Author Archive

After posting some maps of Ismam, the desert city on reddit, someone asked how they were made. So here is short guide on how to get started transferring 2D drawings into a more lifelike version. In this guide, I’m going to use my map of a town called Cogburgh.

0011. Just open up the program. SketchUp can be downloaded for free at


0022. Zoom out until the little human is quite tiny. This is to make room for the map which will be placed down and then stretched out.


3. Import the image file you want to use. In this case, I’m using my Cogburgh map.


4. Place the map in the corner and then stretch it out quite a bit. Here I have stretched it way too much, as you can see by the large grids compared to the near invisible human.


5. Since I don’t want buildings the size of mountains, I decided to scale down the map a bit.


6. Using the line tool to check my dimensions. A look at the numbers to the bottom right of the screen tells me that my grids are 8,79m. That’s close enough for me.


7. The quick and easy way to get started is to use the line tool to follow the outlines of the buildings. Note that once you complete a figure, it turns white and covers your drawing. So work outwards, if you know what I mean.


8. Then there is the OCD way of making buildings. Although it is quite time consuming, it is also the best way, since your structures will be WAY much better off in the end (especially when the time comes to make roofs. Here you use the rectangle tool to make a square/rectangle about the same size as the one on your map. As you can clearly see, the placement and rotation is way off. So – let’s take the time to fix that.


9. First I have to mark it using the marking tool (the arrow). If I don’t, anything can (and will) happen.


10. Using the orientation tool. Click the marked area (twice if I remember correctly) and start moving your mouse. Look at the magic. Click your mouse once you are satisfied with looking at it spinning round and round.


11. And with the move tool, we move it in place. Look, it’s a perfect fit, and it only took 5 minutes!


12. Using the elevation tool, you click your little square and type in a number on your keyboard, then hit Enter. I chose the number 3. And my square turned into a cube 3m high. You can elevate it manually, but it’s difficult to get precise numbers.


13. Time to start making a roof. Use the line tool, try to find the midpoint. SketchUp will let you know once you locate it. Click it and draw a line to the midpoint on the other side of the top of your cube.


14. Once that is done, use the selcetion tool (the arrow) and mark the line.


15. Now use the move tool again to move your selected line upwards. Make sure you do not stray from the blue axis (unless you like weird houses).


16. Using these guildlines, you can start working on the rest of the city. Mind you, it’s going to take hours and hours and hours and days if your map has more than a handful of houses on it.


17. Oh God, this is going to take forever. Let’s go back to the quick way, where we just use the line tool to make shapes.


18. Way easier and much faster, but you can forget about making roofs (feel free to try anyway, though).


19. This is why you want to type in a number when you elevate your squares. Whenever you doubleclick on a top surface, it will automatically elevate your designed number. So the houses jump up in no time, and it’s easy to make them several stories high. Btw, why are some of the houses grey? Probably because I did something wrong somewhere. Not quite sure exactly what I did wrong, but grey houses is a great way of knowing you’ve messed up somehow. Anyhow, let’s just stick to flat roofs from now.


20. As you can see, there’s a lot of work to be done still. But just keep going and before you know it, your kids have moved out and your map is done.


21. Here the old map is hidden. but the surface is some kind of green (?). To make a white surface, just create a gigantic rectangle/whatever around your whole city once you are done.


22. And of course, I’ve cheated a bit. I made this map quite some time ago, but here’s how it turned out. Not too great, but not horrible. And the better your original map is, the better your 3D version will be, too.

To finish this guide, here are some maps of Cogburgh (notice how you can play around with the camera perspective, too):

Cogburgh01 Cogburgh02 Cogburgh03 Cogburgh04 Cogburgh05

d6projectthumbDe Trondhjæmske Tusenknusere are making our own rules (yes, I know – stealing rules all over the place and calling them ours, it’s more or less the same, right?). Here is a rules light version rpg, only 3 pages of reading material. Feel free to try this and give some feedback on your experience/thoughts either here or to the email address in the pdf.


So, without much introduction, here it is: Rollespræll Light


It hasn’t been playtested much yet. In its current form it has so far survived an evening with 5 players aged 3, 8, 8, 12 and 38. They all had fun, so at least that was promising.


Good luck!

A long time ago in a galaxy far, far away….

When Imperial scientists discovered that the Black Metal could be used to carbonize living being indefinitely, they also realized that they could trigger a dangerous side effect – a transmogrification process which replaced the subject’s skin with Black Metal. However, the mortality rate of this process was close to 100%, so the effects of a successful transmogrification wasn’t thoroughly studied until an Imperial Destroyer landed on the Wild World and managed to transmogrify an animal there. But the cost of this knowledge was high, as the beast continued to break free and kill off most of the crew. The rest died from the Black Death, which they had managed to contract during one of their exploration runs of the planet.

After someone have been carbonized inside a black metal container, four buttons are inserted into the metal slab. A green, red, blue and yellow button. The green button starts the transmogrification process, the red de-carbonizes the subject, the blue levitates the 2.000 pounds heavy slab, and the yellow button evaporates the slab, turning the subject into a permanent Black Metal statue with little hope of ever being returned into a living being again. However, evidence suggests that Black Metal statues (unlike mere carbonized subjects) are aware of their surroundings at all times, and could in theory become trapped in an eternal nightmare.

