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| Dyne04-21-07, 06:30 PM | This setting focuses more on the traditional four elements (Air, Earth, Fire, and Water) than most D&D games, and through it new mechanics and concepts are derived. However, this is only one aspect of the setting, and Aervenia's complexities offer much to any D&D campaign. Also, keep in mind that this setting is still in development, and anything may change at any time. The Cosmos There are effectively two material planes, two "sister worlds" existing in alternate realities. The first is Gaia, the world that is focused on in this setting and most play will take place. The second is Terra, a similar yet very different world with its own history and its own peculiarities. The two are connected by the Etherrealm, often called the "soul stream" or "life stream" (it is basically the Ethereal Plane of this setting). The Etherrealm is the resting place of the souls that have departed from either Gaia or Terra as they await their reincarnation on the other world. Over the ages, souls live multiple lifetimes, alternating between Gaia and Terra. The multiverse branches out into many of the planes we are familiar to. The inner planes consist of the four elemental planes and the two energy planes. The realms of the Primori (elemental deities that created life on Gaia and Terra) exist on demi-planes off their relevent elemental plane. The gap between planes is held by the Shadow Realm, often referred to as Oblivion. As the realm connects the planes together, Oblivion is often used to travel between dimensions. In D&D terms, the Shadow Realm is basically a combination of the Plane of Shadow and the Astral Plane. The Outer Wheel of the cosmos hosts many Outer Planes that we are familiar with and which would be redundant to repeat here. However, it is important to note that the "wheel" is separated into positive and negative hemispheres, based on which side is nearer to the Positive or Negative Energy Plane (which reside in the center of the cosmos, with the elemental and material planes). Planes associated with good have found their way on the Positive Hemisphere (including the Seven Mounting Heavens of Celestia), whereas evil planes are found on the Negative Hemisphere (including the Nine Hells of Baator, the Abyss, Hades, etc). Along the borders of the two hemispheres lie the planes associated with Law and Chaos (residing on opposite ends of the Wheel from each other). Beyond the Outer Planes lie the Outlands, an infinite expanse that connects the planes together and which many outsiders use for exchanges with their other planar associates. Like the Shadow Realm, the Outlands is also often used for travel between the planes, especially by those who wish to avoid the "unpleasantness" of Oblivion. The Outlands are also the home of neutral outsiders, not associated with good, evil, law, or chaos. The Pantheons Millennia ago, the substance of the Elemental Planes was combined, forming the Material Plane. The elemental spirits, known as the Osorum, breathed life into the plane, creating its first inhabitants. These first people are now known as the Ancients. The greatest and most powerful of the elemental spirits, the Primori, became the deities of the world. Note: I intend on creating a pantheon of deities for each race, as well as probably a few other miscellaneous gods/goddesses. These deities have a lot more domains than what is typical because my goal was to have every domain ever printed be represented by a deity somewhere. That, and I wanted to make each of them a bit more in-depth. Primori The Primori are the most ancient and powerful of the deities. They are the creators of Gaia and the races that inhabit it. They are very similar to some of the core D&D deities, however they have some key differences (one of which being they are all associated with a particular element). The following is a description of each deity, including the domains that may be chosen by its clerics. Corellon Larethian Greater God (Chaotic Good, Air) Creator of the Elves and their protector, he instilled their values of magic, music, swordsmanship, and archery. Corellon Larethian is one of the Primori, the most ancient and powerful of the elemental spirits that created Gaia and its inhabitants. Portfolio: Elves, magic, music, art. Domains: Air, Chaos, Community1, Good, Magic, Protection, War. Garl Glittergold Greater God (Chaotic Good, Fire) Trickster of the divine world and creator of the Gnomes, he is the source of their sense of humor