Expanding Leveling and creating a campaign with that idea.


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Wyre guide
By Andrew Rights

Wyre is different from other worlds in that it allows greater opportunity to gain great levels of adventuring while being embroiled in politics on a global scale. With a interactive environment and dragon who control large armies it is a world full of challenges!
Unlike "regular" D&D, Characters have the opportunity to reach 30+level before they need to move to heroic//outer planer adventures!!
All players add One ability point to Any ability each time they level! Example Herita the dwarf has is level 2 and has a strength of 14, during her adventures she has been working out and exercising and when she reaches level 3 she adds 1 ability score to her strength making it 15.. Many campaigns later as she goes from level 10 to Level 11, she has continued to hone her strength the entire time and now at 10th level has a 24 strength and adding one more at level 11 she now has a 25 strength score, a force to be reckoned with! This allows higher players to have a possible ability score of 60!!! However since the ability bonus that is gained each level is usually spent wisely, raising several abilities such as Intelligence, Charisma, or any ability it is unlikely for a character to have any single ability over 40.
Feats are still gained every other level. At 1, 3, 5, 7... and so on.

Level Experience Level Experience
1 ----
2 1000
3 2000
4 4000
5 7000
6 11,000
7 16,000
8 22,000
9 29,000
10 37,000
11 47,000
12 59,000
13 73,000
14 89,000
15 107,000
16 130,000
17 158,000
18 191,000
19 239,000
20 288,000
21 340,000
22 410,000
23 500,000
24 700,000
25 900,000
26 1,200,000
27 1,600,000
28 1.9M
29 2.2M
30 2.5M
31 3.0M
32 3.5M
33 4.0M
34 4.5M
35 5.0M
36 6.0M
37 7.0M
38 8.0M
39 9.0M
40 10.0M

Because of Higher levels in the Wyre campaign even NPC will generally be at least 5th level. Even a simple farmer would be level 5. A Village metalworker would be at least level 10 if not 15. Leaders of countries are often level 30 or higher. Generally, adventures are ignored until they reach level 10. Then their superiors of their class take notice. If a character is approaching 20th level they are considered "on the rise" and actively tracked/watched and sometimes even hunted. Anyone exceeding 20th level has to deal with a very political world. "Simply running off and rescuing a village" is not seen to be as helpful as it once was and is viewed with political overtones. Why that village? Who benefits? While there are still untamed areas where dragons roam there is often a good reason that no adventures have EVER gone in search of that very ancient red dragon and it is usually because a lord or two are happy to have it nearby to threaten villages if they don't stay loyal. Dragons are much more influential on Wyre they do not live to be several hundred years old without outthinking the last 300+ years of greedy adventures seeking fame, glory and gold.
The only way a character will reach 30th level is if they are also deeply involved in politics Supporting one ruler over others. Common people do not like their entire economy shifted because some group of 'bold adventures' has come back with a wagon full of gold. It disrupts economies, upsets rules, offends leaders of classes. That 34th level wizard who was so kind to teach you when you were level 5.. very possibly will now actively try to kill you as you reach level 20 plus. Sovereigns tend to notice if a local king/ruler is overthrown by a group of adventures and will do something about it. After 30th level characters are often in a PVP environment where other high level NPC are trying to kill them while they may be out to overthrow other NPC's. This can happen even if Both players and NPC's are lawful good!! Just look at history with France fighting England and other medieval wars were both sides were "good guys". These conflicts can embroil lower level characters as well. Monsters with father reaches such as Lich, Vampire and other intelligence creatures who are typically underplayed in other campaigns now try to sway or destroy characters over 20th level. Battles may be fought at business dealings and trade negotiations instead of in dungeons. Wyre is a more holistic approach so it is important to know politics and the implications of something minor such as eliminating a nest of kobolds at the beginning, level one, in the grand scheme of things. There are NO ‘simple’ encounters and eliminating one treat has an environmental impact. Remove some well defended level 6 kobolds and you may get level 9 Hobgoblins move into the now unoccupied territory. Even pests such as giant rats fill a nitch and whatever was eating the giant rats will now get hungry and head for a town and eat cows, or people.

Character classes are much the same as regular Dungeons and Dragons worlds although abilities are gained slower and spread out over 40 levels instead of 20. There are certain areas where classes are more common like the magical city of wizards or the barbarian or pirate islands. The Sorcerer class does not exist. Alternatively, psionic classes are recommended as taking the place of sorcerers on Wyre. Progress would be moved to 40 levels as has been done with other classes.

