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==Dungeons & Dragons== [[File:Amazon Polyhedron 22.jpg|thumb]] Aside from being an obvious culture to include in a [[magical realm]], Amazons have had several encounters with [[Dungeons & Dragons]]. Way back in [[Greyhawk]] Adventures, Amazons were actually statted up as a unique monster race, essentially treated as a culture of female [[human]], [[elf]], [[dwarf]], [[gnome]] or [[halfling]] [[barbarian]]s. [[Mongoose Publishing]] includes an Amazons book as part of their notorious Slayers Guide To X series, with the usual somewhat dodgy quality. These Amazons are portrayed as an evil-aligned [[barbarian]] people, who grudgingly interact with men to conceive offspring and then murder them afterwards. [[Dark Sun]], being rooted in pulpy [[Sword & Sorcery]] fantasy, has a race of ''psionic'' Amazons in the '''Villichi''', which get their own section below. ===AD&D Amazon Lore=== {{NotFunny Sourcebook}} [[AD&D]] had Amazons as a race: exceptionally tall and fine-looking women, though with a hard-hearted attitude as you might expect of a "barbarian" culture. They usually pack spears, swords, axes, bows, and (for younger Amazons) slings, though their weapons and skills tend to change with their home territory (so a bunch from the steppes might emphasize horsemanship and mounted combat). All of them speak Common, though a few clans have their own languages. Unlike the original all-human Amazons, they do come in other racial flavors, with their weapons and skills tweaked to match: [[Elf]] amazons are nomadic woods-dwellers who emphasize use of the spear and long bow, occasionally backed up by [[Unicorn]] cavalry. [[Dwarf]] amazons tend to pack axes and war hammers due to their short height, with giant boars used as their cavalry. [[Gnome]] amazons lack mounts (because what the arse do you expect them to ride?), but they've got [[ranger]]-grade tracking skills and a penchant for throwing axes. [[Halfling]] amazons prefer to use javelins and slings; they're also notably better at snare-making and much more endurance-heavy than the norm. Larger amazonian soceties tend to be reclusive or nomadic, as with their original myth-version's isolative tendencies. Regardless of their level of culture or lack thereof, they're generally viewed with distrust and suspicion by others due to being seen as "barbarians"; In turn, they tend toward being unfriendly if not outright hostile toward anyone they meet. Crunchwise, they're impossible to surprise without being invisible due to being highly-trained barbarian fighters; they typically wear light chain mail (though this varies) and their group's favored weapons. Despite [[Troll|the view of some fa/tg/uys]], they do not in fact suffer a [[-4 Str]] penalty; instead, their strength ratings are always between 15 and 18 (18/00 is possible), and Dexterity and Constitution ratings between 13 and 18. Amazons of less than 4th level are never older than the young adult age (15-19); see, if they don't meet the tribe's standards for being a warrior by 20, they're exiled and can't rejoin the clan (barring some seriously unusual circumstances). If she does meet their standards, she has to go through training and some kind of initiation ritual specific to the clan before being considered an adult; in general, this involves mastering the clan's favored skills and gear. They almost invariably work in groups, usually consisting of between 10 and 30 or more 'regular' Amazons plus a leader and a witch-doctor; a group of ten or more's leader will be 5th- or 6th-level, with the witch-doctor at 2nd level. A party of 20 or more will have a captain of 7th or 8th level. If there's 30 or more, be very fucking wary indeed - this mean there's a good-ish chance (30%) that there's 1-4 other raiding parties within 5 miles of the group, based out of some kind of lair (ship, wagon train, convoy of pack animals, etc.) In their “lair”, amazons will have a full 30 barbarian warrior women of 4th level, four leaders of 5th- to 6th-level, one leader of 7th to 8th level, and a Queen — a barbarian of 9th to 12th level. A male witch-doctor of at least 4th-level wizard ability will be present. There are twice as many (normal) males as female warriors, about half of them equal to men-at-arms, and armed and armored as their amazon mistresses. The others will have the care of 2 to 12 children. The queen will have four male guards