Saturday, October 31, 2015

Oracles of the Broken world

In some other settings, Oracles are directly chosen and cursed by the gods to wield their power and be emissaries of their will. This is not the case in Broken World.

When the Breaking occurred, divine vengeance ripped through the world, causing misery and suffering, as curses and disasters befell the mortal inhabitants. Even now, after 2 centuries, aftershocks can be seen with new natural disasters and plagues. But the most insidious and cruel of these, is the birth of Oracles. Sometimes, an oracle is clear from birth, born crippled but with some strangeness about them. Sometimes a healthy child is struck suddenly with the curse, and even more rare, someone in the later stages of their life may fall prey to the curse. Any race may be cursed, but humans tend to be the majority of Oracles, perhaps due to their historical worship.

Oracles are not heralds of divinity, they are reminders of divine retribution. For this reason, they are shunned by almost everyone. The faithful shun them, as they are living embodiments of the failure of the faithful to appease the gods. The Unfaithful shun them, as they have the taint of the divine. The life of an Oracle is usually harsh, miserable, and short. However, some Oracles embrace their power, as they are able to channel divine power without having to give fealty to the gods. There are some rare areas that welcome this, giving them rare exceptions to the often harsh laws restricting divine power.

Mechanically, there is no change to Oracle other than the removal of any mention of alignment.

Friday, October 30, 2015

Druids and Rangers of the Broken World

Though they are both wielders of Divine power, Druids and Rangers are mostly free of the persecution that Divine practitioners suffer in most parts of the broken world. This is in part due to an important distinction: Druids and Rangers do not worship the Echo Gods, and never did. Instead, they draw their power from the life-force of the earth, harnessing it and strengthening it, only to use that power to protect the world as its healers and wardens.


Druidic traditions were seen as backward and heretical in most human lands for centuries prior to the breaking, as the churches tried to stamp out rival faiths. However, amongst the tribes of the Ilthunwe elves, druids often rose to positions of prominence, offering guidance to their people in the forests. The Ophiduans also had some Druidic traditions, though they were more seen as tenders to the jungles, those who kept them under control and safe. Amongst the Dwarves, the tradition was unknown, and the Dromite hive mind was unable to connect to the power of the wilds. Hobgoblin druids were not unheard of, but rare and usually outcasts from their militaristic society.

Since the breaking, Druidic circles have been rising in number, with several traditions rising in the aftermath. There is even a tradition that has recently arisen that blends the divine power of nature with psionic potential, a connection described as "The Worldmind". Most druids are welcomed openly now, as they seek to heal the world and curb the monstrosities birthed by the vengeance of the goddesses Garneae and Ithiriae.

Mechanically, very little has to change with the druid. Removal of any reference to alignment is the only change.


Some see Rangers as the subordinate member in a Druidic hierarchy. In reality, the two traditions are more allies than partners. Whilst druids protect nature through Divine power first and martial second, the Rangers are the opposite. Also, Rangers are not content to merely drive the defilers of nature out, but instead continue to hunt them like prey, tracking them down and ending their threat permanently. Rangers also guide those less skilled through the wilds as needed, and accept payment for these services. 

Most races had some tradition of Rangers through history: Ranger traditions were tolerated more than Druidism in human lands prior to the breaking, as their more martial bent and useful skills made the clergy see them as less of a threat. The Ilthunwe practiced the ranger traditions for untold centuries, and often a Ranger will be the leader of their hunting parties and Warden forces. The military of the Hobgoblins of Maryx were supported by scouting forces and snipers, able to deal with minor threats quickly and quietly.

There are no mechanical changes to Rangers other than the removal of any reference to alignment.

Thursday, October 29, 2015

Paladin Changes: Updated as needed.

Paladins have changed from Divine paragons, to weapons of vengeance and retribution, but also guards and allies of the cleric. The Paladin of Broken World has a few minor changes, and a big one.

