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Showing posts from January, 2017

Classes (monster hunter)

Monster hunter Powers that stand against darkness and evil have always existed on Gciruna, the eons of that struggle culminate in these valiant servants of the greater good who devote their lives to hunting and destroying the things that go bump in the night. They also tend to deal with things that crash the night upon unsuspecting victims and really anything that stands in the way of the peaceful simple life of the peoples of Gciruna HD 10 proficiency in all simple weapons and all silver or iron weapons . uses medium or heavy armor. has knowledge of history and religion as part of class and adds proficiency bonus to any knowledge checks in that field. +1 (at level 2 it is a plus two at level 3 a +3 and so on) to attack rolls when using a silver or iron weapon. they also gain spellcraft which means they can discern what kind of magic a certain spell is and even what the exact spell was. Favored enemy : gain advantage on all wisdom (survival) checks on tracking undead o

Peoples of Gciruna (race list for D&D)

The Younger Races Humans :(Nirra) the children of Ennir and Siba through their daughter Melië (D&D they get +1 to all stats) they break into three main groups which are the Eastern (valkatta), western (Ostvicen and anciently Ugrodén too), and southern (the southern kingdoms also called Altani). they worship a variety of gods and goddesses and are among the most numerous of the peoples on Gciruna Goblins :(Dalnocit) originating from an elven splinter group that decided to dwell underground rather than beneath the stars and open skies. They built tunnels and underground cities and migrated south till they reached the sea and then they fell in love with the wind and waves and thusly became a sea faring people, the first mariners on Gciruna in fact. They are a bit odd in that they worship their creator Erallokea, but also the ocean as a divine force of nature. stats for my goblins in D&D: { D&D (+4dex +2cha +2str proficiency in trading and in navigation and sea travel , g

A Bit on the Religions and deities of Gciruna

Priests of Túyúb A strange gathering of people who started with a human named Feebuz who claims that the then unheard of god 'tuyub' spoke to him at mount arnak demanding he gain subscribers for him and to 'like' things... Cult of Tessarian those who worship the elf king Tessarian as a god and have access to his magics and the secrets of elven lore, also known as the cult of the guilty god because Tessarian is also responsible for the scaenling curse, and thus also the destruction of the nation Ugrodén. for his meddling in dark magic Tessarian did discover the secret to immortality for indirectly causing the death of an entire civilisation, the god Ennir banished him and all his people to a realm of shadow and twilight (they managed to sneak out later but Ennir still hates them) some monster hunters are in Tessarian's service Temaani Pantheism the crazed temaani tribes worship the universe and basically the force. priests of this religion are typically called

D&D games Gciruna campaign

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updates on the games that happened can be found here because why not do that. It's helpful isn't it? Wednesday group 1/11/2017: the players are a party in an adventuring guild based in Madjisfa. They took a contract to help two raggedy looking people. A man named Tiromdas and his blind red haired companion a woman named tirombel. The party is taking these two people to Kolaxkexif , a port city and from there to the city called Aiotkakhal. The party ran into a small deal of trouble while traveling (bandits happened man, bandits) but the trouble was quickly dealt with and then they found a cool cave so huzzah! you found a cave in the forest and stumbled on the of dwarf city Khaborium 1/25/17the party ended up in the city of Aiotkakhal and took a contract to find the lost priestess of Túyúb, Piudippia. piudippia ended up marrying one of the members of the party and another found the love of her life after buying a slave from the travelling merchant Kalndris. while a

Classes (Summoner)

this is incomplete to be simplified The Summoner magic schools are conjuration and evocation. note that the spells vary based on which magic house you belong to. Not every house gets every spell. houses are as follows: Enniric, Okhmilaiate, Tessarian, Jeian. summoners also choose an element which they gain proficiency in they are the following: Ice, Fire, Earth, Water, Light, Dark, or Hex. spell list: alter self : cost 1 action 2d4 one of three outcomes you either adapt your body to an aquatic environment giving yourself gills and thus the ability to breathe under water or you change your appearance or you give yourself natural weapons that do 1d6 damage animal shapes cost 1 action and 8d4   you turn any willing targets into animals they gain the hp of the animal and return to their normal form when their hp reaches 0 targets cannot wield or benefit from their equipment when transformed Arcane eye cost 1 action and 6d4   you summon a little floating eye that you can use

Classes(Necromancer)

Necromancer Hit di/ health : d12 per level spell list: Raise dead : cost (1 corpse) 1d6 MP +1d4 per corpse raised after 1 1 skeleton d6 hp 5 AC 2d4 atk 2 skeletons cost 1d6+1d4 MP 4 skeletons cost 1d6+2d4 MP 8 skeletons cost 1d6+3d4 MP Necromantic progression : a necromancer can take 1d6 damage to raise the hit die of a summoned minion and basically 'level it up' at a cost of health that cannot be healed while the minion is alive d6-d8-d10-d12 d6 skellies see above d8 skeletons become skeleton archers and they do 2d6+necromancer's dexterity modifier and gain an ac of 10 d10 skeletons are skeleton mages and they do 2d8+necromancer's intelligence modifier and gain ac of 13 d12 skeletons are risen ghouls and they do 2d10+necromancer's charisma modifier (maybe strength instead it depends) and has an ac of 15 so in short it is 2d6 to raise an 8hp skeletal archer, 3d6 to raise a 10hp skeletal mage and 4d6 to raise a ghoul Necroheal : d8 dama