Campaign world ideas


3.5/d20/OGL

51 to 100 of 143 << first < prev | 1 | 2 | 3 | next > last >>
Liberty's Edge

Okay, an idea I've been mulling over for a week or two, Background Skill Bonuses. The basic idea is that each character gets skill bonuses from their background. A total of 10 points for one or two skills that will always be considered Class Skills for that character(ten points total, not each).

Example #1: A Fighter has spent much of his life on a ship at sea, and chooses to make Profession- Sailor and Swim into his Background Skills, splitting the points where he has eight in Sailor and two in Swim(which is already a class skill). Later on that fighter takes on the Prestige Class Duelist. For anyone else, these skills would be cross class, but this character chose them as his Background Skills, so they are Class skills for him.

Example #2: A Cleric was raised in a family of blacksmiths and the player chooses to make Craft- Weapons and Craft- Armor as Background Skills, splitting the ten points evenly. The Cleric now has a +5 bonus to both of those skills due to her Background Bonus.

Comments?

Dark Archive

Cato Novus wrote:

Okay, an idea I've been mulling over for a week or two, Background Skill Bonuses. The basic idea is that each character gets skill bonuses from their background. A total of 10 points for one or two skills that will always be considered Class Skills for that character(ten points total, not each).

Example #1: A Fighter has spent much of his life on a ship at sea, and chooses to make Profession- Sailor and Swim into his Background Skills, splitting the points where he has eight in Sailor and two in Swim(which is already a class skill). Later on that fighter takes on the Prestige Class Duelist. For anyone else, these skills would be cross class, but this character chose them as his Background Skills, so they are Class skills for him.

Example #2: A Cleric was raised in a family of blacksmiths and the player chooses to make Craft- Weapons and Craft- Armor as Background Skills, splitting the ten points evenly. The Cleric now has a +5 bonus to both of those skills due to her Background Bonus.

Comments?

Instead of +5, I'd consider making a Regional feat like in the Realms campaign setting, that gives one or two +2 skill bonuses and treats those skills as Class Skills. If only one, the other bonus might be something else, like a free language or a free martial weapon proficiency.

Examples;
The nomadic folk of the Drendei have +2 to Ride checks, being practically born to the saddle, and treat Ride as a class skill for any classes they take. They also are always proficient with the composite longbow or composite shortbow, due to their peoples reliance on mounted archery.

Wanderers at heart, the Rhennee barge-folk start out with one bonus language from any of the surrounding lands their wandering rivers take them, and gain a +2 to checks to Swim or handle boats.

If a PC doesn't want to take the Regional bonus feat, he might be able to pick up another one (this Rhennee grew up prone to motion sickness, and never learned to swim or handle boats or any of that stuff, putting off in a city as soon as he could get away, so he has the Cosmopolitan feat instead). Just make sure to limit it to feats of equal value, unless you are fine with giving everyone a bonus feat that they might choose to use for Combat Reflexes or Metamagic or something.

To make the Regional Feats more attractive, they might come with one or more items of 'signature gear,' that people from that area tend to have, similar again to how the Forgotten Realms Campaign Setting handles it. No Regional Feat, no bonus gear.

Liberty's Edge

Thanks for the insight, Set, I like Regional Feat for some of the flavor it provides, but I'm not sure it will fit, as I've spoken with my players, and most, if not all, are going to be playing characters from the Farwood area. It may be of use for any characters from other lands.

Speaking of the lands, I think I may have come up with a name for the country the story starts in. I'm considering either "Greland" or "Gelrand". Hopefully I haven't stumbled upon a name used somewhere else again.

As always, comments(on anything mentioned thusfar), are welcome.

Edit: If its unclear, the beginning of "Greland" is pronounced as you would start to say "grit", and similarly, "Gelrand" is prenounced as you would start to say "get".

Dark Archive

I vote Greland.

Gelrand sounds like an annoying character name from a 2nd rate fantasy novel. Greland sounds like a real place, particularly with the Griland pronounciation.

I love to tweak pronunciation. It adds character. The bad guy's name is 'Drake?' He snootily corrects the first PC who calls him that, pointing out that it's pronounced 'Drayce.' A 'Drake' is a duck, not a Sea Lord of Freeport!

Liberty's Edge

Good, that makes naming the language simple: Grelish.

As a side note, Common is something that has gotten on my nerves. Even with people flinging magic left and right, somehow, I just find it so difficult to believe that there is one language which exists throughout the lands. Just another thing to change, I guess.

Liberty's Edge

Elvenkind and Humankind

Alright, one thing I'm considering is pushing Elves more toward their Fey roots(and will be considered by most races as the "highest order of Fairy"). Elves will remain Chaotic bent, but will lose the natural Good tendancies. Similarly, their Racial Deity will be Chaotic Neutral. I will also be changing their stat alterations a little. -2 to Constitution will stay, but the player will choose one of two stats that the +2 goes to, either Dexterity or Intelligence(as a side note, I may make both have a +2 and also add a -2 to Strength). Wizard will remain their favored class, however.

One thing I didn't really like in the lighting rules is Low-Light vision. It just didn't seem right to me. I recently remembered that back in high school, I read one of the few fantasy books they had, and it had an Elf in it as a main character.

That is important because it made specific mention of their vision. They didn't so much see better in the dark, they had a wider range of visual perception. To put it in technical terms, the range of their visible spectrum included the infrared. To put it more simply, they saw heat, and that's one thing that has stuck with me. So I'm seriously considering allowing Elves to see heat, as a means to further them from the other races, instead of just being "long-lived human-like beings with better vision and more frail bodies". Now, this can also help in limiting the environments they can live in, effectively cutting out deserts, at least, during the day, due to the fact that the dunes would glow, and heat distortion could even blind them. As a side note, to them, heat merely seems like another color, just as yellow looks different from green or blue.

Another change is increasing their lifespans dramatically. I'm talking two or three dozen centuries instead of a dozen decades(as a side note, once they reach the Middle Age category, their body simply stops aging, as the Druid and Monk abilities). This leads them to a feeling of superiority over most other races, because they feel their god created them as a "perfect race", a creature that essentially doesn't die outside of disease, battle, or freak accident. However, this will just be the stereotypical Elf, most adventuring types will become somewhat humbled by reality once it slaps them in the face, after a decade or two, that is.

Elven Culture
Elves are known for enjoying all each facet of life that it has to offer, and when tiring one thing, they will redevote themselves to something else. This is true for all aspects of every Elf's life. However, for a race that measures their age in centuries, this can take quite a while, in respect to other races.

One thing Elves have never tired of, however, are parties; and as the old Dwarven saying goes "An Elven party means one of two things: Someone is getting married, or divorced." For a race that lives for decades upon decades, Elves simply cannot comprehend the concept of spending their entire lives married to a single person. Most of their marriages last for a mere three centuries as they eventually tire of each other and move on.

Pregnancies and births are some of the biggest celebrations, as many Elves live their entire lives and never have any children. Each baby is guarded with the lives of every Elf around, as they see them not as blessed events, but rare blessed events. So careful are they of children, that barely any member of a race other than Elves has ever seen one younger than fifteen years.

Elven Relations with Humankind
Elves don't quite know what to make of Humanity. On one hand, they wither and die so quickly. On the other, they breed and propagate like rats, spreading across the world as if a plague. They have no specific god, no one being created them. And yet, they adapt and survive somehow. And they looked amazingly similar to Elves.

So the Elves took it upon themselves to teach these pitiful creatures language, magic, sciences, and so forth. After the first decade, the first Elf/Human hybrid was born to a female Elf. Elvenkind quickly realized that while it was so difficult to procreate within their own ranks, they could much more easily have children of this mixed lineage. And so, many Elf couples who wanted have a child decided that if they couldn't have an Elf baby, they would have the next best thing. These hybrid babies even became a new fashion, for a time.

