Tuesday, June 10, 2025

Curses

Curses are a thing I haven't have a proper table for, for some time. So I came up with some, stole others from across the internet, and here we go.

Each Curse comes with a thematic way to remove it, encouraging adventuring with the curse rather than just heading to the nearest cleric. Italics reference if the curse is associated with a God or a Moon.
Remove Curse typically requires transferring the curse to another being (it may return to the original accursed or the cleric if that being dies and decides to curse you with its dying breath) or to a treasure (that isn't already cursed). Treasure transfer has a 1-in-6 chance of being effective, with +1 per magical enhancement bonus, or XP/Coin value of 1000/5000/10000/15000/25000. You can also exorcise a curse with brute force, manifesting it then defeating it.
Curses can only be struck by magic weapons and have stats equivalent of demons and typically have attacks and power appropriate- roughly 8HD, 20AC, Resist Elements

  1. Rage- In battle once you attack in melee or take damage, (or if enraged outside battle), enter a berserk state in which you gain HD/Levels to 5, or +1, increasing your HP, to hit, saves, etc as normal. Unlike with most temporary bonus HD, you keep all damage taken after it wears off, possibly dying of wounds and exertion. You must attack each round, be it friend, foe, or yourself- failing to do so causes you to faint from exhaustion for 1 turn. Cured by finding a peaceful solution to a problem all your allies would rather solve with violence, or giving up all magical tools of violence forever (curse returns if oath is broken).
  2. Rusty- Metal gear gets a -1 cumulative penalty each time you use it (in a fight for arms and armor, for intended or improvised uses for tools, etc). For items that do not operate on the d20 scale, assume an increasing 1-in-6 chance of failure. Cured by dual-exposure to Spring and Autumn moonlight, or being beaten upon a svart's anvil.
  3. Changeling- Iron and steel burn you horribly, for x2 damage, or for 1HP damage for each item, each round, in combat (or per Turn for exploration, or per Day for travel). Also you speak in Rhyme, with a -1 to reaction rolls if you don't.
    Cured by being forgiven by the fey, or by purging their knowledge of you.
  4. Drowning- Cup- You can't swim, can't benefit from anything that would save you from drowning (spells fail, equipment malfunctions, etc) and will sink like a rock. Cured by the kiss of a Ningen.
  5. Blessing of Yg-A- Whenever taking fire damage, save vs dragon breath or ignite as if you were soaked in gasoline, only extinguishing with complete stifling of flames underwater, under dirt, in a fireproof blanket, etc etc, or once burnt to ashes of course. As a perk, fire damage you deal is rolled with advantage! Cured by throwing a being with more CHA than you into a volcano.
  6. Scourged- You thirst for blood, and can heal 1HP damage with successful melee attacks against beings with edible blood(damage from silver, dismemberment, and fire will not be healed). If your Scourge exceeds your level, you explode into a horrible werebeast of double HD upon being 'killed.'
    Gain Scourge whenever you drink or otherwise mix with the blood of something like a vampire, werebeast, etc- anything with supernaturally unclean blood. You cannot heal normally, nor from creatures with less than half your own level- their blood is no longer potent enough.
    This curse can be alleviated by bloodletting and transfusion, though the extracted blood remains accursed (it will heal those drinking it for ScourgeD8 HP tho).
  7. Egg of Doom- Giant's Moon You are given a monster egg of unwieldy size (1 hand). If ever set down, abandoned, or hurt, it hatches into a full strength nightmare monster symbolic of some manner of apocalypse, with stats akin to a Pit Fiend (AC 23, 13HD, +3 weapons to hit, evil powers)
    The Egg can be transferred to willing curse-bearers without hatching.
  8. Thorns- Autumn As seen in the Gardens of Ynn, sorta. Warped into the Autumn Moon due to expulsion from the Garden by a greater metacognitive hazard.
    All Plant Life is thorned and inedible and functions as caltrops or a Wall of Thorns for you.
    The following circumstances will also cause a mass autumn hallucination if anyone is infected, as per the Idea of Thorns encounter, but combat lasts 1 round, it retains damage indefinitely, and defeat purges it from the minds of all infected. It attacks Intelligence instead of HP.
    1- Experiencing an altered state of mind from drugs or psionic attack (1/day/type)
    2- Being exposed to Spring or Autumn light (1/week)
    3- When suffering a random encounter of "Flora" while sleeping

