All in the space of a few weeks.
  • For reasons people can't really tell, a couple of years later the “King of Shadows” returned to strike out - some kind of Shadowy undead entity?
  • Luskan was involved, sending attacks against Neverwinter and more, but they do that all the fucking time
  • Legions of undead, especially shadows, marched across the land, and were fought at the walls of Crossroad Keep
  • Only a few of the heroes survived the final assault, but they were successful, and that seemed to be that
  • Later in the year, the Wall of the Faithless was shattered, probably unrelated. Apparently Kelemvor was not killed or unseated as God of the Dead, however.
  • A lot of shit went down in Thay and Rasheman, possibly related to the Wall incident. Many deaths, many greater powers in the region were destabilised.

The Events of This Game

You will start in Waterdeep. As an established adventuring party, you were contacted by members of the Harpers. They specifically want help dealing with the current situation - for the past month and a half, earth tremors and wild weather conditions have been impeding movement to and from the coast. There has been almost constant heavy rain and strong winds, with bursts of hail as well. If anything, the weather is getting worse, and there is no sign of it easing up. Even before this, there was still more rain than normal for more than a season. Plenty of people have their own theories on whom to blame: deities, mad weather wizards, evil druids, elementals and their cults, "the leviathans are at work again", great whales and sea dragons, and of course Sahuagin who want to flood the world to improve their dominion.

Character Creation

I will frequently reference the Tome stuff, by the Gaming Den. So look at that.

Starting Level and Advancement

This game begins at fifth level. Instead of tracking XP, the team will increase in level as appropriate, often after 1-2 “adventures” or big events. It is intended that the final encounters will happen at level twenty and the players will outgrow what is left of the setting by the time they're finished with it.

Ability Scores

Before applying racial modifiers and the increase for reaching four hit dice, you can choose one of the following arrays to arrange as you please:
A) 16, 15, 15, 15, 8, 7
B) 16, 14, 13, 12, 10, 9
C) 18, 13, 12, 11, 9, 9

Races

These are the most common playable races in the area. You can ask for other things, but it will gradually spend my tolerance of your bullshit, so don't ask for that and also a weird class and also some other thing. Mention of "Cultural Weapons" is for people who take the Samurai class. You can ignore that if you're not a Samurai.

  • Humans: humans are plentiful, and unchanged from the PHB. Humans don't have one over-arching culture, because they just sort of slot into their region, so check that section. Or they can simply use the Katana, which in this game is: One-Handed, 1d10 Slashing, 20/x3 Critical.
  • Human Sub-Races: Half-Elf (common), Half-Orc (common), Yuan-ti (rare). These have Cultural Weapons based on their Region or their non-human side. Or the Katana. Yuan-ti use either the Katana or the Naginata (Glaive that does 2d6 Base damage).
  • Elves: FR has like nineteen types of elf. The normal PHB ones are the Moon Elves. Sun Elves, Wild Elves and Wood Elves do have their own profiles in one of the books, but that's not necessary if you'd rather use normal stats and call yourself a Wild Elf. Or whatever. Elf Samurai use the Elven Thinblade, which in this game is: One-Handed (Finessable), 1d10 Slashing, 20/x3
  • Drow are a subtype of Elf, of course. They are rare on the surface and not particularly trusted. Don't use the Level Adjustment one. Instead, use the Races of War version. Cultural Weapon is still the Elven Thinblade.
  • Dwarfs: although you don't get that many in the cities, dwarfs are not a terribly uncommon sight. They are basically unchanged from the PHB. There are various sub-races but they're basically all dwarfs. Dwarf Samurai use the Warhammer, Battle Axe or Dwarvern Waraxe - it's up to them!
  • Gnomes: these are basically unchanged from the core book. If you want to do the superstealth thing I guess you can be a Whisper Gnome. Gnome Samurai use the Gnome Hooked Hammer.
  • Halflings: these are unchanged from the PHB. Halfling Samurai use either the Lance or the Halberd, their choice.
  • Orcs: they are fairly rare in regular polite society, and people often worry they're going to suddenly flip out and go crazy, but they are not considered to be “attack on sight” unless they're forming armies. Use the Races of War version. Orc Samurai use the Orc Double Axe or the Great Axe. Totally up to them.
  • Goblins: much like Orcs, goblins are rarely trusted and often looked down upon (not just because of their stature, too). However, people have learned to at least tolerate them and let them live in peace in their societies, so some extent. Use the Races of War version. Goblin Samurai use the Lance or the Heavy Pick.
  • Hobgoblins: not as common as regular goblins, yet perhaps better accepted, Hobgoblins can be seen from time to time but still are not particularly well known. Use the Races of War version. Hobgoblin Samurai use either the Katana (see Humans above) or the Spiked Chain.
  • Planetouched: no form of Planetouched is really common, but they do crop up all over the place and people just kind of accept it. If they're from a "beautiful" or particularly commanding Outsider (or you just want to be a more charismatic variety) then you're basically an Aasimar from Races of War. If you're more the clever, sneaky kind, then use the Tiefling from Races of War. Either way, Cultural Weapon just depends on where you were raised.