But many these new children did not meet their parent's standards. Many human traits seemed dominant, so much that these half-Elves, or "Errants" as they were called, did not fit in well. Many were outlived by their Elf parents, who were left to grieve over them. While they were alive, they normally had the bigger builds and more bodily hair than their Elven peers. They were not typically as limber as their Elven kin, nor were they as naturally proficient at magic, either.

Treated as second-class citizens, the Errants, were just slightly better off than the Humans(many of whom resented the Errants), who were a step below them in Elven society. Then things changed. The Elves began to push the Errants out even further. And the Errant War began. This three-sided conflict went on for a long time, and eventually the Errants sided with the shorter-lived Humans. The war came to a close with no clear victor, it just suddenly stopped. Errants became their own people, on mostly even terms with the Humans, while the Elves became more secluded. Occasionally new Errants emerge amongst the Human or Elven communities, but this is now few and far between, and the Errants today are a slowly dwindling breed.

Coming eventually: Errants!

Dark Archive

I like the 'errant' name. In one game, I had 'half-elves' be only humans with a slight hint of elven blood, and the elves statted up in the PHB be the *real* 'half-elves,' being hybrids from an elder fey race and mankind. The 'real' elves were true fey, and both fickle and dangerous, prone to heights of emotion (and passion, and rage) that could sweep a human away with it's intensity, and, all-too-often, end in violence.

Fortunately for the other races, full-blooded elves were extremely rare, and were no longer actively wandering the lands, their heyday long past.

This way, the 'fullblood' elves could evoke both Seelie and Unseelie mythic feelings (and often both in the same individual, depending on her mood-of-the-moment), and yet also be higher power than PHB 'elves,' more like Tolkein elves and with no need to be balanced for PC use.

Liberty's Edge

Before I get into the Errants, I'd like to side-track a little and go over the religion in the regions that will be played.

So far, I've listed seven Deities, and referenced to five others. Six of the first seven are members of the Council of Nine. This pantheon I thought up is based somewhat on the idea that Tyrra is "Earth That Wasn't". Each of these deities are inspired by our world's gods and goddesses, that have been, or are worshiped.

For the most part, they are inspired by Norse, Greek, Judeo-Christian, and Celtic myths; but then each one is altered to feel both familiar and different at the same time. Kinda like how some comedians will take a well-known joke and turn it on its ear for effect. The Greenman is actually an example of one I barely changed at all, even the name(although that may yet happen).

I wish to invite anyone who feels I'm portraying any portion of a religion improperly to talk it over with me. I want these to feel right.

The Exchange

Cato Novus wrote:

Before I get into the Errants, I'd like to side-track a little and go over the religion in the regions that will be played.

So far, I've listed seven Deities, and referenced to five others. Six of the first seven are members of the Council of Nine. This pantheon I thought up is based somewhat on the idea that Tyrra is "Earth That Wasn't". Each of these deities are inspired by our world's gods and goddesses, that have been, or are worshiped.

For the most part, they are inspired by Norse, Greek, Judeo-Christian, and Celtic myths; but then each one is altered to feel both familiar and different at the same time. Kinda like how some comedians will take a well-known joke and turn it on its ear for effect. The Greenman is actually an example of one I barely changed at all, even the name(although that may yet happen).

I wish to invite anyone who feels I'm portraying any portion of a religion improperly to talk it over with me. I want these to feel right.

It really depends on what your players are comfortable with. They might like the D&D pantheon, and feel pretty confident with it. On the other hand, if any of them are hard set on the truth of religion and you portray them wrong (in their eyes), then you may be getting into a squabble. On the other hand (yes, my third), if you have a group that loves Greek or Norse mythology, then they might relish the opportunity to play a character in that world where the gods have real effects in the world. It all depends on your group's opinion on the subject.

Dark Archive

Cato Novus wrote:
I wish to invite anyone who feels I'm portraying any portion of a religion improperly to talk it over with me. I want these to feel right.

It's a fantasy scenario, so it's not really possible to portray a real-world religion 'improperly,' since you are planning on portraying fantasy religions that may evoke certain aspects of real-world religions.

From the Greyhawk setting, Pholtus' church is a caricature of pushy evangelical Bible-thumpers with some Catholic high ritual and heirarchy, St. Cuthbert has the militant crusader 'you're all gonne burn in hellfire!' staunch traditionalist aspect down pat, while Pelor's church has elements of early Mithraic-inspired Christianity, with hints of Unitarian 'mellow.' None are unflattering portrayals of *Christianity,* even if they have clear parallels to certain *aspects* of Christiantity.

Could someone take offense? Yeah. But that's just it. They'd be *taking* offense, which is completely different from the author *giving* it. Anyone who thinks Pholtus/Cuthbert/Pelor is offensive is perfectly in their rights to do so, and completely 100% responsible for their own feelings on that matter. Nobody owes them a cookie for going out of the way to get their own nuts in a twist.

I'd be more concerned with whether or not the respective fantasy faiths feel genuine. Far too many fantasy dieties seem like the sort of entity nobody would worship (as opposed to propitiate, out of fear), like gods of plague or pain or death or natural disasters. Everquest has some of the worst. A god of fear? A god of hate? Come on!

Are there moody loners out there who want to punish the world for how tedious their own lives have become because of their own social maladjustments? Heck yeah, but I can't imagine them building a church! And what self-respecting diety wants to be the God of Losers?


I found out yesterday that my new campaign starts tomorrow When I put together a list of what I needed to write, I too realized I could be putting together a campaign workbook or splatbook of some sort.

Good Job on your campaign, your pantheon looks cool and I like the Lance dudes.

Scarab Sages

Kirwyn wrote:
I found out yesterday that my new campaign starts tomorrow.

Good of them to tell you!

Liberty's Edge

Snorter wrote:
Kirwyn wrote:
I found out yesterday that my new campaign starts tomorrow.
Good of them to tell you!

Reminds me of the game where I was supposed to pick up one of our group's players, but never found out until after I showed up at the game...

Me: "Hey guys. Ready to play?"
Dave: "Where's Billy?"
Me: "I dunno, where were you when you last had him with you?"
Dave: "What?"
Me: "How should I know?"
Kelly: "I thought he was coming with you."
Me: "What gave you that idea?"
Kelly: "Dave was supposed to tell you."
Dave: "Wait, I thought Stephen was."
Stephen: "You mean Kelly wasn't supposed to?"
Me: "Tell me what?!"
Them: "That we needed you to pick up Billy."
Me: *palmface*

Liberty's Edge

Unrelated information: I just recently began reading the Dragonlance Chronicles and have to say I now understand why people hate Kender so much. How could a species like that survive? The mere concept would kill Charles Darwin, if weren't already dead.

Were I anyone of the people in that group, I would have already strangled Tasslehoff. And I don't mean that as a euphemism. I mean I seriously would have placed both of my hands around his throat and squeezed, blocking off the passage of air and the flow of blood untill he died. Then I would have cake.


Cato Novus wrote:

Unrelated information: I just recently began reading the Dragonlance Chronicles and have to say I now understand why people hate Kender so much. How could a species like that survive? The mere concept would kill Charles Darwin, if weren't already dead.

Were I anyone of the people in that group, I would have already strangled Tasslehoff. And I don't mean that as a euphemism. I mean I seriously would have placed both of my hands around his throat and squeezed, blocking off the passage of air and the flow of blood untill he died. Then I would have cake.

Yum, cake. Can I have some?

Liberty's Edge

Errants

"Errant" is the name for a new race that emerged when Elves began to breed with Humans in hopes of getting the children they desperately wanted. While Errants were seen by many Elves as inferior and by many Humans as outsiders; they are, in actuality, a balanced blending of their Human and Elven parents.

The Elven point of view was brought about by their knowledge(or more accurately, their belief) that they were the peak of their God's creations.

