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Prerequisite: 2,500,000 xp. This race dwells above mortals and gods; to walk among them you must be mightier than those they govern.
"If the Gods govern man, what governs the Gods?"
The Hos'ri-ein are a race that exists beyond the gods, a race that can be sought after epic destinies have already awarded godhood, or other means have been employed to cast aside one's mortality. This race is selected in addition to one's initial race, and only after godhood (or 2,500,000 xp) has been achieved. It is in this realm that all timelines converge; wander too far among swaying reed or shimmering frond, and quite literally, you may discover yourself. Using the Well of Worlds, you can take command of a past self from an alternate timeline; and while you cannot physically travel to their aid or destruction, you can guide them to the Hos'ri-ein plane, where you can interact. Hos'ri-ein have long been known to open rifts that reach back to that which has come to pass; yet this oft draws those who hunger for power, and any Hos'ri-ein who conjures a rift, must contend with endless waves of ever stronger foes (1d100+13 monsters). For each adversary vanquished, the Hos'ri-ein may draw an item valuing in the creature's difficulty level (minion=+1, boss= +100) gold + monster level silver from the rift. Additionally, when a wave has passed, roll a d20. On 18, 19, or 20, you may channel your future selves, taking a weapon on 18, a power on 19, or fully becoming their future form on a 20. Action point criticals cannot be used here. Be warned: if you choose to channel your future selves, be wary, for if your weapon breaks, it is you not your past that shall suffer, and if your entire form has been channeled, to perish there is to perish in your own timeline. If you do not wish to channel your whole self on a 20, you can instead take 1d10+3 or 8 items from your future character, including action points which are treated as if the mortal caster is Hos'ri-ein.
One can also channel skills (str, cha, ect) from their future selves. This is done by rolling a 19 or 20 when reaching into the rift, then rolling a 15 or higher on 1d20. You can channel 1d4 skills. This adds whichever skill you choose to your current past self's stats. Such boons last until two waves have elapsed (end of second wave), or until you take an extended rest. Hos'ri-ein can reach into the rift at any time, but if done after the wave starts, this adds 1d10 foes, and if while adjacent to a monster, will prompt an attack of opportunity.
Strong and lean, the Hos'ri-ein are immensely powerful, and possessed of uncanny intelligence. Their scarlet eyes shine like almonds of molten copper burning from beneath their scaled brow, perched above elevated cheekbones. The Hos'ri-ein need no blades, their ragged talons able to cleave even the strongest steel, and all detest the touch of armor, preferring the almost weightless scales that line their bodies. Yet those who rise to join their ranks often find themselves far more comfortable in the presence of steel however cumbersome it may be. Black wings extend in a dark, stylized X behind their powerful shoulders and below armored ribs; wings far too weak for flight, but more than strong enough to hold their weight aloft.
Becoming a Hos'ri-ein
Players must first have achieved level 100,and/or have become a god, at which point they set out for a divine font, from which they must drink. This dungeon is perilous, as the players start by reducing all their stats down to a number between 1 and ten, writing down the factor by which their stats were reduced, in case they ever return to the mortal plane. During the course of the adventure, players will be able to rapidly upgrade their skills, reaching immense levels, which they will need, as the Hos'ri-ein are the only race capable of fighting the Primaelos (https://www.dandwiki.com/wiki/The_Primeaelos_%285e_Monster/Boss%29), without taking damage from being near it. Once they find and drink from the font, each takes the log of his/her skills, bringing them back down to a manageable level, and of course recording this as well, should they ever return to the mortal realms. Yet inside the Trial Dungeon (which is a separate plain equally distant from mortals and the Hos'ri-ein themselves), players may decide to augment their strength, spending many a dreary hour slashing through foes no stronger than parchment left to suffer the rains and winds of a thousand years. To prevent players from becoming so impossibly strong, from using a single blow to slay even the strongest of bosses, or prompting the DM to scale such bosses to ludicrous levels that can only be expressed in scientific notation, while inside a Trial Dungeon, the players may only reach a maximum score of 23, after which point they gain a Divine Shard, worth 10 skill points, which is then deducted from their offending skill, and will be redistributed upon exit, before taking the logarithm.