    Upon loss of INT thru damage to stats or level or otherwise, the following ideas seem reasonable.
    -Worshipping Autumn as per a Moon Cultist (Multiclass to Cleric, access to spells dealing with metal, plants, bugs, birds)
    -Triggering additional Idea of Thorns encounters, and trying to infect others, though that is no longer XXXXX
    -Killing those that seek to oppose Spring/Autumn creatures, especially Sun worshippers and Winter beings.
    -Planting monstrous plants in places where they will flourish and tending to them.
    -Abandoning the trappings of civilization and returning to a more feral state.
    Doing any of these acts of your own accord in a way the surprises, amuses, etc the GM may allow you to gain 10% Bonus XP for the session.
    You may grow wings and fly to the Autumn Moon to "Ascend" if your INT reaches 0.
  9. Infested- Great Scvabhat/Prince of Worms/Zephyr- 1/20 spells, magic items, and monsters you encounter have nasty bugs in them. Casting a spell, using an item, or killing those monsters will release the bugs. Ugh. You can be purified by standing in poison gas such as Cloudkill, green dragon breath, or similar.
  10. Ultraviolence- Carnage- alldamage dealt by and to you inflicts Death and Dismemberment results (ignoring KO and death results). Rip and tear, until it is done!
    Cured by completing a dungeon, megadungeon sublevel, mass battle, or similar large-scale enterprise by starting with no gear save for a sidearm (pistol or knife) and surviving to the end.
  11. Yellow Spot- Rabbitless Moon If you are Compliant, you get the carrot. If not, the stick. The Drosselmausen will be dispatched to enact Carrot/Stick Protocols as an added 1/20 bonus to random encounters. This curse cannot be removed normally if you are aware what Compliance is, and you probably can't take more severe measures without sparking curiosity and spreading the curse further.
  12. Phantasm- You may interact with illusions and dream realm (ethereal) beings as if they were real and present. Curing requires going 'cold turkey' from any drugs, creativity, and art and fending off any insulted imaginary beings come to convince you this curse is actually very cool.
  13. Savage Garden- Mana Tachibana/Spring 1/20 chance of encountered vegetation turning out to be a plant monster. Raising and tending to a bonsai tree will cure this so long as the tree is not harmed (also applies to large trees but that's inconvenient to adventuring) as the Dryad within can negotiate for you.
  14. Midas-9- Winter-Touched liquids freeze, making drinking difficult(the curse does not apply to your internals, allowing you to drink fluids as a popsicle), but potentially protecting you from certain threats and allowing traversal of calm water (rough waters will likely toss the ice about, dunking you and freezing you in an iceberg in short order). Hugs from your True Love or at least beloved family/friends will thaw this curse.
  15. Temporal Entropy- Winter- Things tend to decay into prior versions- swords become flint blades, lanterns become burning sticks, pet dogs become wolves, and you become a caveman with only Level words known and certainly no literacy. Cured by enjoying decadent modern conveniences like baths, air conditioning, and processed junk food in quantities so egregious the curse can't keep up.
  16. Mirage-Lumar 1-in-20 enemies benefit from Mirror Image, both in and out of combat, though only you and your team are affected by this vision. Breaking a mirror without letting your reflection see can stop this- failure means there's a 1/20 chance to add Mirror Monsters to random encounters.
  17. Flooding- Grift Kispiritis/Houthrel There always seems to be about a puddles worth of water around you. Stay in one place for an hour and drips and flows of water increase depth by 1'. Meditating somewhere too hot, too cold, or too empty for water to collect will cure this.
  18. Angry Dead-The dead rise! Upon finding/making corpses (including ones you make in combat)  a random encounter result indicates they will rise as angry undead. Propitiating the restless spirits may require tidying a tomb, addressing ancestral grudges, and other necropolitan/gravekeeper duties.
  19. Lamb- Pinky/M'shesh Just, -4 to your attack rolls and saving throws. Violence doesn't come easy to you. Can be cured by encountering a problemyour allies would prefer to solve peacefully, and solving it violently.
  20. Branded- Kel'A'Vak A demonic sigil is upon you. It cannot be concealed, glowing with hellfire through helms or scorching bandanas, and this marks you as prey for serial killers. Intelligent beings know how to pronounce it and what it is, though most won't dare invoking it. If the demon can be invoked and then bound properly, the demon can remove this brand.
  21. Darkness- Arrkohn Shadows press close around you. The party really can't see anything beyond their personal source of light. You can succumb to Darktaint to remove this curse, or get sunburnt.
  22. Falling- save vs tripping whenever confronted with a drop. Can't featherfall, fly, etc. Cured by leaping off something, into a pit, etc, before you know how deep it is or what's at the bottom.
  23. Descent- Shadow- Pits, staircases, trapdoors, etc lead to a lower floor, but not back up, turning to slippery ramps or sealing up. Cured by reaching the lowest floor of a dungeon.
  24. Slipping- 1/20 rooms, halls, stairs, ropes, etc you interact with become frictionless. Cured by ice skating or carelessly eating and leaving behind banana peels.
  25. Floating-Feather you bob around as if Levitating/Featherfalling, but suffer from Slow (act only every other round, x2 time required for dungeon activities). Cured by making the GM decide this 'Curse' is more of a blessing via shenanigans, or by befriending the earth/a rock that weighs exactly as much as you.
  26. Earthate- Gravity is reversed for you. More severe than above, the earth/rock must FORGIVE you for some sin against stone. Not as instantly lethal as you might fear, sky-clouds might catch you.
  27. Sun Slander- Solar Deity- Sunlight burns you like a vampire. Must explain to the sun that this is all a misunderstanding either personally or via a letter.
  28. Hronir- 1/20 chance of finding a slightly different duplicate of an item you own (the duplicate is as you remember it, while the original is as it is) when looking for an item. Hronir are unpredictable and may cease to exist at vital moments, morph into monstrous mimics, or similar chaotic shenanigans.
  29. Typo- Biblion Aleph- Monsters, items, rooms, nouns, etc, may be mispelled and altered in surprising ways. If you can get away with referring to this curse as 'cures' in natural conversation it will unmake itself.
  30. Ashes- Grave Saint of Ina 50% chance food, potions, scrolls, and other 1-use items crumble to ashes when used. 50% chance of being cured if you make a valuable burnt offering.
  31. Lightning Rod- Bai-Szue If even remotely feasible, lightning and electricity arcs to and targets you whenever possible. Cured by receiving a kiss from a blue dragon.
  32. Thievery- Grift Kispiritis- Unattended items you own are targeted by thieves in downtime and camping. Even items in your inventory may be targeted by pickpockets (ie, encountered NPC thieves). Cured by retrieving your stolen goods from the thieves, or becoming broke to the point that they steal the shirt off your back.
  33. Retribution-Hefon When dealing damage, 50% chance to take damage inflicted back upon yourself. Also applies to healing, nicely enough. This curse can be removed by going a full adventure without dealing damage.
  34. Ladyhawke/Shrek'd- Turn into an animal or creature at night. Can be stabilized by finding your true love for one of those forms, or destabilized into lycanthropy if you act too much in the other form.
  35. Bullseye- Houthrel- ranged attacks always hit you. Cured by catching an arrow/bullet.
  36. Dragon-  Yg-A-You gain levels in Dragon instead of your class. Levels in Dragon act as Age Categories for dragons... but do not actually give you any benefits unless you have wings, claws, breath weapons, or scales via other means.
    If your Dragon Levels exceed your real levels, you turn into a Dragon.
    Cured by forsaking all treasure found until you earn a level.
  37. Curse of the Mystery Boxes- T'liki- When obtaining magical treasure, T'liki will give you the option to give it up and instead choose a random box!
    1- Wand of Wonder fires at your face when opened, no treasure
    2- 2x Random Unguarded Treasure Rolls
    3- A random magical item!
    Cured by denying him 3 times.
  38. Friendly Fire- Enyalios Marnamai-Whenever you miss an attack, reroll it with a chance to hit an ally if possible. Cured by strict chivalry, identifying heraldry, uniforms, and regimentation.
  39. Chaos-T'Liki- Upon entering 'interesting' situations, 1/20 of a Wand of Wonder triggering to spice things up. Cured by being as boring as possible, and managing to maintain this boringness through one Wonder trigger, so T'liki will get bored and leave.
  40. Not the Bees- Melial/Cyqy'Eoy Wa-Ss Insect swarms pursue you relentlessly. 1/20 dungeon rooms/wilderness hexes will include a beehive. Cured by ransoming a Queen Bee back to the hive.
  41. Psychopomp Extradition-Mokkhus/Jackal of Yuba- Cannot be raised, immediately dead at 0 HP. May be able to argue/jailbreak out of the afterlife/reincarnation queue.
  42. Shiny- Glints of sweat, belt buckles, etc betray your position from max possible encounter distance. Cured by becoming stained/filthy, such as wallowing in mud, for a full night and day.
  43. Noisy-Neuph You cannot sneak around, footfalls clomping, twigs breaking. Cured by a vow of silence, but when broken, must save or the curse returns and the next vow of silence must be at least twice as long as the last one (measured in XP earned). If so obnoxiously loud that Neuph gives up on teaching you a lesson, the noise-sensitive god may give up in disgust.
  44. Scribe's Doom- Biblion Aleph/Jennie Text you attempt to read or write will wiggle around and accrue mispellings, typos, and other rearrangements. Spells, runes, etc will acquire mutations and miscasts. Cured by engraving something lengthy and true about yourself in stone, which is too serious to allow such shenanigans.
