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    New Game Setting: D&D

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    Spartan Legionnaire
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    New Game Setting: D&D

    Post  Spartan Legionnaire on June 6th 2013, 15:37

    Here is the original thread by Spartan ... again just found the move option...what kind of admin am I? I'm too focused on creating story, to admin web code... Wink

    D&D world in the process of creation. Unique world set in a bronze age using mostly 3.5 rules. I have removed the favored class restrictions and replaced it with restricted classes. Humans have yet to evolve as well. Below are the available classes and races. Prestige classes will be open and available by request and subject to DM approval.

    Classes:
    Artificer
    Barbarian
    Cleric
    Fighter
    Mage (AKA: specialized Wizard)
    Mystic
    Rogue
    Scout
    Shaman

    Races:
    Dwarf
    • Ability Adjustments: +2 Con, -2 Cha
    • Preferred Class: Artificer
    • Restricted Classes: None

    Elf
    • Ability Adjustments: +2 Dex, -2 Con
    • Preferred Class: Mage
    • Restricted Classes: None

    Kender
    • Ability Adjustments: +2 Dex, -2 Str, -2 Wis
    • Preferred Class: Rogue
    • Restricted Classes: Artificer, Mage, Shaman

    Neanderthal
    • Ability Adjustments: +2 Str, +2 Con, -2 Dex, -2 Int
    • Preferred Class: Barbarian
    • Restricted Classes: Artificer, Cleric, Mage, Rogue

    Ss'ressen
    • Ability Adjustments: +2 Dex, -2 Int
    • Preferred Class: Shaman
    • Restricted Classes: Cleric

    Vanara
    • Ability Adjustments: None
    • Preferred Class: Mystic
    • Restricted Classes: None


    Character starting level has yet to be determined, though it will not be 1st level, and there will be a faster XP progression table.

    I'll leave it up to you, the players, on how you'd like to generate the ability scores. Would you like to roll dice or use a point buy system? Multiclassing will be available at character creation and I am encouraging players to look for potential prestige classes.

    In addition, each player will have a free 1st Level Regional Feat to choose from, which will be posted in the near future.
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    Re: New Game Setting: D&D

    Post  Xeen on June 6th 2013, 19:06

    Cool

    Dwarven Cleric for me
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    D&D Deities

    Post  Spartan Legionnaire on June 8th 2013, 00:21

    Below are the gods and demigods of the D&D campaign:

    Abrexis
    God of Knowledge
    Home Plane: Overheaven
    Symbol: A closed fist within a starburst.
    Alignment: Lawful good
    Worshipers: Good and lawful mortals, justicars
    Cleric Alignments: LG, LN, NG
    Domains: Good, Knowledge, Law

    Drendari
    Demigoddess of Thieves
    Home Plane: Material Plane
    Symbol: A black silhouette of a humanoid’s left hand.
    Alignment: Chaotic neutral
    Worshipers: Neutral and chaotic mortals, thieves
    Cleric Alignments: CG, CN, CE
    Domains: Luck, Travel, Trickery

    Elishar
    God of Light
    Home Plane: Positive Energy Plane
    Symbol: A five-pointed star within another five-pointed star within its center.
    Alignment: Neutral good
    Worshipers: Good and neutral mortals
    Cleric Alignments: CG, LG, NG
    Domains: Good, Healing, Knowledge, Luck, Protection, Sun

    Haali
    God of the Sea
    Home Plane: Elemental Plane
    Symbol: A tital wave.
    Alignment: Chaotic neutral
    Worshipers: Chaotic mortals, sea creatures, sailors
    Cleric Alignments: CG, CN, CE
    Domains: Strength, Water

    Kalaar
    Goddess of Nature
    Home Plane: Radiance Plane
    Symbol: A tree with multicolor leaves.
    Alignment: Neutral good
    Worshipers: Good and neutral mortals, scouts, mystics
    Cleric Alignments: CG, LG, NG
    Domains: Plant, Protection, Radiance

    Kor
    God of Destruction
    Home Plane: Darkunder Plane
    Symbol: Tyrranosaur skull
    Alignment: Lawful evil
    Worshipers: Lawful mortals, monsters
    Cleric Alignments: LE, LN, NE
    Domains: Death, Destruction, Evil

    Toldoth
    God of Shadows
    Home Plane: Negative Energy Plane
    Symbol: Onyx disk
    Alignment: Neutral evil
    Worshipers: Undead, evil and neutral mortals, monsters
    Cleric Alignments: CE, LE, NE
    Domains: Death, Destruction, Evil, Strength, Trickery, War

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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 8th 2013, 10:17

    Elven Combat Mage - Invoker/Evoker is if have to specialize

    Perhaps even a fighter Mage... not sure yet

    Possibly evil, seeking power and death to primitive screwheads


    Last edited by LegendaryExGamer on June 8th 2013, 13:38; edited 1 time in total


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    D&D Background Feats

    Post  Spartan Legionnaire on June 8th 2013, 11:49

    I mentioned above about a free Regional Feat for players. I didn't want to get bogged down on limiting myself, and the players, to a finite world. So instead I have Background Feats that players can select at character creation. The list of feats below are only available at 1st Level. So pick wisely. I'm giving all players TWO FREE feats from the list below. If you like, you could also use the bonus free feat you get a first level and have a total of three Background Feats!

    Of course there is a catch. To receive your two background feats, you are required to write a short background story on your character. It doesn't have to be too detailed, but your biggest adventure (where you would have gained items and leveled up) should be included. If you do not write a background, you only gain a single background feat for free. Plus the players that do write a background story and post it on the forums will also receive a magical item, the Ring of Stability.


    BACKGROUND FEATS

    Artist
    You come from a culture in which the arts, philosophy, and music have a prominent place in society.
    Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves your art (your choice) such as calligraphy, painting, sculpture, or weaving.