Humans, on the otherhand, saw them as different. Curious, really, since Humanity had many differences among itself due to how it came into being.

As Errants became integrated into Human society, they meshed with it to the point that most Elves view Errants as Humans. This point is debatable. Those Errants that were raised with Elves, however, are treated almost the same as Elves, as much as Elven pride will allow, anyway.

Most Errants are constantly aware that they do quite fit in no matter where they are. They will always be viewed as different, or deficient, and they know it. This leaves them with need to prove themselves or the need to travel, sometimes both.

-------------------
All Errant racial traits are the same as in the PHB except as noted below.

Human Errant Traits- Human-raised Errants are brought up in a rapidly changing environment that requires constant adaptation, and so tend to share the flexibility of their Human half.
Favored Class: Any, just as Humans
Automatic Languages: Regional*
Skill points: 1 Bonus skill point per level, just as Humans.

Elven Errant Traits- Elf-raised Errants are brought up in a slowly changing environment, and tend to only see a fraction of other Elves' lives, so they typicly become set in their path and less adaptable to new situations than their human-raised brethren. They have less of a Chaotic tendancy than their Elven ancestors, but this makes them no less unpredictible.
Favored Class: An Elven Errant's 1st level class becomes their favored Class.
Automatic Languages: Elven, Regional*, Sylvan

All Errant Traits- All Errants share the following traits.
Elven Vision: Instead of Low-Light vision, Errants gain a weaker version of the Elf ability to see heat. Errants can see heat up to 25 feet away.
No bonus to Diplomacy or Gather Information checks.
Breath Weapon: Just kidding. :P

*I don't like a Common language used throughout the lands. I'm making regional languages.

Liberty's Edge

Okay, as I have previously stated, I'll be using the three modules Barrow of the Forgotten King, The Sinister Spire, and Fortress of the Yuan-Ti as a kind of prologue to the campaign. The idea is that these modules will take place roughly 20 years prior to the main storyline, and will serve to get my players aquainted with the altered rules. The characters they use will start at 3rd level and will essentially be retired at the end of those modules.

Once the campaign begins in earnest, they will use first level characters and begin their adventure in Farwood's Edge. Here's what I have for the adventure path so far.

Setting: Farwood's Edge, a day and a half before a local festival
Situation: Local militia mostly gone(checking on late-running caravan), the stableman's son rides wagin into town with wounded father in back. Local Druid patches him up and the Stableman offers a job of retrieving lost horses(2) and donkeys(4).

Discussions:
Stableman(John)
"We were on our way back from the mill when we were ambushed! Arrows flyin' at us! I took one im me shoulder and the second in me back. I popped up and shouted in pain."

"I musta startled the horses, 'cause all I remember seein' after that was sky then nothin'." Then he rubs the back of his head "Probly got knocked cold from hittin' the wagon."

"I'll make ya a deal. If the lot o' ya wanna make some coin, I can pay ya for retrieving my lost asses and horses. Say... 20 silver fer each donkey you bring me back, and 10 gold fer each horse."

"Don't quite know what got us. Didn't stop to ask! Then 'fore I knew it, I 'as unconscious. Ya might ask Harry."

Stableman's Son(Harry}
"Yeah! I saw 'em! They's ugly! Small litt'l bandits wit' pointed an' jagged teeth! Brownish, leathery skin, with messy black hair!"

"Shot at me an' Pa! Took our asses, frightened a couple of horses off, prob'ly went after the millers, too!"

--------------------------

Survival DC 10 to find track of animals and to follow. Roll 1d4 to determine the set of tracks followed.
1. North - Tracks lead to Edge Creek. Non-combat encounter. One donkey can be found drinking from the creek.
2. Northwest - Tracks lead to the millers. Millers have dug in. Three goblins present. One banging against the door, one roasting horsemeat on a spit, one scarring the other with a spear.
3. South - One donkey running from a lone goblin.
4. Southwest - Four goblins surrounding two donkeys, one is mounted.

Encounter 1: Handle Animal DC 8 to get donkey to follow. Experience +40

Encounter 2: Goblins attack once they notice party, dropping everything else. (Goblin 1- Battleaxe, Goblin 2- Spear, Goblin 3- Morningstar) Experience +300
Handle Animal DC 12 to calm horse. Experience +60

Encounter 3: Goblin doesn't notice party right away, but attacks once he does. Experience +100
Handle Animal DC 12 to calm Donkey. Experience +60

Encounter 4: Three goblins around two donkeys, they've managed to get ropes around their necks. One goblin orders them about in the goblin language. If any character understands Goblin, they hear such things as "Fresh meat tonight!" and "Hurry, or we'll be late!" "Where did the rest go?" (Goblins 1 & 2- Spear, Goblin 3- Battleaxe)

Goblin Sergeant: Fighter 2/Rogue 1, Wielding longsword
Mount: Worg

Experience: +300 for Goblins, +250 for Goblin Sergeant

--------------------------

For the next two parts, I'll have Farwood's Edge be attacked by a force of Goblins once the caravan finally arrives(it was attacked en route to Farwood's Edge, causing the delay). Rumors will begin to spread that the goblins are once again becoming organized and not just raiding for provisions anymore.

As it leaves, the Caravan leader will offer a job to the PCs to protect the caravan as it makes its way onward(as the militia can't leave the town unprotected for long). If the PCs take it, they'll have a chance for a battle with the remaining goblin forces, which are Goblin Calvary, in a mobile battle as the caravan races to its next destination with the calvary in hot pursuit.

This third part will be interesting as the PCs will be fighting on the backs of moving wagons against mounted troops. Some will board, while others simply fire crosbows/shortbows from their mounts. Falls from the wagons could prove fatal as they're traveling quickly, and those who fall can and may be trampled to death.

Those last two I'm still working on the finer details.

Liberty's Edge

Okay, a few things I've been mulling over is how much money characters will get over their careers and a deceptive monster to pull on them later on in the campaign.

In regards to money, something in the PHB has stuck out in my mind for quite some time now. I remember reading that the silver piece is the basis of the enconomy, and that one silver piece equals enough food/drink to provide enough nutrition for a commoner to live one day. Not one meal, a day's nutritional requirements. This got me to think about the costs of everything else listed.

When comparing these costs it shows me just how expensive everything in the game is. Then I started to compare this all to how much money my character has aquired in a surprisingly short span of time. Something is seriously out of whack here. I'm thinking I'm going to rework the prices of things and also limit the money that the characters earn throughout the game.

Now, the starting town is one that's along a trade route, so it would make sense for them to have a little more wealth than average, but there will be small villages and hamlets along the way that will probably only be able to pay for the party's services in trade.

For the deceptive monster, I'm planning far ahead, but I want to be really, really mean with it. I'm considering leading on the players by having members of a group they do battle against mentioning the guardian of their fortress as a White Dragon, but it turns out to actually be a misunderstanding, and its a Red Dragon that's a Wight(I may have the enemies chant something like "All shall meet the Guardian's Bite, You will fear the Dragon Wight"). I may even have the scales have turned a soft grey.

Basicly, I'm wanting to try and trick them into preparing themselves for Cold attacks and to deal Fire damage, then be caught completely off guard when they find they find that the Dragon dancing within their fire.

I'll still give them hints that this dragon is not the polar type, however, I'll leave it in a warm area, its appearance(not counting the color) will look just like a Red Dragon of the appropriate age. I'll try and give them sufficient clues that this is not what it immediately appears to be, but I'll leave it to them to piece things together.


Cato Novus wrote:

Okay, a few things I've been mulling over is how much money characters will get over their careers and a deceptive monster to pull on them later on in the campaign.

In regards to money, something in the PHB has stuck out in my mind for quite some time now. I remember reading that the silver piece is the basis of the enconomy, and that one silver piece equals enough food/drink to provide enough nutrition for a commoner to live one day. Not one meal, a day's nutritional requirements. This got me to think about the costs of everything else listed.