  45. Lover's Doom- Saint Bridget/Grift Kispiritis You attract types of people you dislike, and repel those that you do. Cured by love strong enough to disregard the curse, breaking it, or becoming so repugnant even the curse itself is compelled to announce that it 'has a boyfriend' and leaves.
  46. Goblinism-  Reroll stats + HP each day. Cured by 'proving' capabilities in each category in a day.
  47. Frogged- Zaba Any failed saves vs magic and transformations, even minor things like Enlarge or Alter Self, will instead turn you into a frog. Cured by becoming noble in some way, or being recognized as such.
  48. Musical-Cyqy'Eoy Wa-Ss Must express self via song or dance, usually reducing reaction rolls by 1 (but sometimes increasing them in the right circumstances.). Cured if everyone in a scene spontaneously joins in.
  49. Cowardice-Cyqy'Eoy Wa-Ss/Kel'A'Vak Must flee from spooky things. If you cannot flee, save or die from heart attack. Cured by facing something that your allies have all fled from or is similarly terrifying (no heart attack save necessary, but whatever you do, you can't give in to fear for this to count).
  50. Raindrops- You are accompanied by a small thundercloud that rains on you perpetually. It may strike you with lightning (1d6) if you critically miss with a metal weapon (raising it to the cloud). Cured by a day and a night in 'real' foul weather(3d8 lightning)
  51. Storm-Murulu Foul weather always follows you. Sandstorms, rain, blizzards, twisters. Solved by an entire adventure/level up spent underground, as the air elementals lose track of you.
  52. Gremlins- You cannot pull out items from your pack/find objects in storage immediately, instead rolling randomly to see what is pulled from your inventory/the room. Cured by ascetic renunciation of equipment, or catching the little bastards who keep hiding your keys.
  53. Butterfinger- 50% chance each round of combat to drop whatever you are wielding. Out of combat, 50% chance to drop something at inconvenient times, like when lockpicking, climbing over a chasm, etc. Cured by gluing/chaining important items to your hands until the curse gives up.
  54. Enfeebled- Random stat set to 3. Can stack up to 6 times. Cured by being praised by someone who has what you lack (strength, wit, etc)
  55. Warriors's Doom-various When wounded, bleed 1 HP per round until bandaged, then 1HP per Turn until stitched up.
  56. Hunter's Doom- Zephyr/Hefon-Wild animals HATE you. Even herbivores try to slay you. Must hide in civilization, or be forgiven by the animal you wronged.
  57. Farmer's Doom- Our Lady of Gardens Domestic Animals HATE you. Must humble yourself by serving a farmer (and surviving their farm animals) for a week.
  58. Oh Worm- Prince of Worms- Nightmares of worms... additional 1-in-20 chance of burrowing worms from the earth (encounters) or the dream realm (memorizing spells) emerging to devour you. You must show respect and provide aid to a worm or other pathetic creature to be forgiven.
  59. Debt- Cthonic God of Blood And Gold- 10% of all earnings garnished! Must pay entire level +10% worth of treasure to altar to clear debt.
  60. Slow Stone- Yg- One Limb turned to stone, petrification will be complete in 5 years. Must offer an Egg to a Snake. 
  61. Ugly- Murulu- Ugly. If someone loves you anyway, a kiss either cures it, or doesn't and you gain 1 favor.
  62. The Weakest Link- All magic items owned have the lowest bonus of all magic items owned. Cured by forsaking all but your most powerful treasure (returns if old items reclaimed)
  63. John Dungeon- All stats 10, appearance as default Guy. Cured by conquering every room of a dungeon.
  64. Cage of Penance- Riikhus- Currently equipped gear fuses to flesh with a burning sensation. Cured by finding 'evil' you can smite, and smiting it.
  65. Ifrit- You get 3 wishes! A good first one might be 'O Ifrit, I wish for you to not burn me to death' and that's probably going to be the highlight of this curse. Cured by running out of wishes of course.
  66. Hatred-Isfrix All retainers abandon you. Your own Summons/Undead attack you.
  67. Curse of Lymos- All food in your immediate vicinity spoils in a day. Cured by feeding a village.
  68. Bandaged- You no longer heal naturally, requiring magical healing.  Cured by a healing potion.
  69. Despair (o nuts)- Thanks to the birth of Glorbus, Demon Lord of Hope and death of Sixdrit, Demon Lord of Despair, this curse only forces the user to make off-color puns about testicles whenever possible. It can only be cured by the Mind Goblin...
  70. Assassin's Doom- Whenever you kill something, the corpse loudly screams and accuses you. Cured by completing an infiltration mission (dungeon delves count) without taking a life.
  71. Curse of the Door Guard- You must choose if you can only lie, or only tell the truth. Cured by tricking/confusing someone who knows about the curse into peril.
  72. Penguin's Doom- the accursed can only pull out sporks from their inventory, investigation of rooms, looting of treasures and so on. If they actually need a spork, getting it becomes impossible for some reason, then the curse is broken.
  73. Heretic's Alibi- "Lumar"- Receive one free, mandatory Augury/Divination from the Gods per day.
  74. Curse of the Emerald City (no not that one)- Contagious curse, anyone kissing you turns you into the physical appearance of a past desert queen. Lifted by any shapeshifting.
  75. The Bad Trip Mana Tachibana- All drugs AND potions provide horrible effects and awful hangovers.
    Recruit a dealer of fine intoxicants as a retainer/paid alchemist at base to cure.
  76. The Bad Trip- Houthrel- Horses buck and wander off, wagonwheels break, boats spring leaks, maps blur. Make an offering of a treasure from another land to the god of the New Deep, or never again have a good journey!
  77. Silken One's Ire- Every 7th stranger is an assassin. Every 7th assassin is a mothflame demon.
    7 days without seeing a strange cures.
  78. Mediocrity- All attacks, saves, etc are a 10 instead of a d20. Cured by eating someone else's Nat 20, turning it to a nat 1.
  79. Dance- Cyqy'Eoy Wa-Ss- MUST dance to all music heard. Cured by winning a dance battle.
  80. Curse of the Double Edged Sword- Riikhus- Take half of all damage you inflict with an edged weapon. Conversion to Riikhus cures, but if Riikhus is dead you may need the standard Curse Options or a hammer.
  81. Curse of Narration- Dry snark commentary reveals inner thoughts to the world at large. Cured by doing something to catch the Narrator in a lie or contradiction, proving itself Unreliable.
  82. Cursed Touch- If you touch a friend, an ally, a pal, they suffer Level Drain. Clothes don't help, enemies immune. If this kills someone they rise as a wight. Cured by a pal touching you intentionally, knowing of the curse, but not that it would cure you.
  83. Doom of the Gothic Villain- You are accursed to kill your own family, by misunderstanding, accident, coincidence, or straight up evilness, I suppose. Cured by becoming rightful heir to the family treasures (if you're lucky this can be the power of family and friendship, if not you gotta get them jewels).
  84. Curse of the Scorpion- Stab someone in the back, or be stabbed in the back each day. Various interpretations of 'backstabbing' are acceptable. Cured by getting betrayed but getting over it.
  85. Very Specific Doom- a specific monster gets advantage on attack, damage, etc, or a specific item does, or save at disadvantage vs an element, etc. No general cure, but might be specific ones.
  86. Horrible Fox Spirit- Jackal/Tachibana Mana Appears every night to eat bits of liver (2 Con damage). Sacrifices of livers the spirit has never eaten propitiate it for a week. Stats as Night Hag.
  87. Gnome'd- Gems have a 1-in-10 chance to DECREASE in value when generated/appraised. Hire a gemcutter to polish a gem and return it to its home.
  88. Curse of Barbecue- The accursed is delicious. Any creatures biting them will try to eat them exclusively. If they take fire damage, it triggers a wandering encounter check. Cured by unflattering scents being worn for a week.
  89. Curse(?) of Elements- If you would perish to falling, drowning, or suffocation, instead a 16HD earth, water, or air elemental appears and cam be fought. It will go after the rest of the party if they help. It's technically a blessing whose usecase is forgotten, and will only work once.
  90. Curse of Doors- All dungeon doors Stuck until all doors in a dungeon oiled.
  91. So Beautiful It's a Curse- It actually isn't, but the degree of humblebragging, admiring oneself in a mirror, and smugness does reduce your Charisma to 3 for those who know you (18 for those who just met you). Cured by even the slightest damage to your face, though you will then wear a mask and swear vengeance against whoever did it.
  92. Morality Imps- Haunted by opposing ideologues debating on your shoulder. Mostly they are just loud and embarassing. Defeated by finding something they agree on.
  93. Job- offered a competitive 30000c starting salary as 'Security Consultant' for a nearby castle. Experience is earned from the job, but it's not 'XP.' 2 Weeks Vacation for adventuring time per year.
  94. Love-Grift Kispiritis/Saint Bridget- Fall in love with the next acceptable (even if barely acceptable) potential partner spotted, or pine away at -1 negative level per week. Also pine away if in love and not allowed to marry and live life together.
  95. Hero-Our Lady of Gardens- Religious Zealots from a backwater country want you to come slay some Dark Lord, and you gotta collect the pieces of the Hero's Sword, and get 4 Seals from 4 Demon Generals to unlock the Dark Lord's castle and uggggggh
  96. Blursed- You manifest new temporary curses for each blessing, buff, or longterm benefit applied to you, for as long as that benefit applies, AND vice versa! Can be cured by achieving a contradiction in the pile of curses and blessing.
  97. Unhallowed- Count as undead, evil, anathema, etc, regardless of actual deeds/status. Must be forgiven by a priest.
  98. NG+ Increase the dungeon level by +1, or at least double encounters. Cured by dying.
  99. Hella Cursed- Gain a new curse every session. Cured by removing all curses.
  100. Curse Reverse- Reroll, but the curse is somehow helpful and you can be like, a Hexblade or a Warlock or some other class with debuff/curse blasty powers, idk