and natural curiousity. Portfolio: Gnomes, humor, gemcutting. Domains: Chaos, Community1, Creation1, Fire, Good, Protection, Trickery. Gruumsh Greater God (Chaotic Evil, Fire) God of the Orcs, he is missing an eye from a battle with the Elven god Corellon Larethian. He and his followers have been mortal enemies of Dwarves and Elves since the creation of Gaia. Portfolio: Orcs, war, territory. Domains: Chaos, Destruction, Domination1, Evil, Fire, Strength, War. Moradin Greater God (Lawful Good, Earth) God of the Dwarves, enemy of Gruumsh. Portfolio: Dwarves, smithing, engineering. Domains: Community1, Creation1, Earth, Good, Law, Protection, War. Yondalla Greater Goddess (Neutral Good, Water) Goddess of the Halfings. Portfolio: Halflings, stealth, mystery. Domains: Celerity1, Cold1, Community13, Good, Protection, Trickery, Water. Human Pantheon These are the deities worshipped by the Humans of Gaia/Terra. These gods and goddesses represent the values upheld most by these people. Altima Greater Goddess (Neutral) Goddess of the Netherworld. Portfolio: Fate, protecting against death and dealing it out to those whom deserve it. Domains: Decay3, Destruction, Exorcism3, Fate2, Pestilence1, Planning2, Repose4, Spite6. Aura Greater Goddess (Neutral) Goddess of magic. Portfolio: Magic, knowledge. Domains: Force1, Knowledge, Magic, Meditation3, Mind1, Oracle1, Summoner1. Crozien Intermediate God (Neutral) God of Travel. Portfolio: Travel, weather. Domains: Celerity1, Community13, Luck, Protection, Travel, Weather1. Haltur Greater God (Neutral Good) God of the Sun. Portfolio: The sun, life, healing. Domains: Community13, Glory1, Good, Healing, Life3, Protection, Purification1, Sun. Lucrio Intermediate God (Neutral Evil) God of Greed. Portfolio: Greed, craft, commerce, overindulgence. Domains: Artifice3, Commerce3, Creation1, Evil, Feast3, Greed5, Wealth5. Vaylorn Greater God (Lawful Neutral) God of War. Portfolio: War, honor, nobility. Domains: Community1, Competition1, Courage2, Inquisition1, Law, Nobility2, Strength, War. Vena Intermediate Goddess (Chaotic Neutral) Goddess of Trickery. Portfolio: Trickery, thievery, luck. Domains: Celerity1, Chaos, Charm3, Luck, Shadow3, Trickery. Others Typhoeus Demigod (Neutral Evil, Air) Lord of the Dark Storm. Typhoeus was one of the Osorum that aided in the creation of Gaia/Terra, but he was not elevated to the status of Primori. He has a small cult of followers, and he is integral to the plot of the Fall of Stormhand (detailed in my ongoing campaign, the Calm Before the Storm (http://boards1.wizards.com/showthread.php?t=779248)). Portfolio: The Dark Storm. Domains: Air, Evil, Nobility2, Trickery, Tyranny2, War, Weather1. 1 New domain from Complete Divine. 2 New domain from Complete Warrior. 3 New domain from Eberron Campaign Setting. 4 New domain from the Player's Guide to Faerun. 5 New domain from the Draconomicon. 6 New domain from Heroes of Horror. Magic Magic is the power to manipulate the elements, passed on by the blood of the Ancients that pulses through our veins. Magic that restores a dead character to life manipulates the soul stream, healing the corpse of its afflictions while drawing its soul back to the Material Plane. Soul-trapping magic similarly interferes with the soul stream, capturing a soul and preventing it from reentering the Etherrealm. The concept of Undeath is related to this premise. Long ago, evil wizards developed the ability to partially resurrect a dead body, forcing its soul back to the Material Plane to animate the corpse. This necromantic technique allows the magician to maintain control over the creature using his magic. Because the corpse is only partially resurrected, it lacks any mental function and is not truly living, though neither is it dead. Hence Undead creatures were released into the world. Through the years, various monstrosities were created through this warping of the life force, each a vicious monster fueled by a magically corrupted soul. Some heroes take up the cause of hunting the Undead, both to defend their people from their attacks and to release the tormented souls that are victims of necromantic magic. Nations of Gaia This section is rather incomplete. I'm working on a map so you can get a better picture of the geography of the world, and I still need to work out many of the details for the different regions. Expect more nations and continents to be added to this section in the future. Aervenia The namesake of the setting, Aervenia is where a lot of the action happens. This kingdom rests on