Of the many planes that comprise reality, that of the Hos'ri-ein, is one of mighty creatures that tend the fields of life itself. At their feet, on vines, on snaking tendrils green and lush, sprout the gently pulsing spheres of souls; gods, and those stronger, those weaker, all rise from the care of the Hos'ri-ein. The Hos'ri-ein are a playable race, but being of such immense power, players must evolve from another race, having through enchanted items or training, gained stats above 100. The player must pass through a Trial dungeon, where they lose their former stats, reducing all skills to 1, and resetting their health, to between 20 and 40. Through the course of this dungeon, they will on the first level, roll a six sided die, then at the end of the dungeon, where the Hos'ri-ein Font rests, the ethereal spring from which a player must drink to join the Hos'ri-ein, they will become fully part, of this race. From here on, they will adventure in the lands of the Hos'ri-ein, a single pinpoint of which is light, the rest of which is absolutely dark, populated by the same monsters as Faerun, albeit in much greater strength. If for some reason whether campaign, or DM choice, the players return, their stats are scaled up by the same factor they were first scaled down; this displays the massive strength of the Hos'ri-ein. Against world ending bosses like the Primeaelos (https://www.dandwiki.com/wiki/The_Primeaelos_%285e_Monster/Boss%29) they gain +1 per Hos'ri-ein level. The Hos'ri-ein can level to thirty multiple times.
The Hos'ri-ein cultivate the souls of all life; their society is centered around the conversion of magic into living constructs; they are the strongest beings known to any savant whether mortal or divine, for they possess the strength and intellect of every dead beast's soul, which they devour, dissipating the conflict of life, and scattering the soul into the afterlife. When a Player joins this race, they are no longer on the mortal plain, and all foes will be scaled accordingly, meaning that since this is a realm in which even gods cannot so much as stand upright much less fight, a mere goblin would be 1500% stronger to a non Hos'ri-ein, while only 15% stronger to a member of this race.
The Hos'ri-ein dwell among a glade of souls: massive trees and snaking vines all bowed beneath gourds shading from brilliant sapphire to the darkness of a starless night. Larger and older creatures correspond to towering trees, and infants grow upon the smallest of vines; to consume a soul before its body has died, is a sin for which any Hos'ri-ein will be destroyed, but one that passes immense power into them; for to consume a mature soul leaves only fragments inside the Hos'ri-ein, yet to consume one that cannot defend itself, imparts the entirety of its power. Every soul of every plane below theirs, of which there are innumerably many, is born, cultivated, and harvested here. By committing these souls to their stomachs, so to do the Hos'ri-ein scatter what remains to their appropriate hell; yet in so doing, a part of their prey passes into them, leaving a shard of the creature's skill and strength behind.
When you attempt to consume a soul, you must fight the creature to which it corresponds (unless it is an immature soul, the punishment for which is often exile or death.) gaining the experience it is worth on success. Failure means that you must take the death and dying saves, and that the soul was improperly consumed; it flows back to its place upon the vine, and matures again in a heartbeat's span.
This race bases its names upon those that ascended, as few Hos'ri-ein are ever naturally born, the small number of which comprise a collection of beasts stronger than any of their peers.
Male: Male names end with the suffix -ein
Female: Female names end with the suffix -orin, and are usually two syllables
Two weapons comprise the Hos'ri-ein armory: Sword and Scythe, each with their own benefits and pains. Neither weapon bears weight to its original owner, yet maintains all the devastating force it would normally carry. |Reaping Scythe: other weapons from fallen foes can be fused with the Scythe, in a number equal to half their level+class' primary skill (str, cha, int,...).
- The scythe has a base damage of 1d4 with a modifier of +1, and fusion takes the average of the blade's stats, with those of the fused weapon, meaning that to merge two weapons each with 3d8 will only result in 3d8. Multiple die types cannot be compared, and thus are both retained (1d4+2d8=1d4 and 2d8). Infused weapons if ordinarily restrained by ammo, are no longer thusly bound;yet given the toll on one's body, ranged portions can be used only once per turn without penalty; yet the weapon can still be loaded with traditional ammo. Either modifier OR damage can be chosen to increase with each fusion. That which can be fused is also limited: the scythe and sword that player turned Hos'ri-ein wield are of equivalent weight and size to those of the mortal realm. Fusions cannot add anything of more than twice its weight or twice its size to sword or scythe.
- Horned Blade: similarly to the Scythe, weapons can be fused with the sword, but only up to 1/4 level +main skill. Swords are vampiric in nature, and will remove a certain percent of the foes health, based on a second roll after the successful hit (1d20, 1=1% 20=20%) and add it in temporary hitpoints, to the player's total, healing them as needed before distributing the remainder. Bosses are not impadted by this. To compensate for the weapon's inherent power, its modifier is -5, a penalty that only increases with more damage fusions, increasing by 25% each time. The leech effect cannot comprise a lethal blow, meaning that against a creature with only 1 hitpoint left, none is taken. Similarly, suicide attacks against oneself, do not award any hitpoints.