Sunday, May 25, 2025

Less Convoluted Rules for Psionics

The lore explanation for Psionics in my setting is that, if spells are all spirit critters like imps, ghosts, angels, and cthulhus called upon to invoke effects, 'psionics' are basically the same thing, but using your own soul. As such, it is much easier to effect yourself and beings similar to yourself, as opposed to hurling fireballs, and 'dispel' or 'antimagic' effects typically do not work because to 'dispel' a person's soul would be a Death effect, not an arcane countermeasure.

Psionic training requires a lot of meditation, introspection, self-discipline, and counts as having another Class if multiclassed, though a mono-class Psion is acceptable as well. (XP required as cleric).
If an experienced character wishes to become a Psion, they may devote any future earned XP into the class and track psychic advancement separately.

To qualify as a Psion one of the following must be true
-Trained by the ascetic psychic monkeys of Aakasa Parvat or similar locale
-Infested by a Conqueror Worm, currently or previously
-Made empathic contact with BLACK_SWAN
-Survived mental contamination from the Idea of Thorns in its degraded lunar state
-Survived electrical puppetry by a Brain Wasp or KRX.
-Endured nightmare conditioning either via a Saresaren Academy of Thought, a Skull Casket device, or natural exposure to Nightmare.
-Some other niche thing like 'part of a ooze hivemind,' trained in Witness on Hercynia in a game of Lancer, etc etc

Each level gained as a psychic grants a new offensive or defensive mode of your choice, and a random* minor discipline. Every 4th level grants a random* Major discipline.
*Random abilities should be reflavored to be appropriate to the psyche of the character if possible, and rerolled if not.
Each level of Psion adds one point to your lowest score of INT, WIS, or CHA.
Psions can 'sense' psychic activity in their vicinity, similar to smell or hearing. Psionic activity will generally add a 1-in-20 chance of having a psionic encounter to the next encounter check.

Simplified PSI Combat-
Due to the speed of the mind, it takes place before all other actions in a round. Those in a psychic duel 
secretly choose one of the following three actions, rock paper scissors style, even if they do not technically have access to these techniques, and no expenditure of points is necessary:
Psi Blast beats Read Mind. Read Mind beats Focus Thoughts. Focus Thoughts beats Psi Blast. Ties wear down both parties.

