Greenstone Campaign (Syrus Terrigan) [Homebrew, 3.5/PF/SoP, Gestalt, CLOSED] (Inactive)

Game Master Syrus Terrigan

War. Intrigue. Ancient threats renewed. And in a "quiet" corner of the world, shadows of fresh conflict are being cast.


Character Generation:

Ability Scores Use the following array, arranged as desired, and then apply racial modifiers:

  • 18
  • 16
  • 14
  • 13
  • 11
  • 9

Races At this time, the following races from the core, featured, uncommon, and standard lists at the Pathfinder SRD are NOT supported as playable: gnome; fetchling; sylph; tengu; changeling; kitsune; samsaran; strix; suli; svirfneblin; vanara; vishkanya; wayangs; triaxian. Other races will be addressed on a case-by-case basis, but don't hold your breath.

Classes This is where things get tricky, both with the breaks between 3.5 and Pathfinder systems, and the changes involved in the Spheres of Power system. As such, a considerable amount of work and consultation may be required to finalize a character. If new characters are brought in, character concepts should be handled through direct communication with me.

Background/Traits/Drawbacks I strongly recommend that you explore the traits and drawbacks section of the SRD to choose fitting traits for your character. But, to take it a step further, by all means peruse the background generation process to help fine-tune your story. You may choose one of two options: a) one trait, or b) one drawback and two traits.

Spheres of Power Away with you, Vancian magic!! For those of you with spellcasting classes, I will say this: examine the new classes that Drop Dead Studios has designed to accompany this new magic system. These new options may lead you to choose to "rewrite" your current character; such a decision is fine.

Also: whether converting an existing class, using the new classes, or encountering difficulty with either -- take all talents and abilities as granted by each class level for your character. Yes, this means that double-casters will receive the 2 bonus talents twice.

For all intents and purposes, Greenstone is the "center" of this campaign. Many other nations and cities are part of the ongoing story, and characters may have ties to some of them, but this is the place most things will start.

Greenstone:
The baronial seat of the Eastern Reaches in the nation of Tyredor, Greenstone (so named due to the prevalence of copper ore and malachite in the mountains roundabout) is a thriving city on the nation's border, far from the battlefront. The city is set at the foot of the Barrier Mountains, and commands access to the Malachite Pass east over the mountains, the wealth of metals and gems in the many mines nearby, and the bounty of the Malachite Vale that opens toward the westward plains. The city has a population of over 17,000, and members of almost every race are found here.

Baron Islav Wikark is the current lord, having succeeded his father some 24 years ago. Wikark gained much favor through his successes on the battlefield a little over 6 years before his accession, and the populace has been pleased, generally, with his rule. Some still wonder about the fates of his siblings (five in all), all of whom died in accidents or in the war against the orcs (during which he gained his fame). Many suspect that Wikark will soon be called upon by the Crown to reinforce the western baronies, for whom the war against the Empire has gone ill.

The city is composed of 8 districts:

  • West Hills -- the northwestern agricultural district beyond the Trade Gate, home to Senator Parx Krathlin
  • Greenscarp -- stretching along the road from the Mountain Gate toward the Malachite Pass, home to most of the mine workers, and soon to be the focus of a major public works effort
  • Vault -- a fortress within the city itself, Vault District contains the regional mint, the prison, and the city's reserves and materiel for times of war
  • Malachite -- containing the Baron's Palace and the homes of the most powerful nobles and businessmen, Malachite District is kept with as much vigilance as Vault
  • Stonewall -- the poorest of all the districts, Stonewall is wedged between the eastern city wall and the mass of the mountains; it is the most dangerous part of the city, and has no direct access into the city proper
  • The Drop -- enterprising craftsmen, inventors, and merchants, have turned the near-vertical cliff face from the South Gate to the bridge over Cold Creek into a multi-storied business district
  • Oldtown -- occupying the vast majority of space within the city walls, Oldtown is the center of bureaucracy, organized religion, and schooling (for the wealthy), while also housing most of the middle-class citizenry
  • Fields (name subject to change, notes not in hand) -- nearly a mirror match of West Hills, Fields district dominates the southwestern city walls, bounded by West Hills to the north and the Drop to the east

more details to be posted later -- work-in-progress

Acris:
Acris is an independent city-state nearly a third of the way around the globe from Greenstone. It rests on the southern coast of the continent that supports Umbra, Spire, Falcon Cove, and the Razorcross Mountains. Governed by the Council of Ten Houses, Acris is a major trade hub in the western hemisphere. The bloodlines of the ruling houses are possessed of magical talents not found elsewhere in the world, even the great magocracy of Spire. Very rarely do the masters of Acris find sufficient cause to act overtly in the wider world, rather contenting themselves with their own intrigues and the assurance that business will attend to itself.

Spire:
Located at the eastern end of the continent it shares with Acris, the magocratic city-state of Spire is one of the greatest powers in the world. Secure within a massive shield that prevents physical, teleportational, and dimensional breach, and further guarded by three orders of specialized magi, The Magisterium reach across the globe through their agents, covert and political.

Never has the Great Barrier been defeated. Never has Spire been on the losing side in history. Never have the city's secrets been divulged.

This is very much a work in progress. More details will be added as we go along.

WIP:

add 2 levels, swap Madness domain for Moon subdomain,

XP 1,600
Male goblin cleric 3/rogue 3
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 39 (6d8+9)
Fort +6, Ref +9, Will +8
Defensive Abilities evasion, trap sense +1
OFFENSE
Speed 30 ft.
Melee 2 mwk kukris +8 (1d3/18-20)
Ranged light crossbow +9 (1d3/18-20)
Special Attacks channel negative energy (2d6, DC 9, 1/day), sneak attack +2d6
Domain Spell-Like Abilities (CL 3rd, +9 ranged touch)
6/day—copycat, vision of madness
Spells Prepared (CL 3rd)
2nd—hold person (DC 15), invisibilityD, sound burst (DC 15)
1st—cause fear (DC 14), cure light wounds, lesser confusionD (DC 14), obscuring mist
0—bleed (DC 13), guidance, resistance, stabilize
STATISTICS
Str 10, Dex 18, Con 13, Int 10, Wis 16, Cha 6
Base Atk +4; CMB +3; CMD 17
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Acrobatics +13, Bluff +7, Knowledge (religion) +9, Perception +12, Ride +7, Stealth +20
Languages Common, Goblin
SQ fast stealth, spontaneous casting (inflict spells), trapfinding +1
Combat Gear wand of cure moderate wounds (28 charges); Other Gear +1 chain shirt, masterwork kukris (2), light crossbow with 10 bolts poisoned with blue whinnis, cloak of protection +1, onyx unholy symbol worth 40 gp

Creating a Lycanthrope

“Lycanthrope” is an inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes) template that can be added to any humanoid.

Challenge Rating: Same as base creature or base animal (whichever is higher) +1.

Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature’s size. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.

Defensive Abilities: A natural lycanthrope gains DR 10/silver in animal or hybrid form. An afflicted lycanthrope gains DR 5/silver in animal or hybrid form.

Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.

Melee: A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.

Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:

Change Shape (Su)

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su)

A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex)

In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope’s ability scores are unchanged from the base creature’s form. In animal and hybrid form, the lycanthrope’s ability scores are the same as the base creature’s or the base animal’s, whichever ability score is higher.

XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +4

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease

STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim

SPECIAL ABILITIES
Disease (Ex)

Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.