The Transmogrification Process:
To survive the process, you need to succeed 10 consecutive CON checks. The DC starts at 21 and increases by 1 until the last check at 30. If you fail a check, your body and the rest of the slab become a black liquid at first, before it evaporates totally. however, should you survive the 10 checks, your skin has been replaced with Black Metal, and you are permanently changed in the following ways:

You have become a construct subtype, and no longer need air or sustenance. You also stop aging and will never die of old age.
You can never wildshape, shapechange, polymorph or in any other way change your physical appearance.
You are immune to all effects which require a CON check.
+50 natural AC
You only take 10% physical damage.
you are immune to mind-affecting effects.
+50% MS/HS
You are impervious to non-epic spells and weapons.
You are not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion or energy drain.
Your natural attacks (bite not included) ignore armor, are treated as Ghost touch and deal structural damage (but do not ignore stoneskin or deal impact/crushing damage).

Miracle and Ancient Curse are not really spells, but in terms of potency, they are a step above Epic Spells. Therefore they are not affected by antmagic, dead magic or wild magic zones.

Miracle can duplicate any divine spell from level 1-7. It is also the only thing which will cure an Ancient Curse. It will not have any of the drawbacks which normally follows some divine spells (such as Raise dead and Resurrection). If Miracle is used offensively, it will bypass any MR. If it is used to heal/cure, you can have as many targets as your caster level, and the base effect is 1000 % (a Cure Light wounds will heal 80 hp), while the range is 10 times the normal range. Items/abilities which boost the potency of spells are added on top of this. Miracle can also be used to create any magic item in the DMG (with the exception of artifacts/relics and cursed items), but this will permanently drain you of 1 hp pr. 500XP point of the created item. It can also be used as a Permanency spell (lvl 8 wizard spell), draining you of 5 hp pr. application (but no CON loss).

Ancient Curse negates any Magic Resistance or Immunities. The only time non-demigods are allowed a save against Ancient curse is if your character level or HD is higher than the one casting it. In such an event, the “save” is an opposed CHA check (Demigods and higher automatically gets an opposed CHA check, with a +4 bonus in favor of the recipient). Casting Ancient Curse lowers all your ability scores by 1 for 24 hours A successfully cast Ancient curse permanently drains you of 1 hp pr. lvl/HD of your victim (your hp is returned if the Curse is lifted by Miracle, which is also your way of knowing if the curse is still in effect).


An Ancient Curse is extremely potent and can cause one of the following random permanent effects:

Cut your hit rating in half.
Cut your AC in half.
Cut all your dmg in half.
Cut your saves in half.
Remove all your MR.
Remove all your DR.
Lower any one random ability score down to 3.
Give all your attack rolls a 50% miss chance.
Lower 1 CON every round until you die.
Remove your movement rating. You can no longer move your body.
Cause Blindness/Deafness/Confusion (as per spell)/Feeblemind.
All your children die within 1 round.
All your siblings die within 1 round.
Your parents and grandparents die within 1 round.
Your highest level henceman dies within 1 round.
Any d20 roll of 20 is now an automatic 1.
Remove all your spellcasting abilities (with the exception of Miracle).
Remove all your Spell-Like abilities.
Roll twice more on this table.
Roll once more on this table and once on the next table.

Remove all your Supernatural abilities.
You are unable to use any kind of weapon in which you have the most WPs.
You are unable to read/write any text or communicate with any being intelligibly (this includes sign & body language).
Every time you deal damage, yourself and all friendlies within 100 feet take the same amount of damage.
Every time you cast a spell (with the exception of Miracle), you lose a level.
Every time you attack someone , you lose a level.
Every time you speak (with the exception of spellcasting), you lose one random ability score.
Your body turns horribly ugly within 1 turn and everyone you meet, will hate you and alienate you, while a stench will follow you, causing nausea to everyone within 10 feet.
Air is now poisonous to you, and you will die within 1 turn unless you manage to submerge yourself in salt water, which is now the only substance you can now live in.
Every time you roll any die (rolling 10d6 counts as rolling 10 dice), you lose 1 hp permanently.
You can never fast heal, regenerate or by any other means heal any damage done to you.
No matter how hard you try, you can never affect anyone in a way which causes hp dmg to them.
You become allergic to living beings. You lose 1% of your original hp every round a living being is within 100m of you.
Every time there is less than a 50% chance something you attempt will succeed, you will fail.
You must kill and drink the blood of someone of your own race every night or lose 1 random ability score every night you fail to do so (the person killed cannot be brought back to life again).
You forget your whole adventuring career and become a level 1 practitioner of your original class (all abilites/hp/everything is lost).
You are moved into a parallell universe where you were never born (Which is the same campaign as everyone is playing, it’s just that you remember everything you all did together while they have no idea who you are and probably never will – unless you manage to devise a solution somehow with the help of your DM. You still have all your powers and abilities, but you are stuck in a world where your presence is an impossibility.).
You are Slowed, and cannot benefit from effects similar to Haste and Blinding Speed.
You are turned into a Black Metal statue.
Your body becomes lifeless while your soul is trapped in the Dreamlands by a Dream Hydra (who will dare launching a rescue operation?).

Epic versions of lvl 1-9 wizard and lvl 1-7 priest spells can be made with the following formula:

Base Range X caster lvl
Base Duration X caster lvl
Base Area of Effect X caster lvl
Casting time: Instant (Free Action)
No maximum damage
If the spell has a set numerical damage/heal, replace it by your level (example: Cure Light Wounds goes from 1d8 to lvld8)
Ignore MR
Save vs spell as Epic spell saves

Every spell which is tweaked into an Epic version has the following cast DC:
Base religion/spellcraft DC = 30
+5 pr. spell level
+5 pr. tweak

The time spent researching such epic spells is 1 week pr. spell level, and the cost of creating them is 350.000 gold pr. week.