  • Psi Blast x Psi Blast- Ego Whip! Each take mental damage= to opponents level and may become emotionally vulnerable due to exposed insecurities and character flaws
  • Psi Blast x Read Mind-Mind Crush! Loser is subject to an Assassination roll, where INT/WIS/CHA mods count as levels. If 'assassinated' loser suffers the second stage of Psi Blast.
  • Focus Thoughts x Psi Blast- Tower of Iron Will! The loser's attack rebounds against them and they take mental damage = to their OWN level
  • Focus Thoughts x Focus Thoughts-Mind Thrust! Each participant has their memory stabbed, forgetting something of opponents choice for 2d4 weeks, and lose 1 point from each mental stat.
  • Read Mind x Focus Thoughts - Id Insinuation! The loser has a secret suggestion/desire implanted in their mind
  • Read Mind x Read Mind - Intellect Fortress! Each take mental damage equal to opponents INT, and both parties learn something about the other (childhood traumas, phobias, motivations, etc)


Attacks-

Without some other mental connection, only Psi Blast functions against those who are not psionic.
Beings attempting to use ESP, mental control, or similar effects via magical means may be attacked by other forms, so long as they have this 'avenue of mental contact.' Similarly, creatures that primarily exist on the dream realm (ghosts, servitors, nightmares, and demons mostly) are usually subject to psionics as well due to their close ties to the collective unconscious and (usually) ability to affect the human mind.

PSI abilities require points of INT, WIS, or CHA to be spent to use. These stats heal at an enhanced rate of 1+Level stat points of your choice after a full night's sleep, and the cost is noted in this form:
Ability (Cost)

Psi Blast (4)- An assault of telepathic visions and feelings intended to overwhelm and disable with confusion and mental overload, in a thin cone of 20' length and 10' width at the end. The saving throw is made at +2 unless eye contact is had. INT and WIS mods both apply to this save. Stat points may not be spent to use this ability if it would take the Psionic under 10 in a stat.
Those hit suffer from 2d4 turns (not rounds) of random effects, determined by turn in noncombat or by round.

1-Fear, run away at speed blindly screaming, cower if cornered, for the remainder of the duration.
2-Faint/KO/Sleep, helpless until they wake after a turn.
3-Stupefied, stand dazed, -4 AC if attacked, doesn't do anything meaningful, might experience delusion
4-Berserk Fury, attack nearest creature, free to prioritize enemies if there is the option

If Blasted again in the above states, the effects of a failed save worsen to
1-Brain exploded
2- Mentally trapped in Nightmare, body remains in the waking world
3-Gain two Insanities, after 1d4 weeks save again or permanent
4-Psionic Burnout, INT and WIS 3, no psionics, miracles, personality, or wizard business until Restored

    Mind Thrust (1)- A focused and highly deft psychic assault attacking memory. Failing a save may disable one psionic ability for 2d4 weeks or cause a single idea, person, ability, skill, etc to be forgotten about for a similar length of time.
    Ego Whip(2)- Attacks the sense of self either by exploiting insecurity or aggrandizing arrogance, seeking to disable by inflicting mental stat damage. Mental Damage on a failed save is equal to the attackers Level, with a bonus or malus equal to disparity in INT/WIS/CHA mods. If a stat hits 0, apply Psionic Burnout from the Psi Blast chart (resetting the broken stat to 3).
    Id Insinuation (3+)- Attempts to seize control on a failed save by supplanting other desires at a subconscious level. Cost is 3 to add a desire to take a single action to the subject of a failed save, adding the HD of the target as a bonus cost if the actions are strongly against the nature of those controlled. If target has one of their mental stats at 3 or less, they may be completely controlled without expenditure, but are clearly puppets.
    This and Ego Whip are the standard weapons of dream entities that seek to exploit character flaws and possess bodies, but this is typically represented via a simple Charm effects to avoid overcomplication.
    Psychic Crush (3)-On a failed save, attempts to instantly overwhelm a target by amplifying any mental weakness, incongruity, dissonance, etc to lethal levels, inflicting the second stage of Psi Blast, with success chance equal to 50% +/-5% per difference in Psion level of attacker/defender, with INT/CHA/WIS mods counting as Levels. However, any mental defenses cut this chance down to 1/3rd of normal.
    Against things like demons and nightmares, this is akin to an Exorcise or Banishment effect, and is the choice of psychic ghostbusters, but it is also a common 'finishing blow' for experienced and merciless  psionic duelists.

    Defenses-

    All provide a +4 to mental saving throws and a halving of any mental stat damage taken, both against explicitly psionic abilities and most other mind-menacing threats encountered in adventuring. When keeping them up passively, the cost is measured in Turns, not rounds, but in psionic combat it is by round.

    Mind Blank (1)- By clearing ones mind, one becomes 'invisible' to psychic probing... though much like real invisibility, this is not foolproof. It makes one undetectable to assorted psionic disciplines, but does not halve mental damage taken. It is disrupted by extreme sensations like agonizing pain, overwhelming fear, etc (certainly any effects from Psi Blast) and is better for stealth than combat. This is a common Void Monk technique
    Thought Shield (0)-A natural state which the mind shifts to not think about certain things while revealing others, seeking to accept but divert mental intrusions into safer regions of thought and outlast and exhaust attackers. It reduces damage taken, duration of ill effects, and any other relevant numerical perils to 1/3rd and triples the psionic cost of ongoing effects (like Id Insinuation), but actually gives the user a Penalty to saving throws (-4) instead of a bonus against other Psi Techniques.
    Mental Barrier (1)- By focusing on one thing only, only that thing is subject to attack. However, the subconscious may prove a backdoor to this method of mantra-like thought repetition, and it is specifically not effective against Id Insinuation and other Charm-type effects.
    Intellect Fortress (2)- Defending with facts and logic is effective so long as the reasoning is sound enough to resist attacks in kind, and stable enough to resist undermining by emotions. Can shield those you can communicate with, to talk them out of problems. Automatically passes mental saves for yourself and those you rationalize to IF your INT is higher than the attackers.
    Tower of Iron Will (3)- Nuh uh! With pure mulish denial, automatically pass saves, and shield those adjacent with this unyielding determination. Towers may soar beyond reach for a while, but collapse eventually.