When comparing these costs it shows me just how expensive everything in the game is. Then I started to compare this all to how much money my character has aquired in a surprisingly short span of time. Something is seriously out of whack here. I'm thinking I'm going to rework the prices of things and also limit the money that the characters earn throughout the game.

Now, the starting town is one that's along a trade route, so it would make sense for them to have a little more wealth than average, but there will be small villages and hamlets along the way that will probably only be able to pay for the party's services in trade.

For the deceptive monster, I'm planning far ahead, but I want to be really, really mean with it. I'm considering leading on the players by having members of a group they do battle against mentioning the guardian of their fortress as a White Dragon, but it turns out to actually be a misunderstanding, and its a Red Dragon that's a Wight(I may have the enemies chant something like "All shall meet the Guardian's Bite, You will fear the Dragon Wight"). I may even have the scales have turned a soft grey.

Basicly, I'm wanting to try and trick them into preparing themselves for Cold attacks and to deal Fire damage, then be caught completely off guard when they find they find that the Dragon dancing within their fire.

I'll still give them hints that this dragon is not the polar type, however, I'll leave it in a warm area, its...

You should just make it albino. Save a lot of trouble.

Liberty's Edge

That's just funny. I don't know which would make the players more angry, being clawed and then receiving negative levels or or an Albino Red Dragon.

I'll have to think over this, and go with whichever I believe they'd like the least. :)

Liberty's Edge

Okay, I've been going over parts of how I'm going to adapt the Barrow of the Forgotten King(and continuing modules) to Tyrra and one of the things I'm going to change is Merthuvial. Its still going to be made of adamantine in a world where none exists. However, its going to be more important to the overall storyline.

I'm taking the concept of Merthuvial and altering it with some ideas from Excalibur of Arthurian legend and the Master Sword from the Legend of Zelda series, as well as a couple ideas of my own.

----------------------------

This sword is the Star Cross. A blade which has held many different forms for many different people. It has hidden itself for long periods, appearing a few times every age to find a wielder in a time of great need. Those who bear the Star Cross invariably become intertwined with the legends the Star Cross makes.

The Star Cross has made Kings and Generals, Heroes and Saviors as time has marched on. The Star Cross has slain Tyrants and Warlords, Traitors and Beasts as time has marched on. The Star Cross will continue to do so, as time marches on.

The Star Cross chooses its bearers carefully, as its nature is influenced by those who wield it. Bearing the Star Cross is both an honor and a burden, for those who carry the Star Cross carry potential for salvation, and damnation. The power of the Star Cross is limited only by its bearer. As its wielder grows, so does the Star Cross.

Liberty's Edge

A little on Clerics. I'm considering altering when they gain their second domain. Perhaps if I set it up so that they don't get to pick their second set of domain spells until sixth level, the players who take them will have more idea in mind on how they want to develop their character and not be stuck in a path they thought they wanted but later changed their mind.

This also has something to do with Paladins as a Prestige Class. I'm hoping to use Tyrra for several campaigns and want to be sure that I don't have things set up so that its a given to take Paladin or Blackguard once you hit level 5.

Likewise, I'm considering limiting the highest level of spells the Prestige Paladin can reach to the sixth tier, much like how the Bard's spells are.

Comments, ideas, death threats?

Liberty's Edge

I had an idea while working on some of my campaign stuff indirectly related to this. What if I had the Paladin sacrifice the ability to spontaneously Cure/Inflict, as well as one Domain as a sign of the devotion to enter Paladin-hood?

I must think on this.

Anyway, back to your regularly scheduled concepts, already in progress.

Liberty's Edge

I've finished the ten Greater Deities of the Council of Nine, so I figured I'd post all ten, relisting those I've already mentioned with all the corrections I've made to them so far.

I've decided that of the two domains a Cleric may pick, only one of them must be one of their deity's. So, I'm also including Restricted Domains, which is simply domains that a Cleric may not pick if they choose that deity.

Also, along with the deity's favored weapon, is a magical enhancement that their Clerics can have placed upon theirs by the church once they earn it.

Here goes.

Law

Jarta(LN) - Known as Jarta the Unforgiving or the Frozen Consul, Jarta sits upon his throne of ice, passing judgement upon the souls of those past who have grieviously transgressed Law. Councilor

Favored Weapon: Warhammer(Frost)
Domains: Destruction, Wrath, Law, Strength, Cold
Restricted Domains: Chaos, Fire, Luck
Symbol: A Hammer with Scales hanging from each side.

Metrioch(LG) - Refered to as the Allfather, Metrioch was the god who rallied the pantheon together and led them to victory in the Gods' War, and then survived his brother’s attack after the final battle. He became the GodKing, leader of the Council of Nine. Councilor

Favored Weapon: Longsword(Shocking)
Domains: Good, Law, War, Courage, Lightning
Restricted Domains: Evil, Chaos, Tyrrany, Earth, Destruction
Symbol: A Hand holding a Lightning Bolt

Baloth(LE) - The Betrayer, The Deciever, the Tyrant Lord; all titles for the brother of Metrioch, who attempted to strike down his brother as he was weakened from the final battle of the Gods' War. His brother survived the onslaught, but was not strong enough to kill his brother in his condition. Enmity has existed between the two ever since. Councilor

Favored Weapon: Greataxe(Flaming)
Domains: Evil, Law, War, Tyrrany, Fire
Restricted Domains: Good, Chaos, Courage, Protection, Water
Symbol: A Black Gauntlet surrounded by Flames

Neutrality

Greenman(N)- A Primal God, the Greenman defected to the side of the Council of Nine in the later half of the God's War. The Greenman is not truly a member of the council, acting more as an advisor than anything else(and Councilor-Pro Tem should one be unavailable). The Greenman is responsible for nature and the elements as balanced, yet uncontrolled forces. Councilor-Pro Tem

Favored Weapon: Quarterstaff(Sure Striking)
Domains: Air, Animal, Earth, Fire, Lightning, Plant, Water, Weather
Restricted Domains: Blackwater
Symbol: An Oak Leaf

Draco(N)- More commonly known as the "Dragon Lord", "The Great Dragon" or "The First Dragon", Draco is quite the oddity among Patron Deities, as creatures of any race or alignment may be Clerics of Draco, but only those with Draconic Heratige can access all of Draco's Clerical Domains. Draco is also the eldest member of the Council of Nine. Councilor

Favored Weapon: Scimitar/Claw(Keen)
Domains: Dragon*, Knowledge, Magic, Travel, Wealth*
Restricted Domains: -Undecided-
Symbol: A Gray Dragon coiling around itself.

Polaris(NG)- Referred to as "The Heavenly Guide" and the "Light in the Darkness", Polaris is most active at night, with one eye staring upon the world from the night sky, unmoving and unblinking. So steadfast in her watching over the world's travelers, that many use her location to find their way at night. Councilor

Favored Weapon: Ranseur(Enfeebling)
Domains: Good, Healing, Protection, Sun, Travel
Restricted Domains: Destruction, Evil
Symbol: A Four-Pointed Star with a single open Eye in the center.

Faltas(NE)- Keeper of Forbidden Knowledge and Secrets, and a Master of Lies, Faltas is a god of magic with a deserving and duplicitous nature. Theories abound that he inspired Baloth to attack his brother at the end of the war, yet would not help him when the attack was made as a means to get the two to kill each other; but there was no proof that he had a hand in any of this. Councilor

Favored Weapon: Dagger(Silent Strike)
Domains: Evil, Knowledge, Magic, Trickery, Planning
Restricted Domains: Good, Protection, Luck
Symbol: A Serpent coiled around a Dagger.