Demigod Ascendants and Demigods attract followers who are best defined as worshippers. Some of these worshippers turn into religious zealots, priests of their newly founded religion – a cult devoted to their Demigod (and later, God or even Greater God).

In order for a player character to advance in the Godhood classes, he needs to keep track of his number of worshippers, their levels, the locations of their religious strongholds, names of notable religious leaders and last, but not least – he needs to create the new religion which his worshippers will follow.

Fleshing out a Religion

Name of God: What is the name of the deity being worshipped?
Name of Religion: What do the worshippers call themselves?
Requirements: What is required to join this religion? What kind of conduct is expected of the worshippers?
Goal: Do the worshippers have a goal beyond mere worshipping, and how do they try to accomplish those goals?
Alignment: The alignment of the religion follows the alignment of the God (any alignment requirement to join should be noted under requirements).
Required NWPs or WPs: Maximum 1 WP and 3 NWPs
Bonus NWPS and WPs: 0 of each, but +1 pr. required NWP/WP.
Other Notes: Want to describe your religion and its priesthood in more detail? Go ahead (and feel free to check The Complete Priest’s Handbook for advice). The more details you add, the more alive, present and visible the priesthood will be in the world. this is where you have the chance to add some serious flavour to your religion.
Spheres: Major access to All and and four other spheres, minor access to four spheres.
Granted Powers: These will grow as the God being worshipped grows in power and is described in Creating Priest Kits.

The Advancement of a Religion and its Worshippers

Demigod Ascendant:
+1d100 worshippers every level
These are your very first worshippers. All are level 0 for the time being, and they have yet to form a congregation anyplace. for now, they just stick to saying your name in awe and making silent prayers in their bedrooms. Rumours and stories about your expolits and adventures are spreading through the world. Books are being written about you and bards sing songs to your honour.

+1d100X10 worshipers every level
At this point, a spark is ignited and your religion becomes official. Temples are built in your name, and religious leaders start appearing.
At level 1 Demigod, one of your worshippers become a lvl 1 priest of your religion. He will summon all your current worshippers to one location where they will build a temple in your name. This priest will become the leader of your religion, and he needs a name. The location of your temple needs to be pinpointed, and the number of worshippers present should be noted down. The details of your religion should also be fleshed out at this point.
At level 2 Demigod, the leader of your religion becomes level 2 while two other worshippers become level 1. One of these will establish another temple along with all the 1d100X10 worshippers you gained this level. These two priests also need names, and will be the closest advisors to the leader of your religion.
At lvl 3, your leader becomes level 3, his two advisors become level 2, and four other worshippers become level 1. The advisor without his own temple will build the third temple in your name along with all the new worshippers you gained this level. Your four new lvl 1 worshippers must also be given names, as they will form the council of your religion.
At level 4, the divinity of your being becomes apparent to the world as all your worshippers who are at least level 1 now gain a lvl 1 Low Power from the list on Creating Priest Kits. In addition, the leader of your religion becomes level 4, his advisors become level 3, the council becomes level 2 and eight more worshippers become level 1. One from the council builds a fourth temple with the help of all new worshippers and the eight new level 1 priests must be named. These eight will become archpriests later on.
At level 5 and upward, your 15 highest ranking priests will gain a level every time you level up. But your other worshippers will only lvl up every even numbered level, still following the same rate (so at lvl 6, sixteen new lvl 1s emerge, and at lvl 8 these reach lvl 2 while another thirtytwo lvl 1s appear.)

If you follow this formula, you will see where this goes. As you level up as a Demigod, so do your worshippers. The max level any priest of your religion can have equals your Demigod level (and later on, your God levels on top of that). As a level 20 Demigod, your worshippers should have built 20 temples in your name. The head of every temple should be named, and the highest ranking priests should be 1 lvl 20, 2 lvl 19, 4 lvl 18, 8 lvl 17, 16 lvl 15, 32 lvl 13, 64 lvl 11, 125 lvl 9, 250 lvl 7, 500 lvl 5, 1000 lvl 3, 2000 lvl 1. all other worshippers will be lvl 0 commoners.

By now, 20 temples have been built in your name. Your religion is firmly established, it’s leaders have all been named and leveled up while your priests have started gaining a lot of divine abilities. So at this point, your religion starts gaining a lot more ground.
+1d10X1000 followers pr. lvl
One new temple is built in your name pr. lvl. Location and lvl/name of head of temple must be noted. Every new temple built receives 1000 of the new worshippers while the rest are divided between your first 20 temples.
Your 15 highest ranking priests gain levels as you do, the next 3987 priests will gain levels every other time you level up. In addition, 1.000 worshippers will be promoted to lvl 1 priests every other time you level up (these will also level up every time you lvl up two levels).

Greater God:
+10.000 followers pr. lvl
+1 temple pr. lvl
None of your NPC priests lvl up any further (unless someone dies and someone levels up to take their place).
1.000 of your new worshippers become lvl 1 priests every level.