In both cases, each weapon fused into the Hos'ri-ein blade can do one of two things: increase its durability at the cost of damage/modifier added, or increase its power at the cost of durability, the weapon losing 5 kills before meditation is required, for each fusion. Each Hos'ri-ein is given 5 fusions before durability is affected.
A Hos'ri-ein's weapon is an extension of their soul; it will heal if chipped or scarred, yet take care that it is neither broken nor lost, for this would be devastating indeed. (Take damage equal to 90% of max health, saves reduce to 60%. Another weapon can be crafted by slaying a creature of significant power (Level must be at least three times that of the player.) and taking its strength as your own; or sacrificing half of your maximum hitpoints. Additionally, while Hos'ri-ein have no need of sleep, you must meditate for five hours each two days, or after slaying thirty creatures, lest your weapon break. Any critical hit that you block has a 50% (1 or 2 on 1d4) chance of breaking your weapon.
Given that their blades well from one's own soul, the Hos'ri-ein have been known to empower their blades when wrath and sorrow suffuse their heart. When your comrade falls before you, take the light of their soul into your blade, granting it unimaginable power, if only until your hate burns itself to ash.
Soul Greatsword: a radiant blade that stretches nearly a man's height, and widens to match his girth. Deals twice as much damage, but breaks twice as easily. Shears through steel, mithral, and all between with uncanny ease, deal a -2 penalty to opponent's AC for each hit until only base AC remains. Bonus ends when the encounter is resolved.
Soul Greatscythe: a crescent of light burns around your weapon's edge, dodging some armor and blazing into the flesh beneath. Gains +5 and deals 125% damage, breaks 50% easier. The Scythe targets a foe's weaknesses, dealing critical hits on 17,18,19, and 20. Bonus ends when the encounter is resolved.
Additional modifiers are: attack modifier +1/2 level of absorbed soul damage +1d100% of the soul's highest stat.
No power a player creates can mimic the effects of a Reaper's weapon without suffering the same limitations; where steel imbued with one's soul can shatter, so too can one's soul be bent too far beneath the strain.
The sword and scythe cannot be fused. No sword, power, or artifact can change this.
Standing at five feet, the Hos'ri-ein rely on natural armor, trusting in the dull scales that clink softly with each motion, covering their bodies without gap, shrinking along joints, and expanding into thick plates along the chest and ribs, the Hos'ri-ein are powerful creatures that draw upon the intelligence and power of every soul they have devoured. +2 to armor class and intelligence.
Ability Score Increase. Priding themselves on knowledge and intricacy, the Hos'ri-ein, while still restrained by the normal 4 action limit, can attack with combination attacks, each successful blow gaining a +1 to total damage, yet growing more difficult in geometric terms (1st DC =15 2nd DC=30 3rd DC=60). A combination attack requires an attack and move action, and continues until a failing roll is made; a critical hit completes the combination. Each chain counts as a single action, and most monsters on this plane, are capable of limited combination strikes as well, the number of attacks determined by half their level+ the modifier of the skill used for such a combo.; full blooded Hos'ri-ein, or those who pass the Trial Dungeon have no limit. During combination rolls, while attacks do not change, movement becomes increasingly difficult, rising in increments appropriate to the situation until the player fails. Each combination attack takes only one action.
Age. The Hos'ri-ein are immortal, they have no age limit, and few are younger than several thousand years; yet players who have gained the title, return to their prime, and remain therein forevermore.
Alignment. The Hos'ri-ein are often neutral, with tendencies toward the positive karma.
Size. medium to large.
Speed. Your base walking speed is 12 squares. Each Hos'ri-ein is capable of limited teleportation (instead of using a move action) up to three times their level on flat terrain, and twice their level on complex terrain. Teleportation can only be lateral; meaning that you cannot teleport upward or downward without a penalty. This penalty is a DC that must be exceeded to ascend: 10+height of teleportation in feet, vs dexterity.
Drain. The Hos'ri-ein are able to drain hitpoints from their foes instead of taking an attack action, once per day. The number of hitpoints drained is equal to twice their level. This cannot be the killing blow.
(Level 10) Soul Strike. Once per round, change any strike to a critical hit. This cannot complete a combination.
Augmented Hide. Natural armor is increased by +2 each level past the first until the tenth, at which point every other level, natural armor rises by +3.
Inhuman Intellect. Intelligence or Wisdom gains an additional 1d6 at the fifteenth level.