Chaos

Oceaa(CN)- Goddess of all the seas, and known to exhibit a furious temper when crossed, she can also be quite pleasant and even motherly at times. She will watch over those who have earned her favor and unleash her wrath upon those who earn her ire. Oceaa considers all sea creatures as her beloved children, and hates it when they are needlessly harmed. Councilor

Favored Weapon: Trident(Aquatic)
Domains: Ocean, Storm, Chaos, Water, Seafolk
Restricted Domains: Law, Fire, Sun
Symbol: A Crashing Wave with a Trident.

Arian(CG)- Goddess of the winds, and sister to the more unpredictable Oceaa, Arian governs the skies with a gentle, yet firm hand. Like her sister, however, she is not one to be taken lightly. While she does oversee all winds, she delegates many duties to her children. Councilor

Favored Weapon: Longbow(Distance)
Domains: Chaos, Good, Air, Protection, Travel
Restricted Domains: Law, Evil, Earth, Destruction
Symbol: A Beauty standing between Parting Clouds

The Scarred One(CE)- No name is known, even by this god’s peers and devout followers. He is the god of carnage, who revels in wanton destruction. He only calls for his legion of miscreants and sadists to stop their violence so that which is torn down may be rebuilt, for the sheer pleasure of tearing down once more. Councilor

Favored Weapon: Dire Flail(Vicious)
Domains: Chaos, Evil, Destruction, Death, Strength
Restricted Domains: Law, Good, Protection, Planning
Symbol: A heavily Scarred Demonic Face with an expression of Crazed Glee.

Liberty's Edge

More on Paladins(I seem to be focusing a lot on them, maybe because I want them to actually be balanced... :P ) and Blackguards. I've never liked the total immunity to fear effects that they get, so I'm replacing that immunity with a bonus to any saves against fear effects. I'll probably go with a +1 per Paladin level, which isn't much at first, but tops that character out at +15 once they complete that class. So, while formidible against such effects, they are not immune to them.

Related, I believe I've found more appropriate names for them(for my setting): Vindicators and Corruptors.

As for Races, I'm thinking of making it so that each race gets a little something every four or five levels instead of just being a first level decision.

Liberty's Edge

I'm considering a Spell Points system for this world. Not exactly the same as listed in Unearthed Arcana, but I am using that as the basis. Knowing a couple of my players, I am also splitting the spell points into to types, Mana and Spirit. These apply to Arcane and Divine spells respectively, and they do not stack.

I will likely be using Paizo's system for Wizard's schools of magic and Sorcerous Bloodlines. Its an awesome system and can't currently think of a way to improve on it(but given time, who knows? :P).

In regards to my statement last time about races getting a boost every now an them, what I'll likely devise is a set of Racial Feats that is unique to each race, as well as little improvement each time to racial powers/special qualities, such as(just examples):

Dwarven Poison resistances and Stonecutting
Elven-Fey powers
Human adapability
Gnome bonuses to/against Illusions and Alchemy


Cato Novus wrote:

I'm considering a Spell Points system for this world. Not exactly the same as listed in Unearthed Arcana, but I am using that as the basis. Knowing a couple of my players, I am also splitting the spell points into to types, Mana and Spirit. These apply to Arcane and Divine spells respectively, and they do not stack.

I will likely be using Paizo's system for Wizard's schools of magic and Sorcerous Bloodlines. Its an awesome system and can't currently think of a way to improve on it(but given time, who knows? :P).

In regards to my statement last time about races getting a boost every now an them, what I'll likely devise is a set of Racial Feats that is unique to each race, as well as little improvement each time to racial powers/special qualities, such as(just examples):

Dwarven Poison resistances and Stonecutting
Elven-Fey powers
Human adapability
Gnome bonuses to/against Illusions and Alchemy

Dwarves do not need additional abilities. Trust me.


Thanks for linking me to this. I can see you're putting a lot of thought into it.

One thing I particularly wanted to take a look at was your pantheon. I'm a little wary about making up my own. But what good names you have. Metrioch, Baoloth, very straightforward and easy to remember and yet dramatic sounding. Your gods sound intimidating actually; I'm wondering how you'll develop the actual religions.

Another thing I noticed with interest is your take on elves. I think there's a general trend in fantasy to aim more for that than the 'Tolkien lite' or 'Elfquest' type elves, ones that are more mercurial and dangerous and interesting.

Liberty's Edge

MrFish wrote:

Thanks for linking me to this. I can see you're putting a lot of thought into it.

One thing I particularly wanted to take a look at was your pantheon. I'm a little wary about making up my own. But what good names you have. Metrioch, Baoloth, very straightforward and easy to remember and yet dramatic sounding. Your gods sound intimidating actually; I'm wondering how you'll develop the actual religions.

Another thing I noticed with interest is your take on elves. I think there's a general trend in fantasy to aim more for that than the 'Tolkien lite' or 'Elfquest' type elves, ones that are more mercurial and dangerous and interesting.

No problem, it always helps to bounce ideas back and forth.

As for Metrioch and Baloth, they're actually a fusion of Judeo-Christian and Greek mythologies.

The relation between the two is meant to be antagonistic as it is between God and Lucifer, but their domains and portfolios are more along the lines of Zeus and Ares. For the latter part, I basicly took the two, put their properties together, and then split them back into two.

As for the Elves, I just don't like the watered-down kinds I've been seeing as of late, so I guess I'm "dehydrating" them a bit.

Liberty's Edge

Magic

Spellcasters will no longer use spells per day, instead, they will use a spell points system, this will give casters who must prepare spells a bit more versatility, while still keeping them differentiated from Spontaneous casters.

Druids are undergoing a change to make them a bit more like Sorcerers. Simply put, both Arcane and Divine spellcasters now each have one Spontaneous caster, and one Preparation caster.

Preparation casters are Wizards and Clerics. Spontaneous casters are Druids, and Sorcerers. I'll get into Bards and Rangers later on.

Clerics and Wizards, while still preparing their spells per day, are not as restricted as they only need to prepare a given spell once. For Clerics, their domains are considered prepared for "free", and to balance this, they no longer spontaneously cast Cure and Inflict spells. They must prepare them. This is done to keep them from getting dozens of spells prepared for free every day. For Wizards, their school specializations give them additional benefits as mentioned previously.

Sorcerers and Druids, casting spontaneously, now do not have to spend a higher-tier spell slot to cast a lower-tier spell(as many Sorcerers have had to in the past). Druids get their Summon Nature's Ally spells prepared for free, since substitution is no longer required. This also means that each Druid does not learn all possible spells as they normally do, they learn their spells just as Sorcerers do, and can trade out spells of lower tiers as they level up. Druids, in place of an Animal Companion, may take one Nature-related domain(elemental domains, Sun, Plant, Weather) as Clerics do.

The spell point system is divided into two types, Spirit and Mana; these are for Divine and Arcane spells, respectively.

Casters use their full normal caster level for determining the effects of their spells in this system, with one difference. Spells that deal a number of damage dice based on caster level(such as Magic Missile or Lightning Bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level(such as Produce Flame), use the spell casters normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration.

Example- a Fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage(as if cast by a 5th level Wizard, which is the minimum level of wizard capable of casting Fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting Fireball is 6th.

A character can pay additional Mana or Spirit to increase the dice of damage dealth by a spell. Every 1 extra spell point spent at the time of casting increases the spell's effective caster level by 1 for the purposes of dealing damage. A character can't increase a damage-dealing spell's caster level above his own caster level, or above the normal maximum allowed by the spell.

Characters gain a number of spell points every time they gain a level, and this becomes their new maximum.