of 2nd- or 3rd-level, and two female guards of 5th- to 6th-level. Individual amazon warriors may be encountered from time to time, serving in various mercenary forces. These may retain the weapons of their original clan or adopt unusual weapons, armor, or fighting styles to which they have been exposed. Amazons of the plains and flatlands employ war chariots. These are light, two-horse chariots with a driver and a warrior, having a movement rate of 18 and a supply of javelins and war arrows. Amazons chariot riders are armed with powerful composite short bows, which they can fire from a moving chariot as if standing stationary on firm ground. Amazons of the steppes are skilled horse archers. Their mobile communities are based on great wagons that can be circled into a fortified camp. These amazons are reputed to have almost supernatural skill in horse handling. Island-dwelling amazons build light, maneuverable galleys, which they use for trading and occasional piracy. All amazons from this culture can swim and all have exceptional small boat skills. Their base will be a walled city with a large marble temple to their goddess; the witch-doctor is replaced by a priest-magician of equivalent skill. Island amazons are exceptionally skilled with the long bow. ===Amazon Kits=== [[File:Amazon MCAV4.jpg|thumb]] Assorted [[Kits]] throughout AD&D have touched upon the Amazon archetype, making playable versions of the aforementioned Greyhawkian Amazons. Specifically, Amazons appeared in the Complete Books of [[Fighter]]s, [[Cleric|Priest]]s and [[Wizard]]s, although they also receive passing mention in the Complete Books of [[Rogue|Thieves]] and [[Barbarian]]s too. Whilst all three books emphasize that Amazons should find men regarding themselves as their equals to be equally weird as they are seen by men, they also take pains to mention that this kind of racism should occur only with NPCs and not party members. As you can probably figure out, the kits as a whole were rather unpopular, given they presumed [[-4 Str|a certain uncomfortably Neo-Medieval default attitude]] in the setting. ====Amazon Warrior==== Also known as just the Amazon, the Amazon Warrior kit represents the basic warrior-women of a D&D Amazon tribe. Amazon warriors are ferocious mounted combatants who specialize in the use of spears and long bow; as a result, they '''must''' take the Groom NWP and can '''only''' specialize in the Spear and Long Bow. Their bonus proficiencies are Riding (Land-Based) and Animal Training, and recommended NWPs for the kit include Animal Handling, Animal Lore, Armorer, Bowyer/Fletcher, Hunting, Running, Survival, Tracking. Because Amazons have a default presumed culture, an Amazon's starting arms and armor is restricted to the following list: Battle Axe, Bow (Any), Club, Dagger/Dirk, Hand Axe, Throwing Axe, Javelin, Knife, Lance, Spear, Sword (Any), Shield, Leather Armor, Padded Armor, Studded Leather Armor, Brigandine Armor, Scale Mail Armor, Hide Armor, Banded Mail Armor, Bronze Plate Mail Armor. Since everyone presumes that warrior women don't exist, amazons get a +3 to hit and a +3 to damage on their ''first blow'' against any male who doesn't respect or acknowledge the idea of warrior women. This doesn't work on PCs, wary NPCs who pass an [[Intelligence]] check, seasoned veterans (5th level warriors or 8th level anybody else), or any NPCs who seen somebody hit by this telling blow. Likewise, amazons suffer a -3 Reaction penalty against NPCs from male-dominated societies, until and unless they come to respect the amazon. By default, amazons are presumed to be humans, elves or half-elves, but one can make shortfolk amazons with the following changes: * [[Dwarf]] Amazons are still Riders, but ride Swine instead of horses. Their required weapons are Axe and Hammer. * [[Gnome]] Amazons forsake riding for wilderness lore; their required weapons are Throwing Axe and Short Sword, and their bonus NWPs are Tracking and Survival. * [[Halfling]] Amazons are wilderness-dwelling sneaks; their required weapons are Javelin and Sling, whilst their bonus NWPs are Endurance and Set Snares. ====Amazon Priestess==== Whilst it adheres to all of the same bonuses and penalties as the Amazon Warrior, the Amazon Priestess does have a few unique traits. Firstly, they cannot serve a God of Disease or Peace. Secondly, they will command less respect from their fellows if their patron God(dess) demands they