Immortal Life. On the thirtieth level, if killed, the player will automatically rise again at full health, once per day.
Leveling Past Thirty.. Each level past the thirtieth, a Hos'ri-ein can design a power for each corresponding with that portion of the normal level chart; this corresponds to the feats and powers one would normally chose, meaning that each multiple of thirty, the player can choose an additional class, so long as the classes would conceivably mix. (level 31=level 1). The xp requirement increases by 150% with each level, ensuring that no player will become too overpowered too quickly. The player can chose another race, but only so long as the race is of the same size class.
Languages. Common, Hos'ri-ein
Playing a Hos'ri-ein
|Hos'ri-ein gain abilities and natural power by sacrificing skill points to enter Trial Dungeons, and on success thereof, emerge stronger and armed with new powers. Prescient DMs will see fit to limit the range of powers that Hos'ri-ein can create, yet even if not, the players will rely upon Trials to gain strength. The first Trial is that which must be passed to become a Hos'ri-ein in the first place; those that follow are described below. Hos'ri-ein additionally, are able to counter any attack rolled by a creature of lower level, rolling against the attack without a modifier. If they succeed, only one quarter damage is dealt; if a natural twenty is rolled, the Hos'ri-ein takes no damage. However, the Hos'ri-ein must have actions to counter with, meaning that if one wishes to counter, they must end their turn early, saving one or two actions. Additionally, action points can be sacrificed for an automatic critical hit, at the cost of a standard action. If the attack roll itself fails, the Hos'ri-ein invites an attack of opportunity. Hos'ri-ein have five actions, and can use each as whatever action type they wish ( 5 attacks, 5 standard, ect.).
Creating powers: Rules
Powers made by Hos'ri-ein must abide by the following rules:
- Powers cannot mimic any other ability currently in play with the exception of improving on those you already had from your mortal adventure. This means that you cannot mimic another NPC Hos'ri-ein's powers, or those that a DM create the better to arm a boss against you.
- Powers cannot be made in combat
- Powers cannot be changed once made
- Creating a power can require more than a single level depending on its capabilities (i.e, a DM may see fit to limit if not entirely nullify your ability to make a world destroying power).
- Powers cannot mimic items, artifacts, or gear
- Powers can use other powers as bases, so long as these powers are clearly expanded upon; this does not apply to powers wielded by other creatures.
- Powers can modify damage dealt, resistances, immunities, temporary bonuses, health, or ac.
Special Level Rules Since the Hos'ri-ein have no level limit, only an ever increasing summit they must reach, you will rapidly find that massive amounts of xp will be required to level up even once; therefore, Divine Shards are used to mitigate this. Divine Shards are harvested at 1d4 from every slain Hos'ri-ein (not any creature in the Hos'ri-ein plane, but from the Hos'ri-ein themselves) or at 1d6+1 or 4 from bosses.
- Consume You hold aloft the smouldering sparks of your slain foes. From their souls' vines have you wrested the summit of their experience. By the ravenous flames that dwell inside your hollow frame, shall their strength become yours. You close teeth of steel and stone around this faint, frail soul, and swallow whole the last shard of your adversary's consciousness. Spend 100 Shards to reduce the xp requirement for the next level by one decimal point. Your alignment becomes chaotic evil.
- Imbue. You hold in your palm, the ember of a dying warrior's skill. You press it against the pommel of your shimmering blade, and forge two into one. Spend 10 Shards to add an additional 1d10 damage to your next attack. Effects stack.
- Restore. You soul aches, screaming in agony as your life spills across the stones. A silent apology on your lips, you raise the life you've torn from its mantle, and thrust it into your own body. Flame surges through your veins, and in intolerable pain you are reborn. If the death and dying saves are failed, spend 1000 Shards to rise again.
Special Action Point Rules
Hos'ri-ein gain additional uses for action points as well as the ability to harvest 1d6+4 or 7 action points from any Solo Brute or end-game creature (boss encounter) which dissipate at the next encounter's end. Some artifacts can store up to ten action points, and can be employed to release their cargo with a standard action. Hos'ri-ein action points can be used for any action type. Action points can be spent in the following ways.
- Repair weapon: spend 1 action point to repair your weapon. This can be done in combat, but if done while adjacent, provokes an attack of opportunity.
- Stun: spend 10 action points to force any one creature to skip its next turn. This cannot be done more than once per encounter.
- Divine Challenge: spend 1 action point to gain an additional boost of 1d10 to your next attack roll. Critical Hits using this automatically advance to the second tier (2x damage).
