Friday, July 9, 2010

Endless Blue - Week 28 - The Culinist, Farmer of the Fathoms

Sociology

Culinist — Farmers of the Fathoms

Culinists are the farmers of the fathoms, wielding aquaculture to produce consumable bounties for piscean life to thrive.  Through cunning manipulation of kelaguen — the tiniest wonder fungi — they can fertilize barren silt, ferment the ubiquitous ricelqua into alcohol, and infuse the unremarkable acari fruit with wonders of magic.

They cultivators of magic in the truest sense — they raise crops infused with magic.  The fruit of their art can impart spells upon the consumer much like drinking a magical potion, but only after harvest has produced the ripened bevy.

Aquatic fungi have been used for millennia as a supplement to aquacultural endeavors, improving soil content so that greater yields could be harvested.  The concentration on this “wonder yeast” — called kelaguen — led to curious pisceans experimenting with the fungi, cultivating it much like a packbreeder would pedigree his animals.  This led to the invention of leavened bread that used the acidic properties of the acari fruit to not only activate the kelaguen but to generate heat enough for baking and brewing through an exothermic chemical reaction.  Generations of tinkering with the kelaguen strains has led to a plethora of distinctly different kelaguens, each strain individual to the culinist who cultivates it.

Adventurers
:  The adventuring culinist is an exercise in logistics.  He needs to prepare ahead of time to have infused acari fruit on  hand during his travels, where he cannot bring his crops along with him (at least not without significant arrangements to drag a hydroponics garden).  Spending any length of time away from their fields demands that culinist stock pile their infused fruits, which in turn requires the forethought of choosing which spell to till into the soil.

Alignment:
Those that can plan out events in the long term and co-ordinate their time make the best culinists because they can make the most out of the convoluted process, but they do not need to be lawful to utilize the class’ abilities.

Culinists in the Known World

Culinists can be thought of as harvest mages, requiring a crop to reach ripening before it can harvest the fruit of its efforts.  Some travelling culinists have taken to carrying potted acari plants with them so they might ply their trade while away from their fields.  Otherwise, a culinist needs to pay close attention to the ripening of his stock and make sure he has seeded his infused bounty in the most opportune order.


GAME RULE INFORMATION

Culinists have the following game statistics.

Abilities:
Intelligence is the foremost statistic needed for the culinist, for it grants bonus spells as well as heightens the class’ core skillset, but the manual labor entailed in aquaculture requires a decent Strength scores, and a strong Wisdom is essential for noticing the tiny signs given by ripened fruit.

Alignment:
Any.
Hit Dice:
d6.
Starting Funds: 8d4x20gp.

CLASS SKILLS

The culinist’s class skills (and key ability for each) are Climb (Str), Craft (alchemy) (Int), Jump (Str), Knowledge (Int), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at Each Additional Level:
4 + Int modifier

CLASS FEATURES

All of the following are the culinist’s class features.

Culinist Class Abilities Chart

Level BAB Fort Ref Will Feats Spells per Day Kelaguen *
1 +0 +0 +0 +0 Arcane Infusion, Cultivator A/2 2
2 +1 +0 +0 +0
A/3/0 3
3 +2 +1 +1 +1
A/3/1 5
4 +3 +1 +1 +1 Poison Resistance A/3/2/0 7
5 +3 +2 +2 +2 Bonus Feat A/3/3/1 10
6 +4 +2 +2 +2
A/3/3/2 12
7 +5 +3 +3 +3 Extended Freshness A/3/3/3/0 15
8 +6/+1 +3 +3 +3
A/3/3/3/1 19
9 +6/+1 +4 +4 +4
A/3/3/3/2 23
10 +7/+2 +4 +4 +4 Bonus Feat, Rapid Ripening A/3/3/3/3/0 27
11 +8/+3 +5 +5 +5
A/3/3/3/3/1 32
12 +9/+4 +5 +5 +5
A/3/3/3/3/2 37
13 +9/+4 +6 +6 +6 Succulent Flavor A/3/3/3/3/3 42
14 +10/+5 +6 +6 +6
A/4/3/3/3/3 43
15 +11/+6/+1 +7 +7 +7 Bonus Feat A/4/4/3/3/3 45
16 +12/+7/+2 +7 +7 +7 Preserved Fruit A/4/4/4/3/3 48
17 +12/+7/+2 +8 +8 +8
A/4/4/4/4/3 52
18 +13/+8/+3 +8 +8 +8
A/4/4/4/4/4 57
19 +14/+9/+4 +9 +9 +9 Bountiful Harvest n/a +Int mod
20 +15/+10/+5 +9 +9 +9 Bonus Feat n/a +Int mod
* — Add the appropriate number of doses for bonus spells due to high Intelligence when they first become accessible.