Regions

  • Calimshan - a hot, dry climate where genies used to rule and metal armour is considered burdensome. The people also tend to be both hot and dry. Wait what? The cultural weapon is the Scimitar, although in the hands of a Samurai its critical value changes to 20/x4.
  • Damara - an embattled region established by multiple human cultures, it has gradually coalesced into its own, new place. There are often forces of evil they must fight, right on their doorstep - not as a matter of principle but as a matter of survival. The cultural weapon is the Glaive.
  • The Sword Coast and Amn - most humans from here are of Illuskan descent, going back to those who founded Illusk and Waterdeep, as well as the Uthgardt tribes. They also have Netherese heritage, but with the number of major trade ports and metropoles, people from this region could really be of any racial stock, and the culture of this area is very much a mixture of “everyone who lives here”. The region itself encompasses multiple noteworthy cities, such as Baldur's Gate, Candle Keep, Waterdeep and Neverwinter. The cultural weapon is the Battle Axe or Greate Axe.
  • Mulhorand and Thay - in the Far East (yet not quite so far East as to be the mysterious far east), there are multiple nations in a constant state of “delicate diplomacy”. The Old Empires fragmented, and there is a strong caste structure. Education is highly valued, and people typically shave their heads. The Red Wizards of Thay are both hated and feared. The cultural weapon is the Scimitar (but see Calimshan above).
  • Rashemen - drawing close to the Eastern reaches, and incorporating the Hordelands and what was once the Raumathar empire, the people of this area predate the fall of the Illuskan Empire, though no living person remembers it. The cold, harsh, unforgiving climate fosters a cold, harsh, unforgiving people. The Northern area employs the Greataxe as the cultural weapon, whereas Southern Rashemi prefer the Spiked Chain.
  • Tethyr - this is another melting pot of multiple bloodlines and cultures, with most natives having a multi-ethnic heritage. This covers a large area, including multiple important trading ports along the Dragon Coast. Cultural weapons are the Lance and the Great Sword (which, in the hands of a Samurai, becomes 20/x3).
  • Chult - the jungle isles and peninsula of Chult are frequently troubled by Yuan-ti, and by various monsters in general. There are actual dinosaurs there, and plenty of lizardmen. The cultural weapon is the Greatspear.
  • Kara-Tur - this is the mysterious far East from which the Shou originate. The cultural weapon is the Katana.

Classes

Most things are available here – whether from the PHB or Complete series, or Tome creations or whatever. Run things past me, but I'll probably say yes. Psionics are allowed, with the understanding that the game uses magic-psionic transparency. I'm less okay with my older creations, which are kind of all over the place.

Note that when multi-classing that you can only get the first level +2 to Good Saves once per save (so a Monk 2/Cleric 3 has Fort +4 Ref +4 Will +4, not Fort +6 Ref +4 Will +6). That might matter at some point I guess.

Here's a list of some classes that I think are actually good choices:

When it comes to Prestige Classes, the same applies, noting that some non-Tome stuff would have to be changed, such as for requirements and for plugging into base classes (Tome Monk is naturally very different from a regular one, so the Monk of the Long Death or whatever would require a lot of changes). And of course we can just create new ones specifically for this game, which is how it was always supposed to work anyway. Whatever.