Clerics and Wizards

Levels 1-5: 4 points per level
Levels 6-10: 10 points per level
Levels 11-15: 15 points per level
Levels 16-20: 18 points per level

Cleric/Wizard Spirit/Mana pools- L5=20, L10=70, L15=145, L20=235

Sorcerers and Druids

Levels 1-5: 5 points per level
Levels 6-10: 11 points per level
Levels 11-15: 16 points per level
Levels 16-20: 19 points per level

Druid/Sorcerer Spirit/Mana pools- L5=25, L10=80, L15=160, L20=255

Spell Point Costs

Tier 0(Cantrips)--
Tier 1: 1
Tier 2: 3
Tier 3: 5
Tier 4: 7
Tier 5: 9
Tier 6: 11
Tier 7: 13
Tier 8: 15
Tier 9: 17

Characters with high Spell-Dependant ability scores gain bonus Spirit or Mana per day.

Spirit and Mana are very similar to hitpoints. Once gained, the upper limit is never reduced, unless the related ability score is dropped significantly or the character loses a level. Spirit and Mana regenerate with rest.

To keep this system balanced, Spirit and Mana do not stack, and only count for their respective magic types.

In regards to Metamagic feats, the spell's cost is adjusted for every spell tier it is raised. Therefore, Empowering a 3rd tier spell like Fireball makes it cost as a 5th Tier spell. Similarly, its damage dice are set to the minimum to cast a 5th Tier spell.

As a last-ditch effort, spellcasters who are out of Spirit and Mana may take Constitution Burn(not drain) to cast spells. Once done, it immediately Fatigues the caster(in addition to all other effects of lost Constitution), and the caster gains 4 points of Spirit or Mana for every point of Constitution lost in this way. If the caster loses five or more points of Constitution in this way, he becomes Exhausted. Consitution Burn can not be healed in any way other than resting.


Cato Novus wrote:
...Druids, in place of an Animal Companion, may take one Nature-related domain(elemental domains, Sun, Plant, Weather) as Clerics do...

I'm afraid that I can't say that I like this change. If you give druids domains and steal their companions, they start to look like clerics.

And a game without a distinction between the two is not one I would enjoy.
Apologies if I sound rude, I just fail to see the fun in a game where druids are not druids.

Liberty's Edge

Kobold Cleaver wrote:
Cato Novus wrote:
...Druids, in place of an Animal Companion, may take one Nature-related domain(elemental domains, Sun, Plant, Weather) as Clerics do...

I'm afraid that I can't say that I like this change. If you give druids domains and steal their companions, they start to look like clerics.

And a game without a distinction between the two is not one I would enjoy.
Apologies if I sound rude, I just fail to see the fun in a game where druids are not druids.

No need to apologize, constructive criticism is welcome. Although, I do see how I did not state things clearly enough. Druids don't all lose their Animal Companions. They get a choice between a critter or a domain. In all likelyhood, the player who will be playing a Druid will be going with the Animal Companion, but I always like to leave choices. Paths that branch are often more interesting than one that doesn't.


Cato Novus wrote:
Kobold Cleaver wrote:
Cato Novus wrote:
...Druids, in place of an Animal Companion, may take one Nature-related domain(elemental domains, Sun, Plant, Weather) as Clerics do...

I'm afraid that I can't say that I like this change. If you give druids domains and steal their companions, they start to look like clerics.

And a game without a distinction between the two is not one I would enjoy.
Apologies if I sound rude, I just fail to see the fun in a game where druids are not druids.
No need to apologize, constructive criticism is welcome. Although, I do see how I did not state things clearly enough. Druids don't all lose their Animal Companions. They get a choice between a critter or a domain. In all likelyhood, the player who will be playing a Druid will be going with the Animal Companion, but I always like to leave choices. Paths that branch are often more interesting than one that doesn't.

Ah, sorry I should have read it all before complaining. As long as animal companions are still available, I don't mind a bit.

Liberty's Edge

Quick addition: I'm adding one Cantrip from the Spell Compendium and two Brand New™ Cantrips to the spell lists. These three are similar to Acid Splash and Ray of Frost in that they are direct attack Cantrips. The reason I'm including them is due to the Elements being a little more significant in the cultures. The previous two spells fit Earth and Air in my elemenal system, but I needed three more. The Spell Compendium provided me with Electric Jolt, but I had to make the last two.

Electric Jolt(SC), Evocation, 1d3 damage (Ray)

Firebolt, Evocation, 1d3 damage(Missile)
A spark of Flame ignites in your open palm, then migrates to your finger. With a flick of the wrist, a single gesture sends it flying at your intended target.

Sonic Pulse, Evocation, 1d3 damage (Missile)
The world around you appears to shake as a series of vibrations run through your body. Extending your arm, you channel those vibrations through it and out of your opened hand.

Each of these are ranged Touch attacks as Acid Splash and Ray of Frost, as well as having the same damage range. I classified them as best I could, but if anyone has any suggestions as to different schools of magic and so forth, I'll listen.

Liberty's Edge

Armor-related concept this time. I'm considering limiting the classes of armor characters get at the outset by placing a minimum level requirement on them. This does not mean that a Fighter would have to burn a feat to use platemail. It simply means that Fighter could not wear platemail at first level. Here's how the idea breaks down.

Light Armor- No Requirements
Medium Armor- 3rd Level, Light Armor
Heavy Armor- 6th Level, Light & Medium Armor

Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels.

Cleric/Druid/Ranger/Rogue: Automatically gain Light and Medium armor proficiencies at the appropriate levels.

Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes.

So, too restrictive?

Dark Archive

Cato Novus wrote:
Quick addition: I'm adding one Cantrip from the Spell Compendium and two Brand New™ Cantrips to the spell lists. These three are similar to Acid Splash and Ray of Frost in that they are direct attack Cantrips. The reason I'm including them is due to the Elements being a little more significant in the cultures. The previous two spells fit Earth and Air in my elemenal system, but I needed three more. The Spell Compendium provided me with Electric Jolt, but I had to make the last two.

Another version of spells along this theme;

http://www.seankreynolds.com/rpgfiles/spells/energycantrips.html

I'd want to jazz up the names a little. Cold Snap instead of 'Frost Ray' or whatever. Your 'Firebolt' is a good one (I used Firefinger, since it reminded me of the 1st Ed Cantrip).

Dark Archive

Cato Novus wrote:

Light Armor- No Requirements

Medium Armor- 3rd Level, Light Armor
Heavy Armor- 6th Level, Light & Medium Armor

Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels.

Cleric/Druid/Ranger/Rogue: Automatically gain Light and Medium armor proficiencies at the appropriate levels.

Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes.

So, too restrictive?

I'd swap Heavy Armor gain to 5th level (or 1st level for Prestige Paladins / Blackguards). Everybody is getting a Feat at 6th, and possibly other goodies (like yet another Feat, for a Fighter). 5th is a sparser level, so adding Heavy Armor there would be neat.

If Armor is going to be level-restricted, perhaps Tower Shields might also not be usable immediately? (Have them arrive with Hvy Armor?)

If you wanted to go whole hog on this idea, you could tighten up weapon use and have it also limited by level. Everybody would get one or two of their class-allowed weapons at 1st level (two for Ftrs, etc) and then gain others as they progressed. Fighters would get a new weapon proficiency every level, etc. It would be very much like 1st edition, where characters would be 'proficient' in a smaller number of weapons and not entire 'groups' of weapons.

I'm not a fan of this idea, I'm just tossing it out there, to see if it fits where you are going with this staggered armor proficiency idea.

There are plenty of other places where staggered gains might fit as well, such as Summoning spells (Unearthed Arcana had a pretty neat section on having casters only learn a few specific creatures from each Summoning list, by level, rather than learning the spell and immediately having a dozen options).

Liberty's Edge

Set wrote:
Cato Novus wrote:

Light Armor- No Requirements

Medium Armor- 3rd Level, Light Armor
Heavy Armor- 6th Level, Light & Medium Armor

Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels.

Cleric/Druid/Ranger/Rogue: Automatically gain Light and Medium armor proficiencies at the appropriate levels.

Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes.

So, too restrictive?

