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Poisoned Pages for Shadow of the Demon Lord
WRITING AND DESIGN:
rOBERT j. sCHWALB
editing:
Jay Spight
Proofreading:
Kara Hamilton
ART DIRECTION:
rOBERT j. sCHWALB
Graphic Design and LAYOUT:
kara hamilton
ILLUSTRATIONs:
Kim Van Deun and Todd Wilson
Shadow of the Demon Lord, Poisoned Pages, Riders of the Wind
Schwalb Entertainment, and their associated logos
are trademarks of Schwalb Entertainment, LLC.
S
CHWALB
E
NTERTAINMENT
, LLC
Riders of the Wind
is ©2016 Schwalb Entertainment, LLC.
All rights reserved.
~Credits~
PO Box #12548, Murfreesboro, TN 37129
info@schwalbentertainment.com
www.schwalbentertainment.com
The repeated failed attempts by the warlords of Rûl
to expand their dominion into the Endless Steppe
blot the pages of history, and the wreckage of their
fruitless efforts litters the western slopes of the Shield
Mountains. Each misguided, foolhardy, and greedy
campaign brought no new lands and no new riches.
Instead, the countless legions sold their lives cheaply
to the staunch defenders of the Steppe, the centaurs,
who have dwelled in these lands long before the
coming of mankind.
The centaurs make no claim on the Endless Steppe.
Rather, they see themselves as its protectors chosen
by the spirits of the plains to preserve the lands
against the invader, to keep their lands pure, sacred,
and free from the rapacious humans who would
transform it to suit their needs. Thus the centaurs
roam the Steppe, watchful for interlopers from
beyond the mountains so they can drive them back
as they have so many times before.
This installment in the Poisoned Pages series makes
it possible to play centaurs in Shadow of the Demon
Lord. A more powerful ancestry than those presented
in the main rulebook, centaurs use special rules to
make them compatible with other characters in
the group.
1
Centaur
Creating a Centaur
Attribute Scores
Strength 12, Agility 11, Intellect 8, Will 11
Perception
equals your Intellect score
Defense
equals your Agility score
Health
equals your Strength score
Healing Rate
equals one-quarter your Health
Size
2,
Speed
12,
Power
0
0
Damage,
0
Insanity,
0
Corruption
Languages and Professions
You speak Centauri and rather
than start with two professions, choose two of the
following options: speak the Common Tongue, Gatherer,
Guide, Hunter, Nomad, Rustler, or Tracker.
Equine Body
Due to the nature of your form, you cannot
ride other creatures. As well, you cannot ascend or
descend sheer, vertical surfaces by climbing. For the
purposes of talents related to mounted combat, you
count as if you were mounted, and effects that apply to
the rider and the mount apply to you.
Natural Weapons
You can attack with your hooves. They
count as basic weapons that deal 1d6 damage.
Gallop
You can use an action to move up to three times
your Speed.
Powerful Ancestry
When your group attains level 1, you
do not choose a novice path. Instead, whenever the
Advancement table in Shadow indicates you would gain
benefits from a novice path, you gain the benefits from
your ancestry for that level.
Starting Equipment
You do not roll to determine your
wealth. Instead, you gain the items described in the
bulleted text below, making choices as directed.
You have a spear or club
You have a small shield or a bow with 12 arrows
You have a backpack, tinderbox, 1d3 torches, a week
of rations, and a waterskin
The nomadic centaurs have roamed the Endless
Steppe for over a thousand years, following the herds
of bison they raise for meat, clothing, and other goods.
They travel the Steppe extensively, moving as the
seasons change. Few centaurs leave their tribes; they
all feel an obligation to protect their kin and preserve
their way of life.
Hybrid Forms:
Centaurs combine the forms of
humans and horses, such that a human upper body
replaces the neck and head of the horse. They tend
to be strongly built with prodigious body hair. They
have a wide range of coloration, both in skin and in
coats covering their lower bodies, though members of
the same tribes tend to fall within a particular range.
Centaurs feel no shame for nakedness and see little
point in garbing themselves in coverings. In times of
war, they protect themselves with hardened leather
armor and barding made from bison hides.
Wild and Free:
Recognizing no borders, centaurs
go wherever they please and regard everyone in their
tribe as equals. They prize freedom as the highest
ideal, and outsiders tend to see their promises as
being worthless since centaurs cannot be bound by
oaths. Being free spirits does not absolve centaurs of
their obligations to their tribes, however. The health
and security of a tribe always take precedence over the
individual centaur’s desires, and thus centaurs curtail
their wildness whenever it would come into conflict
with their people’s needs.
Spirits Everywhere:
In the clouds scudding across
the dome of the world, in the sighing wind that stirs
the grasses, in the rich earth underfoot, and in the
waves crashing against the western shores exist the
gods of the centaurs. The sense that the mortal world
is alive with the divine contributes to their belief
that the Endless Steppe is sacred ground and must
be protected from outsiders and nonbelievers. In
the minds of the centaurs, the world itself is divine
and the wind, rain, grass, earth, water, and more are
their gods. The few outsiders to explore the Steppe
report hearing odd voices and other unexplained
phenomena, leading many to believe that genies or
spirits of some kind haunt the lands.