- Summon Soul: Spend 100 action points to change your weapon into its Soul form. This lasts for two attacks, and boosts AC by 1d20+5 until the end of your turn.
- All Might: spend 1000 action points to take no damage for your next turn, and treat all hits as third tier critical hits until your turn ends.
- Supreme All Might: spend 10,000 action points to take no damage, and to reflect all damage that you would have taken back on your foes This lasts until the end of your next turn, but can be extended for one additional action with 100 action points.
- Lord of the Cosmos: spend 100,000 action points to gain the effect of Supreme All Might for your next five turns. Treat all hits as fourth tier critical hits, and reflect damage as second tier critical hits. Any object you strike will be destroyed, reducing enemy AC to its base (usually 10) and knocking them back, giving allies the opportunity to strike for additional (1d10+1/2 level) damage. All Skills (str, dex, cha,...) double until the encounter ends, and your weapon cannot be broken. Choose any racial power, and use this as many times as you wish.
Lightning burns through the air around you, wrapping itself lovingly around your limbs, and piercing your heart with intoxicating power. One almighty hand holds aloft your weapon, as the other slowly moves to your side, and is lost amid a flash of light brighter than the Sun. Vapor curls along your forearm as another divine Blade rises from the murk, pledging itself to your cause.
Permanently gain another Hos'ri-ein weapon.
Special Temporary Bonus Rules Using the Horned Blade allows you to steal a foe's health, and use it as your own, gathering all that exceeds your maximum hp as temporary hitpoints, which are reset after the encounter ends. Some however, will create powers that extend this boundary to the point of near permanence. Therefore, the following rules exist to refine that which you can do.
- No power can extend the lifespan of temporary bonuses gained by the Blade or a similar power, to more than three encounters.
- No more than 1000 bonus stats/hp/ac can be gained at one time. This 1000 is split between all stats (see below). Maintain a counter; for every 100 points drained past your capacity, gain 1d6 or 4 divine shards.
- Powers can allow the Blade to leech other stats including ac, hp, strength, charisma, intelligence, wisdom, and all other stats, yet only so long as they comply with the above restrictions.
- Powers can increase the maximum percent that you leech, but only by a maximum 10%.
- Neither stats nor health nor any other aspect can be leeched from bosses.
- Attacks to one's self do not give you anything.
Hos'ri-ein guard the Well of Worlds, cultivating life and spreading its seeds through the cosmos. Through this basin, which despite its power is only a few hand spans in breadth, one can reach into the timelines, pursuing their own past through eyes far younger. Rifts often form in these worlds, gashes in reality born of thy meddling hand; to these, countless beasts are called, yet fend off their assault, and from the rift great wealth shall be drawn (see above https://www.dandwiki.com/wiki/Hos'ri-ein_(5e_Race)#The_Hos.27ri-ein). These past selves can eventually ascend to stand by your side, and the more patient Hos'ri-ein, have been known to cultivate vast armies from their own past, reaching through the endless dimensions to call forth near perfect copies of themselves, at the price of being forced once more to fight their way to the realm of the Hos'ri-ein.
Yet the past is not to be touched, for to create another reality through thy meddling, is to chance the rise of even mightier foes which seek to dethrone these almighty Lords, that they might feed upon the thousand thousand thousand souls strewn among its stones. The Guardian, is the most ancient Hos'ri-ein, and is often he who guides promising acolytes into their place among the stars. From age, skill, and the devouring of countless souls, the Guardian has grown powerful. He roams all timelines, and he shall stop at nothing to end your unholy endeavor. The Guardian is equipped with powers suited to counter yours, an AC at least 25 points above your highest attack modifier, and an HP no less than 10 times your greatest damage capabilities +360, as well as the permanent effect of reducing all damage dealt by multiples of 10, until it is less than or equal to 10. No powers can detrimentally affect it, meaning that no power can diminish its abilities, its powers, or harm its ac,hp, or skills (str, dex, int). Powers that deal damage will affect it, yet no effect (stunned, sleep, nausea) will be dealt.
Str: 60 Wis:50 Dex: 75 Ref:100 Will: 100 Int: 45 Con: 107 Cha:50
Attack: Great Mace. Target: all creatures adjacent. Str vs Ref. On hit: target is knocked prone and takes 1/2 total health in damage. If the target takes a successful fortitude save (massive damage DC: 75) they take 1/4 health in damage. Miss: target is knocked prone.