Aura of good: No alignments make this ability redundant. An easy removal.

Detect evil: Also an obvious removal. However, an obvious replacement comes to mind as follows:
     Detect Unfaithful: A paladin can detect the unfaithful as per the spell of the same name. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is unfaithful learning the strength of its heresy as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect lack of faith in any other object or individual within range.

Smite Evil: Change this to "Smite Unfaithful", but otherwise functions in the exact same way.

Lay on hands: This is still perfectly acceptable. However, the paladin is intended to also strike down the enemies of the church as well, and this ability must become more flexible to compensate. The paladin may select each day whether to choose positive or negative energy for this ability. This choice also affects whether she can channel positive or negative energy when she gains the ability at level 4.

Mercy: This ability is fine for when the paladin chooses positive energy, but makes no sense for negative. For this reason, when a Paladin chooses negative energy for Lay on hands, this ability changes to:

Torment: Reverse the effect of your applicable mercies. The save DC for these is 10+1/2 your paladin level. Each Torment must be saved against separately. Each status change has a differing duration as per below:

(Work in Progress)

Aura of faith: No longer makes sense in context. Instead, all attacks from aura of faith bypass any and all damage reduction against attacks from a non-divine source.

Aura of righteousness: Remove the word "Evil" to simply make it DR 5/- against any attack from a non divine source.

Holy Champion: Again, simply change DR 10/Evil to 10/-. Instead of the banishment effect, the target is affected by a targeted Dispel magic.

Thursday, October 22, 2015

Cleric Changes: Updated as needed.

So, with the changes to the deities themselves, in that they are bare echoes of their former power, Cleric as a class has to go through some minor changes for several reasons.

Aura: Previously, Clerics of a particular alignment radiated that alignment as an aura. Since alignment no longer exists, the need for this class feature is removed.

Domains: Here is the most drastic change. Though Tavost, god of justice still exists, his sacrifice to become the first echo god had a profound change on the pantheon. Every deity was granted the Retribution domain, and to this day, it affects the clerics of the faithful. Every cleric must select Retribution as one of their core domains.

Spontaneous casting/Channel Energy: Remove alignment restrictions, as alignments no longer exist. Clerics choose each day whether to channel positive or negative energy for Spontaneous casting and Channel Energy.

Spells: A cleric is a conduit for divine energy. However, that divine energy has gone from a roaring fire to a flickering candle. Clerics still cast spells of equal power to the glory days of the gods, but they recover them much more slowly. A cleric is only able to recover as many spell levels per day equal to their level in the cleric class. Domain spell slots are unaffected, and refresh normally. This represents a weakness for player Clerics, which will have to be balanced.

Gift of the believer: To balance the change to spells, Clerics are given strange gifts for their devotion. Clerics may choose one of the following gifts. This gift can be changed at each even numbered level. Unless otherwise stated, you may use your ability as many times per day as 1+your wisdom modifier. THESE ARE ROUGH DRAFTS, and i would appreciate feedback on how to fix any glaring problems.

Castigation: You may smite the faithless.To affect the target, you must speak words of holy vengeance and touch the target. You deal damage equal to your cleric level, and no energy resistance or saving throw against this damage applies. Damage reduction applies normally, but this attack counts as if used my a magic or psionic weapon.

Proscription: You may touch a faithless target and forbid them from harming any being for 1d4 rounds. A will save reduces this to one round, and no being may be the target of this ability more than once per day. The dc is 10+ 1/2 your cleric level + your wisdom modifier.

Abnegation: A cleric can use this ability only when he takes no standard action in his turn. Instead, he donates his standard action to an ally within 30 feet, who may then take an extra standard action in his turn.

Dereliction: With a successful touch attack, you can force an enemy to take either a move action next turn, or a standard action, but not both as normal. There is no save against this ability.