forfeit the traditional weapons of Amazon culture. ====Amazon Sorceress==== Because of the warlike nature of presumed Amazon culture, their sorceresses have certain extra edges and restrictions. On the plus side, they can learn to use the traditional weapons of their culture despite these typically being forbidden to wizards. On the downside, they cannot use the schools of illusion or necromancy. Otherwise, they have the exact same restrictions, advantages and edges as the Amazon Warrior. ===Amazon Class=== ====Diablo II: Diablerie==== Diablo II: Diablerie, a supplement to Dungeons & Dragons: Diablo II Edition for [[Dungeons & Dragons 3rd Edition|Third Edition]], itself a [[Wizards of the Coast]] cash-in for [[Diablo#The Second Game|Diablo II]], includes the Amazon class as part of the five translations of the base game's classes. It's a ranged specialist fighting class, favoring the use of bows and spears, and designed to reach level 25, with the following traits. ::Chief Ability Scores: Dexterity (primary), Wisdom and Charisma ::Hit Die: D10 ::Class Skills: Craft (Any, Bowyer, Fletcher), Disable Device, Heal, Knowledge (Religion), Listen, Move Silently, Search, Spot, Wilderness Lore ::Skill Points: 2 + Int modifier, multiplied by 4 for the first level ::Weapon & Armor Proficiency: All weapons, all armor, shields ::Saves: Good Fortitude save, poor Wisdom and Reflex ::Attacks: 2 attacks at level six, 3 attacks at level eleven, 4 attacks at level sixteen, 5 attacks at level twenty-one, 6 attacks at level 25 ::Attack Bonus: Great (primary attack bonus equals Amazon levels) ::Feats: It gains 9 feats between levels 1 and 24 ::Ability Increase: +1 Ability score every 4 levels The Amazon's key class features are its ability to select Amazon Abilities. Starting at level 1, it gets one ability each level, except when it gains an Ability Increase. The level after it gains an ability increase, it gains access to the next tier of Amazon Abilities - so Tier 2 at level 5, Tier 3 at level 9, etc. There are six tiers of Amazon Abilities all told. Abilities marked with an asterisk require an Amazon to make a Charisma check (DC 15 + tier number); if this check fails, the Amazon cannot use that ability for the rest of the day, or until they drink a mana potion, which restores use until the next time they fail a Charisma check. =====Tier 1 Abilities===== '''Critical Strike:''' Gain the Improved Critical feat for free.<br/> '''Fire Arrow*:''' Take a full-round action to shoot burning (+1d6 fire damage) arrows, one for each ranged attack that you can make.<br/> '''Inner Sight:''' +2 Circumstance bonus to spot creatures in darkened conditions. If you succeed in spotting such creatures, you can't be Sneak Attacked by them, you can't be caught Flat Footed by them, and you get +2 attack bonus if you attack them from 30 feet or less.<br/> '''Jab:''' Whilst wielding a Piercing damage melee weapon, you can spend a full-round action to make three attacks.<br/> '''Magic Arrow*:''' Spend a full round action to shoot a number of +1 arrows, one for each ranged attack that you can make. =====Tier 2 Abilities===== '''Cold Arrow*:''' Take a full-round action to shoot freezing (+1d6 cold damage, Fort save or be Slowed for 1d3 rounds) arrows, one for each ranged attack that you can make.<br/> '''Dodge Attacks:''' Spend a full-round action and forfeit attacking or moving more than 5 feet to get a +4 dodge bonus to AC vs. melee attacks, and to ignore "half damage on successful Reflex save" effects if you pass the Reflex save.<br/> '''Multiple Shot*:''' Spend a full round action to shoot a number of splitting arrows (make attack rolls against 3 targets per arrow), one for each ranged attack that you can make.<br/> '''Poison Javelin*:''' Take a full round action to throw a javelin imbued with magical venom; a target hit must pass a Fort save or take temporary Constitution damage, enemies within 5 feet of the javelin's flight path also risk taking Con damage.<br/> '''Power Strike*:''' Requires the Jab ability. Lets you spend a full round action to deal (+1d8/5 levels) lightning damage with your melee weapon. =====Tier 3 Abilities===== '''Avoid:''' Requires the Dodge Attacks ability. Gives you the Deflect Arrows feat for free.<br/> '''Bolt of Lightning*:''' Requires the Poison Javelin ability. Lets you spend a full round action to throw a javelin and turn it into a lightning bolt that deals 2d10 lightning damage.