Immaculate Parry: All action point criticals have a 50% (1 or 2 on 1d4) chance to break the weapon used. All ordinary criticals have a 25% (1 on 1d4) chance of breaking the weapon used. Effect: without using an action, and as an immediate interrupt triggered by you or your allies attacking him, the Guardian takes a reflex save using your attack roll as a DC. If he succeeds, he takes no damage, and without spending an attack action, uses either his Great Mace, or any relevant powers. If he fails, he takes damage as normal.
Powers: all his powers are developed by the DM, specifically to counter or outmatch those the Hos'ri-ein bear. Each round, he can copy one of their powers, ignoring any power that states he cannot, and deactivates it permanently, meaning that he and not its creator, can now employ the ability. This applies to any power.
The Guardian has 8 actions per turn, and will gain a +25 bonus to parrying attacks of opportunity, or any ability cast out of turn. Combos take a penalty as well, their required DC doubling with each strike.
Tactics: The Great Mace is formed by fusing together, the Sword and Scythe, yet fusing both sacrifices their special qualities; the Guardian will uncouple his weapon upon arrival, and batter his adversaries from afar. His Scythe is treated like that which the players wield, yet its range is 3 tiles in any direction. Similarly, his sword is changed only in a single aspect: when its drain effect is employed, he gains not only the normal health leeched, but an equal amount of temporary hp, and 1/4 of this value in temporary AC that lasts until the end of his next turn.
- |Trial 2 (Trial one is the initial entrance to the Hos'ri-ein realm) Land of Fire: Player stats are reduced by 10%, and monsters see a slight increase; monsters are now capable of limited combination attacks like the Hos'ri-ein. The boss of this dungeon is twice its ordinary strength, and possessed of three hidden powers to be created at the DM's discretion based on the player's attack patterns. Completion of this dungeon adds an additional damage dice to all melee based attacks, one against normal foes and two against the Primeaelos.
- |Trial 3 Land of Ice: Player stats are reduced by 20%, monster stats are increased by this amount. The boss of this dungeon is thrice its normal strength, and armed with five hidden powers, and the ability to ignore player abilities once per day. This can be undone with a critical hit. Players emerging from this realm will be armed with a 1d20 increase in maximum health as well as improved armor, which is increased by 1d10+dexterity.
- |Trial 4 Land of Mist: While inside this dungeon, player sight is reduced to two squares in any direction, and all items or spells that would influence this, are powerless against the darkness. Player stats are reduced by 30%, and like the others monsters are increased by the same amount, their boss rising to four times their normal strength with six hidden powers, and like its predecessor, the ability to ignore player powers.
- |Trial 5 Land of Flame and Frost: During this Trial, players take 1d6 damage each turn, taking a fortitude save of 15 or above and thus being able to use only three actions per turn. Stats are reduced by 60% and monsters are augmented by this same amount. The boss of this dungeon is not only armed like the Lords before it, but can also deal 1d10 damage to the player as an immediate interrupt. Emerging from this realm, players gain an additional action.
- |Trial 6 Home of Pain and Sorrow: While in this Trial, players must take a fortitude save of above 35 to avoid taking damage equivalent to one sixth of their maximum health. Player stats fall permanently (as with the other trials)by 70%, and monsters are increased in similar fashion. Players emerging have unlocked a new and strong weapon: the Hallowed Blade which augments the Horned Blade, with an ability that allows the player to ignore armor, and directly damage health once per day.
- |Trial 7 Sanctum of Agony: While in this realm, players must take a fortitude save of above 45 each turn, to avoid taking damage equivalent to half their maximum health. Player stats fall by 90%, and monsters are again augmented by such an amount; the boss of this realm can cause players to lose their turn once per day, and can deal damage directly to health once per every two turns. Players emerging gain the Scythe version of the Sword's improvement, as well as The Unbending Shield which can absorb any one attack even from bosses or the Primeaelos, once per day.
Trials 8 and 9 are simply duels against a clone of the player; the success of these Trials awards increased power creation limits, and more damage against the Primeaelos.
|After each trial, the player gains additional constitution and natural armor (both increase by 2) as well as an additional healing surge per day, an increased critical chance with their weapon (up to +3), and are able to choose another racial ability from any race.
Additionally, this race is never unarmed: their talons make any unarmed attack deal 1d10+ 1/2 strength modifier. Being almighty, the Hos'ri-ein can sacrifice action points for an automatic critical. Hos'ri-ein also deal critical damage differently than most; many foes will require more than a single d20 to hit, and therefore more than one natural twenty is possible. Damage progresses in the following fashion: 1, full damage on hit, half on miss (all beyond this do nothing if the attack does not hit) 2 = twice normal damage, 3 = four times normal damage, 4 = eight times normal damage, and so on.