Words of Wind:
The centaurs speak Centauri,
a flowing, breezy language others find difficult to
master. Centauri has no written form. Linguistics
scholars note it has much in common with the
language of sylphs.
Common Names:
Aezee, Epheral, Feela, Hithren,
Iyeotha, Leeth, Luua, Ossah, Saan, Seese, and Uruul.
Level 1 Centaur Novice
Attribute Scores
Increase two by 1.
Characteristics
Health +5, Perception +1, Speed +2
Nimble Recovery
You can use an action on your turn to
heal damage equal to your healing rate and move up to
half your Speed without triggering free attacks. Once
you use this talent, you cannot use it again until after you
complete a rest.
Level 2 Centaur Novice
Characteristics
Health +5, Perception +1
Trample
You can use an action to move up to your Speed
in a straight line. If you enter the space of another
creature, that creature must get a success on an Agility
challenge or take 1d6 damage and fall prone.
Gain one of the following benefits:
Magic
Increase your Power by 1, discover a tradition, and
learn a spell from that tradition.
Weapon Training
When you attack with a weapon,
you make the attack roll with 1 boon.
Level 4 Centaur Expert
Characteristics
Health +5, Speed +2
Gain one of the following benefits:
Magic
Either discover a tradition or learn a spell from a
tradition you have already discovered.
Strike and Kick
You can use an action to make an attack
with a weapon you are wielding and an attack with your
hooves. You make each attack roll with 1 bane.
Level 5 Centaur Expert
Characteristics
Health +5
Critical Move
When the total of your attack roll is 20 or
higher and exceeds the target number by at least 5, the
attack deals 1d3 extra damage, and you can move up to
half your Speed without triggering free attacks.
Gain one of the following benefits:
Magic
Increase your Power by 1 and either discover a
tradition or learn a spell from a tradition you have
already discovered.
Combat Prowess
Your attacks with weapons deal 1d6 extra
damage.
2
Level 8 Centaur Master
Characteristics
Health +5
Powerful Hooves
Attacks you make with your hooves deal
1d6 extra damage.
Gain one of the following benefits:
Magic
Either discover a tradition or learn a spell from a
tradition you have already discovered.
Combat Expertise
When you use an action to attack with
a weapon, you either deal 1d6 extra damage with that
weapon or make another attack against a different
target at any point before the end of your turn.
d20
1
2
Origins
Origins
You were cast out of your tribe for a crime you
committed against your people.
A disease laid your people low. You set out to find
a cure, but you did not return in time. You are the
sole survivor of your tribe.
Your tribe’s shaman spoke of dark times ahead.
You and several others were sent into the Empire
to join the struggle against the shadow.
Your people betrayed you, so you left in anger,
vowing never to return.
You challenged your tribal leader and lost. You
left in disgrace.
Human raiders crossed the mountains and into
your lands, slaying many of your kind. You have
set out to bring them to justice.
You saw a dragon overhead and followed it to see
where it went. You became lost in the mountains.
After enemies slaughtered your spouse and
children, you set out to exact vengeance.
You witnessed great magic and set out to learn
more.
You led an uninteresting life and left to find your
purpose in the world beyond the Steppe.
The spirits spoke to you and sent you from the
Steppe to recover a relic of great power.
Horrible monsters annihilated your people and
you left to seek vengeance.
You stumbled into a faerie borderland and
emerged somewhere in the Empire.
You befriended a human and ventured across
the mountains to learn more of your people’s
ancestral enemies. Add the Common Tongue to
the list of languages you know.
An envoy from the salamander people came to
your tribe requesting aid. You volunteered to help
them.
Wanderlust drew you from the Steppe to see
what lies beyond the mountains.
You were part of a patrol sent to watch for human
invaders, but your unit was wiped out and you
were taken prisoner.
Monsters wiped out your people’s livestock. You
left your tribe before you starved.
You scout human lands to learn about the lands
beyond the mountains so your people can invade.
You set out to find your destiny in the wider
world.
3
Age
3d6
3
4–5
6–8
9–12
13–15
16–17
18
Age
You are a child, no more than 11 years old. Reduce
your height and weight by 50%.
You are an adolescent, from 12 to 17 years old.
Reduce your height and weight by 25%.
You are a young adult, from 18 to 25 years old.
You are an adult, from 26 to 35 years old.
You are a middle-aged adult, from 36 to 55 years
old.
You are an older adult, from 56 to 75 years old.
You are a venerable adult, 76 years old or older.
4
5
6
7
8
9
10
11
12
13
14
Coat Color
3d6
3
4–5
6–7
8–9
Color
Brindle—You have any color skin and hair marked
with stripes.
Black—You have black skin with black hair.
Buckskin—You have tan skin with yellow, cream,
or gold hair and black mane, tail, and legs.
Bay—You have brown skin with brown, red, or
bright red hair with black or dark brown tail and
lower legs
Chestnut—You have tan or brown skin with brown
or red-brown hair
Gray—You have black skin with white or white and
black hairs.
