Archeon

Archeon – The Watchers

Lorthain the Archeon

Lorthain the Archeon

The magic users of Uteria are watched over by the Archeons, or more commonly called; the Watchers. During war against the Warlock King, Olaekin Baleband, the wizards who served the United Kingdoms (Aradan, Norhand, and Endamas) formed the Watchers and began to put forth rules to try and stop the wide use of ruinous magic. They formed the Archeons and trained them in ways to stop magic. Over the 700 years since the end of that war, the Archeons have become quite powerful, not just traveling the lands, but also keeping an eye over all the tower to make sure none begin to use forbidden magic. There are many different factions of Archeons, those who travel the lands hunting Nulthari (The Hunters, called witch hunters by commoners), those who keep an eye over those in Eredar (the Order of the Tower), and those who pair up with an Otari wizard as a guardian and partner (The Keepers).

They have the ability to nullify magic, as well as cut a person off from the energies around them. This takes a great amount of power, and often it takes many Archeons to take down a powerful Nulthari, and even more to permanently pacify a Nulthari.

SagaBorn 1.5

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Magic Sense, Mage Bane Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 1 Talent Point, +2 HP +1 HD, +1 HP, +1 Skill
3rd +3 Resist Magic +1 HD, +1 Skill, 1 Talent
4th +4 1 Talent Point, +2 HP, 

Endurance +2

+1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Extra Attack,1 Talent Point +1 HD, +1 Skill
6th +6 Spell Shield, +2 HP +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point +1 HD, +1 Skill, 3rd Legacy Item
8th +8 Disruption, +4 HP +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Level 1

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check. If an archeon spends an hour with a person and succeeds at a DC16 Awareness check, they can tell if they have used ravaging magic (if the character has any ravage bpoints, the archeon can tell).

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Level 3

Resist Magic: An archeon gets to roll 2d20 and choose the highest roll on Spell Saves to throw off or resist a persistent magical effect.

Level 5

Extra Attack: You gain an additional attack each round.

Level 6

Spell Shield: Once per encounter as a move action an Archeon may create a shield that blocks magical energy. The shield extends behind the Archeon up to 10 ft. This negates any magical spell damage, including Area of Effect. This does not stop the spell, targets outside of the Archeon’s Shield will take damage as normal. An Archeon can maintain a shield for 4 rounds.

Level 8

Disruption: Once per encounter, as a move action, an Archeon can disrupt a Mage’s ability to cast magic or cancel a spell already in effect. The target must be within 40’.

Each round a Mage must make a Heroic Action (Spell Ability vs Archeon’s Choice) in order to cast spells or spend mana. An Archeon can maintain disruption on a mage by spending a free action each round. 

Spells of any mana cost are automatically canceled for as long as the Archeon maintains concentration. The cost of concentration varies per spell. 3 Mana or lower (Free Action), 5 Mana (Move Action), 7 Mana (Combat Action). When an Archeon stops concentrating or is knocked unconscious the spell becomes active again, unless the spells duration is complete.

SagaBorn RPG 1.0 Stats

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +1 +0 +0 +2 Magic Sense, Magebane 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +2 +0 +0 +3 +2 Hit Point +1 HP**, +1 Skill Point
3rd +3 +1 +1 +3   Resistance +1, +1 Skill Point, 1 Talent Point
4th +4 +1 +1 +4   +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +1 +1 +4 Spell Shield Natural Armor +1, +1 Skill Point
6th +6/+1 +2 +2 +5   Resistance +2, +1 Skill Point, 1 Talent Point
7th +7/+2 +2 +2 +5 Disruption Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +2 +2 +6 Antimagic Shield +1 Ability Point, +1 Skill Point, 1 Talent Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check.

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Spell Shield: Archeons can create a shield that blocks magical energy around them and those behind them (within 10 feet). This blocks any damaging spell, including AOE. An archeon can do this 3 times per day.

Disruption: An archeon can disrupt a mage up to 40’ away. The mage must make a Heroic Action to cast if an archeon is disrupting him. An archeon can do this 3 times per day.