    Badge of Bondage
    Your experiences as a slave have made you more resistant to torture and mental manipulation.
    Prerequisite: Your body must bear some obvious sign of your former bondage—whip scars on your back, an owner’s brand on the neck, or the like.
    Benefit: You receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 competence bonus on Bluff checks.

    Blood of Kor
    You’re distantly related to the god Kor, who often takes a mortal woman as his lover. While Kor’s immediate offspring develop a host of power and abilities, the effects upon your blood are much more subtle.
    Prerequisite: Ability to rage.
    Benefit: When you rage, you gain a pool of 2 bonus damage points per character level, to be added to the damage of any successful melee attack made during your rage. Bonus damage to a single attack may not exceed half your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on a critical hit. Undesignated bonus damage is lost when your rage ends. You must declare the addition of bonus damage after you hit but before damage is rolled.

    Born Follower
    You excel when directed by a natural leader.
    Benefit: You gain a +2 morale bonus on attack rolls and on saving throws against fear effects within 30 feet of an ally with the Leadership feat.

    Born Under a Sign
    Your birth was marked by a peculiar astrological event, or possibly a volcanic eruption. For whatever reason, you tend to score critical hits less often, but when you do they are more spectacular.
    Benefit: Whenever you score a successful critical hit, roll a d6. On a roll of 1-3 the hit is instead treated as a normal hit, and damage is resolved normally. On a roll of 4-6 the multiplier is increased by 1. For example, if a critical hit would deal x2 damage, it deals x3 damage instead.
    Special: If you have selected the Startouched Feat, your d6 roll of 1-3 results in a regular critical hit during the time of your astrological sign.

    Courteous Magocracy
    You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.
    Benefit: You receive a +2 bonus on all Diplomacy and Spellcraft checks.

    From the Gutter
    You have dragged yourself up from poverty through sheer perseverance, gritty toughness, and occasional thievery.
    Benefit: You gain a +1 bonus to Will saves, +1 hit point, and a +1 bonus to Sleight of Hand skill checks.

    Kalaar’s Way
    You share an intimate bond with the transcendental spirit of the forest lands.
    Benefit: You get a +3 bonus to Hide and Survival checks made in woodland areas. You also get a +4 bonus on attacks against enemies who have cover from trees or plants (essentially invalidating the target’s cover bonus). You still cannot hit creatures with total cover.

    Magical Training
    You come from a land where basic magic is taught to all with the aptitude for it. Every crafter and laborer, it seems, knows a cantrip or two to ease her work.
    Prerequisite: Intelligence 10+
    Benefit: You may cast the 0-level arcane spells dancing lights, flare and mage hand once per day each. You have an arcane spell failure if you wear armor. You are treated as a 1st level Mage for determining the range and duration at which these spells can be cast.

    Mercantile Background
    You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity..
    Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on all skill checks in the Craft or Profession skill of your choice.

    Mind Over Body
    The arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding power of the mind.
    Prerequisite: Must be a Mage.
    Benefit: At 1st level, you may use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. You gain +1 hit point every time you learn a metamagic feat.

    Mysterious Heritage
    Somewhere in your ancestry was a mysterious figure of great power. You have inherited some of that power.
    Benefit: You gain a +1 bonus to Intimidate checks. Add +1 to the save DC to resist your Enchantment spells.

    No Identity
    You are a living cipher. Thanks to your unremarkable appearance, attitude, and other factors no one knows or well remembers anything about you. Even you don’t know anything about your background or ancestry.
    Benefit: Your unremarkable nature grants you a +2 bonus to Disguise checks, as well as to Hide checks to blend into a crowd. Gather Information checks made to learn about you suffer a –4 penalty.

    Noble Soul
    Your strength of spirit and forthrightness bolsters your resolve and draws others toward you.
    Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.

    Orc Blooded
    Somewhere in the shadowy boughs of your extended family tree is an orc. The creature’s influence on your heritage isn’t enough to make you a half-orc, but enough to give you slightly porcine features, chronic bad breath, and a nasty temperament.
    Benefit: You gain darvision up to 30 feet. Barbarian is no longer a restricted class for you. You are not considered an orc for effects related to race.

    Raised by Wolves
    You were raised by animals. Seriously!
    Benefit: You gain a +2 bonus to both Strength and Constitution. You also suffer a -2 penalty to Intelligence, Wisdom, and Charisma, and you are illiterate, as per the Barbarian class.

    Snake Blood
    The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more—or less—than entirely normal.
    Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.

    Startouched
    Your destiny is intertwined with your astrological sign, giving you an innate talent for certain tasks.
    Prerequisite: Born under appropriate astrological sign.
    Benefit: You gain a bonus on all skill checks involving your optimal career.
    Special: This feat allows a character to use, and with the appropriate feats and skills, to craft star forged items of your astrological sign.
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    Pathfinder?

    Post  LegendaryExGamer on June 8th 2013, 20:49

    How many of these are Pathfinder classes?

    As I recall, (I have all the pathfinder books) the Artificer is their "Whore" class...

    Are the other's being pulled from Pathfinder? or are they derivatives of the NPC classes in the back?

    Just curious

    I have to note, I'm none too fond of restrictions. Not a huge fan of restricting anyone in D&D.