    Disciplines

    Minor-

    1. Telepathy(1)- Allows mutual, consensual mind-to-mind communication with other living beings, and searching for, detecting, and identifying sought-for beings at a distance of about 50' per round of searching. About one question can be asked/answered per point expended.
    2. PSI Blade(1)- A general term for physically manifested violent, short range forces that are the equivalent of a melee weapon of +1 enhancement for every 3 levels of the psionic (round up).
    3. PSI Soothe(X)- The sympathy most living beings have leads to psionic healing being common.
      HP may be healed at a rate of (1) per 3HP, stat damage at (2) per lost stat point, sensory damage for (6) points, diseases for (9) points, poisons for (12) points, and level loss for (15) points.
    4. ESP(2)- By concentrating for a Turn on one person or in one direction, surface thoughts of people may be spied upon. This also establishes a psionic connection to non-psychics, allowing attack techniques to be used upon them.
    5. PSI-bernate (6)- The Psion may enter a state of suspended animation, appearing dead and not requiring food, water, air, etc, and not aging, and being solipsistic isolated within their own dream realm. They are self-hypnotically programmed to awaken either after a set amount of time, or upon a trigger condition. This is a common Aakasa Parvat technique.
    6. Mass Equilibrium (3) Communication with the earth elementals within things allows almost all weight to be removed from objects and people for 1 turn. This allows lifting heavy things (oversized items used as weaponry deal +1 damage per level of Psion), feather falling, levitation without propulsion, and crossing quicksand, water, tightropes, branches, etc with ease.
    7. PSI Conquer (3)- This is the the discipline associated with Conqueror Worms, and is a wide range of mental 'waves' broadened to work without close psionic contact as is normally required. It is conveniently color coded, as are the Conqueror Worms themselves. Upon a failed save, the following effects can be enforced, costing 1 point per round. Typically, only one mode is initially mastered, with other modes requiring experiencing the appropriate mental states in extremis, or eating more Conqueror Worms.
      • Red- Incites target to bestial rage, attacking whoever is closest.
      • Orange- Temporary insanity, believing a delusion chosen by the caster and acting accordingly
      • Yellow- Incites target to drop whatever they are holding and flee at maximum speed
      • Green-Hallucination, seeing whatever the Psion places in their mind and reacting as if it were real.
      • Blue- Puts target into a sleepy daze, unable to take action and suffering -4 AC
      • Violet- Stat damage as per Ego Whip or amnesia as per Mind Thrust.
      • Magenta- Brainwashed into helpful friendship, as per Charm Person.
    8. Empathy Projection(3)- Psionic projects their own feelings into those nearby (5' radius per level), letting others feel their own fear, hunger, rage, fatigue, pain, hatred, curiosity, love, peace, madness, etc. This may trigger morale checks (with varying outcomes) or more extreme states depending on the Psionics own state, spreading any supernatural effects such as Charm, Fear, etc. This is the discipline associated with BLACK_SWAN and generally leads to mutual understanding.
    9. Psychometry- (1) Allows learning about the owners of an object by handling it, revealing their identity, meaningful life events, notable uses of the object, and eventual fate, with each question to be asked costing an additional point. This is done by subconsciously communing with ghosts, the subconscious nature of contact shielding the psychic from undead possession.
    10. PSI Invisibility(3)- A misnomer, this is actually more like the ability to be beneath conscious notice. It lasts 1 turn, and only affects equal or lower-HD targets when compared to the Psion's level.


    Major

    1. Borehole (10)- Allows opening the Gates of Horn and Ivory and entering the Dream Realm, allowing others to come with. Entering a living mind leads to their psyche, while the dead lead to afterlives (or in the worst cases, Nightmare, just as a Nightmare Anchor would.) This technique is not widely taught in Saresare, as it weakens the borders between the Waking World and Nightmare, and is more common among illegal Somnambulist cults than the Academies of Thought.
      This may be used to travel to other worlds when used on appropriate items and otherworlders.
    2. Psychokinesis (3)- Allows the movement of around 10lbs/5kilograms/1 Inventory Slot per level (squared) up to 40.' Duration is based on speed, lasting until the movement is complete or concentration is broken- an item could be levitated very slowly along that distance for up to a Turn, or hurled in an instant.
      Saving throws are allowed if a living being is grasped directly (which holds them in place), and to avoid being squashed by hurled objects. This may be used to block physical attacks by deflecting or stopping bullets and blades either directly or by intervening shields, but the attacker gets a save just as if they were to be grabbed.
    3. Swarm Queen- (10) Allows psionic abilities to target up to 5 individuals simultaneously once activated for the day, with no additional cost. This technique is typically learned by becoming part of a hive mind for some period of time, and leaving with your psyche intact.
    4. PSI Scry(1)- Allows the Psion to cast their mind out to roam the collective subconscious of the dream realm, hopping between mental connections to locate anyone in the world and see through their senses and make psychic contact with them, for good or ill. There is generally a 10% chance per turn of scrying of finding the desired target, doubling with personal acquaintance, and doubling again for a strong emotional bond. Chances are halved if the target is on another plane of existence, and may be blocked entirely by Psi defenses or other means of hiding.
      Those unwilling may force the Psion to expend points equal to their HD to maintain connection, though if simply having their senses shared, they must make a saving throw to even notice.
    5. Sever The Light (5)- A forbidden technique learned from being electrically puppetted by a KRX, the Psion's mind may moves beyond the paradigm of 'souls' and 'minds' and thinks only in terms of physicality and electric meat. With a 10% chance of success per Psion level, this technique renders one immune to any magical or psionic attacks that would affect the mind/soul until they 'reset' after a night's rest. After mastery at 10th level, each level beyond provides a 10% chance per level above 10 to locate and identify any would-be psychic contact, allowing immediate mental counterattacks from an unassailable position.
    6. Omnipresence (10/20)- As the Dream Realm is everywhere, so too can be the Psion, imagining themselves elsewhere and making it so.
      The lesser cost is a personal, short-ranged, safe teleport within 240,' while the higher cost is for a long-ranged, unsafe teleport (as per the spell) that can bring the caster and up to 5 other beings with them. Spending additional points reduces the odds of a teleport mishap by 1% each.
    7. Aura Farming-(15) The Psion may break curses, alter the apparent auras of beings to make them register as other forms of beings (allowing for a chaotic fighter to register as a lawful magic user for purposes of wielding an aligned magic sword, for instance), and identify magic spellwisps, even Cursed ones that normally hide their nature(Identification only costs 2 points). Curses may sometimes even be altered to operate in ways that benefit the accursed, such as a Cursed Berserker Sword instead Berserking those it strikes, rather than the wielder.
    8. Precognition-(X)- By intense cognition, predictive analyses, and so on, a Psion may attempt to 'foresee' the future, with a 1% chance of success per point spent and per level of Psion.
    9. Mind Over Matter-(X) The Psion may instinctively communicate with the elementals that make up the world, allowing them to endure cold, heat, vacuum, pressure, drowning, acid, poison, etc and take no harm. This costs 1 point per level of monster or spell they are enduring, or 1 point per die of damage they would take per turn in the case of more environmental effects.
      The Psion may also alter the properties of materials, making them brittle, bouncy, sticky, fluid, or solid. The effects, size, and cost of this must be ruled by the GM, though typically a save to resist the ill effects should be allowed.
    10. PSI Pyrokinesis(3X)- Agitation of the flame soul within the self and all things can manifest flames. This allows for Pyromancies to be cast at the cost of 3/Spell Level (See Yg-A spell list),
      with a limitation that they take 1 extra round per point required to stoke the hidden flames, -2 rounds per Psion level.