Races:
Human Subtypes: Arctic, Oriental, Tropical, Desert, Temperate, Tropical, Island, and Plains
Dwarf Subtypes: City, Mountain, Deep, Sun (or desert), Oriental (see Kurbuku)
Elf Subtype: Forest/City are usually High elves, Tropical Woods are Wood or Wild elf, Drow are on Swahard, Ocean/Sea/Island elf
Half Elf (are very rare)
Halfling: Temperate, Tropical, Oriental (substituted for Monkey people), Island
Gnome: City, Temperate Forest, Deep, Oriental (substituted for rat people)
Orcs: Menos Island
Half Orc
Githyanki: Sapin Island
Spirit people: Oriental
* other races may exist but usually as NPC.. DM can make exceptions

The Orcs of Wyre are very different from other worlds. They are sailors and favor a barbarian class. They are culturally similar to Vikings living for battle on the sea with enemies and landing almost anywhere in the world and attacking towns and even cities. There are several clans of orcs but most live on Menos Island. Orcs encountered elsewhere are either raiding parties or have established settlements in other lands. Orcs are a selfish lot where the strongest rule and are generally considered evil alignment but there are exceptions of those who for one reason or another help others and are good alignment. These good aligned Orcs are the player characters or even NPC's sometimes integrated into towns. Not all orcs believe in the path of destruction and death of all other races. Orc characters may even have parents who live in and are part of a town or city and are good aligned.
Orcs have +2 strength but -2 charisma. However, because of ability advancement orcs can play any class. Orcs on Wyre do not live underground so they do not have nightvision or darkvision and are happy to be in the sun. They are steady on their feet and gain +2 to acrobatics they all swim and have the skill for free. This is true even for land locked orcs. Almost all orcs also have survival (sea) and know how to read winds and water signs and are familiar with birds and animals of the oceans and seas.

Githyanki are also people of the sea and are the true pirates and traders. Most live on Sapin Island, but like orcs they can be encountered anywhere and have also integrated themselves into a few places. They are not as common as orcs though outside of the Sapin Islands. They are a mistrustful bunch of any and all races besides their own and hate mindflayers with a deep abiding passion. They will never forget their enslavement to the mindflayers long ago and they escaped to the surface and the sea. Githyanki are not costal raiders like Orcs and are happy to stay where they are though they do trade extensively and are not above raiding a ship for treasure. Despite their past Githyanki are known as slavers and often capture others and press them into service on their ships. A Githyanki player is one that sees the error of their culture and hates slavery of any kind. However, in costal cities Githyanki are viewed with suspicion and fear. Githyanki player characters are always outcasts. Unlike Orcs who a few have integrated into society Githyanki who do not embrace slavery are outcasts and may be wanted by others of their race.
+1 Intelligence, +1 Wisdom, -2 Strength
Swim skill free, direction sense feat, Immune to charm and sleep, Psionic defense

Drow elves live on the dark Swahard Island. Much of the Island is cloaked in perpetual darkness and is controlled by groups of Drow elves. Drow player characters are also outcasts of their society. The Drow culture is one of superiority and seeing all races as inferior and deserving of elimination. They use their ancient knowledge and magic to bend everything to their will. Drow want nothing less than the genocide of all other races, even other elves.
Darkvision 120, -1 Strength, +1 Wisdom, +1 dexterity, -1 constitution
player characters must buy the feat, Blind fighting or suffer -2 to all attacks (even magical ones) in sunlight. like all elves Drow are immune to charm and sleep. Player characters do not have Magic resistance

Sea Elves hate Orcs and Githyanki with a passion. They can live on land for a full month without needing to bath in the ocean because their body exudes a natural oil that keeps them strong in both water and sea. Sea elves have sonar sight in water up to 120. Dry land vision is the same as all other races. They and can be found in several coastal cities when they trade with "dry landers". Sea elves breath water or air equally well. See elves for other stats.

Oriental adventures are a part of Wyre The Fi-shi continent and the Fangir Island are both part of oriental adventures. the Oriental adventure world has no elves and their place is taken by the spirit folk. Elves and spirit folk do get along well on the extremely rare encounters they have. Kurubu races are now just dwarves, although very culturally different from dwarves of other lands. Halflings fill the place of monkey people with a culture like that of the monkey people. Gnomes are the behind the scenes traders so there are no rat people in oriental adventures. The racial classes of rat people and Monkey people do not exist (unless DM wants them). Spirit folk do however exist in Wyre and are pretty much exclusive to Fi-shi.

