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Joonas Katko

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  • RPG Biography
    No real official work on the subject but I have been playing and running games since the late 90's.
  • Current games
    Ars Magica, WFRP 3rd, 13Age Glorantha, Eclipse Phase 2nd ed
  • Location
    Finland
  • Blurb
    Got hooked on Glorantha a long time ago but the 13th Age rules being released lit my interest on running it.

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  1. As a sort of a follow up to my earlier post here are some thoughts about how to use this cult in a campaign set in Pavis, Sun County or otherwise nearby. This is a collection of thoughts based on several sources, including Pavis and the Big Rubble, Pavis: Gateway to Adventure, the Pavis Companion volumes from the early 2000's (by Ian Thomson and others), Sun County and possibly others. What is the cult about? The Brothers of Estangtang is a Hero cult, set in the city of Pavis. It was founded by an actual flesh-and-blood brother of Estangtang Griffin Rider sometime while he was still alive, but the original cult did not survive the Troll occupation of the Big Rubble. After the Rubble was opened again some Old City survivors encountered the spirit of Estangtang, discovered the lore of the cult and began to worship him. He was an initiate of the Sun Dragon, a mystic and an archer of fearsome skill. The survivors who met the spirit were able to dig up old lore of the cult from the Pavis temple archives and initiate themselves. The name of the actual brother is not known (untill the players dig it up at least...), but the leader of the cult takes his role in ceremonies. Learning more about the mortal life of Estangtang is of high importance to the cult. The cult today. The cult is small and rather secretive, since Dragon mysticism is still rather frowned upon, to put it mildly. Most of the followers are either young hotheads who have a beef with the Lunar occupation and want to learn the secrets of a defender of the city, or nostalgics who seek comfort in the lore of the city during its halcyon times. They maintain a small shrine in the temple of Pavis, but the Pavis priesthood doesn't want to cause trouble with the Lunars (and does not want to be associated with Dragon mysticism) and so allows only small, discreet rituals. The membership mostly seeks to learn more secrets from the Hero, about the city of Pavis and what is was while he was still alive, and to master forgotten powers. None of the members have yet managed to quest for a flaming griffin, but this would be a good adventure hook for player characters. What does the cult teach? The teachings of Estangtang the Griffin Rider. Also some form of Imminent Mastery of Dragon mysticism (page 25 of The Legacy of Pavis has an illustration of Estangtang with a slightly clawed hands and scaly skin). In my opinion these teachings would concentrate on defending the grand plan of Pavis, his city and those who follow its laws (this could cause interesting situations with Pavis-initiated trolls or nomads). It's dragonic mysticism is likely rudimentary and might horrify EWF mystics, if any were still alive. More about "how to sprout scales and spit fire at nomads" than "how to dream yourself into a dragon the size of a continent". Estangtang himself might know about the secret of Mani's Fort (and the demigod Mani), but do the followers? There could be an another thing for players to discover. Since this cult is subordinate to that of Pavis the priesthood tolerates it, but would much rather have its members hide the dragonism in public. Worship of an ancient hero who defended the city? Now that is all fine and dandy. Warriors from the rubble venerating one of it's ancient defenders in ceremonies supervised by a trusted Pavic priest would not seem out of the ordinary in the temple of Pavis. Playing a member of the cult Membership in the cult could come in many shapes. The Sun Archer of Estangtang class is my own sorta-approximation of what a worshipper might be like, but don't let that limit you. Offers of ancient secrets, a desire to protect Pavis and an opportunity to hear about its golden times would propably draw all sorts. The Abomination class from Ancient Pacts could make for a player character who tried to speedrun the whole draconic mysteries thing. A ranger, a rogue or fire-wielding sorcerer, or a monk with dragon related powers from Dark Alleys could all well be members of a cult like this. A reincarnation of Estangtang or his brother could make for an interesting One Unique Thing, as would being the first non-human member of this cult. A duck thinking "If I can't fly with my own wings I'll find others!" and joining up would be something to see. In my eyes there hero himself would not really care who worships him (what with being a dragon mystic), but that the worshippers carry out the grand plan of Pavis. Seeking the flaming griffin, seeking to be granted access to the secret of Mani's people, or simply clearing the chaos monstrosities out of the Rubble (good luck with that!) would all offer many reasons for a member of this cult to get involved. For a GM, the ancient spirit of Estangtang could be a handy dispenser of cryptic advice to get the players to go in certain direction and a reminder that the folks of old Pavis got up to some really weird things. And also a reminder that while the grand plan of Pavis might not have gone like he thought it would it is not entirely dead either...