If you are already thinking about Prestige Classes for organisations you'd like to join or whatever, here are some names of such classes that definitely do exist somewhere in the world, just waiting to be written up for when they are relevant:

  • Monk of the Order of the Long Death (death-obsessed Monks who like killing and have Assassin skills)
  • Monk of the Order of the Dark Moon (Monks with darkness and illusion powers and Shadowdancer skills)
  • Harper Agent (heroes who seek out evil to fight, gather information, protect relics and gain supernatural powers)
  • Red Wizard of Thay (evil Specialist Wizards who are total dicks about everything they do)
  • Shadow Thief of Amn (MASTERS of disguise. And of riding bikes sneak attacks. See who gets that reference.)
  • Arcane Scholar of Candlekeep (Meta-Magic specialists who also dig magical knowledge for its own sake)
  • Many-Starred Mage (Good spellcasters in service of Neverwinter who want to protect people)
  • Luskan Skylord (Mages who fly around on awesome sky mounts that scare people very much)
  • Neverwinter Nine (Knights who rally and protect others and have Rogue-like abilities as well)

Alignment

I don't care very much and neither should you. Write down some kind of Alignment so you can interact with Detect Good and Smite Evil and Word of Chaos, then continue about your merry business. Most things don't even have Alignment restrictions these days, but for those that do, you should keep to them, I guess.

For Paladins (use the Kantian Paladin), let's use a softer approach on their association rules: Paladins can't work with Evil people, but they can work alongside them, going to the same places and following the same goals. As long as those are good goals that Good people want to follow, and the Evil people are just being dragged along or have their own selfish reasons or whatever. Evil people never count as allies and can't benefit from the Paladin's [Harmless] spells, healing effects or beneficial Auras, and the Paladin can never willingly accept a [Harmless] spell (must attempt to Save) or the bonus from an Aid Other attempt (no bonus is received) from an Evil creature.

Backgrounds

Write up some kind of character background. Tome games grant you Backgrounds, which are relatively minor benefits you get for bothering to write a backstory. I'm adding some new ones below, too.
You should also give a basic description of one NPC who has appeared in your past and has some relevance or importance to you - they may or may not crop up in play. I don't mean "pick an NPC from the video games or a named entity from the books", although I guess you can also do that. You can just write up a dodge merchant you don't like or something.
Also select one group or organisation that you have assisted or even have membership with or who has a contact of yours, and one group you have fought before, or been wronged by. Examples for either group include:

  • The Neverwinter Nine (LG)
  • Shadow Thieves of Amn (CE)
  • High Captains of Luskan (NE)
  • The Zhentarim (CE)
  • The Red Wizards of Thay (LE)
  • The Lords' Alliance (LG)
  • Cult of the Dragon (NE)
  • The Arcane Brotherhood (NE)
  • The Cowled Wizards (LN)
  • The Harpers (CG)
  • Druids of Tall Trees (N)
  • Agents of the Eye (NE)
  • Order of the Many-Starred Cloak (NG)
  • Churches of the various deities, and so on

New Backgrounds:

Arcane Scholar
You were trained classically in the arcane arts in a posh academy in Neverwinter… until some Sorceress burned it down.
Effect: if you are a character with a Spellbook, you gain 4 extra 1st level spells Scribed for free at the start of the game. Either way, you have conventional knowledge of magic, with a +4 Bonus to Identify magic items and to know what spells are being cast. Both Spellcraft and Knowledge are Class Skills for you, and any time you go to Neverwinter, there are people who will put you up in the posh district and let you Scribe scrolls for free or use their alchemy sets.

Born of the Mere
The Mere of Dead Men brings up people of a hardy stock, and you are one of them. Maybe you knew the shard-bearer. Maybe you defended against black dragons.
Effect: damp conditions provide no discomfort for you, nor risk of disease. It turns out you are tougher than most, and can add your hit dice to the amount of negative HP needed before you die (usually 10). Locals like you more because you're a local, and made sure to teach you the tricks of survival - Survival, Handle Animal and Heal are all Class Skills for you, but you probably remember a time of adjustment when you seemed like a country bumpkin to cityfolk - because you were.

