V. Marco teórico
5. Estudio de mercado
5.10 Estudio Financiero
The Japhinian dynasty is a nightmare to many honest (and otherwise) seagoing merchants. This ex- tended family of half-orc sorcerers is reputed to have somehow gained their powers from Kadum’s blood or some other “unnatural” means. Whatever the source of their power, they rival the sea witches in their ability to assist sailing vessels. The difference is that they prefer to use their powers to aid piracy, and hire out to pirate crews for a high price.
The origins of the Japhinian dynasty lie in the days of the Ledean Empire, when older islands rose above the waves. The empire used those islands as a penal colony, where prisoners were abandoned to fend for themselves. The inhabitants who sur- vived bred among themselves and developed strong clannish groupings — and many turned to piracy. Among these inhabitants were
the members of the Japhinian dynasty, those with the blood of orcs and sorcerers, out- cast by the p a r a n o i d M a n g a r i t h - Khuul dynasty. The Japhinian dynasty is one of a very few that have survived to the present day; they were at sea when Kadum was chained to the bottom
of the ocean, and thus survived his thrashings that destroying the old islands and kicking up their new home of the Toe Islands.
The Japhinian dynasty emphasizes filial loyalty and devotion. They don’t care much about law specifically, but tradition carries a lot of weight with them. The head of the family, known as the Patriarch, holds the dynasty under rather tight reins; maintain- ing the household as a force to be reckoned with is the Patriarch’s main goal and re- sponsibility. Not all Japhinian dynasts are sorcerers — the family includes members of just about every class — but sor- cerers hold more authority in dynast matters.
The Japhinian dy- nasty is spread across the Toe Islands, but is primarily centered on
Roh Ahnon. Common rumors also indicate that they may have some kind of stronghold on Mori. They are famous for one export that’s illegal in many Ghelspad nations and city-states; they distill Kadum’s blood from the seawater and ferment it, selling it for whatever the market will bear. This crimson ale is a rich, potently alcoholic beverage known for causing strange visions and occa-
Japhinian dynasts are usually found amongst pirate crews, helping them find and loot fat merchant ships. Dynasts can engage in any activity they choose, but must be careful that they do not bring the Patriarch’s wrath upon themselves and risk expulsion from the family. Many Japhinian dynasts come from barbarians, rangers and rogues, but all have some degree of sorcerous talent before they gain levels in this class. Few clerics, druids, or wizards join this class, although they can benefit from it. Many dynasts are also Furians (see Appendix I), but this is not a requirement for membership.
Use in Other Campaigns: The Japhinian Dynast is
a good example of a sorcerous bloodline. Any campaign in which sorcery is inherited could use this prestige class. The specific details of the class change to suit the nature of the campaign. For example, outside of the Scarred Lands they need not be half-orcs; they might be humans or elves. All references to “Kadum” should be changed to someone or something else, preferably a figure of great power whose connection to the Japhinian Dynasty is one of the sources of its power.
Hit Die: d4
R
EQUI REMENTSTo qualify to become a Japhinian dynast (Jdy), a character must fulfill all of the following criteria:
Alignment: Any non-lawful. Feats: Combat Casting. Race: Half-Orc
Skill: Profession (sailor) 8 ranks, Spellcraft 8 ranks. Spellcasting: Must be able to spontaneously cast
arcane spells.
Special: Must be a member of the Japhinian dy-
nasty by blood. This can be through birth or via the “Blood Adoption” ability described below.
C
LASSS
KILLSThe Japhinian dynast’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Con- centration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local — Blood Sea) (Int), Profession (Wis), Ritual Casting (Con), Spellcraft (Int), Swim (Str) and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
C
LASSF
EATURESAll of the following are class features of the Japhinian dynast prestige class.
Weapon and Armor Proficiency: Japhinian dynasts
are proficient with scimitars. Armor of any type inter- feres with the Japhinian dynast’s arcane gestures, which can cause his spells to fail (if those spells have somatic components).
Spells per Day: When a new Japhinian dynast
level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class was used to meet the prestige classes prerequisites. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). Levels in this class do not stack for the purposes of familiar advancement.
If a character had more than one applicable arcane spellcasting class before he became a Japhinian dynast, he must decide to which class he adds each level of Japhinian dynast for purposes of determining spells per day.
Kadum’s Fury (Su): The Japhinian dynast may
call upon Kadum’s essence in the Blood Sea to strengthen his magic. Use of this ability grants the dynast a +4 bonus to spell DCs and SR penetration checks, and a +4 bonus to touch attacks and ranged touch attacks that involve spellcasting. For the power’s duration, the dynast gains detect magic as a supernatural ability. While Kadum’s Fury is active, the dynast’s skin turns blood red and his eyes burn with fiery malevolence.
For the Fury’s duration, the dynast may only cast spells that inflict damage, and cannot use skills or abilities that require concentration other than spellcasting. He may cast defensively.
The dynast can use Kadum’s Fury once per encoun- ter, and it lasts for a number of rounds equal to 3 + the character’s Charisma modifier. After the Fury fades, the dynast is fatigued (–2 Constitution, –2 Strength, can’t charge or run) for the duration of that encounter.
This may be used 1/day. This increases to 2/day at 5th level and 3/day at 9th level. At 10th level, the dynast is no longer fatigued after using Kadum’s Fury.