Raising Skill Points
The Hos'ri-ein must sacrifice skill points to gain power, and moreover to enter trials; therefore it stands to reason, that they should gain power more swiftly than normal creatures. This is accomplished through microtrials which are trials that can be entered at any moment, with the exception of combat; you can still enter while inside another trial. Entering a microtrial costs one standard action, and cannot be done as the last action of your turn. Death in a microtrial still counts as death, and the player must take the appropriate saves, or fight their way out of the Hos'ri-ein's sentient abyss: a realm of rugged coral that shifts and quivers in time with ancient breaths. When a Hos'ri-ein perishes they might attempt to battle their way out of the primordial creature. This monster is too powerful to be vanquished, and all the weaker souls of this realm, harken to its call (AC:1.25*10^25 | HP: 2.590*10^36); harm it enough and the beast may be persuaded to release you, but never shall you be free; all skills take a -15 penalty until or unless Kronluu the Abyss is destroyed. In addition, the monster will occasionally dispatch warriors to destroy those who dared escape.
- Strength: You stand before a masive stone, its sheer edge promising no handhold, and its immense weight gravely swearing to grant only pain to those foolish enough to lift it. But you, are no normal fool Roll above 14 on 1d20 without a modifier. Success gains +1 strength. On failure: It seems you overestimated yourself. Falling back with bleeding palms and throbbing arms, you collapse to the earth in defeat gain a permanent -1 to strength. The amount of points by which your skill is raised rises in line with the DC such that: DC=14+ 5 for every 1 skill point. Failure reduces your strength by the same amount it would have risen.
- Dexterity: You slowly kneel before a thick, oaken door, exhaling softly as you gently work two thin plates of metal into the lock's opening. You crouch upon a plate of glass through which you can easily see the pit of jagged spines that waits so hungrily below. You cannot fail, to do so would cost more than your life DC:14 on 1d20 without a modifier. On success: you have triumphed this day! your dexterity rises by a permanent +1. On failure: Creaking and grinding ominously, the plate shifts, sending you to the barbed spines far below dexterity takes a permanent -1, as does constitution. If you wish to gain more than one point at a time the DC rises by 14+6 for every skill point; failure reduces dex and con by the amount dex would have risen.
- Charisma: This, was unwise. The belated thought lances across your mind as you take a long, calming breath. Before you stands a figure of shifting molten glass vaguely manlike in shape; you must convince this creature that slaying you, is a poor choice" DC: 14 without modifier. On success: you gain a permanent+1 to charisma. On failure you gain -1 to charisma and -2 maximum hitpoints. If more than one point you wish to add, the DC rises by 14+1 for every point you wish to gain. As with those before it, your skills fall based on the amount they would have risen.
- Intelligence: Your mind seethes with a dangerous power: lightning seems to blaze from the depths of your writhing coral eyes: two disks of scarlet that shift and squirm beneath the light. At your unspoken command, an orb half so large as a fist clenched in anger, yet seven times so heavily laden, begins to rise. Before you is a complicated series of strings bound into a web many times the more elaborate than any spider's web. To touch even one of this will bring death raining down from the cylinder of crossbows in which your crosslegged form rests. To waver now, is to accept the promise of a quick, if agonizing death DC: 14 on 1d20 without a modifier. On success: You sag forward, hands resting on your knees and mouth gaping wide in haggard gasps; perspiration drags its chill fingers along your jawline, and falls in thick droplets to the ground below, but you smile all the same. You have triumphed this day. Gain a permanent +1 to intelligence. On failure: Your mouth opens in shock, but no screams have time to escape. Your blood flows across the earth like vines of spilt honey; your failure will be recorded in a thousand thousand scars. Gain a permanent -1 to intelligence, and constitution. If more than one point you wish to gain, the DC increases by 14+1 for every point you wish to add. As with those before it, your skills fall based on the amount they would have risen.
- Wisdom: This tome's language is long since lost to man, and many time the more lost on you. Eyes of shifting scarlet peruse the pages in a desperate frenzy, for with each passing second the walls close in upon you. One hour you have before nothing remains save for a crimson stain upon these sandstone walls. On success: You all but scream the tome's meaning, collapsing in relief as the walls turn to dust which washes over you like a thousand thousand grasping hands, tugging at your cloak and dragging sharp talons over your exposed scales. You cough, a rough sound that turns swiftly to amazed laughter: you've triumphed!. Gain a permanent +1 to wisdom. On failure: You press desperate hands against the unforgiving slabs, yet they have no mercy for you, not this day or any to come. You feel a horrid pain, then nothing more. Gain a permanent -1 to wisdom. If more than one skill point you wish to gain, the DC increases by 14+1 per every point.