    Other than that, I can write a short story that would place me somewhere between 7th and 15th level, with damn near no gear in the current incarnation of the story I have been mulling over... I'm guessing you are thinking we would be much lower level at the conclusions of our backgrounds. (I am likely capable of generating over 50 pages of text, dialogue, character interactions and development for an entire area of your setting)

    Let me know


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    D20 System 3.5

    Post  Spartan Legionnaire on June 9th 2013, 12:41

    All classes are from D&D 3.5 sources. I'm not using Pathfinder, not at this time and not for this setting. However, I am melding a few elements from 3.0 and Pathfinder into this setting. As for restrictions, it's mostly by race and class, for example a Kender, as a race seem to have ADD, so becoming a Mage would be very difficult because of their lack of concentration. I'm leaving prestige classes open and subject to review. Granted any official D&D regional or deity prestige class would normally be unavailable, it doesn't mean it will be unavailable. Plus every NPC, no matter how insignificant or high profile, will have stats which means it can die. I don't believe in the non-killable NPC. If and/or when the players reach epic levels and want to kill a god, then go for it. And nearly all random encounters will have random treasure, according to the creature's stat block.

    And talking about treasure, the currency in this setting is a little different. Silver is the base for all the currencies, followed by Bronze Pieces then Tin Pieces. Gold is very rare and gold mines are usually overrun by dragons. Gold has not yet been made into coins either, and Platinum has yet to be discovered.

    1sp = 10bp
    1bp = 10tp

    In the D&D Player's Handbook, any listing of gp is replaced by sp, any sp replaced by bp, and any cp replaced by tp.

    As to the origins of the classes:
    Artificer (Eberron Campaign Setting)
    Barbarian, Cleric, Fighter, Rogue (D&D 3.5 Player's Handbook)
    Mage (specialized Wizard; D&D 3.5 Player's Handbook)
    Mystic (Dragonlance Campaign Setting)
    Scout (Complete Adventurer)
    Shaman (Oriental Adventures Campaign Setting)

    Starting level is still to be determined, but I'm aiming for anywhere between 3rd and 6th. This will allow players to set themselves up for a prestige class or maybe even start one. Once I learn who is playing what and how character development will be done, I can begin to adjust the challenge level of the game and characters can be created.

    So I ask, how would you like to generate your ability scores?
      Random rolls? [3d6 per ability]
      Point buy? [pool of points to buy abilities]
      Established scores? [six created ability scores that you can place anywhere]

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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 9th 2013, 13:51

    established or point buy, leaning toward point buy

    Also what kind of creative license are you willing to allow players to have with their backgrounds? Because if I write one, it will likely be less than epic


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    Re: New Game Setting: D&D

    Post  Xeen on June 12th 2013, 11:42

    Im voting for random roles, straight down the chart 3D6.

    Before I roll I will be picking my class, so if screwed then oh well.

    I will likely change my race and class before we start. Hard to say.
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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 12th 2013, 16:20

    Actually,

    I think the best way to do it is to give us all three options and we choose the best one.

    Let us roll in-line, show us the established stats and let us look at the point buy system.  That way it guarantees people get the best possible character for the game.  

    I think that's the only way to do it, by keeping it as an open choice rather than a linear one.


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    Races:

    Post  LegendaryExGamer on June 14th 2013, 10:28

    FYI

    VANARA
    Vanaras are a race of monkeylike humanoids, possessing brave
    hearts and inquisitive minds. Vanaras are not found in Rokugan.
    Personality: Vanaras are often viewed with amusement or
    even exasperation by members of other races, who find their
    personalities childish and irritating. They are curious in the
    extreme, frequently badgering people with questions (sometimes
    very personal questions), picking small items up to examine
    them, opening doors to see where they lead, and generally
    exploring places where the human sense of propriety and order
    would demand they not go. They also tend to be bluntly honest, never couching a negative opinion in gentle terms or hiding their true feelings about anything . At the same time, they are incredibly loyal, quite brave when the situation requires it, and genuinely kind.

    Physical Description : Vanaras are slightly shorter than
    humans, standing 4 1/2 to S 1/2 feet tall and typically weighing
    90 to 140 pounds . Their bodies are covered with light fur,
    ranging from white through light blue to brown and black.
    Their faces are distinctly monkeylike, with protruding
    muzzles, furred cheeks, and wide, lipless mouths. They have
    long, semiprehensile tails, long fingers and toes, and large
    ears, but their arms, legs, and torsos are proportioned like
    those of humans.

    Relations : Vanaras are very fond of humans, admiring
    them and respecting their power while laughing quietly at
    their conservative stodginess . They get along well with other
    good-aligned races as well, as long as the other race will tolerate
    them. They loathe evil, however, and their opinion of an
    entire race or kind can be soured by their experience with one
    wicked individual .

    Alignment : Vanaras are strongly chaotic but equally
    strongly good. They show little or no respect for social mores,
    rules with no purpose they can understand, or codes of discipline,
    and hate tyranny and oppression . Their only concession
    to social order is their acceptance of caste systems. Their religion
    allows for the possibility that different divine gifts might
    be given to different people, although it rejects any different
    valuation of those gifts. Vanaras, therefore, might respect that
    religion is the province of the priestly caste among humans, but
    do not necessarily accord that caste the respect and veneration
    human priests might expect .

    Vanara Lands: Vanaras dwell in deep forests and high
    mountains, building their villages and towns in such a way as
    to make a minimal impact on their natural surroundings .
    They gather in loose clans, but do not keep track of kinship at
    all, so "clan" is a very loose term for their associations . They
    subsist largely by hunting and gathering, rather than farming
    the land . They rarely come into contact with other races, and
    do not seek them out.

    Religion : The vanaras revere the greatest of the nature
    spirits-spirits of the sun, the highest mountains, the oldest
    forests, and the widest rivers . They revere these spirits with
    deep personal devotion, offering prayers and songs to these
    deitylike beings at least daily.

    Language : Vanaras speak Vanaran, which is written in the
    Common script . Humans complain that Vanaran sounds like
    nothing but screeches and chattering, but it is a complex and ,'
    subtle language .