Brick in the Wall
You spent an unknown amount of time in the Wall of the Faithless, before it crumbled and you were pulled from it. Maybe one day you will be yourself again.
Effect: you still feel the dread chill of someone who was once part of the Wall. You don't sleep very well, although on the plus side, your strange, restless dreams prevent any other kind of effects such as Nightmare spells. Also, although you typically seem dangerously thin and pale and it's actually hard to get a good bearing on your soul, you enjoy a +2 Bonus on Saving Throws against Cleric spells. Also you remember stuff from a long time ago, and gain a +4 Bonus on Knowledge checks as regards ancient lore.

Devil Follower
When Mephistopholes used trickery to escape the Nine Hells to the surface, you snuck out after him. You're still free.
Effect: somehow you are kind-of-sort-of technically considered to be like a Devil thanks to the fact that you are “supposed” to be in Cania for all eternity, and any attempt to divine your location will, most annoyingly, reveal you to be there. You can also treat your alignment as Lawful Evil for the purpose of meeting any conditions and may take [Fiend] feats. Your time in a place that is supernaturally torturously cold has helped a little, in that you ignore regular “uncomfortably cold” weather conditions. On the minus side, you know what it actually means to be trapped in the lower planes and don't much like the idea, and sometimes wake up screaming about pit fiends burying you in ice pits.

Emancipated of Waterdeep
Briefly enslaved by Mephistopholes, you nevertheless did not kneel, and he didn't get around to killing you. Fuck Devils.
Effect: your stubbornness is the kind that adventurers have, and your survival instincts are uncanny, else you would already be dead. You may re-roll failed Saving Throws against [Fear] effects and [Compulsion] effects, and a prickling of your skin tells you when a fiend is within 120 feet. You can also get free drinks at a bar when you tell the tale of your time in Waterdeep - just make sure to ham it up.

Plague Survivor
Many people contracted the Wailing Death, but few survived. You were one of the lucky ones.
Effect: Heal is always a class skill for you, and you are now basically blessed against future supernatural diseases, gaining Spell Resistance (equal to your level plus 12) against magical diseases such as Mummy Rot and anything caused by Contagion. On the minus side, you still shudder any time you hear crying or screaming, and if you ever do catch a disease you'll probably try to gather pieces of weird magical creatures instead of seeking normal help. Also you might still have trouble trusting priests of Helm.

Veteran of Shadows
One of the many recruited into the Greycloaks of Crossroad Keep, you helped hold the line. You still feel the chill.
Effect: any time you would suffer Strength Damage, Constitution Damage, Strength Drain or Constitution Drain, reduce the amount suffered by 1 (to a minimum of zero). Also, Knowledge is a class skill for you, and as you are a former Greycloak in a time of need, you are welcomed with open arms in the Keep, Neverwinter, and various allied places.

Feats:

Everyone has Power Attack and Combat Expertise as options they can just use if they want.
This game will use the "big" scaling feats from the Tome project (Tome of Necromancy, Dungeonomicon, Tome of Fiends, Races of War) along with whatever other Tome-related feats people have made. You can also take normal feats if you want, but remember that you get like seven of these across your entire life so they should do something good. If something has a non-Tome Feat as a prerequisite, talk to me about it and that pre-requisite might be waived or converted to something more logical - if something asks for Cleave it's fair to say Horde Breaker covers that, and if you have a Natural Weapon then as far as I'm concerned you have Improved Unarmed Strike already.

You can have Leadership Feats, however Cohorts and Followers will not be adventuring with the party. Instead, they can be assigned to other tasks when you have a keep (Spoiler: you'll have your own keep), handling lesser threats and building up your influence. They can be commanded during sieges and other big things, and if you're attacked in your sleep they will be there to help. Similarly, if everyone has a Cohort, sometimes we can have “Meanwhile, the Cohorts are…” things where they get adventures.