<br/> '''Exploding Arrow*:''' Requires the Fire Arrow and Multiple Shot abilities. Spend a full round action to shoot an exploding arrow that deals (1d6/2 levels) damage to the target and all creatures within 15 feet of the target.<br/> '''Impale:''' You can choose to deal +2d6 damage with a melee piercing weapon at the cost of inflicting 2 points of Durability damage on your weapon.<br/> '''Slow Missiles*:''' Spend a full-round action to project an aura that slows all projectiles and thrown weapons aimed within 30 feet of you. You and allies within the aura gain +4 dodge bonus against ranged attacks, and enchanted missiles lose their power - this extinguishes missile spells and nullifies the special effects of fire arrows, acid arrows, etc. =====Tier 4 Abilities===== '''Charged Strike*:''' Requires the Power Strike and Bolt of Lightning abilities. Spend a full-round action to strike a target with a melee piercing weapon, inflicting +2d8 lightning damage and casting a singled Charged Bolt spell, which targets all enemies near the initial target.<br/> '''Guided Arrow*:''' Requires the Cold Arrow and Multiple Shot abilities. Spend a full-round action to launch an arrow that can be used to hit any single target in range, even to the extent of going around corners.<br/> '''Ice Arrow*:''' Requires the Cold Arrow ability. Take a full-round action to shoot an ice (+2d6 cold damage, Fort save or be Paralyzed for 1d3 rounds) arrow.<br/> '''Penetrate*:''' Requires the Critical Strike ability. You reduce the AC of your targets when using Ranged weapons by -1 per 5 levels you have.<br/> '''Plague Javelin*:''' Requires the Bolt of Lightning ability. As per Poison Javelin, but creates a 15ft cloud of poisonous fumes that lasts until the end of your next turn at the point of impact. =====Tier 5 Abilities===== '''Decoy*:''' Requires the Slow Missiles ability. You can use a full-round action to create a magical duplicate of yourself, forcing enemies to make a Will save or attack it in preference to you. A decoy lasts 1 round per three levels.<br/> '''Evade:''' In turns where you don't attack, you get a +4 dodge bonus to AC and can completely ignore damage from "half damage on successful Reflex save" attacks if you pass your save.<br/> '''Fend:''' Requires the Impale ability. You gain the Great Cleave feat for free.<br/> '''Immolation Arrow*:''' Requires the Exploding Arrow ability. You can spend a full-round action to launch a powerful explosive arrow, which inflicts +4d6 fire damage to the initial target and (1d6/2 levels) fire damage to all creatures within 10 feet of the initial target. The crater continues to burn (2d6 fire damage to anyone inside) for 1d4+1 rounds afterwards.<br/> '''Strafe:''' Requires the Guided Arrow ability. You can fire a single arrow at every foe within close range each round. =====Tier 6 Abilities===== '''Freezing Arrow*:''' Requires the Ice Arrow ability. You can use a full-round action to launch a single frigid arrow; +4d6 cold damage to initial target, and initial target and all creatures within 15 feet must make a Fortitude save or be paralyzed for 1d3 rounds. Paralyzed creatures must pass a Fort save each round or take 2d6 cold damage.<br/> '''Lightning Fury*:''' Requires the Plague Javelin ability. You can spend a partial action to throw a javelin, hitting the target with a half-strength Chain Lightning spell.<br/> '''Lightning Strike*:''' Requires the Charged Strike ability. You can spend a full-round action to stab a foe in melee with a javelin and trigger a half-strength Chain Lightning spell.<br/> '''Pierce:''' Requires the Penetrate ability. When you use a ranged attack, you can punch clean through multiple foes.<br/> '''Valkyrie:''' Requires the Decoy and Evade abilities. You can summon a valkyrie to fight beside you once per day. ===Villichi=== Appearing in the Monstrous Compendium: Dark Sun Appendix 1 (Terrors of the Desert), the '''Villichi''' are [[Abhuman|a stable mutant subspecies]] that randomly occurs amongst normal human births. Villichi appear as unusually tall and pale-skinned human women, averaging about 7 feet in height and wearing extensive clothing to ward off the burning rays of the sun. These mutant women are pseudo-albinos, suffering a -1 penalty to attack rolls and their psionic power scores if directly exposed to sunlight. They mature quicker than regular humans, though we're not told ''when'' that happens, but