Antimagic Shield: Archeons disrupts any magic cast at them, including beneficial magic. Spells cast at an archeon have a 50% failure rate.

Ashiron

Ashiron

Challenge Rating: 6

Size: Medium

Type: Fey (Navirite)

Initiative: +4

 

Defense

Hit Points: 65 (6HD)

Armor Class: 19, touch , flat-footed  (+4 natural, +5 Dex)

Saves: Fort +4 Ref +9 Will +9

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron

 

Offense

Speed: 30

Base Attack: +10

Melee: +10

Ranged: +15

Special Attacks: Ability Warp,  spell-like abilities – dancing lights, daze, dispel magic, snare, improved invisibility

Sanity Effects: Attack Sanity 1/2d6

 

Statistics

Abilities: STR 11, DEX 19, CON 12, INT 18, WIS 13, CHA 18

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: 4 points or recommended: Advantage, Deceitful,

Special Qualities: Damage Reduction 5 or Legacy/Silver/Amarnium/Aradan Steel/cold iron,

 

Ecology

Environment:

Organization:

 

Treasure: Standard

 

Spell-Like Abilities

At will— dancing lights,daze, snare (DC 13); 3/day— dispel magic (DC 13); 1/day—improved invisibility (DC 15). The save DCs are vs. Will.

 

Ability Warp

An ashiron can drain an ability, HP, or mana from a target creature and grant it to themselves or another creature. They must succeed at a Heroic Action (INT vs Will) while the target is visible. A creature being granted the drained energy may resist with a Will save DC15. A target’s ability score, HP, or mana can not be reduced below 4.

Athelian Calendar

336 days a year, 12 months to a year, 4 weeks a month.  7 days a week, 28 days a month.

Months:

  • Jaerra
  • Faerra
  • Marcan
  • Apra
  • Mey
  • Juna
  • Jula
  • Austo
  • Sestro
  • Octro
  • Novro
  • Ces

 

Days of the week:

  • Monday – Luni
  • Tuesday – Ordi
  • Wednesday – Clardi
  • Thursday – Trudi
  • Friday – Kai
  • Saturday – Rindi
  • Sunday – Tandi

Attacks of Opportunity

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Babau

Babau

Challenge Rating: 6

Size: Medium

Type: Navirite Fey

Initiative: +5

 

Defense

Hit Points: 73 (7HD)

Armor Class: 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)

Saves: Fort +10 Ref +6 Will +5

Weaknesses: Cold Iron

 

Offense

Speed: 30ft

Base Attack: +7

Melee: 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2)

Special Attacks: sneak attack +2d6
Constant-see invisibility, At will-darkness, dispel magic, 1/day-summon creature

 

Statistics

Abilities: STR 21, DEX 13, CON 20, INT 14, WIS 13, CHA 16

Skills: Acrobatics +1, Athletics +5,  Awareness +1, Endurance +5, Knowledge +2, Persuasion +3, Spellcraft +5, Survival +1, Thievery +5

Talents: Improved Initiative, Unbreakable Will, Skilled, Stealthy

Special Qualities: protective slime; DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10;

 

Ecology

Environment: Any

Organization: solitary, pair, or gang (3–8)

 

Treasure: Standard (longspear, other treasure)

 

Protective Slime

A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage is greater than the weapons HP, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

 

Sneak Attack

A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied their Dexterity bonus, or when the babau is flanking.

Baks and Burke

Baks and Burke Legal Advisors, Books and Other Oddities.

Baks are Burke are two small “elflings” who live in a odd shaped house in the Oldtown Ward. They enjoy gold and will offer advice for pay, or will gladly buy or sell whatever strange items people may have to sell. They have no official shop hours and seem to come and go at will.

Bank of Atheles

Money House

  • 10% money exchange
  • 15% non-standard coins

Bank Storage

  • Small Box – 1sp per month
  • Large Box – 5sp per month
  • Small Vault – 1gp per month
  • Large Vault – 20gp per month