    Names: Avanara receives a name within a week after birth,
    as soon as the parents observe some sign or portent that
    suggests an appropriate name for the child. The vanara keeps
    this name through life, and considers it shameful to use any
    other name, such as a nickname or honorific.

    Male Names: Amanu, Khanu, Mindra, Rava, Thetsu, Vaki,
    and Vindu.

    Female Names : Aki, Kiri, Ghuna, Lakshi, Sitha, Tani,
    and Vina.

    Adventurers : The arrival of a human or a member of
    another race in a vanara community usually sparks a rash of
    vanara adventurers, as young vanaras-curious about the
    foreign society from which the visitor came-venture forth to
    learn about the wider world. Vanara adventurers often attach
    themselves to humans, following them with tremendous
    loyalty and devotion .

    Vanara RACIAL TRAITS
    +2 Intelligence, +2 Wisdom, -2 Strength . Vanaras are clever
    and inquisitive and have keen senses . 

    Their small build detracts from their physical strength, however.

    Medium-size: As Medium-size creatures, vanaras have no
    special bonuses or penalties due to their size .

    Vanara base speed is 30 feet .

    Vanaras have a base climb speed of 20 feet . They gain a +8
    racial bonus on all Climb checks, and use either their
    Strength modifier or their Dexterity modifier, whichever is
    higher. They can always choose to take 10, even if rushed or
    threatened when climbing . If a vanara chooses an accelerated
    climb (see the Climb skill in the Player's Handbook), he
    moves at a speed of 30 feet and makes a single Climb check
    each round at a -5 penalty.

    Low-light Vision : Vanaras can see twice as far as a human in
    starlight, moonlight, torchlight, and similar conditions of
    poor illumination . Theyretain the ability to distinguish color
    and detail under these conditions.

    +4 racial bonus on Balance and jump checks. Vanaras are
    agile and athletic, climbing, leaping, and swinging in trees.
    +2 racial bonus on Hide and Move Silently checks . Though
    they enjoy making noise, vanaras can be very stealthy when
    the situation demands it.

    Automatic Languages: Common and Vanara. Bonus Languages: Giant, Goblin, Spirit Tongue, Sylvan .
    Favored Class: Shaman. A multiclass vanara's shaman class does not count


    Last edited by LegendaryExGamer on June 18th 2013, 11:19; edited 1 time in total


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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 14th 2013, 10:41

    Ss’ressen


    Overall, these ss’ressen are a very disciplined people who
    have become the very antithesis of their original masters.
    Physical Appearance: All ss’ressen appear as reptilian humanoids covered in thick scales. Their faces are elongated, akin to that of a lizard, with enlarged jaws and flaring nostrils. Ss’ressen have no external ear, only a small round hole above and behind their great cold eyes. All ss’ressen have tails and most sport some type of sagittal crest devoid of webbing, which runs from the base of their skull along their spine and out to the tip of their tail. Their hands and feet are adorned with reinforced talons, able to rend and tear through the thickest armor. These claws constantly grow, and
    are slowly replaced if torn out. Thick scales cover their backs and chest, giving way to small, finer scales on their abdomen and along the underside of their tails. The average ss’ressen reaches sexual maturity at age 10, and lives just shy of 60 years. Unlike most other races, the females of this species
    are usually slightly larger than their male counterparts. Standing roughly 6 feet tall, a Black Talon is a sight to behold. They have sleek and muscular limbs covered with mottled green and gray scales. Their actual claws are pitch black, a trait which led to the naming of their clutch. A Black Talon has a longer jaw than most other egg clutches, terminating in a blunt snout. Ashen Hide Ss’ressen stand between 6 and 7 feet tall, and sport no cranial crest. Their scales have become thick and knobby, almost perfectly round in form. An Ashen Hide Ss’ressen gets its name from the uniformly gray color
    its scales display, but they still retain their characteristic black claws that made their predecessors famous. Ashen Hide Ss’ressen are wider of shoulder than their Black Talon relations, and their tails are markedly shorter. Still, they retain the grace and dexterity of their relations and are a terror upon the battlefield.





    Language: The ss’ressen tongue is a variation of the
    Ssethric language and is simply referred to as “Ss’ressen”.
    Many Black Talons have also learned Milandisian, while the
    Ashen Hides have learned Cancerese to simplify relations
    with their human allies.

    Names: Ss’ressen names tend to be sibilant, able
    to be breathed or hissed. Hard consonants are rarely
    found in ss’ressen names. Examples include Scaphiopus,
    Al’mayliss, and Cres’spys. Some ss’ressen names are
    utterly unpronounceable by anyone unable to speak Ssethric
    or Ss’ressen, so they are given nicknames by their human
    allies or they use a version of their name translated into
    the common human tongue. Examples include Scalehide,
    Shatterscale, and Forktongue.

    Adventurers: Most ss’ressen adventure at the behest of
    their clutch. Black Talon Ss’ressen may adventure to learn
    more about their allies in Milandir, or to gain information
    on other parts of the world for their clutch matrons. Ashen
    Hide Ss’ressen most often adventure as a crusade to spread
    the teachings of Nier, or to assist their beleaguered allies in
    Canceri.

    Common Ss’ressen Traits:
    Base Speed: Ss’ressen base speed is 30 feet.
    Medium: As Medium creatures, ss’ressen have no special bonuses or penalties due to their size.
    Class Restrictions: Due to the techniques used to hatch the young, only female ss’ressen may become clerics and priests, while only male ss’ressen may become sorcerers or wizards.