Greater Gods are the gods of gods, creators and annihilators of entire pantheons. A God can never advance to become a Greater God unless he manages to defeat and kill the Greater God of his own pantheon (or is promoted by his Greater God). This restriction does not apply for those who have advanced into the Godhood classes through the Plane of Trials. A Greater God keeps the weakness he had as a God, and it is an almost impossible task to figure out what this weakness is and exploit it without being defeated first. There is only one Greater God in any Pantheon, and he knows the weaknesses of all the Gods below him.

A Greater God can create his own Pantheon at level 1. At this point, he can promote 4 Gods, 16 Demigods and 80 Paragon beings. He can double this number every Greater God level if he so chooses.


As a Greater God grows stronger, he can create more and more until he reaches the point where he can create his own planets and planes of existence. At this point, he must either do so and emigrate his Pantheon there or wage war upon any Greater Gods currently sharing his current plane of existence.

Fighting a Greater God:
Surviving a Greater God encounter grants 50k xp pr. demigod level + 500k xp pr. God level + 5 mill xp. pr Greater God lvl.
Defeating a Greater God grants 1k xp pr. HD + 100k xp pr. Demigod lvl + 1 mill xp pr. God lvl + 10 mill xp pr. Greater God lvl + 1 xp pr. hp.
Killing a Greater God grants 1 mill xp pr. Demigod lvl + 10 mill xp pr. God lvl + 100 mill xp pr. Greater God lvl.
This xp is only granted if you face a fully fleshed Greater God fighting at full strength with an intention to kill.

A Greater God advances through 20 levels, at which point he is absorbed into the cosmos and becomes part of all things. Once you become a Greater God, you stop gaining xp by conventional means. Instead, you get 1% xp every year for as long as you have followers. In, addition, you can choose powers which increase your xp gain.

Every level as Greater God grants:
+10 hit/AC/dmg (physical attacks)
+1 on all ability scores
+10 Caster levels
+10 DR/all
+10 SR/all
+50% MR
+1000 hp (no con bonus)

In addition, each level offers its own abilities as well as the chance to chose a Greater God power:

1 Create Pantheon, Create any Relic
2 Locate: Anything/-one anywhere
3 Create: any HD creature
4 Kill: Any being anywhere or any Demigod on same plane.
5 Ignore Immunities of Gods
6 Create: Any species
7 Sense: 100 km + Gods and Demigods of your Pantheon (as well as their followers, holy objects and shrines)
8 Kill: Any Demigod anywhere or God on same plane
9 Create: Planets
10 Create: Prime Material Planes with surrounding planes of existence
11 Sense: The whole Prime Material Plane + the Pantheon plane
12 Kill: Any God anywhere
13 Grant a Demigod Power to your lvl 30 followers (those who accept it can never enter Plane of Trials)
14 Ignore Immunities of Greater Gods
15 Sense: All surrounding planes of existence you have created
16 Kill: Any species
17 Grant a God Power to your lvl 40 followers (those who accept it can never enter Plane of Trials)
18 Kill: Destroy any planet
19 Promote: Promote 1 God into a Greater God. This removes you from your own Pantheon, and is the second last step towards being One with the Universe.
20 Sense: The Cosmos. you become One with all things. Congratulations. You won the game.

Kill: The killing of beings (and destruction of planets) with the Kill ability is restricted to beings in your own Pantheon/Creation/Planet/World/Plane/Prime Material Plane.

Greater God Powers, pick freely from the list, 1 power pr. lvl and each power can be chosen only once (the first 100 of these are the same as the Demigod and God powers, but they are cumulative with those, [unless marked with*]):

1: Current HPX10
2: +100% MR
3: +100 natural AC
4: +100 DR/all
5: +100 SR
6: +50 all saves
7: +25 all ability checks
8: Immune to all non-magical energy dmg*
9: +100 fast healing
10: +50 regeneration
11: Immune to critical hits*
12: Immune to non-epic spells*
13: Immune to non-epic weapons*
14: Immune to natural attacks and natural/magical abilites of non-demigods*
15: Immune to all natural and magical (non-epic) diseases and curses*
16: Immune to all poisons*
17: All dmgX10 (all kinds of dmg)
18: +100% spell penetration
19: +100 hit
20: Bypass +100 DR
21: +2 standard actions pr. round
22: +50 DC on saves
23: +25 DC on ability checks
24: Free action: Dispel any non epic magic in any location you can sense*
25: +10 crit range
26: Cast any 1-9 wizard spell at will (except wish and minor wish)*
27: Cast any 1-7 priest spell at will*
28: +2 arms
29: +20 initiative
30: Triple Base movement
31: Bypass critical immunity up to and including demigods*
32: Gaze attack (any 2nd Ed MM)
33: Voice attack (any 2nd Ed MM)
34: Breath weapon (any 2nd Ed MM)
35: Heal all dmg given to followers within 100m at the start of each round*
36: Extra Domain – grant minor domain to followers
37: Ability to cast Miracle unlimited times daily as a standard action.*
38: Any armor – yourself and all followers can wear any kind of armor and shields*
39: Grow permanent wings and fly at X3 ground speed*
40: Bonus Feats: You gain 5 epic feats and your followers gain a lvl 3 bonus feat
41: MR: Your followers gain +1% MR pr. lvl
42: Permanent 20 feet poison aura, save (DC 24) or die, your followers gain lvl 1 immunity to poisons*
43: Ability to cast ancient Curse unlimtited times daily as a standard action*
44: Personal Weapon – immediately gain V slots of chosen weapon and your followers gain the ability to chose it as a personal weapon and specialize in it and gain hit rating with it as a warrior.*
45: Spell penetration – followers gain +1% spell penetration pr. lvl
46: Gain 100.000 followers
47: Immune to all damage and effects caused by one chosen non-demigod individual
48: +X2 crit dmg on all kinds of crits (including spell crits)
49: Impervious to one kind of magical energy damage
50: +20 caster levels