Weapon and Armor Proficiency:
The culinist is proficient in all simple weapons and light armor.

Cultivator:
At 1st level the Culinist gains the ability to produce amounts of kelaguen for infusion with spell energy, called a dose.  The Culinist can generate a number of doses equal to the number of spell levels he can normal cast in a day, and infusing a spell into the kelaguen requires a number of doses equal to the spell’s level (cantrips use so little kelaguen that they can essentially be infused with trace amounts and do not influence the number of doses a culinist can generate).  This kelaguen is living and volatile, and if the kelaguen is not utilized within 24 hours the batch of doses dies.  Luckily the base culture of kelaguen can be used again the next day to generate a new batch of doses.

Arcane Infusion:
Culinists do not cast spells as do normal spellcasters.  Instead, they infuse the potential of a spell into an acari plant via special fertilizer ingredients, notably their strain of kelaguen yeast. The process of infusing the kelaguen with spell energy takes the same time as if casting the spell, and the culinist must possess all the necessary components at the time of infusion.  Multiple spells cannot be infused into the same plant unless it is the same spell, and the plant will yield a number of infused fruit equal to the number of spells infused into the kelaguen.

The acari plant requires a day per spell level to successfully grow fruit infused with the intended spell.  Picking the fruit before or after this specific window of time results in the immediate loss the infused spell.  A culinist can tell if the time is right (or wrong) to pick an infused fruit by making a Spellcraft check at a DC of 15 plus the level of the infused spell.

The end result is that infused fruit are effectively potions of the desired spell, but have a limited amount of time to be used before spoilage (base of one week minus a day per spell level, minimum of one day).  Acari fruit infused with cantrips last a full week before spoiling.

Culinists draw from a limited list of spells.  In order for a spell to be eligible for infusion into acari fruit, it must have a target of self or creature touched (all spells on the Culinist spell list share this aspect).  This generally relegates their repertoire to supplemental and buffing spells, but offensive touch spells, such as enervation, can be infused.  Such “negative effect” fruit are not normally created, but under the right circumstances (such as being used in baiting a trap for large, dangerous game) they can come in handy.  Culinists receive bonus spells from a high Intelligence score, and must have an Intelligence score at least equal to 10 plus the level of the spell to be able to infuse their magic (Int 10 for cantrips, Int 11 for 1st level spells, etc.)  The Difficulty Class for a saving throw against a culinist’s spell is 10 plus the spell’s level plus the culinist’s Intelligence modifier.

As culinists gain new levels, they may pick two new spells from their spell list to add to the pool of magic they can infuse into acari.  These spells can be either from the highest level of spells the culinist has access to, or he  may chose from levels already attained. 

Detect Magic
, Spellcraft, and Infused Fruit

To the untrained eye, an infused acari fruit looks no different than a magic-less one.  These gelatinous, palm-sized seedless fruit are greyish in colortion, with a relatively thick, rubber skin that holds the semi-solid pulp.  However, under the effects of a detect magic spell, infused fruit appear vivid and colorful.

Infused fruit will radiate an aura under detect magic, its coloration tied to the school of magic to which the infused spell belongs.  Rawer fruit that has not fully infused will appear tinged with burgeoning color, while over-ripe fruit will appear mottled and darkened.  A properly rip fruit, with the kelaguen fertilizer fully active, will appear as swirling motes of glowing energy, spinning and dancing around in the jelly-ish medium of the fruit.  The shape of these kelaguen and the pattern of their movement are individual to the culinist whom grew them, and often once the culinist has garnered enough renown then connoisseurs and gourmands can recognize the patterns and appreciate the beauty as they consume their meal.

Fresh kelaguen appears like a glassy dust, glossy and lustrous, light shining through every grain with a brilliant gleam.  Once infused, that glassiness is richly glazed by the appropriate color, and when mixed into the soil of the acari plant gives the dirt around it a slight tint.

These facts can be used to determine the spell infused within the kelaguen/acari.  A Spellcraft check can be used when the fruit was either not created by the culinist possessing it or when the culinist cannot remember on his own.  This process is exactly the same as identifying an unknown magical potion.