live much longer; 150 years is average for a Villichi, and the oldest living specimen today is 200 years old. Their defining attribute, however, is their powerful innate affinity for [[psionics]] - '''every''' Villichi is psionic, and this has allowed them to survive despite the obstacles in their path. Ironically, Villichi themselves are sterile, and dependent on recruiting the Villichi born to human parents - about one in every 30,000 human girls (in 2e; fans boosted this to one in 3,000 for 3e) born on Athas is born a Villichi. Whilst the Villichi largely believe in a principle of living and letting live, they are vicious in protecting themselves and their race; as a result, Athasians have learned to leave Villichi alone when they are born, because they ''know'' that eventually, adult Villichi will come for the youngling and they will not stop until they have punished those who mistreated them. Likewise, they will stop at nothing to track down and brutally murder anyone foolish enough to harm one of their adult sisters, so the sane peoples of Athas largely leave them in peace. Relatively small in population, with a canonical population of only 500, the Villichi live in a convent-style fortress-city hidden in the Ringing Mountains. The leadership of the villichi is taken from the ranks of those few Villichi who develop the ability to locate others of their kind - a power that occurs spontaneously in 10% of Villichi who reach 13th level, and functions as a special variant of the "Locate Psionic" power, with no range limit. The most powerful of these "seekers" rules over the Villichi as a whole as the High Mistress, whilst the others are usually sent out into the wilderness as "envoys", charged with seeking out as many newborn Villichi as possible. As a people, the Villichi are largely concerned with their survival above all else. This determination to stay out of the Tablelands' politics has kept them alive; no Sorcerer-King is willing to risk overextending themselves by crushing the Villichi convent, particularly when the Villichi are content to stay on neutral terms with them as a whole. Unfortunately, coming out towards the tail end of AD&D's lifespan, Dark Sun never got any kind of expansion focused on new races, so despite the obvious potential of the villichi, it went untapped, and they were ultimately lost to history when [[Wizaerds of the Coast]] inherited Dark Sun. Luckily, though, the late 90s and early 2000s was now the era of the internet, and AD&D fans of all settings were nothing if not resourceful! Enter "The Complete Book of Athasian Humanoids", a Dark Sun followup to the Complete Book of Humanoids that adapts the most intelligent and civilized (for a given value of both definitions) of Athas' humanoids to playable races - and the Vilich was amongst them, with the following profile: ::Ability Score Minimum/Maximum: Strength 5/20, Dexterity 15/20, Constitution 11/20, Intelligence 12/20, Wisdom 15/20, Charisma 10/20 ::Ability Score Adjustments: +1 Dexterity, -1 Charisma :::Note: A villichi treats their Charisma score as 1 point higher when interacting with other villichi. ::Racial Class/Level Limits: [[Fighter]], [[Gladiator]], [[Ranger]], [[Bard]], [[Thief]], Trader, [[Psion]]icist, no level limits on any permitted classes. :::Racial Thieving Skill Adjustments: None ::Natural Armor Class: 10 ::Movement: 12 ::Special Advantages :::The Villichi Convent is a guaranteed safe haven for all Villichi. :::10% Magic Resistance :::+1 bonus to attack rolls with non-metal weapons permissable to a [[psion]]icist. :::Villichi characters begin play with +2 nonweapon proficiency slots, which must be spent on Rejuvenation, Meditative Focus and/or Harness Subconscious. :::When in psionic combat, a villichi automatically uses the best attack mode they possess versuss any applicable defense modes. They do NOT, however, automatically use the best psionic defense mode against eenmy psionic attack modes. ::Disadvantages: :::If a villichi is exposed to sunlight without some kind of shade, such as thei traditional cloaks, they suffer a -1 penalty to attack rolls and all usage of psionic powers. When those same madlads updated [[Dark Sun]] to [[Dungeons & Dragons 3rd Edition]], their 3e Dark Sun [[Monster Manual]], "Terrors of Athas", naturally featured a villichi PC racial writeup: ::Ability Score Modifiers: +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Constitution ::Size: Medium ::Space/Reach: 5ft/5ft ::Base Speed: 30 feet ::Special Attacks: Psi-Like Abilities. Villichi can use Inertial Armor 3/day, Missive 3/day, Defensive Precognition 3/day, Biofeedback 1/day and Cloud Mind (DC 12) 1/day. Manifester level is equal to 1/2 Hit Dice (minimum 1st), save DCs are Charisma based. ::Special Qualities: :::Light Blindness (Ex): Villichi are blinded for 1 round if abruptly exposed to bright light (such as sunlight or a daylight spell). :::Manifester Prodigy (Ex): Villichi receive a +2 to their main manifester ability score, but only for purpose of determining how many bonus power points they receive. :::Naturally Psionic (Ex): A villichi gains +3 psionic power points at 1st level. These do not grant the villichi the ability to manifest powers unless they actually have levels in a class that gives [[psionics]]. :::Power Resistance: Villichi have resistance to [[psionics]] equal to Class Levels + 5. :::Long-Lived: Villichi lifespan is as human, but with a maximum age increase of 40+8d10 years. ::[[Favored Class]]: [[Psion]] ::[[Level Adjustment]] +2 ===Arkadian Amazons=== In the 3rd-part setting of [[Arkadia]] for [[Dungeons & Dragons 5th Edition]], [[Arkadian Elf|Oreyan]] [[Elves]], the setting's analogue of Wild Elves, are described as an Amazonian culture. We don't actually know what that means, beyond the fact that they are infamous for having many female warriors and hunters. The Amazon is also presented as a subclass for the [[Ranger]] in the Arkadia setting book, although ironically nothing explicitly says you have to be a female character to take the class. These rangers gain access to the bonus spells ''Guiding Bolt'' , ''Warding Bond'', ''Haste'', ''Deathward'' and ''Telepathic Bond'', and have the following unique subclass features: ::'''Vigilance:''' 3rd level. When armed with a ranged weapon, if a visible enemy in range attacks an ally, you can use your Reaction to attack that creature after the attack is rolled, but before the triggering attack deals daamge. ::'''Pinning Blows:''' 7th level. Enemies damaged by your weapon attacks suffer Disadvantage on their next opportunity attack until the start of your next turn. ::'''Huntress' Strike:''' 11th level: As an action, you can make a weapon attack with Advantage, and which also imposes Disadvantage on the target's next attack before the start of your next turn if it hits. ::'''Quell:''' 15th level. If forced to make a Dexterity saving throw by a creature within range of your current weapon, you can make a weapon attack against the triggering enemy as a Reaction, even if you have already used your Reaction this round. If your attack hits, you and all other creatures targeted by the effect that triggered this ability automatically succeed on your Dexterity saving throw. ===Thylean Amazons=== In the 3rd-part setting/campaign book of [[Odyssey of the Dragonlords]] for [[Dungeons & Dragons 5th Edition]], Amazons are a "barbarian" culture who inhabit the Island of Themis. What this means is that they represent the remnants of a culture made up of stranded PHB races who integrated with the native Thylean races before the arrival of the titular colonizing Dragonlords, and thusly they fought to preserve their independence from the well-intentioned [[dragon]]-riding conquerors. The Amazons were originally one more tribes native to Indigo Island who had warrior-women but were egalitarian; in the wake of the barbarian cultures losing the First War against the Dragonlords, the future Amazons descended from warrior-women who sperged out and blamed their loss on the weakness of their menfolk, retreating to the remote island of Themis to found a new women-only realm. Thylean amazons are a cultural phenomena, rather than a specific ethnicity; the amazon "nation" is made up of a coalition of [[human]]s, [[elves]], [[dwarves]], [[gnome]]s, [[half-elves]], [[Nymph]]s, [[Centaur]]s, [[Minotaur]]s, [[Satyr]]s and [[Siren]]s. The only uniting fact is that all individual amazons are female; men are begrudgingly tolerated on the island, but only as breeding stock - they have no say in politics or in the raising of the children, although some amazons do conceal a personal affection for menfolk and it's not unheard of for an amazon who lacks a daughter to teach the fighting style of her people to her son. They are feared throughout the rest of Thylea as brutal, bloodthirsty berserkers who take