    Cold Susceptibility: All ss’ressen suffer a –4 penalty
    to Dexterity, attacks, and damage rolls when in temperatures
    below 40˚ F. If the ss’ressen is using feats such as Weapon
    Finesse, to make attacks, these penalties stack (-2 from
    Dexterity loss and -4 to the attack, for a total penalty of -6).
    A successful Will save (DC 15) reduces the penalty to –2.
    A Ss’ressen’s racial susceptibility to cold can be negated
    through natural means (such as by wearing a cold weather
    outfit from the core rules) or through magical means (such
    the endure elements spell or a ring of warmth).

    Low-light Vision: Ss’ressen can see twice as far as
    a human in starlight, moonlight, torchlight, and similar
    conditions of poor illumination. They retain the ability to
    distinguish color and details under these conditions.

    National Skill: Each region receives a bonus skill that
    becomes a class skill for anyone from that region. Refer to
    Table 4-8: Regional Skills for details.

    Natural Weapons: Ss’ressen have sharp claws for
    natural weapons. Unarmed ss’ressen can attack with two
    claws dealing (1d4+Str) points of damage for each claw that
    hits. Ss’ressen using one-handed melee weapons can attack
    with a claw as an off-handed attack that is considered a light
    weapon. As natural weapons, these off-handed attacks draw
    no attacks of opportunity. Ss’ressen monks learn to fight with their entire body. They learn to utilize their claws, feet, elbows, hands, and sometimes their tails. This style is
    difficult to master. Therefore, ss’ressen monks do not gain an
    extra attack for using natural weapons, meaning they cannot
    combine an off-hand natural weapon strike with any of the
    monk’s unarmed attack options. However, ss’ressen monks
    can choose to deal Slashing, Piercing, or Bludgeoning
    damage with their unarmed strikes.

    Ss’ressen Frenzy: Special breeding and magical
    manipulation by their Ssethregoran Ssanu masters have
    created a natural animosity and aggressiveness inherent in
    all ss’ressen egg clutches. The very scent of a rival ss’ressen
    egg clutch may drive them into a rage known as Ss’ressen
    Frenzy. Whenever ss’ressen of different egg clutches are
    within 30 feet of each other, the scent of the rival clutch
    ss’ressen will drive them into the frenzy unless a Will save
    (DC 13) is made. If the save is made, the ss’ressen may act
    normally. If the save is failed, the ss’ressen is driven into the
    frenzy and must attack the nearest rival ss’ressen in melee
    combat until there are no rival ss’ressen within 30 feet.
    While in this frenzied state, the ss’ressen gains a +2 morale
    bonus to attack rolls, damage rolls, and Will saves, but
    suffers a -2 penalty to armor class and all skill checks. Rival
    groups of ss’ressen may be controlled by a Ssanu or other
    powerful leader. If a group of ss’ressen is being lead by a
    Ssanu or another powerful leader, they do not need to make
    this frenzy check, as their fear of their masters overrides any
    other thoughts in their minds. This check should only be
    made once per combat. For the purposes of Ss’ressen Frenzy,
    the Black Talon, Ashen Hide, and Ghost Scale Ss’ressen are
    all considered be part of the same egg clutch.
    Black Talon Egg Clutch “Thulluss”

    Ability Score Modifications: Due to the legacy of
    their culture, Black Talon Ss’ressen gain the following
    ability score modifications: +2 to Dexterity, and -2 to
    Intelligence. These ability adjustments are applied after
    ability score generation.

    Agile: Due to the balance and support provided by their
    tail, Black Talon Ss’ressen gain a +2 racial bonus to Balance,
    Jump, and Swim skill checks.

    Automatic Languages: Ss’ressen and Milandisian.
    Bonus Languages: Ssethric, Low Coryani, and
    Cancerese.

    Favored Class: Ranger. A multiclassed Black Talon
    Ss’ressen’s ranger class does not count when determining if
    he suffers an XP penalty for multiclassing.
    Natural Armor: Black Talon Ss’ressen gain a +2
    natural armor bonus due to their thick, scaly hide.

    Ashen Hide Egg Clutch “Terdiss”
    Ability Score Modifications: Ashen Hide Ss’ressen
    retain their quickness and agility from their Black Talon
    ancestors, but the fiery temper of Nier has pervaded their
    blood, and they show less restraint than their originators.
    Due to the legacy of their culture, Ashen Hide Ss’ressen gain
    the following ability score modifications: +2 to Dexterity,
    -2 to Wisdom, and -2 to Charisma. These ability adjustments
    are applied after ability score generation.
    Automatic Languages: Ss’ressen and Cancerese.
    Bonus Languages: Ssethric, Low Coryani, and
    Milandisian.

    Bonus Feat: All Ashen Hide Ss’ressen are born with
    incredibly thick skin. Therefore they gain the Dragon’s
    Hide feat.

    Favored Class: Barbarian. A multiclassed Ashen Hide
    Ss’ressen’s barbarian class does not count when determining
    if he suffers an XP penalty for multiclassing.
    Natural Armor: Ashen Hide Ss’ressen gain a +3
    natural armor bonus due to their thick scaly hides. This
    bonus already includes the +1 bonus due to the Dragon’s
    Hide feat.


    Last edited by LegendaryExGamer on June 18th 2013, 11:25; edited 2 times in total


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    Why are there no druids? In a primitive setting?

    Post  LegendaryExGamer on June 14th 2013, 10:45

    Spartan Legionnaire wrote:Here is the original thread by Spartan ... again just found the move option...what kind of admin am I?  I'm too focused on creating story, to admin web code... Wink

    D&D world in the process of creation.  Unique world set in a bronze age using mostly 3.5 rules.  I have removed the favored class restrictions and replaced it with restricted classes.  Humans have yet to evolve as well.  Below are the available classes and races.  Prestige classes will be open and available by request and subject to DM approval.