Ascension: You gain wings of divine power, and you are able to fly for 1 minute per level of the cleric class you have. you may use this ability in 1 minute increments, and the total duration refreshes when you next gain spells.

Sunday, October 18, 2015

Approved classes (Updated as needed)

Here is a list of all approved base classes. This list is a work in progress and will be updated on this post as needed.

Aegis: A psionic warrior that focuses on the power of a suit of ectoplasmic armor, granting various abilities.

Cryptic: A master of seeing patterns, the cryptic is in some ways a psionic rogue. They excel at manipulating patterns to change the world, and get glimpses of prescience.

Dread: A master of fear and intimidation, the dread uses their psionic might to reduce their enemies to snivelling wretches.

Marksman: A master of the ranged weapon, a marksman melds a keen eye with a focused mind to make ranged combat a deadly option.

Psion: The master of the mind, the psion can do feats of power that are truly magnificent and terrible.

Psychic warrior: A warrior of varied paths, one who can meld the mind and the body to make a whole greater than the two halves.

Soulknife: The soulknife is a warrior that forges their very mind into a weapon of force.

Tactician: Joining allies into a single cohesive unit, the tactician uses his psionic power to unlock the potential of others, as well as himself.

Vitalist: A psionic healer, that can place his allies into a collective, bolstering their effectiveness as a unit, and heal from afar.

Wilder: A manifester that fuels their powers with their emotions, gaining great power at a risk to their own psyche.

Barbarian: A warrior that fuels powerful combat abilities with a furious rage.

Cleric: Priests of the echo gods, they seek retribution against the unfaithful, wishing to bring a return to their divine masters.

Druid: Wardens of the Land and Nature, they seek to heal the broken world.

Fighter: A martial fighter of great versatility or focus.

Monk: an ascetic of strange abilities, the monk is a path that is rooted in the mental discipline of psionics, but with strange effects.

Paladin: Warriors of the Echo gods, these armoured Templars mete out the retribution and justice of the divine on a world that has abandoned them.

Ranger: A hunter and tracker, they are the wardens of the druids, protecting them and hunting those that would further damage the world.

Rogue: a master of stealth, traps, and precision combat, capable of mastering a multitude of skills.

Cavalier: A mounted warrior with a bonded mount, capable of challenging foes to battle.

Gunslinger: A master of the black powder gun, this strange specialist can do amazing feats and deadly attacks with these rare weapons.

Inquisitor: The remaining divine followers have the open champions of the Paladin, but also the secret enforcers, the inquisitors.

Oracle: These poor souls have been cursed by the divine, but also receive strange and forbidden powers.

Blues and Goblins of the Broken world

Goblins have long been residents of the hordelands, and have lived short and miserable lives. They are however, a hardy people, though never a great power in the hordelands.

When Delan was travelling through the hordelands, he discovered a small tribe of psionically gifted goblinoids with bluish skin. Curious and interested, he trained them in various psionic techniques and theories, before moving on, wishing them well. He could not have known the powerful new race he had just helped spawn in the Blues.

Blues are still members of the goblin race, psionically attuned and cunning. Over the centuries, the goblin people persecuted this strange mutation, exiling or outright slaughtering any goblins that were born of this lineage. When Delan found them, they were on the verge of extinction, reduced to a handful of males and a single female. However, Blues can still interbreed with goblins, and their blood runs stonger, with any progeny having a 3/4 chance of being born as a blue. Strangely, the males of this species outnumber the female at a ratio of 3:1, meaning that goblin females are usually taken as mates by this race. Though still smaller in number, they have grown to a significant faction within the chaotic Hordelands, and have begun to travel the world in search of knowledge and diplomatic contacts.

Physically, Blues are identical their goblin kin, with the only difference being the bluish cast to their skin, their electric blue irises, and lacking the sharp mouth of teeth of a goblin. Goblins tend to a sandy brown skin tone, though it ranges from dark to light. They are smaller in stature than most races, comparable to the Dromite. They have pointed ears, and thin limbs.