Poison Resistance:
Through trial and error producing infused acari fruit, a culinist often times makes mistakes in cultivation and produces poisoned food incapable of being digested.  After repeated digestion over a long period of time, these “mistakes” help build up a tolerance in the culinist.  At 4th level, the culinist has by happenstance cultured a strain of kelaguen in his digestive track that gives a bonus to saves against poisons equal to his current level.

Bonus Feat: Culinists gain a bonus feat at 5th level and again 10th, 15th, and 20th level.

Extended Freshness: By using twice the normal doses of kelaguen in the fertilizing stage, a culinist can produce infused acari fruit that resist the putrification process.  These infused fruit maintain their potency for twice as long as normal (one week minus one day per spell level, multiplied by two, for a minimum of two days).  Cantrips so treated will last for two full weeks before becoming inedible.

Rapid Ripening:
By using twice the normal doses of kelaguen in the fertilization stage, a culinist can produced infused acari fruit that ripen more quickly than normal, cutting the time needed before harvesting in half (one day per level of the spell, divided by two, minimum one day).  This class ability can stack with Extended Freshness, requiring a cumulative three times the doses of kelaguen as normal.

Succulent Flavor:
By using twice the normal doses of kelaguen in the fertilization stage, a culinist can produced infused acari fruit that are more potent than their normal infusions.  These infused fruit are so potent that any variable in the spell description is maximized.  This class ability is stackable with Extended Freshness and Rapid Ripening, and increases the number of required kelaguen doses as expected.

Preserved Fruit:
Used in conjunction with Extended Freshness, a culinist may spend three times the normal dose of kelaguen (normal dose, + extended dose, + preserved dose = x3) to change the number of days an infused fruit stays edible into the same number of weeks.  This class ability can stack with Rapid Ripening and Succulent Flavor, increasing the number of kelaguen doses required to up to x5 for all abilities.

Bountiful Harvest:
At 19th level, the culinist has mastered every nuance of aquaculture and can coaxed the finest and most plentiful fruits from his orchards.  The culinist is no longer limited by the number of spells per level listed on the chart above, and can choose to exceed those limits when fertilizing.  However, he is still limited by the number of doses of kelaguen he can produce in a day.  For example, the culinist could produce nothing but six fruit, all infused with 5th-level spells, by substituting 5 doses of kelaguen that he would normally spend on 1st level spells (or any combination of 1st through 4th level spells) for each of the 5th level spells.

Alternately, he could choose to infuse more than one spell into a fruit.  For example, he could infuse five (different) 1st level spells into a single fruit.  There is no limit to the number of spells he can infuse into a single fruit except the number of spell levels infused cannot exceed the number of doses the culinist can generate.  The culinist needs enough time to infuse the kelaguen with all the required spells, essentially casting one after the other into the kelaguen.  The time needed to harvest these “multi-fruit” is determined by the total number of spell levels of all the involved spells.  The duration of the spell effects is determined by the spell with the shortest duration time.
“We thank you for the beauty and the bounty, the flavor and the favor,
the living and the life that will let us live for another day…”
– An Olyhydran grace

Friday, July 2, 2010

Endless Blue - Week 27 - The Packbreeder, Master of Beasts

Sociology

The Packbreeder -- Master of Beasts

The packbreeder is a master of beasts, raising and training animals of all kinds to fulfill the needs of Elquan society.  These animal servants either perform menial or back-breaking toil or serve as sources of nourishment for the local populace.  Other creatures get trained as beasts of war, massive slabs of muscle and bone frenzied into killing machines and then let loose on the enemy's forces.

Adventurers:  Packbreeder adventurers are a bit of a contrary folk.  The require the heavy resources of a base of operations to raise and breed their animals, but also need the wanderlust of travel and danger of combat to hone their warbeasts.

Alignment:  There is no intrinsic alignment required to become a packbreeder.  The morality of using animals for your own needs aside,  packbreeders range the whole spectrum of alignments.  Alignment is more a function of the society the packbreeder was brought up in than any ethical requirement; if the society expects kind behavior towards animals, the packbreeder's methods will need to match those expectation or else face backlash from offended locals.
            There are as many methodologies for packbreeding as there are cultures.  The Lumulus are very systemic and calculating, requiring near perfect results in as few generations as possible.  Chelon packbreeders focus more on appearance and lineage than brute strength.  And Yaun-Teel are notorious for the cruelty, and are the only culture that allows packbreeding of intelligent races.

Packbreeders in the Known World
            Packbreeders are perhaps the most common occupation short of warrior and farmer, and many times overlap with both.  The need for manual labor is intense, and a skillful  packbreeder can provide for those needs and make a good living.  Quality pack animals, livestock, and other beasts of burden can bring in premiums when a packbreeder's reputation proceeds him.

