Editing Midnight RPG - Chapter 14.09

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==What do YOU know about Outsiders in general?==
 
==What do YOU know about Outsiders in general?==
'''ROLL:'''  Kyuad (Lorebook +11)  ROLLED:  15+11 26 ''   <br> ''SO... with this roll -  Kyuad gains obscure, known by few, hard to come by lore about Outsiders and the Courtesan Imp:  see Kyuad's [http://wiki.rpg.net/index.php/Kyuad%27s_Lorebook#The_Trapped  LOREBOOK] for details.
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'''ROLL:'''  Za'Kazzir (Know: Arcana +8, at a higher DC than Know: Spirits)  ROLLED:  2+8 19 '' <br> ''SO... with this roll -  Crap roll... sorry Adam.  But with that, here's what you know about Outsiders in general:
  
  
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Outsiders are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some outsiders to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these angels and demons have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed.
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Outsiders that exist in their normal forms have either survived in their original bodies since the Sundering or achieved them as a result of their transformation ability (see Spirits, page 338).
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Outsiders Around Aryth
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The demon-infested jungles of the Aruun are perhaps the most regarded place on Eredane when the subject of demons is broached—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. If this is true, it could soon spell an end to Danisil involvement in the war for Caradul, as the jungle elves rally to defend their own home against a threat more vile than the cruelest orc.
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Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences.
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Changes to Outsiders
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As a result of their millennia-long entrapment, none of the outsiders on Aryth have the Extraplanar subtype—the Material Plane on Aryth has become their home. All outsiders gain the spirit subtype as well as the Trapped template (see spirits, page 336).
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==What do YOU know about the Outsiders referred to as a Courtesan Imp?==
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Duh?... You know all this Adam.  Zal'Kazzir doesn't though.
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Here's what we'll do...
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'''ROLL:'''  Za'Kazzir (Know: Nobility +4)  ROLLED:  15+4 =  19 ''  <br> ''SO... with this roll - I will BOLD FACE all the text below that Zal'Kazzir WOULD know.  Keep in mind what Zal DOES NOT know.  You might want to copy/paste out the things that he KNOWS for certain about Nazif's race.  Obviously SOME of the information may be more or less true.  I'm treating Nazif as a FULL NPC in this regard.  He'll be loyal to Zal, or friendly as according to how HE is treated... "like a hireling".
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'''While all courtesan imps are out to make themselves powerful, every one is a coward first, and a traitor second. Courtesan imps survive through stealth and trickery, lying and stealing as it suits them.'''
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'''Collaborators first attracts the attention of evil powers outside the perview of Izrador and gains a courtesan imp as a hireling, if he wants one. A courtesan imp improves over time''': it gains one Hit Die for every three levels the collaborator gains in any class.
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===COMBAT===
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'''Courtesan imps consider combat to be the same as dying. The promise of protection in combat is often enough to keep a courtesan imp loyal. When caught in a fight, a courtesan imp attempts to talk or feint its way out.'''
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*  Entreat (Ex): '''A courtesan imp is an expert intermediary.''' This ability gives the imp the benefit of a permanent tongues spell and predisposes NPCs to treat the imp with open-minded indifference rather than hostility. Courtesan imps use this ability to approach new collaborators and open peaceful dialogues with would-be enemies.
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*  Rumormonger (Ex): A courtesan imp has a flawless memory for details, rumors, gossip, and secrets. Plus, its tiny body and ability to vanish lets it eavesdrop with confidence. Acourtesan imp uses its Hide or Move Silently skill to make Gather Information checks, without ever engaging in questioning or social interaction of any kind. With 1d6+1 hours to eavesdrop and a successful check (DC 22), the courtesan imp can learn enough information to gain a +4 bonus on Diplomacy or Bluff checks against a single person for one day.
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*  Spell-Dealing (Su): '''In the old days, courtesan imps traded in spells as part of their duties on Aryth. A courtesan imp can “carry” a spell from a book or scroll to a channeler who wants to learn it.''' The channeler must spend the time, money and XP necessary to learn the spell from a book as usual, but does not have to physically see or handle the book or scroll himself. This ability destroys the scroll the spell was taken from. A courtesan imp can carry only one spell at a time, which must be of a level equal to or less than the imp’s Charisma modifier. The courtesan imp does not have to be able to use or understand the spell itself. The spell comes seemingly written on the imp’s body. Typically, a courtesan imp charges 25 gp/spell level for this service.
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*  Vanish (Su): As a full-round action, a courtesan imp can vanish from sight. So long as the courtesan imp doesn’t attack or move more than its speed per round, it’s effectively invisible. Courtesan imps often use this ability and the spider climb spell to escape dangerous situations.
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*  Spells Known (5 points of spell energy/day; DC 15 +spell level): 0—mage hand, prestidigitation, virtue; 1st—jump, pass without trace; 2nd—cat’s grace, spider climb, tree shape; 3rd—meld into stone.
  
  

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