Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Tibet
The land that is closest to the gods breeds a holy
people.
To the Southwest of the city are tremendous mountain
ranges inhabited by another group of barbarians, the country of Tibet .
However, they share roughly the same enlightened Faith of the Empire, and so
they are on reasonably cordial terms. The Tibetans are herders of
high-altitude animals and generally lead a hardscrabble existence. A few
migrate into the Empire and work as laborers or warriors. By contrast, it
is also a holy land, populated by devout priests.
There are many grand temples in the land containing
precious holy scripts that inspire pilgrimages from religious scholars from the
Empire. The greatest is the Inconceivable Temple at Samye. Built in ancient
times by a holy man with magic nails, it is continually assailed by demons and
requires constant prayers by monks to be maintained. The Tibetans are
also known to bury their kings in a sacred hidden valley with their treasures.
In one ancient tomb are rumored to be theInfallible Sutras for the Future.
It is said that they will be uncovered at the end of the age, to prepare the
worthy.
The Mountains mold men into their own image.
The typical Tibetan
warrior is quiet, brooding,
and powerful. Their endurance gives them a great advantage in a fight or
a long campaign (or hard labor). Their rough lifestyle and climate limits
their numbers. A 3rd level
warrior is likely a village chief. Anyone attaining 5th level probably rules several villages
and has the title of King. Warriors of a higher level are usually only
found in ancient legends.
Tibetan Warrior
1st Level
Barbarian (3rd Chief), Hp 13 (27), AC 15 (Fur/leather
armor)
Fort +3 (+4), Ref +0 (+1), Will +0 (+1)
Melee: Axe +2 (+4) to hit 1d8+1, Rage 16, 9 dam
Spear +2 (+4) to hit 1d6+1, Rage 17 (16) x2 dam
Ranged: Short Bow +2 (+3) to hit 1d6
Die Hard for 1 rd
Detection +1 (+2)
Only those atop the Mountain may touch the Heavens.
A Tibetan
Shaman is a holy man,
dedicated to maintaining the country’s many temples. They are a monastic
order, not warrior one. Their only martial duty is combating supernatural
evil. Only extraordinary circumstances would cause them to fight another
human being. Their temples are guarded by warrior clans. The
Tibetan Shaman’s enhanced healing abilities make them very valuable to their
countrymen. In spite the country’s small numbers, there are a large
number Shaman and many of high level. The abbots seldom leave their
temples, however. There is one 10th level Shaman at Samye, the Holy One. Regarded as a
near Immortal, pilgrims come from far and wide hear his wisdom. Those
asking questions of him usually come away with answers to more important
questions.
Tibetan Shaman
1st Level Shaman, Hp 7, AC 13 (Fur armor)
Fort +1, Ref +0, Will +3
Melee and Ranged: Typically do not fight, they are
untrained in any case.
Immune to fear and charm effects.
Stealth +2
Detect Undead/Demonic/Celestial 30’ radius
Divine Radiance 1d6 damage to Undead and Demons 30’
radius
Magic Healing: All hp damage, 1 per day (1 x Wis Bonus daily)
Detect Lies, Magic, Poison at Will
Spell Check +2, 2 failures/encounter
DC 13 1st Level
-Sleep: Puts 4 HD of creatures into magical slumber 1
turn. Fort Sv DC 13
-Charm Person: Makes one person your friend. 1 turn. Will Sv DC 13
-Shield: Invisible disc gives + 4 to AC, blocks magic
missiles. Encounter.
-Consecrate: Fills a room or a 30' square area in the
open (use a common sense measurement given the situation) with positive energy.
Undead and demons of less HD than the Shaman flee or cower for 1 turn.
-Neutralize Poison: Detoxifies venom in or on subject.
-Remove Disease: Cures all diseases affecting subject.
-Remove Fear: Suppresses fear in a subject.
5th Level
Shaman may cast these spells once a day (DC 13)
-Break Enchantment: Frees subjects from enchantments,
alterations, curses, and petrifaction. This is a ceremony spell, which requires
1 turn to cast. Lost for the day if interrupted.
-Commune: Deity answers one simple question. This is a
ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
-Dismissal/Exorcism: Forces a demonic creature or
possessing spirit to return to its native plane, must have less HD than caster.
-Hallow: Designates location as holy. Keeps out demons
and undead for one day. This is a ceremony spell, which requires 1 turn to
cast. Lost for the day if interrupted.
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