51: Cast any Epic Spell at will
52: Cast Wish at will with no negative effects
53: Followers gain +1 hit pr. lvl
54: Bypass Critical Immunity up to and including Gods
55: Instantly Resurrect any dead follower within 100m at the start of each round
56: Any weapon – immediately gain III slots in all weapons and your followers are proficient with all weapons.
57: Reduce the MR of any non-demigod opponent within 100m by half.
58: Permanent 900 feet aura of dimensional anchor (if anyone tries to enter or leave magically or supernaturally you may elcet to permit or allow it to happen)
59: Able to act after dimension door/teleport etc.
60: +50% resistance against Psionic powers
61: Ignore up to 50% resistance against your psionic powers
62: Cast any priest Quest-spell at will (Tome of Magic)
63: Followers gain +1 on all saves pr. lvl
64: Supress all supernatural, spell-like and magical abilities in any one non-demigod opponent within 90 feet at will.
65: One extra at will action pr. round
66: +2 move actions pr. round
67: Followers can cast any lvl 1 priest spell unlimited times daily
68: Followers can cast any lvl 1 wizard spell unlimited times daily
69: Immunity: Overcome your one weakness and shift it into something else
70: Always be aware of the weakness of your fellow Gods
71: Grant immunity to the location talents of other Gods and Demigods to one item/creature/being pr. God level (making yourself immune counts as one)
72: Grant immunity to the Kill ability of Gods of lower level as yourself to one creature/being pr. God level
73: Remove another God(s) from play for up to 10.000 years. This is a one time deal and all its Demigods, Paragon beings and lvl 20+ followers will instantly know it was you (but not how you did it) and who helped you. After 10k years, the God(s) will break free unless freed somehow sooner (or maybe even killed). Note: The Greater God of the Pantheon will also know what you did, as will any Gods in the Pantheon unaffected by your actions. Performing this action will also drain you of one God level pr. God removed.
74: ALL damage receieved can be regenerated and magically healed
75: Your damage dealt cannot be regenerated or magically healed
76: Extra domain – grant major domain to followers
77: Bonus Feats: you gain 4 epic feats and you followers gain a lvl 9 bonus feat
78: Followers gain +1 natural AC pr. lvl
79: Bonus Feats: You gain 3 epic feats and your followers gain a lvl 20 bonus epic feat.
80: Extra Domain – grant major domain to followers
81: Immune to all damage and effects caused by one chosen demigod
82: Promote 10 extra Paragon creatures
83: Promote 2 extra Demigods
84: +5 str/dex/con/int/wis/cha
85: +20 on one ability score
86: +5 wp
87: +10 nwp
88: Followers get a bonus NWP every even levels
89: Gain a buffer HP pool of 1 pr. follower you have. This buffer is not counted when you get 10X your current HP, it cannot be healed/regenerated in any way, and for every 1 dmg you take until the pool is gone, one of your followers die. Example: You have 10k hp and 100k followers. You choose to get the buffer, and you now have 110k maximum hp. If someone damage you for 20k dmg, 20k of your followers die and you now have 90k maximum hp. Only when your hp drops below 10k (and all your followers are dead), can you start healing your damage taken. This buffer will also increase if your number of followers increases.
90: Gain a bonus on all kinds of dmg output of 1 pr. 1k followers you have. This bonus is not counted when you get 10X all dmg, but it is added afterwards…as a bonus. This bonus will change as your number of followers change.
91: +1 bonus AC pr. 1k followers you have. This bonus will change as your number of followers change.
92: +1 bonus hit pr. 1k followers you have. This bonus will change as your number of followers change.
93: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
94: +1 bonus MR pr. 1k followers you have. This bonus will change as your number of followers change.
95: +1 bonus DR/all pr. 1k followers you have. This bonus will change as your number of followers change.
96: +1 bonus SR/all pr. 1k followers you have. This bonus will change as your number of followers change.
97: +1 bonus fast healing pr. 1k followers you have. This bonus will change as your number of followers change.
98: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
99: Followers live twice as long as others of their race and lvl 20+ followers don’t die of old age and don’t get penalites from aging.
100: Bonus Feats: You gain 2 epic feats and your followers gain a bonus epic feat at level 15.