I'd swap Heavy Armor gain to 5th level (or 1st level for Prestige Paladins / Blackguards). Everybody is getting a Feat at 6th, and possibly other goodies (like yet another Feat, for a Fighter). 5th is a sparser level, so adding Heavy Armor there would be neat.

If Armor is going to be level-restricted, perhaps Tower Shields might also not be usable immediately? (Have them arrive with Hvy Armor?)

If you wanted to go whole hog on this idea, you could tighten up weapon use and have it also limited by level. Everybody would get one or two of their class-allowed weapons at 1st level (two for Ftrs, etc) and then gain others as they progressed. Fighters would get a new weapon proficiency every level, etc. It would be very much like 1st edition, where characters would be 'proficient' in a smaller number of weapons and not entire 'groups' of weapons.

I'm not a fan of this idea, I'm just tossing it out there, to see if it fits where you are going with this staggered armor proficiency idea.

There are plenty of other places where staggered gains might fit as well, such as Summoning spells (Unearthed Arcana had a pretty neat section on having casters only learn a few specific creatures from each Summoning list, by level, rather than learning the spell and immediately having a dozen options).

I'll have to think over the limited weapon access, but that's a good insight on the shields. I'm going to leave Paladins/Blackguards at 2nd for Heavy Armor due to the number of things they're getting at first level. Here's how I'll break it down.

Bucklers/Light Shields = Light Armor
Heavy Shields = Medium Armor
Tower Shields = Heavy Armor(Unless class specificly states otherwise)

I also noticed a little oversight of mine, and since I can't edit my older posts, here's a relisting.

Light Armor- 1st Level
Medium Armor- 3rd Level, Light Armor
Heavy Armor- 5th Level, Light & Medium Armor

Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels.

Cleric/Druid/Ranger: Automatically gain Light and Medium armor proficiencies at the appropriate levels.

Rogue/Bard: Automatically gain Light armor proficiencies at the appropriate level.

Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes.

Liberty's Edge

Alright, I'm needing some opinions here. On two things. First, I'm thinking of a different name for this world. The more I say "Tyrra", the less I like it, but I've had trouble finding something else that I thought sounds good, untill now. Tegara.

Second, I'm working on a dragon NPC for the players to encounter half-way through the campaign, hopefully, they'll make nice with him. If not, well, I won't make him too powerfull.

I'm wanting to give him class levels in Druid, but also to remain in the Adult age category, so I was wondering if it would make sense to simply trade out a number of his Dragon hitdice for his levels of Druid. I'm looking at this to keep from raising his challange rating too much from the Adult age category and allowing a different flavor.

The thing is, this is a Green Dragon, so I'm already having to change his alignment to LN, but I don't really see that as a problem, as dragons are a little different in this world. Each type of dragon instead of always being LG, CE, or whatnot, will have a tendancy towards that alignment, with one of those two being the primary defining axis. In the case of Greens, they are typically LE, but more Lawful than anything. Reds, on the otherhand, while typically being CE seem to be defined more by Evil than Chaotic.

Another little oddity with this is that I'm wondering if I could have the Dragon use the Wildshape ability to take a Humanoid/Monstrous Humanoid form, since Green Dragons don't get the polymorph ability. I'll probably create a feat for him to use to represent his training himself to do this, so it wouldn't be a skill that anyone else would know.

I realize that these changes can potentially make this Dragon much more lethal, but as I said, this one is intended to be an ally down the road. However, I'm not one to shirk away from letting my players reap their own foolishness if they screw themselves over.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Cato Novus wrote:

Alright, I'm needing some opinions here. On two things. First, I'm thinking of a different name for this world. The more I say "Tyrra", the less I like it, but I've had trouble finding something else that I thought sounds good, untill now. Tegara.

Second, I'm working on a dragon NPC for the players to encounter half-way through the campaign, hopefully, they'll make nice with him. If not, well, I won't make him too powerfull.

I'm wanting to give him class levels in Druid, but also to remain in the Adult age category, so I was wondering if it would make sense to simply trade out a number of his Dragon hitdice for his levels of Druid. I'm looking at this to keep from raising his challange rating too much from the Adult age category and allowing a different flavor.

The thing is, this is a Green Dragon, so I'm already having to change his alignment to LN, but I don't really see that as a problem, as dragons are a little different in this world. Each type of dragon instead of always being LG, CE, or whatnot, will have a tendancy towards that alignment, with one of those two being the primary defining axis. In the case of Greens, they are typically LE, but more Lawful than anything. Reds, on the otherhand, while typically being CE seem to be defined more by Evil than Chaotic.

Another little oddity with this is that I'm wondering if I could have the Dragon use the Wildshape ability to take a Humanoid/Monstrous Humanoid form, since Green Dragons don't get the polymorph ability. I'll probably create a feat for him to use to represent his training himself to do this, so it wouldn't be a skill that anyone else would know.

I realize that these changes can potentially make this Dragon much more lethal, but as I said, this one is intended to be an ally down the road. However, I'm not one to shirk away from letting my players reap their own foolishness if they screw themselves over.

Why not just swap all his arcane caster levels for Druid? Then add on the "Alternate Form" feat from Dragons of Eberron. Gives him the same alternate form ability of a Bronze Dragon, with a pre-req of Sorcerer level 5th, which you can easily alter to Druid Caster Level whatever.

Liberty's Edge

Unfortunately, this dragon's backstory negates a simple swap. He doesn't start as a Druid, its something he became some time ago, this dragon's history is tied to Les Cinq Lances; more specificly, La Lance Verte.

Liberty's Edge

Unfortunately, I do not have my copy of the Draconomicon or my notes on my workup of the green dragon here with me, so I will go on a bit of a different path for the time-being.

I realized a few days back that if I'm going to use Pathfinder's setup for Wizards/Sorcerers(albeit with spell points), that the Sorcerer needs a slight change in the Elemental Bloodline, as its set up for a four-point elemental array.

The changes I made were as follows: Air energy type is sonic now; Lightning is added in; eletricity is the Lightning energy type.

This left me with a small gap, what would the elemental movement type be for Lightning heredity? Then I had an idea: I'd grant a limited use ability that sits in between Fire's fast movement and Wind's flight. Five times per day as a swift action, a Lightning heredity Sorcerer can teleport to any place she can see within a radius of 30 feet. Aside from the limitations in distance and the number of times it can be done, it works just like any other teleport(although there is an audible electric crack and sizzle). You can't teleport into anything, and so forth. I'm unsure about bring people along with you. I may make them take electricity damage. I'm unsure at this point.

So, unbalanced?

Liberty's Edge

Okay, here's the Green Dragon I've been working on, don't have much yet, but I wanna get the basics down first. As a note, I've used the elite array to build its ability score.

Forest Eye, Green Dragon Druid

Size: Huge, Age: 224(Mature Adult); Lawful Neutral
Move: Ground-40 ft, Swim-40 ft, Fly-150 ft(Average)
HD: 16d12+8d8+100 = 267 hp; 24 HD= 7 Feats
Abilities: Str-27 Con-23 Dex-10 Int-15 Wis-16 Cha-14
BAB: +18/+13 AC: 30; Touch 8(Size -2), Flat-Footed 30, Natural 22
Feats: Rend, Improved Maneuverability(for Flight), Hover, Power Attack, Humanoid Shape(allows use of Wild Shape to become any humanoid/monstrous humanoid), Snatch, Combat Casting

Spells: 7th Tier Arcane, 4th Tier Druid
Special Abilities: DR 10/Magic, Suggestion, Immunity to Acid, Water Breathing, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape
Languages: Draconic, Druidic, Grelish, Sylvan

History: Caesinsauriv(Forest Eye), the scourge of a small logging town located by a forest over fifteen decades ago, untill the timely arrival of a band of heroes who would go on to be known as Les Cinq Lances. Hired by the mayor, they went out to put a stop to this dragon's deeds. Caesin, however, had heard of this prior and set up a trap. They fought bravely, and were almost defeated, until druid of the group stepped forward and accomplished what seemed impossible.