- Constitution: You glance down, in your hand is a vial the length of an extended index finger, and twice so broad. Within its lower quadrant waits a foul, colorless liquid that radiates malice. You steel yourself, then raise the vial to your lips, feeling liquid fire burn its way through your body Take a fortitude save: DC=15 without modifier. On success: You exhale as the pain slowly fades to nothingness. You collapse, smiling widely as you realize: this trial, has been vanquished. Gain a permanent +1 to constitution. On failure: You crumple to the earth, blood trickling from the corner of your cracked lips. This trial has claimed another life. Gain a permanent -1 to constitution. If more than one point you wish to gain, the DC is 15+ 2 for every point you wish to gain. As with those before it, your skills fall based on the amount they would have risen.
Note: the number of die a player is allowed to roll must increase with the DC, yet their odds must remain low: for example: when the DC is in the 20-25 range, they roll 1d20, and 1d6. Harsh as this may seem, Hos'ri-ein have a natural ability to rise from the dead; a prudent player would simply attempt a microtrial once per day, to avoid permanent death.
Those risen from mortal to godhood and so far beyond, often find no small amusement in the trial of combat with their peers; the only thing strong enough in the entire realm to truly challenge them. Precisely how current Hos'r-ein challenge each other is left to the particular Hos'ri-ein. In general, successfully destroying the challenger or the challenged awards a spark of divinity, which increases one's level by 1/4 of their foes' level or 15 million xp, whichever is less. Hos'ri-ein can take only three unique powers (created powers) into combat with another of their kind. When a Hos'ri-ein is vanquished by another of this ascended race, instead of falling into this realm's sentient Abyss, must retake the ninth Trial. Failure to do so results in a -1/3 penalty to all skills until the Ninth is completed once more.
These Hos'ri-ein can choose to invade another's realm without waiting for the ninth to be passed, but this comes at a great and sometimes devastating price: the invader's skills are reduced by the following trend: Trial 1: 1/9 Trial 2: 1/8 Trial 3: 1/7 Trial 4: 1/6 Trial 5: 1/5 Trial 6:1/4 Trial 7: 1/3 Trial 8: 1/2. The invaded will always have initiative.
- Garmadal Level 106
HP: 1200 including items AC: 365 including items
Orc, Str=105 Cha=132 Wis=126 Con=146 Int=128 Dex=152 Fort=197 Ref=162.
Attack: Reaper Sword +35 vs AC. Fused with crossbow and an assortment of swords: range= 45 squares. Damage: 1d12+1d8+1d6+1d4+dexterity modifier.
Powers: all fighter, paladin, and war wizard abilities. Garmadal did not seek to create any unique powers.
Tactics: Garmadal's tactics change to counter his foes in all possible ways; typically he surges into close range combat, and batters his foes with a collection of powers that reduce AC and attack capacity.
- Culas'Dostarveen Level 197
HP: 10000 including items AC: 460 including items.
High Elf, Str=143 Cha=140 Wis=264 Int=292 Con=165 Fort=192 Ref=107
Attack: Reaper Sword +45 vs AC, 1d12+1d20+1d10 damage.
Powers: All War Wizard, Cleric, Paladin, and Rogue abilities.
Critical Immunity: (Immediate Interrupt triggered by a critical hit dealt against Culas or his allies, standard action) Target: 1 creature in area. Effect: treat this critical hit as a critical failure.
Lethal Anger: (Immediate Interrupt triggered by Culas becoming bloodied. Standard Action) target: all creatures in area. Effect: Culas treats all his attacks as critical hits until the end of the encounter.
Searing Edge: (Attack Action, +Strength vs Reflex) Culas channels all the strength left in his weary body into the glittering sword before him. Its edge shines with baleful fury, as the sanity slowly burns from his eyes. Target: all creature in area. Effect: all creatures struck until the end of the encounter, take a -2 penalty to AC for each successful hit Culas deals. Additionally, this attack cannot be avoided with enhanced stats. Ff successful, takes all temporary bonuses from his target, and adds them to his own. Target must use base skills to avoid.
Tactics: First, Culas keeps his distance, hammering his adversaries with all manner of spells, then once these are exhausted, Culas tends to close the distance between himself and his foes as swiftly as the battlefield will permit, then batters his foes first with Searing Edge, then with his remaining assortment of spells.