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The Gods of Holimoren:  Infinarus - The Lord of Tomorrow

4/14/2015

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Infinarus 
God of Time to Come
Greater God

AC:  -1
Move: Infinite
Hit Point: 266
No. of Attacks:  2
Damage: 3-18+ special
Special Attacks:  Never misses against creatures with INT > 0
Special Defense:  Can't be hit by opponent with INT > 0
Magic Resistance:  90%
Size: M (6')
Alignment:  True Neutral
Worshiper's Align:  Lawful Neutral or Chaotic Neutral
Symbol:  Mobius Loop
Plane: Elemental Plane of Time
Cleric/Druid: 18th Cleric, 14th Druid
Magic-User/Illusionist: 25th Magic User
Fighter: 17th Fighter
Thief/Assassin:  10th Thief
Monk/Bard: Nil
Psionic Ability: VI

S: 21 I:  25 W: 24 D:25 C: 24 CH: 18 CM: 18

Infinarus as the god of tomorrow has two sides that is reflected by the disparity in the alignments of his followers.  Chaotic Neutral followers believe that tomorrow is unknown, random and fickle.  The Lawful Neutral branch is based on the notion that tomorrow always comes.  As a Time Lord, Infinarus knowns what is going to happen next, which allows him to always be prepared for an attack or make his own attack perfect.  He is unable to be hit by anything with Animal (1) or better intelligence.  The truly mindless (like most undead) he can't read their thoughts (they don't have any!) to avoid their attacks.   As such he will attack and destroy those without intelligence whenever he sees them.  He attacks with his Time Staff, a +3 staff that will cause a future save to fail unless a save versus spells is made at -5.  The future save is a save 3-12 saves in the future (1d10+2).  At that save, it will fail no matter the bonuses, no matter the situation.  Infinarus influenced the future to cause the failure.  While his Intelligence is listed as 25, he knows all that is going to happen.  Nothing is hidden to him and he can see invisible, plane shifted and otherwise obscured beings.  Like all Time Lords, he is immune to aging.  He can age anything he touches any number of years he chooses.

Followers of Infinarus's Lawful Neutral aspect have the Staff as their required weapon and gain +1 to hit when proficient.  They will not use poison. Followers of his Chaotic Neutral aspect do not have any preferred weapon but can use poison.  The two sides have a cold relationship that locally gets to the point of violence.  Individuals will work together for short periods.  Unlike most alignment changes, if a follower moves from Lawful Neutral to Chaotic Neutral (or vice versa) there is no loss of spells if they continue to follow Infinarus the whole time. 

He has two siblings, who are the Time Lord of What Was (Past) and the Time Lord of What Is (The Present).  They will be covered later.
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Character Class:  The Journeyman (First Edition Rules)

2/21/2015

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A Journeyman is a class much like the Bard, where you don’t start as Journeyman, but you end up as one.

An aspiring  Journeyman must start out as either Cleric, Fighter/Ranger, or Magic User. They must be of good alignment.  They must have STR, INT and WIS of 15 or greater, DEX, CON must be 14 or higher.

After the 3th level of the first class,but before the 5th level, they need to switch to Fighter/Ranger if they started as a Magic User, Cleric if started as a Fighter, Magic User if started as a Ranger, and a starting Cleric must become a Magic User.  They must become at least 4th level, but no higher than 8th in the new class.  Once they achieve a class level higher than the first class, they must switch to the third class, and are a Journeyman.

A Journeyman can use the weapons of the Fighter, track like a Ranger, and can cast Magic User and Clerical spells.  They can not use poison, but can use any armor allowed by Rangers and oil.  They may use edged weapons.  A Journeyman uses the Magic User spell table, but that is the total number of spells.  They may be either Magic User or Clerical in nature.  Note that there are no Clerical spells above 7th level, so any 8th or 9th level spells must be Magic User only.  
They may try to Turn Undead as a Cleric equal to their Journeyman level or their Clerical level, which ever is higher.  The same deity will be worshiped the whole time.  Wisdom bonuses apply, so a Journeyman with a 18 Wisdom would get 2 extra First and Second level spells, one third level and one fourth level spell, of either type (Clerical or Magic User)   Journeyman of higher level will always share spellbooks with more junior Journeyman, so the player may choose which spells to place in their spell book, do not dice for chance of knowing for Magic User spells.

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Every year a Journeyman must travel to the conclave of Journeyman.  The site moves around, and a Journeyman will feel the direction to go. The highest level Journeyman on Holimoren is the host and decides the location.  Your referee will decide the location.  A player character will never be the host.

Also a Journeyman can never have retainers or followers.  They are solitary and can only serve as a retainer or henchman for one adventure.  While it is common for two or three Journeyman to work together, it will be only for a limited basis.  Larger gatherings only happen at the Conclave.  A Journeyman follows the rules of Magic in the  post Armageddon law time passed down by the Gods.   While in love, one less spell per day of the relationship can be cast, starting at the highest level.  For most spell users this means after a month of the relationship, they can't cast spells any more.  At that point they stop being a Journeyman, until they have left the relationship.  

While a Journeyman is in the middle stage, they have a 10% chance per day of remembering one spell from their former class which they can use without penalty.  It is an on demand check.  Once the player decides they want (or need) the former spell, the check is made.  If it fails, no other attempt can be made that day.  If it succeeds the spell may be  cast.


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