While his comrades lay wounded, he picked up his staff and charged Caesin, fighting the dragon himself. In a hard-fought duel of magics and might, the warrior of nature defeated the scaled beast, but showed him mercy, for he saw a kindred spirit in the dragon. Caesin saw the forest as his home, and was acting as he was to protect it. The druid brought the mayor before the dragon and brokered an agreement between the two. The town would lessen its logging to less devastating levels and the dragon would not harm the town.

Caesinsauriv began to travel with the warriors for a time, learning from the druid the arts of nature, and little by little, he changed. After many years, he returned to his forest home, no longer as an owner, but as a guardian. Every time a new mayor is chosen for the town, the contract is renegotiated, and Caesin always uses this time to assure each new mayor while he will always abide by a just agreement, but will not hesitate to grant swift retribution for one's broken word. Failures to do as stated are exceedingly rare.

Dark Archive

Cato Novus wrote:
A little on Clerics. I'm considering altering when they gain their second domain. Perhaps if I set it up so that they don't get to pick their second set of domain spells until sixth level, the players who take them will have more idea in mind on how they want to develop their character and not be stuck in a path they thought they wanted but later changed their mind.

I'd suggest going one step further. At 6th level, you can gain a second Domain *and* you get the option to swap out your first Domain for another one that your diety offers (or trade in both of them for a Planar Domain, if you use those). Perhaps at 11th level you get one more chance to swap a Domain, as you explore new facets of your dieties spheres of influence. Some churches might even encourage their priests to explore multiple Domains in this way, to better serve and experience the many facets of their god. (In some cases, such as level-dependent Domains like Destruction and Protection, they get much sexier at higher level.)

Dark Archive

Cato Novus wrote:
Alright, I'm needing some opinions here. On two things. First, I'm thinking of a different name for this world. The more I say "Tyrra", the less I like it, but I've had trouble finding something else that I thought sounds good, untill now. Tegara.

Pronounced Tee-gar-ah, Tee-ja-rah or Tee-ya-rah? 'Cause Tee-ya-rah sounds too much like tiara...

Cato Novus wrote:
I'm wanting to give him class levels in Druid, but also to remain in the Adult age category, so I was wondering if it would make sense to simply trade out a number of his Dragon hitdice for his levels of Druid.

That's one option, or you could swap out *some* of his Sorcerous casting ability for Druidic spellcasting (and even say that he's trying to convert the rest, as he grows).

I don't much care for alignments in any event, and mandatory alignments for non-demons / angels never work for me. Dragons are dragons. If a Gold Dragon decides that humans are a blight on the land and methodically culls them, then he's all set to be LE. If a Red Dragon is concerned entirely with greed, then he can be NE. If a Blue Dragon is a rampaging beast who blasts caravans into oblivion while cackling madly on the storm-winds, he can be CE.

A Feat for the Alternate Form ability of the Gold/Silver dragon seems fine. Just have the prerequisites include Chromatic or Metallic Dragons only, so that Half-Dragons / Dragonborn / Dragontouched Kobolds / etc. can't sneak it into their builds.

The one Green Dragon in my game is a female, who lives entirely in elven form, and has for centuries, as the Ageless Queen of the Singing Woods, a community of decadent elven elitists, who spend the bulk of their existence fluttering about her royal court, intriguing against one another for her favor, poisoned over the centuries in mind, spirit and body, and utterly unaware of her true nature... She doesn't breath acid, but instead produces devastating sonic attacks (when she had reason to use her 'breath weapon,' that is) and replaces her levels in Sorcerer with levels in Bard, giving her less spells per day, and a weaker selection of spells, but also Bardic Music, with Bard being the Favored Class of the dissipated young 'nobles' of her 'royal court,' performing and fencing and debating one another for her amusement. She's a manipulator par excellence, and occasionally sates her taste for elf-flesh with a luckless suitor, who 'mysteriously disappears,' or 'leaves in secret on a quest to earn her favor.'

Dark Archive

Cato Novus wrote:
The changes I made were as follows: Air energy type is sonic now; Lightning is added in; eletricity is the Lightning energy type.

This I like. Air = Sonic is very nicely themed. (I've never been fond of Earth = Acid, either, but moving it to Water would leave nowhere for Ice / Cold to go... Grr.)

Cato Novus wrote:

This left me with a small gap, what would the elemental movement type be for Lightning heredity? Then I had an idea: I'd grant a limited use ability that sits in between Fire's fast movement and Wind's flight. Five times per day as a swift action, a Lightning heredity Sorcerer can teleport to any place she can see within a radius of 30 feet. Aside from the limitations in distance and the number of times it can be done, it works just like any other teleport(although there is an audible electric crack and sizzle). You can't teleport into anything, and so forth. I'm unsure about bring people along with you. I may make them take electricity damage. I'm unsure at this point.

So, unbalanced?

I haven't looked at the other elemental movement types, but it seems fine. Perhaps having the uses / day based on Level or Attribute modifier might work better than a flat number of uses per day.

Liberty's Edge

Set wrote:
Cato Novus wrote:
Alright, I'm needing some opinions here. On two things. First, I'm thinking of a different name for this world. The more I say "Tyrra", the less I like it, but I've had trouble finding something else that I thought sounds good, untill now. Tegara.
Pronounced Tee-gar-ah, Tee-ja-rah or Tee-ya-rah? 'Cause Tee-ya-rah sounds too much like tiara...

Teh-gar-ah.

Set wrote:
I haven't looked at the other elemental movement types, but it seems fine. Perhaps having the uses / day based on Level or Attribute modifier might work better than a flat number of uses per day.

Well, I thought about that, but since the Elemental Movement feature isn't gained until fifteenth level, it seems useless to do so, unless I set up each elemental movement to upgrade itself at level twenty. Plus, this would be the only one of the movement types which has a use limit on it. But I do like the idea of making it based upon an attribute mod, Charisma, since we're talking Sorcerers.

Liberty's Edge

Okay, I've been rethinking the background or "tag" skills. Instead of a flat number bonus to apply to one or two skills, I could make it increase as the character levels. If the player chooses one tag skill, they grant their full ECL as a bonus to the skill; if two tag skills, then they grant half their ECL as a bonus to the skill. These skills would still remain as Class skills no matter what class they take.

This way, the bonus to their tag skills increases as they level. I may make it just half the ECL to keep the spellcasters from using it to get a +14 to their spellcraft checks later on in the game, however. After all, I don't want to make certain tasks ridiculously easy.

Liberty's Edge

Okay, there are a couple new spells I'm working on, you guys tell me what you think. Unfortunately, I don't think I'll have enough time to post more than one before I leave work to go home. I'll edit the second in later.

Channel Elemental Energy

Level: Druid 2, Lightning 2, Wizard/Sorcerer 2
Components: Vocal, Somatic
Casting Time: 1 Round
Range: Personal
Durration: 10 Minutes/Level
Saving Throw: Will(Harmless)
Spell Resistance: Yes(Harmless)

Effect: You gain the ability to "store" one energy type(chosen at time of casting) up to 5 points that would have damaged you for every 2 caster levels you possess. At any time durring this spell's durration, you can release all or some of this energy as a ranged touch attack, with a range of 25 ft + 5 ft/2 levels. If you do not release this energy by the end of the spell, the total amount you have stored damages you. Any energy damage you recieve over your maximum damages you as normal. You can only store one energy type at a time. If you have stored energy and cast this spell again for a new energy type, the stored energy damages you as if the spell had just ended.


Kobold Cleaver wrote:

And the bookbinders, my mysterious anarchists who disappear into books.

!

Could you elaborate ?

51 to 100 of 143 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Gamer Life / Gaming / D&D / 3.5/d20/OGL / Campaign world ideas All Messageboards

Want to post a reply? Sign in.