101: Holy War: Your followers declare war on the followers of another Greater God. Every side kills 1d10 followers pr. 1k followers you have every day until one side wins. Choosing this ability also grants you 100.000 followers just before the war begins.
102: Immune to Epic Spells
103: Immune to Epic Weapons
104: Every day your follower count decreases, there is a 10% chance that you will gain the same amount of new followers by the next day.
105: Half damage from all physical damage (in addition to any previous damage reductions)
106: Half damage from all magical damage (in addition to any previous damage reductions)
107: Holy Defense: If another Greater God declares Holy War upon you, you only lose half the usual number of followers daily. Choosing this ability also grants you 50.000 new followers.
108: Holy Bloodthirst: Your followers kill +50% of the usual number during Holy War
109: Epic Followers: Your followers gain powers at lvl 22, 24, 26, 28 and 30. These powers are any non godhood powers you possess, and you sacrifice your own powers in order to give them to your followers.
110: Sneaky followers: Your followers receive 30 rogue points at lvl 1 and 15 more pr. lvl
111: Skilled followers: Your followers advance their hit rating as fighters do.
112: Specialized followers: Your followers can specialize in the weapon you are most skilled with.
113: Arcane followers: Your followers gain arcane spells the same way as wizards or sorcerers.
114: Tough followers: Your followers receive CON bonuses as fighters do, and gain +1 CON at lvl 9
115: Musical followers: Your followers get the same bardic abilities as standard bards.
116: Instant Prayer: If a follower prays to you for guidance for 1 round (full round action), you may bestow +1 hit/dmg/AC/saves for 1 turn if he succeeds a DC 20 religion check.
117: Battlecry: If a follower shouts a battle cry in your name (free action), you may bestow +2 hit/dmg to him and all his friendlies within 30 feet for 1 turn if he succeeds a DC 20 CHA check.
118: Short prayer: If a follower prays to you for 1 turn, he may be granted Greater Protection from Evil, Good, Lawful or Chaotic (+5 AC and saves) for 1 hour if he succeeds a DC 25 religion check.
119: Medium prayer: If a follower prays to you for 1 hour, he may be granted +10 initiative the following day if he succeeds a DC 30 religion check.
120: Long prayer: If a follower prays to you for 24 hours, he may be granted a Wish (with the appropriate reprecussions) if he succeeds a DC 35 religion check. Only one Wish will be fulfilled every level or year, whichever comes last (ie. you cannot be granted 5 wishes if you advance 5 levels in a 12 month period, and you also do not get 5 wishes if you stay lvl 1 for 5 years).
121: Small Sacrifice: If a follower sacrifices 10 gold worth (the ritual takes 1 round), he will receive a +5 bonus on all encounter reactions for 1 turn.
122: Medium Sacrifice: If a follower sacrifices 100 gold worth (the ritual takes 1 turn), he will receive a +5 bonus to an ability score of his choice for 1 hour.
123: Big Sacrifice: If a follower sacrifices 1.000 gold worth (the ritual takes 1 hour), he will receive a 24 hour Sanctuary (DC 30).
124: Ultimate Sacrifice: If a follower sacrifices 50.000 gold worth (the ritual takes 24 hours), a loved one (spouse, child, other family member, hencheman, PC or close NPC) will be brought back to life at the location of the sacrifice immediately after. No remains are needed, but the soul must be available for resurrection. This can only be done once pr. level or year, whichever comes latest.
125: Soul Sacrifice: Your followers may sacrifice the souls of other people to you. This is an utterly evil act, and will leave the victims unable to ever be resurrected again. The ritual takes 1 hour and can only be performed if the Greater God is Evil. The ritual cannot be performed more than once every month (during a full moon), and grants the follower 10% XP to the next level, as well as 5% for all spectators. Because of this ability, the Greater God receives 1% XP every year as long as he has more than 250.000 followers.
126: Celibacy: If the Greater God is Good, a follower can decide to live in celibacy. As long as the follower lives this way, he is granted immunity to mind-based spells. This ability is permanently removed after his first sexual encounter and cannot be reinstated ever again. It is possible to choose celibacy and gain the ability if you have had sexual encounters before the decision. but once the vow is broken, it is forever ruined
127: Human Sacrifice: If the Greater God is Evil, a follower may sacrifice humanoids (the ritual takes 1 turn) and receieve a +1 bonus to dmg pr. lvl/HD of the sacrifice on all spells cast for 24 hours. These bonuses are not cumulative, and once someone has been sacrificed, another sacrifice is not possible until the bonus runs out.
128: Fast leveling: You gain 1 more Greater God level for every one of your followers who complete the Demigod Ascendant trial in Plane of Trials.
129: Soul Bargaining: Followers can sell their soul to their Greater God if the god is Evil. If they do, raise Dead and resurrection etc. will not work on them (since the Greater God will have claimed their souls already). In return, those who choose to sell their souls will get 3 wishes, +3 on one ability, +2 spells pr. spell level daily and get to choose 1 spell pr. spell level which can be cast once a day at 200% potency. The Greater God receives 1% XP every year as long as he has more than 500.000 followers.
130: Soul of Neutrality: Followers of a Neutral Greater God can shift the encounter reaction of neutral creatures by one category (mindless creatures not included) upon a successful charisma check (DC 20).
131: Pacifists: If the Greater God is Neutral or Good, the followers cannot initiate combat against other living beings. In return, they gain +1 natural AC pr. lvl and +1 free parry every round. if they fail to live up to this standard, the benefits are lost for at least 1 month and they also have to Atone.
132: Additional Low Powers: Your followers get additional low powers at lvl 1, 3, 5 and 7.
133: Adittional Medium Powers: Your followers get additional medium powers at lvl 9, 11 and 13.
134: Additional High Power: Your followrs get additional high powers at lvl 15 and 17.
135: Additional Grand Power: Your followers get an additional grand power at lvl 19.
136: Crusade: Your followers will amass an army and wage war against the country of your choice. You can make them wage new wars every 5 years. Each Crusade lasts for 4 years (travel time included, both to and from the destination, so if it takes 2 years to travel there, they won’t have time to actually do any warfare). 1d100% percent of your followers will participate every time, and 1d10% of the defending army will die every month during the war. For every defender that dies, 2 of your followers will die. If they manage to kill off all defenders, they will establish a new kingdom there in your name (50% of the crusading followers will settle down while the rest go home). Your religion will be the official religion, and 25% of the surviving population will convert (50% of the population in a country will be part of the defending army when any followers of a Greater God come crusading).
137: Your followers do not need to memorize their spells, but use the ones best suited to the situation.
138: Your followers who reach lvl 20 can no longer die from old age.
139: Your followers gain access to a new sphere every time they get a new spell level until they have access to all spheres. They must choose minor and major spheres every other time.
140: All spells that your followers cast of a certain major sphere are maximized.
141: Your followers get a CHA modifier to the save DC of spells in the same way a sorcerer does.
142: Your followers gain access to one wizard school of their own choice. All spells of this school are Intensified.
143: Your followers increase one ability score by 1 every 4 levels (it must be the same ability score every time).
144: Your followers use d12 for hit points, and they roll new dice every level.
145: Your followers gain access to a Plane of your choice at level 15 and a second Plane at level 20 (City of Union and other restricted Planes not included).
146: Your followers do not need to have ability scores of 25 in order to pick Epic Feats which requires ability scores of 25.
147: Your followers start gaining feats at lvl 1, but get new feats only every third level until level 15 (They get 1 new feat at lvl 1, 3, 6, 9, 12 and 15. From lvl 16 they get new feats every level, just like everyone else.).
148: Bonded Mount: Your followers gain a bonded mount in the same way as AD&D 2nd Edition Paladins.
149: Your followers can own wear a maximum of 3 magical items, but all spells are free actions.
150: You are impervious to all damage and effects from any source (including other Greater Gods). In essence, you are indestructible. However, half of your followers die immediately and you die if all of them perish later on (unless you have advanced to a lvl 20 Greater God meanwhile – and become one with the cosmos). If your HP/AC/etc. is tied to your follower count, you will take damage/effects from loss of followers.
151: You gain +1% XP every year for as long as you have followers. This ability can be chosen several times.