Age table (Both Blues and Goblins)

12 years+1d4 years (13-16 years)+1d6 years (13-18 years)+1D12 years (9-18years)

GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male3 ft. 10 in.+2d4 in. (4 ft. 0 in. - 4 ft. 6 in.)40 lbs.x1 lb. (42 - 48 lbs.)
Female2 ft. 10 in.+2d4 in. (3 ft. 0 in. - 3 ft. 6 in.)35 lbs.x1 lb. (37 - 43 lbs.)

Middle aged: 30 years
Old: 45years
Venerable: 60 years
Maximum age: +1d20 years


•+2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
•Goblinoid: Blues are of the humanoid (goblinoid) subtype.
•Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
•Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
•Darkvision: Blues can see in the dark up to 60 feet. See Vision and Light.
•Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat..
•Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
•Imperious: Blues are raised to believe themselves superior to those around them, usually compared to the more savage and foolish goblins. They receive a +1 bonus on Intimidate checks, but a -1 on diplomacy checks. In addition, they receive a +1 to the DC for abilities with the [Compulsion] descriptor.
•Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
•Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
•Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
•Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
•Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.


  • Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Type: Goblins are humanoids with the goblinoid subtype.
  • Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Movement Racial Traits
  • Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
  • Darkvision: Goblins see perfectly in the dark up to 60 feet.

Saturday, October 17, 2015

Hobgoblins of the Broken World

Most populous within the lands of True Maryx and Maryx, the Hobgoblins are a hardy race of guerrilla warriors and assassins, honed with centuries of warfare and the struggles of survival. The Hobgoblins were affected by the breaking mostly through the repercussions to other races. Maryx and the Hordelands were ravaged to a lesser extent than other locations, but the new political landscap allowed them to seize new lands, only to in some ways lose them again due to the rise of the Maenad's psions and thrallherders. The true free Hobgoblins have carved out a smaller land of True Maryx, a land at constant struggle against Maryx.
Physically, Hobgoblins are slightly taller than the average human, but have a stooped appearance that makes them of equivalent height. Their skin colours vary, from a dusky brown, to a sickly green, to a bluish grey, and gangrenous yellows. They have pointed ears, and slight lower tusks that can protrude from their mouths in some members of their race.
Culturally, Hobgoblins are a militaristic and focused people. The idea of idleness offends them, and toil and training are seen as virtues. Luck is also seen as weakness, and any warrior or commander that relies on it rather than careful planning and tactics is seen as a fool, no matter their successes. Success is applauded, and failure is not lamented if it was caused by external forces. To the Hobgoblins, a "failure" who toils for success is superior to a "Hero" that blindly succeeds.

Psionics was an alien concept to the Hobgoblins for so long, but recently they have begun to embrace its effectiveness and utility. Many Psychic warriors now fight in their War-bands and armies, and lately a small number of vitalists have begun to be trained by a disaffected member of the Collective.

15 years+1d4 years
(16 - 19 years)
+1d6 years
(16 - 21 years)
+2d6 years
(17 - 27 years)

GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male4 ft. 2 in.+2d8 in.
(4 ft. 4 in. - 5 ft. 6 in.)
165 lbs.+(2d8×5 lbs.)
(175 - 245 lbs.)
Female4 ft. 0 in.+2d8 in.
(4 ft. 2 in. - 5 ft. 4 in.)
145 lbs.+(2d8×5 lbs.)
(155 - 225 lbs.)

 Age Categories

Adulthood: 15 years
Middle age: 30 years
Old: 45 years
Venerable: 60 Years
Maximum age + 2d10 years

Ability Score Racial Traits: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
Type: Hobgoblins are humanoids with the goblinoid subtype.
Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Hobgoblins have a base speed of 30 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin.
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.
weak Willed: Hobgoblins receive a -2 to will saves, as they are trained for obedience.