    Classes:
    Artificer
    Barbarian
    Cleric
    Fighter
    Mage (AKA: specialized Wizard)
    Mystic
    Rogue
    Scout
    Shaman

    Why are there no druids?  Rather than Clerics... Honestly, Druids make more sense in a world in the Bronze Age.


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    Gods

    Post  LegendaryExGamer on June 14th 2013, 14:45

    I think I will worship the devil... I have no desire to worship a dinosaur...  The devil has been around since the dawn of time in some manifestation or another.  More aptly being described as a daemon or a creature from "the pit".  Gods come and go, but lords of the Pit stay constant and have barbecues!


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    3.5 Edition Kender

    Post  LegendaryExGamer on June 14th 2013, 14:48

    Racial Traits


    The Kender Pouch: This is a simple concept: Kender are kleptomaniacs, curious about EVERYTHING, and have no attention span. They are liable to pick up EVERYTHING in a city. This means that veritably anything could be found in a Kender's pockets. A kender may, once per gaming session with out penalty, name an item, ANY item (they steal from wizards, too, and you never know what you'll find in THEIR pockets or labs), from any time period, along with the intended purpose he or she intends to use it for. The player then rolls 1d100. On a natural 100, the Kender pulls the exact item they were going for. Upon a failure to roll a 100, the closer to 100 the player rolls to 100, the closer to his intended purpose he comes. Anything beyond a 100 is COMPLETELY up to the DM, and if the DM feels that the item is too over powered, they can still make the item worthless. EX: Kender wants a glock, which which to shoot people. The Kender rolls a 100. The DM decides that a glock is too potent, so the glock is unloaded. Alternately, the glock was from a museum exhibit, and has a solid barrel. EX Kender wants a glock, to shoot the enemy with. Kender rolls a 1. Kender receives a fully loaded water pistol. More uses beyond the initial one per gaming session are allowed, but no matter the results a second attempt or further has two possible problems: 1) after the first, even a natural 100 is no longer guarenteed to give the item desired and 2) the DM may pick a moment in time to switch the item the Kender is reaching for with any item of the DM's choice. Upto and including a rubber chicken, fake dog poop, dirty mags, or a random skull (real or fake).


    +2 Dexterity,+2 Charisma, -2 Wisdom, and –2 Strength; Kender are agile and beautiful, but are small and alittle senseless thus lacking in strength and good judgement.
    Humanoid (Gnome/Halfling).


    Small: As a Small creature, a Kender gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.


    Kender base land speed is 30 feet, as they are used to keeping up with their -often annoyed- companions.
    Darkvision: A Kender can see in complete darkness, an excellent trait for those who enjoy slipping in and out of dark places and do not wish to bump into things or otherwise leave traces of their presence. Kender retains the ability to distinguish color and detail under these conditions.
    \
    Kender are innocent, and are thus immune to Fear and lust, both Magical and mundane


    ** It is left in to let people know that it is wrong. The +4 dodge bonus to AC applies to dwarves and gnomes making this a DM ruling on if it applies because it is a Racial bonus.#** +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    +4 racial bonus on Pickpockets or Sleight of Hand (Same skill, different 3.x versions), Open lock, Hide, Move Silently checks due to be 'thieving little gits' by dint of nature. They aren't really, just curious with absolutely no concept of personal property, but it comes down to the same thing in the end. They still know better than to get caught. As these skills are inborn talents of the Kender, they are also considered class skills, no matter what class the Kender actually is.
    +4 racial bonus on Diplomacy if, and only if, the party has yet to discover the Kender's racial origins. Many Kender can easily claim to be a Gnome or a scrawny Halfling with almost no squabble by the general masses, making anything the say more believable. A Kender who has been outed, however receives a -4 to same said diplomacy checks, as 'everyone knows Kender would steal your house if it weren't to big to fit in their pouches'. Most Kender, however, have never had the presence of mind to deny that they are Kender.
    Kender also gain a +2 racial bonus to Listen and Gather Information Checks, as they are constantly evesdropping for interesting information.


    Spell-Like Abilities: A Kender with a Charisma score of at least 10 has the following spell-like abilities: 1/day/Cha modifier—dancing lights, darkness, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Kender'sCha modifier + spell level.


    Taunt: Taunting is one of the kender's basic skills. Their curiosity gives them interesting if shallow understanding of their enemies, and they can effectively use invective and sarcasm to enrage an opponent into recklessness. As a standard action the Kender can taunt an intelligent creature which shares a common language with him/her, The saving throw is 10+ Kenders Cha + 1/2 Kenders HD if the save fails the taunted must attack wildly for 1d10 rounds, taking -2 to hit and -2 on AC during that time. These penalties may be increased if the creature or character is adjudged by the GM to be particularly susceptible to such insults. On the other hand, the kender's long-term friends quickly develop an immunity to his barbed humor.


    Racial equipment: Kender always start off with a backpack and a Hoopak Staff, a length of stick the rough length of a bo staff with a forked end which can function as either a staff weapon or as a staff sling, and when rotated end over end about in a rapid fashion makes an ear-splitting sound that is terrifying and, to anythign with sensitive ears, painful enough to either drive away (DC 5 + Kender's Cha + 1/2 the Kender's HD) or drive mad (on a failed attempt) the unsuspecting listener, similar to the effects of a dog whistle for those with normal hearing ranges. Kender, due to their wanderlust and nature, also use standard Medium sized pouches (not backpacks) rather than the small ones normally acquired by the Small races.


    Automatic Languages: Common and Gnome. Bonus Languages: Any. Kender pick up new languages extremely fast, and can gain bonus languages equal to their Intelligence modifier. It takes roughly four weeks for a Kender to pick up a new language, and their new languages can include secret or forbidden languages: this allows them to learn to communicate with all manor of life, be it plant or animal or even rock or metal.
    Favored Class: Rogue. A multiclass Kender's Rogue class does not count when determining whether he takes an experience point penalty.
    Level Adjustment: +0.