    Thursday, March 20, 2025

    Monks as Fighter Techniques

    I reread the AD&D Monk over Christmas and was amazed at all the sheer janky madness there is. I did think it was pretty cool in general, though the specific details make them headaches and a bit of information overload for starting monks.

    As such, I think Monks will henceforth be 'Fighters,' just with specific 'Secret Techniques' that lean them more monkish.
    Intended monk progression is probably supposed to have them start off more as standard fighters, wearing armor and using weapons, then gaining confidence and technique to discard these, in an amusing reversal of the normal looting cycle. Having bad strength and dex stats can be mitigated by skillful techniques as a monk, while innately good stats are not rewarded.


    While normally fighters may only use 1 technique per level, the following restrictions will unlock  two additional monkish techniques to be learned from the beginning if followed.

    Ascetic-Monks may forsake the accumulation of wealth, accepting no wealth beyond what they can personally carry. They further limit themselves to 5 magic items maximum, which can be weapons, rings, and miscellaneous items that are basically 'worldly' items, ie, ones not too wizardly or divine.
    They still should lay claim to their fair share of items and give them to worthy NPCs, store them in shrines, etc.
    Note that 'Unarmed' combat requires all hands to be free, and combinations like 'unarmed punch and shield' or 'unarmed punch and dagger/pistol' are not allowed except, perhaps, with another secret technique not found here.

    Empty Hand Way- While standard fighters educate themselves in battlefield tactics and strategy, abandoning the training to command troops allows more time to develop personal combat. Monks may forsake the ability to have hirelings(except for the level 1 monks attracted as disciples at level 8), and forsake the default fighter's technique, which allows fighters to make 1 attack per level against HD 1 foes who are leaderless, simulating routing them with superior battlefield tactics like flanking, linebreaking, etc etc.


    The Ranking-
    Monks may forsake the collection of GP to XP and simply level up along with their companions (though they should still take shares, if only to donate them to charity/their old master and school).
    Alternately, their skill could be determined by them defeating foes of appropriate 'Dungeon Level' in singular battle, though this and later iterations of Combat Rating tend to be wildly off base. Still, it's a thought that encourages them to seek duels with worthy foes to prove themselves.
    Upon reaching Level 8, a Monk may seek out one of the Five Dragon Masters (or equivalent, such as a real dragon) and challenge them in single combat. Failure (if survived) will demote that loser to level 7 (halfway to level 8) and allow the winner to either continue trying to ascend to the heights of mastery(allowing the loser to maintain their position), or defend their new ranking from challengers. At this stage, they will attract 1d4+1 followers, +1 per level, and may either take over the temple of the Dragon Master they defeated, or begin gathering funds to build their own temple and take care of their followers in an allowed deviation from the Ascetic restriction.

    1. Disciple-Beginners impressed with a master's martial skills
    2. Novice- Disciples who know enough to know they know nothing
    3. Fist- Upon demonstrating professional competence with weapon and fist techniques.
    4. Foot- As above, but with kicks, footwork, and movement
    5. Hand-  As above, but with open hand techniques and grappling maneuvers
    6. Head Student- Skilled enough to manage a training session of greener students
    7. Sensei- Skilled enough to manage or inherit an existing school, but not develop your own.
    8. 5 Dragon Masters- Skilled enough to defeat a dragon. Those at this level or above are masters of the art. Defeating a Dragon in honorable combat is usually enough to have the rank honorarily bestowed, so the Bai-Szue Empire has many more than 5 Dragon Masters.
      This is the rank at which all 'default' monk techniques will be learned- additional techniques will be necessary to distinguish yourself with your own style.
    9.  Master of the Temples-Skilled enough to crush multiple dojos, defeating every member in search of more esoteric martial arts.
    10.  Master of Masters- An undefeated streak of defeating other Masters will grant this title by reputation.
    11.  Master of the Mountain Peak-Granted to those who have defeated a mountaintop Sword Saint of either the Ina Barrier Peaks, or the Saresaren Leng Plateau.
    12.  Master of the Clouds- Granted to those who have defeated an Ape Sage of Aakasa Parvat.
    13. Master of Fallen Snow- Granted to those who can defeat a Giant of Geatland in unarmed combat.
    14. Master of Fallen Leaves- The title of a monk who has triumphed against an bonsai dryad.
    15. Master of the Aurora- For beating starspawn, moonspawn, or other celestial terrors
    16. Master of the Dawn- for defeating ascended saints of the Solar Celestial Court
    17.  Grand Master of Flowers- The title of a monk who has attained perfect harmony with nature
    18. - At this stage, the competition is entirely inhuman. Rumors of mad Alves, the Saint of Blades, ancient demons, grandmasters who continued training beyond death, and worlds beyond this one are pursuits that will take seekers beyond myth and legend and into infinity.

    High Temple of The West Winds
    Saresarens here, sometimes called 'Dervishes' by idolatrous Mercian barbarians, train in high mountain temples that overlook the bleak deserts below. They are known for wearing blue and white silks, with long sleeves and scarves, and dual wielding scimitars rather than focusing on unarmed combat. They, like the Silk Wizards of the region, place high importance on fasting, mental discipline, and ascetic avoidance of luxury and comfort, and their techniques have spread throughout the world from ancient times.