GAME RULE INFORMATION
Packbreeders have the following game statistics.

Abilities:  The most important skills for the packbreeder are Charisma and Wisdom.  They must have the social magnetism to draw loyalty from their beasts and the willpower to dominate them when his position as pack leader is challenged.

Alignment:  Any.
Hit Dice: d6.
Starting Funds: 5d6x10gp.

CLASS SKILLS
The packbreeder's class skills (and the key ability for each) are Bluff  (Cha), Concentration (Con),  Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str),  Knowledge (animals) (Int), Listen (Wis), Profession (animal husbandry) (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

CLASS FEATURES
All of the following are the packbreeder's class features.

Packbreeder Class Abilities Chart
Level
BAB
Fort
Ref
Will
Pet
Companion
Livestock
Warbeast
Feats
1
+0
+0
+0
+0
1

1

Wild Empathy, Animal Servant
2
+1
+0
+0
+0

1


Animal Leadership
3
+2
+1
+1
+1


1
1
Pack Dominance, Selective Breeding
4
+3
+1
+1
+1
1




5
+4
+2
+2
+2

1
1


6
+5
+2
+2
+2




Leadership
7
+6/+1
+3
+3
+3
1

1
1

8
+7/+2
+3
+3
+3

1



9
+8/+3
+4
+4
+4


1


10
+9/+4
+4
+4
+4
1




11
+10/+5
+5
+5
+5

1
1
1

12
+11/+6/+1
+5
+5
+5




Bonus Feat
13
+12/+7/+2
+6
+6
+6
1

1


14
+13/+8/+3
+6
+6
+6

1



15
+14/+9/+4
+7
+7
+7


1
1

16
+15/+10/+5
+7
+7
+7
1




17
+16/+11/+6/+1
+8
+8
+8

1
1


18
+17/+12/+7/+2
+8
+8
+8




Bonus Feat
19
+18/+13/+8/+3
+9
+9
+9
1

1
1

20
+19/+14/+9/+4
+9
+9
+9

1


New Species
Weapon and Armor Proficiency:  The packbreeder is proficient in all simple weapons and light armor.

Wild Empathy:  Packbreeders can influence the mood of natural animals.  This works like a Diplomacy check, based the packbreeder's level modified by his Cha modifier and the result of 1d20.  The ability only works when within 30 feet of the subject animal, and the animal and packbreeder must be able to study each other for at least a minute (longer study provides no benefit).  This ability can be used on magical beasts with Intelligence scores of 1 or 2, but it incurs a -4 penalty to the check.

Animal Servant:  The essence of the packbreeder class, packbreeders can gain animal servants of various types to carry out the breeder's will. There are four types of animal servants:

            Pet -- These servants provide little use other than the pleasure they bring to the packbreeder, be it in playfulness, coloration, or rarity.  While they can perform a few minor tricks like begging for scraps or playing fetch, pets cannot perform any significant task or participate in combat.  Treat this as if the animals are only capable of learning Handle Animal tricks with a DC of 15 or below.
            Without supervision, these animals tend to wander off and get lost.

            Companion -- This type of animal is the equivalent to a wizard's familiar or a ranger's animal companion.  It can communicate primitive feelings and basic information such as direction to its packbreeder master.  Companions are capable of participating in combat, but generally expect preferential treatment over the other types of animal servants and only be asked to risk their lives in the most dire of emergencies.  See Animal Leadership below for more details.

            Livestock -- These are the domesticated animals that take part in the everyday life of Elqua, such as farm animals, mounts, etc.  These animals are extremely docile and tend to favor flight when panicked unless the packbreeder or an alpha animal is present.  One benefit of livestock is the production of food.  Some animals, with a modicum of preparation, can be brought along on with a packbreeder as he wanders, providing eggs, milk, or in very dire situations, meat (this is the number listed in the chart above; otherwise, there is no limit to the livestock a packbreeder can care for).  The drawback is the need to provide food, shelter, and protection for the livestock to live long enough to produce their supplementary foodstuffs.  The trade-off comes that animal feed tends to be cheaper than the cost of feeding adventurers, at the cost of needing to account for that extra needed feed.