the west coast, with mountains to the north, the Forest of Velurien to the east, and ocean to the west and south. The Snake River slithers down from the mountains to the north, cutting down the middle of the country, and splitting into the Drake River (which turns southwest to the coast) and the Wyrm River (which heads east-northeast for a bit, before curving around south). Much of the land is open plains, with fertile soil and plentiful water from the rivers. As such, the kingdom hosts a thriving farming community of hard-working citizens. The nation also boasts a strong government of aristocracy that looks out for the interests of the common man (for the most part). This government is headed by a monarch and supported by a senate of representatives chosen by the people. Two senators are chosen by their peers to be counselors, aiding the king in his duties and decisions. The capital of the kingdom is Aervenia City, built over the Snake River shortly before it splits into the Drake and the Wyrm. This thriving metropolis is home to over 50,000 people, and it hosts a number of notable sites. Castle Aervenia, the strongest fortification in the nation and home of the royal family, stands in the center watching over the city. The Grand Marketplace in the Merchants Quarter is home to a variety of shops and attractions, including the Pavilion where games of many sorts are played. The Aervenia Arena, just north of the Grand Marketplace, hosts combats for sport, where warriors from all over the world compete for the title of Arena Champion. The Senate Building, the kingdom's center of government, lies just west of Castle Aervenia. Temple Square to the north of the castle is home to the Cathedral of Haltur, as well as many shrines and temples dedicated to the various deities worshipped by Aervenia's denizens. Conscientia, the kingdom's famous academy of magic, lies in the Magic Quarter in the northwest area of the city. The Golden Heights quarter also boasts a Theater District, home to many talented performers of all kinds. There is much more to the grand city, too much to list here. The national colors of Aervenia are blue and white. Tyranor Land to the southeast of Aervenia. The first king of Aervenia, Richard I, originally lived in Tyranor City, which he left to found Aervenia. The nation of Tyranor is seen as corrupt by the people of Aervenia, but despite their rocky relationship the two countries have coexisted in peace for many years. Tyranor City is built where the Wyrm River meets the southern coast of the ocean. The national colors of Tyranor are purple and gold. Velurien Land to the east of Aervenia and home to the Elves. This nation is dominated by a massive forest known as the Silverwood. Velurien is renown for its deposits of Mithral. The nation is divided into three territories: the Larewood, the Yuirwood, and the Aultwood. The Larewood, land of the High Elves, is the largest territory, covering the western and southern regions of Velurien. The Yuirwood, land of the mysterious Wood Elves, spreads across the central and northern regions in the deepest forest areas. The Aultwood, land of the Fire Elves, lies in the eastern and southern regions of Velurien, near the mountains. Each of the three territories is dominated by one of the three Elven subraces: the High Elves, the Wood Elves, and the Fire Elves. The High Elves are by far the most common, and many of the leaders of Velurien are High Elves. Wood Elves are very isolationist, usually keeping to themselves in their home territory of Yuirwood. The Fire Elves, on the other hand, are very social and artistic, and they are often found in foreign lands as performers and craftsmen. The national colors of Velurien are green and silver. Timeline of the Kings The history of the kings of Aervenia. The Aervenian Chronology measures time from the year the kingdom was founded. T.C. stands for Tyranorian Chronology, starting from the creation of Tyranor City and being a measure of the modern era, the time after the disappearance of the ancients. This timeline is incomplete, and it lacks many details of the history of the kingdom. It is interesting to note that the Aervenian Royal Family is attuned to the element of air (see Elemental Alignment, below). Year 1 (847 T.C.) Aervenia is founded by Richard Aervenia I at age 48. Year 16 (862 T.C.) Richard I dies at the age of 63 of illness. Harold II is left as king at the age of 36. Year 32 (878 T.C.) Harold II is killed in a bandit raid at the age of 52, leaving his 23 year old son, William