few prisoners. The Amazons define themselves as a sacred band of warriors who always stand together as a sisterhood. They train for combat from an early age, and once they come of age, they form into pairs of sister-warriors: known as lifemates, the bond between these pairs is immensely strong, to the point that part of the "amazon template" for NPCs is the fact that they fly into killing frenzies if their lifemate is slain. Currently, the amazons are ruled over by a trio of royal sisters, led by Queen Thesilea VI. Unbeknownst to them, the sisters were murdered and replaced by a trio of Thylean [[Medusa]]e 13 years ago. It's possible for players to play a Thylean amazon; aside from the simple background, there's also a subclass to represent their unique fighting style. Called the '''Amazonian Conclave''', it's a [[Ranger]] subclass that draws elements from Xena and Wonder Woman, and mixes them with a clockwork golem falcon for some reason (perhaps the designers really liked the 1981 Clash of the Titans' Bubo or something). ::Bonus Spells: Command, Find Steed, Haste, Confusion, Mislead ::'''Stimfay Compaion''' (3rd Level): You have a [[construct]] companion in the form of an eagle, harrier, hawk, kite, osprey, owl, or archaeopteryx. In areas that are open to the sky, you can direct your stimfay to spend 10 minutes scouting the surrounding 1 mile radius and report back to you with anything it has seen. It comprehends instructions that you give it in any language. It speaks in a series of clicks and squawks that only you can understand. ::The stimfay obeys your commands to the best of its abilities, and it acts on your initiative in combat. If you are incapacitated, your stimfay acts on its own. ::Your stimfay has hit points equal to 15 + your ranger level, and it adds your proficiency bonus to its attacks, damage, saving throws, and ability save DCs. It regains any lost hit points during a long rest. If it is ever destroyed, you may spend 8 hours to fully repair it. ::'''Amazonian Battlecry''' (3rd Level): You can spend a bonus action to enter a frenzy, which lasts for 1 minute or until you take damage or are knocked unconscious. It grants you the following benefits whilst it lasts. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. * You have advantage on attacks against creatures of your favored enemy type. * You have resistance to bludgeoning, piercing, and slashing damage. * You have advantage on saving throws against being frightened or paralyzed. ::'''Bracer Reflection''' (5th Level): Whenever you would be hit by an attack, you may use your reaction to shield yourself with your bracers. You gain a +5 bonus to AC against all attacks, including the attack that provoked this reaction, until the beginning of your next turn. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest. ::'''Chakram Technique''' (7th Level): You can use your action to make a ranged attack with your chakram against one target. If your attack hits, then any number of additional creatures of your choice within 10 feet of that target must make a Dexterity saving throw using your spell save DC. Each creature that fails the save takes the same amount of damage as your first target. ::'''Improved Falconry''' (11th Level): Your stimfay gains a bonus to its AC equal to your proficiency bonus, and it now has hit points equal to 30 + your ranger level. The damage dice for its Talons, Pinion Storm, and Piercing Screech increase to 2d6, and its attacks are now magical. Additionally, any time you would take damage from an attack or an effect that you can see, you may use your reaction to have your stimfay intercept the attack or effect and take the damage instead of you. Your stimfay must be functional and ready to assist you in order to use this ability, and it must be located within 60 feet of you. ::'''Pressure Points''' (15th Level): On your turn, you may use a bonus action to make a special melee attack against one creature. If the attack hits, the creature must make a Constitution saving throw versus your spell save DC. On a failure, the creature is paralyzed for 1 minute or until you use a bonus action to touch them and reverse the effect. At the end of each of the creature’s turns, it repeats the saving throw and the effect ends if it succeeds. You may use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses after a short or long rest.
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