The Shaolin monks used to have a presence in both Vest and Den Gylne Keiser Rike, but all the monasteries in Vest were burned to the ground a few years ago. The monks had been a thorn in the side for the emperor for quite some time, but none of his attempts to link them to the rebels were fruitful. That is, until an upstart wizard became the leader of one of the magic schools in the empire in return for ratting out a Shaolin monastery for being traitors against the emperor. A military campaign was launched against the monks in the name of said wizard, and hundreds were killed. Today, that wizard is known as Mokferuso, the most powerful Dragon Mage in the history of time, and a supposed epitome of Goodness. If people only knew….

Priest Class

Any non-evil Neutral alignment
INT 13
WIS 13
CHA 16

Required NWPs and WPs:
Zen Ceremony
Jiu Jutsu II

Bonus NWPs and WPs:
Dim Mak I

Cannot Turn Undead
Can only wear leather armor
Shaolin Monks live in secluded monasteries most of the time, unless they are on some kind of mission on behalf of their order. Adventuring for the sake of adventuring is frowned upon, and seldomly accepted.
If you ever want to leave your monastery to adventure on your own, you need to defeat your masters in the courtyard on your way to the gate – or die.
The only sphere Shaolin Monks originally have access to it Healing, but all those spells are maximized.

The Shaolin Monks are renown for their wisdom and people often seek them out for guidance. This results in a +5 bonus on all encounter checks with other people.
Due to their extensive combat training, Shaolin Monks can specialize in any exotic weapon, and have hit rating advancement as fighters.

Lvl    Abilities
1    Shaolin Meditation
2    Shaolin Skin
3    Shaolin Speed
4    Bonus WP
5    Shaolin Studies
6    Bonus major priest sphere of your choice
7    Shaolin Strikes
8    Bonus WP
9    +1 Movement Action
10    Enlightenment
11    Bonus minor priest sphere of your choice
12    Bonus WP
13    Freedom of Movement
14    WIS bonus to AC
15    INT bonus to AC
16    Bonus WP
17    CHA bonus to AC
18    Bonus major priest sphere of your choice
19    +1 standard Action
20    Greater Enlightenment

Shaolin Meditation (Ex): If a Shaolin Monk meditates for one full round and enters combat within the next turn, he only takes half damage from all physical attacks during the battle (but still take full damage from other physical damage, such as falling down, falling rocks, etc.)
Shaolin Skin (Ex): +1 natural armor pr. 2 lvls.
Shaolin Speed (Ex): +1 movement and +1 Initiative pr. 3 lvls.
Shaolin Studies: Bonus Feat every 5 lvls.
Shaolin Strikes: +1 attack every 7 lvls.
Enlightenment (Ex): Permanent Comprehend Languages and Read Magic, +1 CHA/INT/WIS
Greater Enlightenment (Ex): Permanent True Seeing and Tongues, +1 CHA/INT/WIS

The Martial Artists of Vest all belong to one of eight different styles, each paying tribute to the characteristics of an animal. Being a martial artist also means protecting your village against dangers and participating in tournaments which in turn might serve to raise your personal social standing in the Vest society.

Fighter Class

STR 18

Your first proficiency slot on your totem style is free.
You learn how to use the Iron Bar, a devastating weapon.