  2. Hello. This is my first attempt at a 13th Age (Glorantha) class, please give feedback as I am not experienced in making new rules for this things. It's something I designed for a Pavis campaigns I am planning. Sun Archer of Estangtang This is based on the Ranger class, but with quite a few changes. It’s more limited in choices to fit playing a member of a specific Hero cult. Material about Estangtang can be found in Pavis& the Big Rubble, Sun County and Pavis: Gateway to Adventure Required: You must be a devotee of Estangtang the Griffin Rider, one of the Foes of Waha and a Hero of Pavis. You must also be a member of the Pavis city cult. You cannot be a member of a Lunar cult. Theoretically, you must be human, but you could be something else with an appropriate one unique thing. The cult is small and has no non-human members yet, but the Hero, having been a Dragon mystic, most likely does not care. Play Style: You rain deadly, mysterious and magical arrows on the enemies of your home city. And fire, lots of fire. You can hinder and weaken your enemies. You have the companionship of a flying animal and dream of one day finding one of the legendary Flaming Griffins that Estangtang rode. Ability Scores: Dexterity is your most important ability score, powering your attacks. Wisdom is useful for magical attacks and utilizing the Draconic secrets of the cult. Constitution is always useful for any character but you are not really a melee combatant. Sun Archers of Estangtang gain a +2 class bonus to Dexterity of Wisdom, as long as it isn't the same ability you increased with your +2 racial bonus. Backgrounds: You might be a young hothead, eager to drive the occupying Lunars from your home. You might be a grizzled veteran of the Rubble, who was recruited by the cult with promises of long lost power. You might be a hunter of Chaos, who fights the evil lurking beneath Pavis. You might be a seeker of Draconic secrets, who wants to learn of this hidden power. You could be a Defender of Pavis, who sees it as the future of Prax and something worth saving. You might be an Old City loyalist , consumed by thoughts of revenge against those who hurt you or your family. Gods: You serve Estangang the Sun Archer, Foe of Waha and a Hero of Pavis. He was also one of the very few humans ever to worship the Sun Dragon and knew many forgotten secrets. Runes: You must have the Fire rune that you display to others and the Dragonewt rune you try to keep hidden. The cult tries really hard to hide the draconic connection. Level Advancement: I’m not really up to writing a whole new one, use the Ranger one. Sun Archer of Estangtang Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent. Ability Bonus +2 Dexterity or Wisdom (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 11 + middle mod of Con/Dex/Wis + Level Physical Defense 12 + middle mod of Str/Con/Dex + Level Mental Defense 14 + middle mod of Int/Wis/Cha + Level Hit Points (6+ Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d8 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Fire, Dragonewt, a personal rune of your choice Talents 3 (see level progression chart) Feats 1 per Level Gear You begin with a sword, a bow, light armor in archaic Pavic style, and a text with cryptic sayings of Estangtang. Armor and Weapons as a Ranger Class Features Dragonewt Rune: Once per day when outside combat you can re-roll a failed roll to know, remember or understand something. If you succeed in this new roll you gain draconic insight in the matter. Sun Archer: As Arcane Archer in Dark Alleys & Twisted Paths. You are considered an Adept. No Frost sphere nor Thorn sphere (more limited choices to fit the theme). In addition, replace Force Sphere with the following Draconic Sphere Draconic Sphere (This sphere is about mystic draconic powers hurting not only the bodies of your enemis, but their very being) Wound the Flesh (1st level) Cost: 1 Charge Effect: If you hit the target then on its next turn it can either take a standard action or move action, but not both. Wound the Mind (3nd level) Cost: 1 charge Effect: If you hit the target then on its next turn its attacks do not trigger special effects (such as Medusas' petrifying gaze), they only do the damage indicated in the attack and nothing else. It does not benefit from any specials that would be activated by it making attacks (or from its attack rolls) for that turn, but does benefit from ones activated by it taking damage or by other triggers. Wound the Whole (5th level, requires Wound the Flesh and Wound the Mind) Cost: 2 charges Trigger: An enemy that is not in close quarters with you hits you or an ally with an attack. Effect: The enemy must make a new attack roll, targeting either an another enemy, or itself if it is the only enemy left. The attack resolves against the new target. Flaming Griffin: Your animal companion gains the Dire Animal Companion Talent (as per DA&TP) once you complete a special HeroQuest to seek this power (counts as a HeroQuest reward). This requires at least level 5 and some kind of adventure to get the needed information from the spirit of the Hero. Possibly proving your skills against some particular enemy of the city. Or supplicating/meeting/trading with a mighty worshipper of the Sun Dragon (or the Sun Dragon itself) If you do not have the Animal Companion Talent you gain it as a quest reward for completing this quest. You gain the Dire Animal Companion talent at your next level up. If you do you can choose one additional Animal Companion talent at your next level up. Talents: 3 to start with, one on 5th and one on the 8th level. Archery, Double Ranged Attack, First Strike, Lethal Hunter, Tracker: As standard Ranger. Favored Enemy (must be either: nomad, Chaos, spirit, undead) Animal Companion: As a druid, but the companion must be an animal that flies (this lowers the cost to one talent choise). Survivor, Ways of the Land: As per DA&TP Eye of the Dragon: When you make ranged attacks with your bow you can ignore any penalties from obscuring circumstances (fog, smoke, wind etc) or low light (but not total darkness). · Adventurer feat: If you are able to draw your bow you can make ranged attacks in without any penalties whatsoever. Champion tier talents: Big Game Hunter, Deadly Aim, First Blood, Improved Double Ranged Attack, Merciless Hunter: As per DA&TP Epic Tier Talents: Hail of Arrows As per DA&TP Pack Circles the Prey: If your pet scores a critical melee attack, otherwise as per DA&TP. Dragon in Mind and Motion: Gain a 5-point background representing a profound yet partial understanding of the draconic nature of things. In addition, gain the following power: Dragon Motion · Close-Quarters Spell · Daily · Interrupt · Trigger: You are hit by an attack. · Effect: Take half damage and teleport to far distance from this enemy.
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