            Warbeast --  These are dangerous, wild creatures, capture and trained for combat.  They require massive amounts of food applied in controlled manner to maintain handler’s status as leader (a grazing warbeast will soon realize it does not need to depend on a handler for sustenance).  A packbreeder can control a number of warbeasts (dependent on his level) that have a combined HD no greater than his current level.  Example: A 20th level Beastmaster can have a maximum of 5 war beasts whose total Hit Dice cannot exceed 20.
            Further, war beasts are capricious and jealous of other war beasts, needing to frequently challenge each other for favored status with the packbreeder.  They will defer to their packbreeder's companions (animal companions or piscean ones), though they will not show any loyalties to them.
            See Pack Dominance below for more details.

Animal Leadership:  The packbreeder gains the ability to have multiple animal companions/familiars.  These companions act as both, giving the packbreeder a initial bonus, then benefiting themselves according to the packbreeder's level.
            Packbreeders gain their first companion at 2nd level, then another at every three levels there after.  The companions is limited to creatures of the animal type, and whose total Hit Dice can never exceed one-half the packbreeder's current level.  These companions cannot be dismissed like familiars can, but in the event a companion dies the packbreeder can cultivate a new companion.

Class Level
Natural Armor Adj.
Bonus Tricks
Special
2nd-3rd
+1
1
Link, Alertness
4th-5th
+2
2
Evasion
6th-8th
+3
3
Devotion
9th-11th
+4
4
Multiattack
12th-14th
+5
5
Speak with Master
15th-17th
+6
6
Empathic Link
18th-20th
+7
7
Improved Evasion

Pack Dominance:  A creature must be mentally bested before it will become a warbeast.  It is the act of succumbing to the packmaster's will that imprints him as the alpha beast on the animal.  The packbreeder makes an intimidate check with a bonus of 1/2 his packbreeder levels.  The beast must then make a Will save against that result.  Success means the beast ignores the packbreeder's mental domination and instead becomes hostile; failure means the beast succumbs and recognizes the packbreeder as the pack leader.  However, warbeasts will forever be on the look out for signs of weakness in their leader, and jump on any opportunity to capitalize on the slightest mistake.
            Pack Dominance can be used on any animal, beast, magical beast, or single vermin with a total Hit Dice equal to half the current packbreeder's level.  They are controlled by an applied use of the Handle Animal skill, and must maintain concentration while the warbeast performs the act (multiple warbeasts completing separate acts can be controlled simultaneously with a single roll).
            A warbeast can be dismissed by another Pack Dominance roll, but unless warbeast fails by 10 or more it will become violent, attacking the packbreeder in retaliation, or the nearest creature it sees as a lesser member of the pack.  The newly freed ex-warbeast will flee if faced with death, but may eventually track down the packbreeder in the future to regain its place in the pack.

Selective Breeding:  Starting at 3rd level, whenever a packbreeder is allowed a new animal servant beyond his first of that type, he may choose to have it be a new generation of an existing animal in his pack of the appropriate type.  For example, a packbreeder with a delphis livestock would have the offspring of that delphis as his second livestock animal servant.  This represents the effort spent in selectively breeding certain intended traits into the animal paying off in a new generation of transitional animal.
            The benefit of this is that the new generation can have higher stats than the original animal.  The packbreeder gains an number of points equal to his Wis modifier to be added to the second generation's stats, hit dice, saves, skills, and/or natual armor.  Only one point can be applied per statistic in a generation (but successive generations can apply points to the same statistics).  This process can be repeated every time the packbreeder is allowed a new animal servant of that type, with the effects becoming cumulative.  For example, a third generation delphis starts out with the stats of the second generation before it, then gets the five points of stat increases applied.
            Note that limitations such as maximum Hit Dice for an animal servant type must still be observed.

Leadership:  At 6th level, packbreeders gains the Leadership feat.  Usually this is when a packbreeder takes on an apprentice packbreeder as their cohort to pass on the trade.  The followers gained from the feat are typically relegated to maintaining the packbreeder's farmlands and remaining livestock that is not brought along while adventuring.

Bonus Feat:  Packbreeders gain a bonus feat at 12th, and again at 18th level.

New Breed:  The pinnacle of packbreeding skill is the selective breeding of one species into a new breed.  At 20th level, an animal of at least fifth generation can become a new, self-sustaining breed.  The packbreeder may replace some or all of its animals servants of that type with this new breed (the precursive generations being put out to pasture), which retroactively gain all the benefits from the animal servant class ability.  Hit Dice limitations for animal servant type must still be observed.
 
"The primitive beasts of the wild find benefit in domestication.
The fear of starvation is eradicated, and the cost is simply their supplication."
-- A somewhat totalitarian view of packbreeder philosophy