Pinto—You are any color skin with multi-colored
hair with brown, white, or black patches.
White—You have pink skin with white hair.
10–12
13–14
16–17
18
15
16
17
18
Build
3d6
3–4
5–7
8–13
Build
You stand about 7 feet tall and weigh about 1,000
pounds.
You stand about 7-1/2 feet tall and weigh about
1,200 pounds.
You are about average for a centaur, standing
around 8 feet tall from hooves to head and weigh
about 1,300 pounds.
You stand about 9 feet tall and weigh as much as
1,400 pounds.
You stand about 10 feet tall and weigh 2,250
pounds.
19
20
Personality
3d6
3
4–5
Personality
You are nervous, preferring to flee adversity
rather than confront it.
You are erratic and changeable; your moods
swing from one extreme to another with almost
no warning.
Aggressiveness rules your personality, and you
never back down from a conflict.
You are wild and fierce, but you curb your
aggressive impulses when they would put your
friends and family in danger.
You are courageous, eager to take risks.
You are bold, charismatic, and others are drawn
to you.
You are calm, restrained, and patient.
14–16
17–18
6–8
9–12
13–15
16–17
3
18
Horse Archer
Master Path
An ancient and effective fighting technique that has
made sporadic appearances throughout the long and
tangled history of Rûl, horse archery gives combatants
a significant edge in battle, allowing for superior
maneuverability that lets them loose arrows and
speed away from danger. Innovated by the elves in
their struggles against the trolls, it was later picked
up by the Woad tribes to fight a skirmish war against
the Men of Gog. Of all the peoples to master the
technique, however, none have come close to the
centaurs who have used the techniques to frustrate
human expansion into their lands.
CENTAUR CHAMPION
Size 2 centaur
DIFFICULTY
25
Perception
10 (+0)
Defense
15 (large shield);
Health
34
Strength
14 (+4),
Agility
13 (+3),
Intellect
8 (–2),
Will
11 (+1)
Speed
16
ATTACK OPTIONS
Hooves
(melee) +4 with 1 boon (1d6)
Lance
(melee; reach 4) +4 with 1 boon (1d6 + 1)
SPECIAL ATTACKS
Stab and Kick
The centaur attacks with its lance and with
its hooves. It makes each attack roll with 1 bane.
Trample
The centaur can use an action to move up to its
Speed in a straight line. If the centaur enters the space of
another creature, that creature must get a success on an
Agility challenge or take 1d6 damage and fall prone.
Level 7 Horse Archer
Attributes
Increase three by 1
Characteristics
Health +4
Languages and Professions
You can speak another language
or add a common, military, or wilderness profession.
Parting Shot
When you use an action to retreat or rush while
mounted, you can use a triggered action to make an attack
with a bow. You make the attack roll with 1 bane.
Deft Rider
If you move on your turn while mounted, creatures
make attack rolls against you with 1 bane until the end of
the round.
SPECIAL ACTIONS
Gallop
The centaur uses an action to move up to three
times its Speed.
CENTAUR WIND-CALLER
Size 2 centaur
DIFFICULTY
10
Level 10 Horse Archer
Characteristics
Health +4
Bow Mastery
When you make attacks with a bow, you make
the attack roll with 1 boon.
Master Rider
Your mount gains a +2 bonus to Defense and
Speed.
Perception
11 (+1)
Defense
12;
Health
26
Strength
11 (+1),
Agility
11 (+1),
Intellect
9 (–1),
Will
13 (+3)
Speed
16
ATTACK OPTIONS
Hooves
(melee) +1 (1d6)
Spear
(melee or long) +1 (1d6)
SPECIAL ATTACKS
Trample
The centaur can use an action to move up to its
Speed in a straight line. If the centaur enters the space of
another creature, that creature must get a success on an
Agility challenge or take 1d6 damage and fall prone.
New Creatures
CENTAUR ARCHER
Size 2 centaur
The following statistics boxes expand on the centaur
entry presented in the
Demon Lord’s Companion.
DIFFICULTY
10
SPECIAL ACTIONS
Gallop
The centaur uses an action to move up to three
times its Speed.
MAGIC
Power
2
Air
wind blast
(3),
flense
(2),
thunderclap
(1)
Perception
11 (+1)
Defense
13;
Health
25
Strength
12 (+2),
Agility
13 (+3),
Intellect
9 (–1),
Will
10 (+0)
Speed
14
ATTACK OPTIONS
Hooves
(melee) +2 (1d6)
Bow
(long) +3 plus 1 boon (1d6)
SPECIAL ATTACKS
Twin Shot
The centaur archer uses an action to attack
twice with a ranged weapon. It makes each attack roll
with 1 bane.
Trample
The centaur can use an action to move up to its
Speed in a straight line. If the centaur enters the space of
another creature, that creature must get a success on an
Agility challenge or take 1d6 damage and fall prone.
SPECIAL ACTIONS
Gallop
The centaur uses an action to move up to three
times its Speed.
4
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