Skills:

If a Skill is a Class Skill for you even once, it always is. Also, Cross-Class Skills cost only 1 rank each. The maximum ranks is still half that of Class Skills.
Perform works like in 3.0 where you take however many ranks in “Perform” and get one style per rank
Profession works as explained in the Tomes, where you can have 1 rank to be qualified and 2 ranks to be a master and don't take 8 ranks in it and explain how that makes you better.
Hide and Move Silently are folded into one skill, Stealth. However if something gives you a bonus to just one, then you need to note that you get a bonus "specifically for Hide" or whatever.
Spot and Listen are similarly folded into Perception.
Balance, Escape Artist and Tumble are all Athletics.
Climb, Jump and Swim are all Acrobatics.
All Knowledge skills are rolled into "Knowledge".
Craft covers the following broad categories: wood, metal, stone, gemcutting, cloth, leather, alchemy.

Equipment

To start with, everyone has two Basic Magic Items, two Lesser Magic Items, any amount of mundane equipment, and 5,000 GP (which may be spent on consumable magic items such as Scrolls, Wands and similar). You will receive plenty more along your journey, don't worry. Here is a list of “Basic Magic Item” bonuses you can get, and they all round up:

  • Enhancement Bonus to Armour Bonus to Armour Class (+1 per 3 levels)
  • Enhancement Bonus to a Weapon's attack and damage (+1 per 3 levels)
  • Enhancement Bonus to Natural Armour Bonus (+1 per 3 levels)
  • Deflection Bonus to Armour Class (+1 per 4 levels)
  • Enhancement Bonus to one Ability Score (+1 per 3 levels)
  • Resistance Bonus to all Saving Throws (+1 per 3 levels)
  • The Save DC for all effects you produce (+1 per 3 levels)
  • Spell Resistance you already possess (+1 per 3 levels)
  • Damage Reduction you already possess (+1 per 3 levels)
  • Fast Healing or Regeneration you already possess (+1 per 3 levels)
  • Caster Level for the purpose of Spell Resistance and Dispelling (+2 per 3 levels)
  • Competence Bonus to one Skill (+1 per level)
  • Energy Resistance to one energy type (+1 per level)
  • Turn Resistance you already possess (+1 per 3 levels)
  • Movement Speed (+5' per 3 levels)
  • Assassin: Death Attack (+1d6 per 4 levels)
  • Cleric/Dread Necromancer: Turn/Rebuke Undead (+1 daily attempt, +1 to turning checks, +1 max HD, per 3 levels)
  • Druid: Wild Shape or Elemental Shape (+1 daily use and +1 hour per use per 4 levels)
  • Paladin: All Auras (+5' and +1 to bonus for allies per 3 levels)
  • Samurai: Kiai! (+1 daily use per 3 levels)
  • Thaumaturge: Sudden Metamagic (+1 daily use per 4 levels)
  • Wizard: Immediate Magic (from PHBII) (+1 daily use per 3 levels)
  • Any Spellcaster: Additional Spell Slot (spell level is lowest of character level divided by 3, or highest available)

There are also some additional Magic Item effects, some of which are class-specific:

Shocking (Lesser Weapon Quality): the weapon deals Electricity damage, and if it hits at all, you may elect to chain the effect out to another creature within the weapon reach of that target (so a Glaive can arc out up to 10' from a target 10' away). If the original attack roll is enough to hit the second target, they suffer half as much damage as the first target, but no added effects.

Mind War (Moderate Weapon Quality): the weapon has an eerie mental pulse to it that batters the target's psyche. If the target fails a Will Save, then for the next minute they suffer a Morale Penalty (equal to the Enhancement Bonus) to all attack rolls, damage dealt, and the Save DC for any of their effects. This is a [Mind-Affecting] effect.

Necrotic (Moderate Weapon Quality): the weapon weakens the target so that they will die more quickly. On a successful hit, the target loses all Damage Reduction, Hardness and Energy Resistance they have, until the start of your next turn.

Transmogrifying (Greater Weapon Quality): anybody struck by the weapon must succeed on a Fort Save or be permanently turned into a frog, as per Baleful Polymorph

Monastic (Lesser Nonweapon Quality): this provides the wearer with access to an additional Monk Fighting Style, which may be activated as normal for a Fighting Style. Each Monastic item has its own style “woven” into it, meaning it can be really useful to seek out new ones. These also come in Moderate and Greater varieties, granting access to Master and Grand Master Fighting Styles respectively. If the wearer does not have any Monk levels, they need to make a DC 15 Use Magic Device check in order to attune themselves to it.