    Kleptomania: Kender "borrow". It's just what they do. There's always a chance, no matter where they are, that something will go missing. This item is usually a small, shiny bauble, or something neat looking. But, occasionally, the "small, shiny bauble" turns out to be a jeweler's most expensive diamond ring, and that "neat looking stick" just happens to be a wizard's staff... currently gripped in the aforementioned wizard's hand. In any given town, assuming the Kender isn't turned away at the gate, there's a 1% chance the Kender will "borrow" something valuable. If the Kender spends more than 30 minutes in a given shop, there's a 5% chance he will "find" some piece of merchandise (unless the Kender is in manacles, in which case the chance is 1% across the board). If the Kender happens to "find" some "lost" item, roll a Spot check against the Kender's Slight of Hand (standard pick pockets attempt) to see if the person notices the missing item being taken, with a -4 on that spot check if the Kender is manacled (similar to a Rogue using a fake cast to throw off suspicion). The miraculously "found" item could be worth less than a copper (dirty handkerchief), or as much as a few hundred gold (spell scroll, solid platinum broach, diamond ring, ect). 1d4 to determine whether the value is a multiple of Copper (1), Silver (2), Gold (3), or Platinum (4), followed by 1d100 to determine the numeric value of item would be the simplest way to determine it's worth, and random GM guess to determine the actual item. Also note, this does not necessarily apply to only NPCs. Kender will "borrow", with absolutely no limit on the definition, anything they can fit in their pouches, backpack, or walk away with. The barbarian's great axe is not safe, nor are the royal Crown Jewels.


    RP note: If anything in the town worth more than a few silver has gone missing in the last month, no matter how long the Kender has been in town, feel free to have the town constabulary stop and search any Kender in the party. It's not uncommon for a town to have the guards at the gates stop Kender and empty their pouches, keeping anything the Kender doesn't recall picking up, "found" or "gifts" from any source but family. It is common for Kender to leave town without items they have had for years. Common exceptions to the items kept are cloths being actively worn by the Kender (no matter what size), any Small size clothes in the Kender's possession, the Kender Hoopak staff (nobody wants one, since only Kender know the secret to the Hoopak Whistle), pouches actually containing something (it's assumed that, as a Kender, any container legitimately owned by the Kender will have stuff in it, even if the stuff in the container is probably not theirs), anything worth less than a silver piece (even an old, manky boot could hold interest to a Kender... long enough to end up in on of their pouches, at least), and anything special fitted to the Kender (specially made armor, pouch sets, knife sheaths, and similar for example. A Gnome tool vest would probably be confiscated, as they are built over a century or more of diligent labor by a Gnome, and would never be sold, bet, or "lost"... mainly because many races suspect that the Gnome's tool vest is somehow magically glued to the Gnome). An appropriately set Bluff check can, of course, convince even the most paranoid guard that the Kender is really a Gnome or a scrawny Halfling wearing boots... but this bold faced lie should probably come from a non-Kender. Or written documentation from a local monarch. On a side note, any party not containing a Paladin would do well to search their Kender well outside of the city walls. Any party containing a Paladin would do well to search their Kender just before leaving, as many towns will assume the word of anyone with a huge sword and really shiny armor is good. This will also save having to worry about your Kender loosing his picks and daggers. Also let it be know that, since a Kender will "borrow" anything, a party should expect to, as they are looking for something in their packs, spot the Kender examining the item in question curiously not ten feet away. Nor should the DM let the party go unmolested by a Kender with in their party. Daggers, keys, knives, or anything else small enough to fit into a pouch could at, any time, go missing. A random roll to see if the item someone is looking for is still there should be made at least every few items. An "unattended" weapon that the Kender is physically capable of picking up could go missing at night, if the Kender is on guard duty, though finding the Half-Orc barbarian's great axe should be a fairly simple matter... if not, then Thorg deserve no head splitter.
    [edit]Vital Statistics




    Stats as Gnome, with the exception that Kender live twice as long, and thus take twice as much time to reach each phase of maturity.


    Last edited by LegendaryExGamer on June 18th 2013, 11:16; edited 1 time in total


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    Re: New Game Setting: D&D

    Post  Xeen on June 14th 2013, 20:04

    The information is great... These are the races you are using correct Chris?


    Justin: Add some spaces though, hard to separate game stuff from the wall of text.
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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 14th 2013, 20:38

    Yeah, Chris based on the stuff I discovered I am thinking about the Kender and the Vanara, if they actually have these stats.

    Any flavor variation on the Dwarves and Elves?  Because Basic does not seem to cut it compared to these other races.  What about High Elves, with their +2 Intelligence bonus?

    What about Dark Elves?  Surely, there are outcast Elves that have embraced evil.

    Wood Elves?  Wild Elves?  

    What about Grey Dwarves?  and the other variations of Dwarven kind?

    Are Kender the "Gnomes" of this setting or are there actually Gnomes?

    There should be certain flavors of Kender if they are the Gnomes of the setting.  

    Regardless, I am none too fond of playing a specialized Wizard, I just want a standard straight up Wizard if I play one.  Like a High Elf Wizard, that sounds about right.


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    Races & Classes clarify

    Post  Spartan Legionnaire on June 18th 2013, 13:57

    Shamans replace the druids in this setting as the Scouts replace the Rangers.  The forests and wild, unexplored lands have many dangers and most have yet to fully embrace nature with all her wonders, both good and bad.

    I choose to have Mages specialized Wizards because there are no large Wizard academies and/or libraries.  Like the Sith, there will be a master and an apprentice.  However, I am counting "Universal" as a school for specialization, allowing for a more vanilla mage.  Unlike specializing in other area, you do not have to give up any schooling to be specialized in Universal.