    • Eternal Pure Mountain Dew**&- The secrets of health may be developed by physical and mental discipline, diet, and exercise, granting the monk immunity to Haste, Slow, and Disease.
      At level 6, a monk may meditate so deeply as to appear dead- they will endure conditions like extreme cold, starvation, etc during this state as if exposed for only 1/10th the time.
      At level 11, immunity to Poison is gained.
    • Contempt Of The Wind*- Nonmagical missile attacks (arrows, thrown weapons, etc) may be saved against to be avoided, and explosions such as fireballs and dragon breath that allow a save for half damage may be entirely avoided upon a successful save.
      At 9th level, even on a failed save, such attacks still only deal half damage.
      *=Not compatible with body armor
      **=Ascetic
      &=
      Not That mountain dew... unless...?


    Void Monks
    The most notable temple is in Oroboro, though they pop up all over the world. These techniques are characterized by detachment from so-called 'reality' and are just as effective when used by the decrepit and weak. The branch in Oroboro, founded by Bers, who studied under Sa, is known for utilizing Brain Wasps to pith their brains and serve as the wardens of accursed silver swords that contain the Hatecubi of Isfrix. In the 6th age, they ideologically decay into a mercenary company no longer aiming to remove suffering and attachment, but only using their skills for worldly pursuits.

    • The Empty Fist- This technique increases unarmed damage from the default 1d3 as levelling continues. STR no longer affects to hit or damage, but if melee weapons are used, weapon attacks deal +1 damage per 2 levels, rounded up.
      You may also attempt to Open Locks as a Thief by striking them.

      Unarmed Damage by Level
    1. 1d3- Additionally, blows that exceed target AC by 5 or more stun
    2. 1d4   those struck by the Empty Fist, as their senses are temporarily discombobulated.
    3. 1d6   They are disoriented and unable to act for 1d6 rounds, and suffer a -4
    4. 1d8   AC penalty due to blindness and stun for this duration.
    5. 2d4  The Empty Fist can also apply this sense-blocking on willing targets.
    6. 1d10
    7. 1d12 At level 7, the Void Fist is learned. Stunned targets have a 20% chance to
    8. 2d6  be immediately slain, +1% per level over 7, -1% per point of AC. Such targets may implode,
    9. 3d4  be slain by pressure points, or suffer other ghastly demises depending on the monk's style.
    10. 3d4
    11. 4d4
    12. 4d4
    13. 5d4 At level 13, Hollow Quivering Palm is learned. Once per week (more kills the monk at the
    14. 5d4 conclusion of battle) they may activate this technique- touching their target within 3 rounds
    15. 6d4 allows the monk to slay the target immediately, or within 13 days, so long as they are not
    16. 5d6 undead, only hittable by magic weaponry, or exceed the monks HD or have over triple HP.
    17. 8d4
    •   The Empty Mind**- Void Monks first learn to empty their mind, and later, may actually empty their head literally by destroying the brain. They enjoy grants a +4 Bonus to save against ESP, Charms, psychic blasts, etc.
      If the brain-removal ceremony is completed, the monk becomes wholly immune to psionic phenomena, including the control of Ego weapons, Geas and Quest, and those who make mental contact must save or be shocked catatonic for 1d6 days, or have their own mind read by the void monk (monks choice). This ceremony is risky (Save vs Death to survive) and so is typically put off until detachment from life or death is achieved.
      **Requires adherence to the Ascetic code of detachment
    • Blindfighting*- Void Monks learn to fight blind, each significant battle reducing either the AC or the To-hit penalty by 1 (requiring a total of 8 such fights). Upon mastery, the Monk's senses are so honed that they can hear heartbeats, echoes, feel disturbances in the air, etc etc, that within a range of 30', they are perfectly aware of solid objects, enemies, etc.
      Due to the eerie senses granted, you may Detect Traps as a thief would, and Disarm some by striking their mechanisms with vibrations (others must be problem-solved away normally).
      *=Not compatible with body armor
    • Void Cut- By forming vacuum vortexes, hypersonic blood flicks, qi-blasts, ranged attacks may be made. These attacks are made as per thrown spear range, but never deal any special damage or effect beyond 1d8+X, regardless of weapon, technique, personal prowess or strength, etc and can only strike normal weapon-immune monsters if enough levels are had (4 for each +1 required).
      These attacks, like Empty Fist weapon use, deal +1 damage per 2 levels, rounded up.


    Monkey Style- So taught by the apes of Aakasa Parvat. An ancient unarmed style practiced by gorillas, technically, the term 'Monkey Style' is a derogatory one used to describe schools that what would in the USA be called a 'McDojo.' Such inferior techniques (Lacking Ascetic or Empty Hand Way to unlock extra technique use) are oft taught by wicked Baboons in the deserts and jungles of the Saresaren/Yuba border. Thanks to these inferior yet more well-known schools, the term became so cemented in Common that it cannot be escaped, being the very source of the term 'Monk,' and these copied techniques spread across the world under a variety of different names.

    • Thousand Falling Petals*-This technique allows for extra unarmed attacks to be made each round, every 4 full levels allowing for one additional attack. Apes and/or multi-armed beings of the original teachings can make a claw/claw/bite attack from the very start of their career, but humans are not so lucky. Variants exist among Bonsai Dryads known as Thousand Autumn Leaves and Thousand-And-One Needles, and variants throughout the world, such as the Thousand Beaks of Revel Shrike-and-Branch style can be found also.
      Variants that do work with with weapons and armor are slower than unarmed attacks, allowing for 1 extra attack every 5 full levels instead of 4.
      *=Not compatible with body armor
    • Speak No Evil**- unknown to the pretender schools, the empathy towards all life practiced by the apes eventually blossoms into the ability to speak with all animals at Level 3, and all plants at level 8.
      Due to the careful thought put into making noise, you may Move Silently, Hide in Shadows, and Hear Noise as per a thief.
      **=Ascetic



    Elvish Blade Dancing-
    Ironically, has been out of favor with elves since the 3rd age, but humans still sometimes learn it from elves... or goblins. No armor may be worn when performing either technique.

    • Dry-Rain-Dancing-  Grants +1 AC per level, base 10. Dexterity modifiers do not apply, for better or worse. Also grants +15' movespeed, and +5' more per additional level past 1.

    • Swallow-Perches- This allows standing, running, and fighting upon objects as though you weighed only as much as a small bird.
      You may Climb Walls as a Thief.
      Falls  count as 20' less if there is anything within reach to break your fall- tree branches, cliff faces, etc. At 6th level this increases to 30' and an additional 5' reach is granted.
      At 13th level, safe fall distance is infinite, the technique is typically called Meteor Walking, and and additional 10' reach is granted.