Size Changing (Lesser Nonweapon Quality): the wearer may, with a Move-Equivalent Action, become larger or smaller at will. This changes their Size Category up or down by one, but cannot stack multiple times, and does not make the usual changes for size. Instead, if the character becomes larger, they simply gain a -4 Penalty to Hide checks and a -1 Penalty to Attack rolls and Armour Class, and a +4 Bonus to Grapple checks and increased weapon damage, along with increasing their base movement speed by 10'. If they become smaller, they gain a +4 Bonus to Hide checks and a +1 Bonus to Attack rolls and Armour Class, and a -4 Penalty to Grapple checks and reduced weapon size, along with reducing their base movement speed by 10' (minimum 5'). This does not change Reach, Natural Armour, or Ability Scores.

Tymora's Gift (Lesser Nonweapon Quality): three times per day, the wearer can just find a gifted item lying at their feet. Roll on the table for a Robe of Useful Items, except if the results are a living creature (45-51 or 84-90), it is instead a perpetually spinning coin, treated as a +5 Keen Shuriken which is automatically lost upon use, and upon any attempt to sell it.

Deathly (Moderate Nonweapon Quality): if the wearer is an Assassin of level 13 or higher, they gain another Exotic Method. Any given Deathly item has its own Exotic Method available, although it is never New School. If the wearer is an Assassin of level five or higher, their Trapmaking ability improves, with the maximum CR of the traps available improving by +1 per 3 levels (round up), along with the Search DC and Attack Bonus of these traps.

Shifting (Moderate Nonweapon Quality): this has a single additional form attuned to it, a form the wearer can assume at will. Doing so requires a Move-Equivalent Action that does not provoke Attacks of Opportunity. For the duration of the change, replace the wearer's character sheet with the creature entry in the Monster Manual, except they have the ability to change back with a Swift Action, or automatically if reduced to zero hit points or lower. Any damage and effects are carried over between changing forms. If slain in the alternate form but possessing enough hit points normally to not be killed, they revert to their normal form alive but Stunned for one round as they deal with the system shock, and cannot assume the linked form for the rest of the day. The other form may be any creature that does not inherently cast spells, of CR 10 or lower and with ten or fewer hit dice, of one of the following types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant, Vermin.

Soulbound (Moderate Nonweapon Quality): this contains extra soul energy that is linked to the wearer's, creating a bright blue space that looks like a Chakra. A Totemist or Soulborn may apply one more Soulmeld than normal, as though they had an extra Chakra, however they have to choose between the inherent bonus provided by the item and that provided by the Soulmeld, they don't get both. More importantly, they do gain normal use of the special ability chosen. This can hold a Soulmeld, Better Soulmeld, or Advanced Soulmeld.

Thorned (Moderate Nonweapon Quality): this causes magical spines to emerge from the wearer, only partially visible but very real. Anybody who strikes the wearer with a melee weapon, even a reach one, or attempts a Grapple check against them, suffers 1d8 points of Magic Piercing damage, +1 per 3 levels (round up).

Lunar (Greater Nonweapon Quality): the wearer becomes a “natural” lycanthrope with full control of their condition. The type of animal depends on the item itself and isn't chosen by the wearer, although invalid types simply result in the item not attuning (which makes it useless for anything which can't contract lycanthropy).

Undead (Greater Nonweapon Quality): the wearer of this is treated as an Undead (Dark Minded, Unliving) instead of their normal type, and is immune to Critical Hits, Poison, Disease, Paralysis, Stunning, Non-Lethal Damage, Ability Drain, Energy Drain, Fatigue, Exhaustion, Strength Damage, Dexterity Damage, Constitution Damage, any effect that requires a Fortitude Save (unless it affects Undead), and [Death] effects. They are also immune to Morale and [Fear] effects, however not other [Mind-Affecting] effects, nor Sleep effects. They heal normally with time, but are damaged by Cure spells and restored by Inflict spells, just like Undead. Bluff, Diplomacy and Intimidate checks made to influence them are made at a -10 penalty. Creatures with at least one rank in Knowledge (Religion) can still deliver Critical Hits to them. They gain Turn Resistance equal to 1 per 3 levels (round up).

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