    For the Vanara, 3.5 rules remove the ability scores, everything else is the same.  The Kender are taken from the Dragonlance Campaign  Setting (pgs. 28-31) and are not the gnomes of this setting.

    Subraces will not be included for mainly two reasons: our group is small and adding a plethora of subraces will be too much; and the entire world isn't explored yet so there may be some new races and/or subraces encountered along the adventure.

    I have made a modification to the Dwarf race.  Instead of the standard, or hill, dwarves, I have replaced them with Gold Dwarves (+2 Con, -2 Dex; +1 attack bonus against aberrations instead of the bonus against orcs and goblinoids), which seemed to fit better in this setting.
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    Rolling up the character

    Post  Spartan Legionnaire on June 18th 2013, 14:23

    To create your character, the player will choose which version of generating ability scores they would prefer to use:

    Dice Roll:  Roll 4d6 for all six ability scores, removing the lowest die in each set.

    Established Scores:  You have six pre-generated ability scores you can allocate: 16, 15, 14, 13, 10, 10

    Ability Point Pool:  All of your abilities start at 8.  You have 32 points to generate your ability scores using the table found on page 169 of the DMG.

    Characters will start at level 5 with 9,000 sp and 1,000 bp to buy weapons, armor, and gear.  Think of the 9,000 sp as spoils from previous adventures and the 1,000 bp as cash on hand, but for ease of selecting equipment: 9,100 sp.

    The list of available weapons and armor for the bronze age will be in a future post.
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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 18th 2013, 14:55

    Pardon the Pun...

    There is no "point" in point buy...

    Established scores are "worth" 33 points and point buy only affords you 32 points

    Not certain why you even have that in there...

    Why not do the 5D6 for attributes listed in the DMG?


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    Ability Scores

    Post  Spartan Legionnaire on June 19th 2013, 00:52

    The established scores are a point higher if you calculate them like you would the point pool.  It's just a trade off, take the established ability scores or have the freedom to dump points into some truly disgusting ability scores.  And 5D6 is just plain too powerful, considering the other factors I plan on adding into the game, such as there are no negative ability modifiers.  If your ability score is a 6, your ability modifier is 0, not -2.  Hit Points will also be calculated so players will not get screwed when they roll, for example, a 1 on their hit dice.

    A few other factors, this one on magic.  Spellcasters can cast 0-level spells as long as they have the material components with them.  If you run out, you cannot cast the spell.  If the spell is verbal or somatic or focus, a spellcaster can continue to cast as long as they don't become silenced, lose the use of their hands, or lose their focus.

    There are still other factors going to be included into the campaign that will be detailed when characters are generated.
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    Ability Scores

    Post  LegendaryExGamer on June 19th 2013, 12:33

    Why is 5D6 too powerful?

    You can still manage to roll an uber character with 4D6, though unlikely someone could conceivably roll more 18's.  5D6 simply ensures that you have a higher chance of obtaining better nominal stats not to mention it's anti "suck" rules, the +2 to an attribute that does not blow...

    Honestly, instead to all the variation and since you have specific attributes in mind for your game.  You might as well tell us what you're hoping people end up with.  I suppose, you are seeing it more as the established stats


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    Stats

    Post  Spartan Legionnaire on June 20th 2013, 01:23

    Honestly, I'd rather have players roll up their ability scores.  If a player rolls less than a total of +6 for all ability score modifiers combined, it will be an automatic reroll for all abilities.  I just wanted to add the established and point pool as options, especially if someone wanted to generate their character early.

    If someone rolls shitty, they still have the option of any of the ability generation options to create their character, including to reroll.

    If anyone has a specific idea for their character, I will listen to any and all ideas and try to accommodate as much as possible.  I'm not going to be like other fantasy GMs who realize that players become too powerful with too many magical items then try to take them away.  All I'm going to ask is: How are you going to carry it all?
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    Bronze Age

    Post  Spartan Legionnaire on June 20th 2013, 13:01

    The Bronze Age is a period characterized by the use of copper and its alloy bronze and proto-writing, and other features of urban civilization.

    The term "Bronze Age" ultimately derives from the Age of Mortals, the stages of humanoid existence on Esturia according to Elven mystics.  The overall period is characterized by the full adoption of bronze in many regions, though the place and time of the introduction and development of bronze technology was not universally synchronous, and many lands still live in a Stone Age.  The Bronze Age is a time of heavy use of metals, of developing trade networks, and the understanding of magic.

    Because of the tech level of the Bronze Age, some weapons and armor will not be available during this time.  There are a few exceptions, the Elves still have longswords because they have just begun to understand iron working where as the dwarves use more exotic materials, so if a weapon or armor isn't listed below it doesn't mean it's not available, it may be available but made with different materials not associated to the Bronze Age.

    Also, since the Bronze Age is the "standard" for this setting, the -1 penalty for attacks and damage using bronze weapons will not apply, however bronze-tech items cannot be of a masterwork quality.

    Standard available Bronze Age weapons for the campaign:  throwing axe, club, dagger, dart, flail (light and heavy), gauntlet (standard and spiked), greataxe, greatclub, handaxe, javelin, light lance, longbow, longspear, mace (light and heavy), net, quarterstaff, shortbow, shortspear, sickle, short sword, trident, warhammer, whip.

    Standard available Bronze Age armors for the campaign: bark, bone, bronze breastplate, hide, leather, leather scale, padded, studded leather, bronze shields.
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    Re: New Game Setting: D&D

    Post  LegendaryExGamer on June 20th 2013, 14:19

    I guess I am not going to be able to get my hands on any Mithril Elven Mail with no spell failure chances... damn.  Was looking forward to that Mithril Buckler with no penalties.


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