Character classes: Another key difference in the Wyre world is that attack bonuses also apply to damage. This means that a Level 20 Warrior is dealing 20 + Str+ weapon damage (+ magical damage) on a successful hit. This damage keeps them hitting as hard as wizards or monsters. See feats for modifications. Another Key difference is the lack of Multiple attacks listed in the character class. characters must buy additional attacks as feats!! The reasoning behind this is two-fold; first it offsets the large damage done on one strike and because of the extra levels more feats are available for purchase so buying a feat for an additional attack makes sense.
The following is the character Classes of Wyre
all special abilities are the same as those found in Pathfinder Core rulebook, or Players Handbook unless otherwise noted

Barbarian

Attack/ Fort Ref Will
Level Damage Save Save Save Special
1 1 1 0 0 Rage
2 2 2 0 0 Fast Move +5
3 3 2 0 0 Rage Power
4 4 3 0 0 Dodge
5 5 3 1 0 Trap Sense +1
6 6 3 1 1 Nimble Moves*
7 7 4 1 1 Rage Power
8 8 4 1 1 Improved Unc dodge
9 9 4 2 1 Trap Sense +2
10 10 5 2 1 DamageReduction1/-
11 11 5 2 2 Rage Power
12 12 6 2 2 Acrobatic Steps *
13 13 6 3 2 Trap Sense +3
14 14 6 3 3 DamageReduction2/-
15 15 7 3 3 Rage Power
16 16 7 4 3 Greater Rage
17 17 7 4 4 Trap Sense +3
18 18 7 4 4 Rage Power
19 19 8 4 4 DamageReduction3/-
20 20 8 5 4 Indomitable Will
21 21 8 5 5 Fleet +5*
22 22 8 5 5 Improved BullRush*
23 23 9 5 5Rage Power
24 24 9 5 5 ------
25 25 9 6 5 Trap sense +3
26 26 9 6 6 DamageReduction4/-
27 27 10 6 6 Rage Power
28 28 10 6 6 Tireless Rage
29 29 11 6 6 Trap Sense +4
30 30 12 6 6 Mighty Rage,
DamageReduction5/-
31 31 12 6 6 Rage Power
32 32 12 6 6 Fleet +5*
33 33 12 7 6 Trap Sense +7
34 34 12 7 7 DamageReduction6/-
35 35 13 7 7 Rage Power
36 36 13 7 7 Fleet +5*
37 37 13 7 7 Trap Sense +8
38 38 13 8 7 DamageReduction7/-
39 39 13 8 8 Rage Power
40 40 14 8 8 Mighty Rage,
Fearless**
* Additional Feats: Nimble Moves at 6th level, Acrobatic Steps gained at 12th, as is Fleet and Improved Bull Rush
**Fearless- totally immune to all fear type spells or effects of any type

Fighter

Base
Level Attack Fort Ref Will Special
1 1 2 0 0 Bonus Feat
2 2 3 0 0 Bravery +1
3 3 3 1 0
4 4 3 1 1 Bonus Feat
5 5 3 1 1 Armor Training 1
6 6 3 1 1
7 7 4 1 1 Bonus Feat
8 8 4 1 1
9 9 5 1 1
10 10 5 1 2 Weapon Training +1
11 11 5 2 2
12 12 5 2 2 Bonus Feat
13 13 5 2 2
14 14 5 2 2 Bravery +2
15 15 6 2 2 Armor Training +2
16 16 6 2 2 Bonus Feat
17 17 6 3 2
18 18 6 3 3 Weapon Training 2
19 19 7 3 3
20 20 7 3 3 Bonus Feat
21 21 7 3 3 Bravery +3
22 22 7 3 3 Armor Training +3
23 23 8 3 3 Battlefield Awareness
24 24 8 4 3 Bonus Feat
25 25 8 4 4 Weapon training 3
26 26 8 4 4
27 27 8 4 4 Bravery +4
28 28 9 4 4
29 29 9 5 4 Bonus Feat
30 30 9 5 5 Armor Training 4
31 31 9 5 5 Weapon training 4
32 32 9 5 5 Bonus Feat
33 33 9 5 5
34 34 10 5 5 Bravery +5
35 35 11 5 5
36 36 11 6 5 Bonus Feat
37 37 11 6 6
38 38 11 6 6 Armor Mastery
39 39 11 6 6 Bonus Feat
40 40 12 6 6 Weapon Mastery

Battle field awareness happens to truly seasoned combatants. This gives them an awareness of all visible conditions. Wind, humidity, terrain, enemy positions (visible) and where there own troops are. Treat as +5 for all leadership rolls or commands to groups. This ability is limited to line of sight so hidden and invisible are still a difficulty.


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I have my full notes all all calsses and maps and so on in word format fi I could figure out how to link

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