Arcane Blood (Su): Due to prolonged exposure to
Kadum’s blood, the Japhinian dynast is able to better control his magic. At first level, a Japhinian dynast receives a +2 bonus to Charisma for the purposes of determining spell save DC and spells per day. This stacks with other Charisma bonuses.
Water Equilibrium (Sp): At 2nd level, the dynast
gains the ability to walk on the waters of the Blood Sea for a number of minutes each day equal to his levels in the Japhinian dynast class. These need not all be used at the same time, so a 4th level dynast may walk on water for 1 minute, then 2 minutes a few hours later, and then 1 more minute an hour after that. If underwater, the dynast can activate this ability to float to the surface at quadruple his normal movement. At 6th level, the dynast may extend this power to a number of characters equal to his dynast level.
This power only functions on the waters of the Blood Sea.
T
ABLEA2–6: J
APHINI AND
YNAST(J
DY)
Class ClassClass Class
Class BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecial Spells per DaySpells per DaySpells per DaySpells per DaySpells per Day Level
LevelLevel Level
Level AttackAttackAttackAttack SaveAttackSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave Bonus
Bonus Bonus Bonus Bonus
1st +0 +2 0 0 Kadum’s fury 1/day, arcane blood +1 level of existing class 2nd +1 +3 0 0 Water equilibrium +1 level of existing class 3rd +1 +3 +1 +1 Bladethirst chant +1 level of existing class 4th +2 +4 +1 +1 Kadum’s embrace +1 level of existing class 5th +2 +4 +1 +1 Kadum’s fury 2/day +1 level of existing class 6th +3 +5 +2 +2 Blood adoption +1 level of existing class 7th +3 +5 +2 +2 Mass equilibrium +1 level of existing class 8th +4 +6 +2 +2 Greater bladethirst Chant 1/day +1 level of existing class 9th +4 +6 +3 +3 Kadum’s fury 3/day +1 level of existing class 10th +5 +7 +3 +3 Patriarch’s curse, No longer +1 level of existing class
winded after use of Kadum’s Fury
Bladethirst Chant (Su): At 3rd level, the dynast
gains the ability to bless (or curse) his crewmates’ weapons with a taste for blood. This ability can be used once per day per class level, and affects a number of recipients equal to the character’s level in the Japhinian dynast class + Charisma modifier. Recipients gain a +1 morale bonus to attack and damage rolls. In addition, for each successful attack that inflicts damage, the recipi- ents heal one hit point as a small portion of the target’s lifeblood is drawn into their bodies. This power lasts as long as the dynast maintains it, and for five rounds after he stops chanting (or after his allies can no longer hear him).
While maintaining this ability the dynast may fight, but cannot cast spells or activate magical items by spell completion or magic word.
The weapons of those who benefit from the
bladethirst chant take on a blood red hue while it’s in
effect.
Kadum’s Embrace (Su): At 4th level, the waters of
the Blood Sea will no longer drown the dynast. His relationship with the sea is such that he can breathe the water as if it were air and swim as if he were walking. Additionally, he may attack and cast spells as if he weren’t underwater.
However, a titan’s blood has a limit to the kindnesses it can bestow, and the dynast can only use Kadum’s Embrace for a number of rounds/day equal to his caster level. Also, it only works in the waters of the Blood Sea.
Blood Adoption (Ex): At 6th level, the Japhinian
dynast gains the ability to mingle his blood with another half-orc sorcerer’s, bringing him into the Dynasty and granting eligibility to join this prestige class. This ability may only be used once a year, and only on the night of a full moon. It automatically fails if the recipient is of Lawful alignment or is not a half-orc. The recipient
must still fulfill the other requirements (skills, feats, spellcasting) in order to take levels in Japhinian dynast.
Greater Bladethirst Chant (Su): At 7th level, the
Dynast gains the ability to use the greater bladethirst chant 1/day. This chant works as Bladethirst Chant with the following changes: The bonus to attack and damage is +2, and successful attacks that inflict damage heal 2 of the attacker’s hit points.
Patriarch’s Curse (Sp): At 10th level, a Japhinian
dynast may invoke the Patriarch’s curse upon a traitor to the dynasty. This power can only be used once per week and is usually reserved for the Patriarch himself, but sometimes it’s necessary for a proxy to deliver the malediction in his place. See “Ex-Japhinian Dynasts,” below.
After leveling the curse, the dynast is fatigued (–2 Constitution, –2 Strength, can’t charge or run) and suffers 1 negative level for every 2 levels in the Japhinian dynast class the traitor had possessed. Both penalties persist for a full week.
A Japhinian dynast is capable of leveling the curse upon other dynasts who have not committed any trea- sonous acts, but such an action could get him in more trouble than it’s worth.
This power also permits Japhinian dynasts to lift a Patriarch’s curse laid by another.
E
X-J
APHINI AND
YNASTSA dynast who becomes lawful, or suffers the Patriarch’s curse, loses access to the class’ special abili- ties and may advance no further in this class. He keeps his Spells Known and Spells per day, but otherwise gains no other benefits.
Further, those who suffer the Patriarch’s curse are marked in such a way that any other member of the Dynasty (whether or not they have levels in this prestige class) can see his treachery writ upon his face. Most traitors are killed on sight.