You cannot advance beyond level 3 until you have learned the special attack of your style, something which requires you to solve a task given to you from your master. A lot of martial artist leave the class in pursuit of another fighter class after giving up their quest. A typical quest involves making your way to a temple in the jungle where a real live animal of your style will attack you, dealing only subdual damage. This animal can only be damaged by your style’s special attack and will only receive subdual damage from it. Every round the animal attacks you (using the special attack of your style, so add +1 hit/dmg pr HD of the animal), you get a DC 35 WIS check to discover the secret of the attack. Once you have discovered it, you must succeed at DC 35 INT check to be able to use it against the animal. You get one check every round you try. Usually, this leaves people beat up and hurt for days and weeks until they finally succeed. Which is why most people give up entirely. Every time you are knocked unconcious, the animal will disappear and not reappear until the next day.

Lvl    Abilities
1    Iron Bar Proficiency, Totem Style
3    Style Special Attack
5    Iron Bar Specialization
10    Iron Bar Expert
12    Improved Special Attack
15    Iron Bar Master
20    Iron Bar Artist

Iron Bar Proficiency: Able to wield and use the Iron Bar, a two-handed iron pole weighing 50 kg. Although anyone with at least 18 STR is able to pick it up and strike someone with it for 1d10 dmg, only martial artists learn the maneuvers which turns it into a deadly weapon on the battlefield. Your movement is reduced by 6 while carrying an Iron Bar. Attacking with it is a full-round action.
Totem Style: You start your journey as a martial artist and get your first proficiency slot in the style you are studying. There are 8 styles, and each is stronger than one while weaker than another. Tiger beats Mantis, which beats Snake, which beats Leopard, which beats Bear, which beats Monkey, which beats Eagle, which beats Crane, which beats Tiger. Your totem style is cumulative with Martial Arts WP, and grants either +3 hit, dmg or AC pr. slot you designate to it. Once you choose hit, dmg or AC, you must stick to that for all your new slots, too.
Style Special Attack: This is your style’s trademark, and you cannot learn it without completing a quest given from your master. This attack is a standard action and deals lethal damage instead of subdual. In addition, you get +1 hit/dmg pr. lvl performing this attack. If you strike the style you prey upon, your hit/dmg bonus is doubled. If you strike the style which preys on you, you get no bonus. Trying to counter such a strike is harder than countering other kinds of attacks, so the DC is increased by 1 pr. lvl. The style you prey upon has it’s DC increased by another +1 pr. lvl, and the style which preys on you parries it like normal attakcs (DC = your hit + 12).
Iron Bar Specialization: The Iron Bar now deals 2d10 dmg. Attacking with it is a Standard Action.
Iron Bar Expert: The Iron Bar deals 3d10 dmg, and the attack is a Whirwind attack. Movement penalty reduced to 3.
Improved Special Attack: You special attack now also get hit/dmg bonus from DEX.
Iron Bar Master: The Iron Bar deals 4d10 dmg and you get an AoO on everyone who enters a square you threaten.
Iron Bar Artist: The Iron Bar deals 5d10. No movement penalty. You can now also perform a movement action in addition to the standard action (but not perform 2 movement action). During the movement action, you will automatically attack everyone within reach (even friendlies).

Aikido Masters have taken a much deeper dive into the art of Aikido than those with but a few dedicated slots in the proficiency. This has allowed them to unlock its offensive and damaging capabilities. But luckily, they tend to keep to themselves to avoid drawing too much attention to themselves or their art. And when cornered, most prefer to simply avoid their opponent’s blows instead of turning him into mince meat.

Fighter Class

Any Neutral alignment
DEX 15

Bonus NWP:

Bonus WP:
First slot of Aikido

No added hit or dmg from STR when using Aikido.
Cannot wear any armor.
Cannot use weapons, with a few exceptions.

Level    Abilities
1    Novice
2    Unarmed Strike (same as 3.5 Ed monks)
3    Ki Strike (same as 3.5 Ed monks)
4    Able to use Aikido offensively to push opponents 5 feet pr. 4 levels in any direction
5    Practitioner
6    +1 free Aikido slot
7    +1 free AoO against those who move into a square you threaten
8    INT bonus to hit when using Aikido
9    Able to use Aikido offensively to deal dmg with allowed weapons (no STR hit/dmg bonus) or hands (still no STR hit/dmg bonus)
10    Fighter
11    Evasion
12    +1 free Aikido slot
13    Able to use Aikido offensively to Trip opponents
14    +1 free AoO against those who move into a square you threaten
15    Master
16    WIS bonus to hit when using Aikido
17    Improved Evasion
18    +1 free Aikido slot
19    Able to use Aikido offensively to Throw opponents
20    Grand Master

Novice: +1 natural AC pr. lvl, 1 free counter against all melee attacks.
Practitioner: +1 initiative pr. 5 lvls, 1 free counter against all missiles, able to wield a Bokken sword (a wooden practice sword which deals 1d6 dmg when used normally) or a Cane (1d4 dmg).
Fighter: Able to fight normally when prone, can Trip opponents instead of pushing them (DEX check DC 20 to avoid being tripped, end up on the ground if save is unsuccessful), able to wield a Fan (1d2 dmg, adds +2 hit if used with Aikido).
Master: Abble to Throw opponents (DEX + 1d6 feet away) instead of pushing them – this deals 1d6 impact dmg pr. 10 feet. Also able to start teaching Aikido NWP to others.
Grand Master: Able to Hurl (DEX + 2d6 + lvl feet away) opponents for 1d6 impact dmg pr. 10 feet. Can now accept Aikido Novices.