I, to take over the throne. Year 74 (920 T.C.) William I dies of measles at the age of 65. Edward I takes over the throne at the age of 40. Year 93 (939 T.C.) Edward I (age 59) is killed by Casimir, who takes over the throne for a short time. However, he is killed by Edward's son, Aaron, to avenge his father. Aaron reclaims the throne at age 29. Year 106 (952 T.C.) Aaron is slain in battle at age 42. His son, Kent, ascends to the crown at age 20. Year 139 (985 T.C.) Kent is assassinated at age 53 by his brother Emrys, beginning the Blood Feud. His 32 year old son, John I, battles with Emrys over control of the throne. John I is victorious, and Emrys' followers are banished from Gaia. Year 176 (1022 T.C.) John I passes away at age 69. Rance becomes king at age 42. Year 187 (1033 T.C.) Rance is poisoned at age 53, reawakening the Blood Feud. Paul II takes the throne at age 24. War engulfs the kingdom for many years. Year 190 (1036 T.C.) Paul II is slain by the Emrys Remnant at age 29. His infant son, James II, is too young to rule, and so the kingdom is lead by the Steward Edward. Year 200 (1046 T.C.) The Steward Edward is slain by the Emrys Remnant, which seizes the kingdom. 10 year old James II is snuck into hiding. Emrys IV takes the throne, beginning the Rule of Darkness. Year 607 (1453 T.C.) Edward III dies of old age at the age of 73. Richard II takes over the throne at age 41. Prince William III is age 13. Elemental Alignment Gaia, a world created of all the elements and energies of the multiverse. Even millennia after the elemental spirits brought life to the Material Plane, the mark of the elements remains upon its peoples. Whether they realize it or not, each being is bound in some way to the element of his bloodline. This setting has a special new mechanic: Elemental Alignment. Each character is attuned to one of the four elements (Air, Earth, Fire, Water), and this alignment has an effect on how the character interacts with spells, effects, and other characters of the various alignments. Each element has an opposing element and two complimentary elements: Air: Opposed by Earth, complimented by Fire and Water Earth: Opposed by Air, complimented by Fire and Water Fire: Opposed by Water, complimented by Air and Earth Water: Opposed by Fire, complimented by Air and Earth Each element is associated with an energy type: Air: Electricity Earth: Acid Fire: Fire Water: Cold Base Effect: +1 saves against spells and effects that match your element +1 caster level when using a spell that matches your element +1 Cha-based checks when interacting with a character that matches your element -1 saves against spells and effects that oppose your element -1 caster level when using a spell that opposes your element -1 Cha-based checks when interacting with a character that opposes your element Racial Tendencies: Originally, each race (except Humans) was aligned to a single element. However, the bloodlines of current times are not as pure as they used to be, and so characters have some choice in their elemental alignment. Even so, some races are forbidden from certain elemental alignments. Humans: Do not favor any element over another. Can be any elemental alignment. Dwarves: Mostly Earth-aligned. Can also be Fire- or Water-aligned. Forbidden from being Air-aligned. Elves: Can be Air-, Fire-, or Water-aligned. Forbidden from being Earth-aligned. High Elves are often Air-aligned, Wood Elves are often Water-aligned, and Fire Elves are often Fire-aligned. Goblinoids: Mostly Earth- and Fire-aligned. Can also be Air-aligned. Forbidden from being Water-aligned. Gnomes: Mostly Earth- and Fire-aligned. Can also be Air-aligned. Forbidden from being Water-aligned. Half-Elves: More Air-aligned than others. Can be any elemental alignment. Half-Orcs: More Fire-aligned than others. Can be any elemental alignment. Halflings: Mostly Water-aligned. Can also be Air- or Earth-aligned. Forbidden from being Fire-aligned. Ogres: Can be Earth-, Fire-, or Water-aligned. Ogre warriors tend towards Fire and Earth, while Ogre Mages are almost exclusively Water-aligned. Forbidden from being Air-aligned. Orcs: Mostly Fire-aligned. Can also be Air- or Earth-aligned. Forbidden from being Water-aligned. Trolls: Mostly Water-aligned. Can also be Air- or Earth-aligned. Forbidden from being Fire-aligned. Elemental Feats Aquatic Adaptation [Elemental] Prerequisite: Water-aligned, any elemental feat, Aquatic Breath (from Complete Mage) Benefit: You gain a swim speed equal to your base land speed. You also gain a +8 bonus on Swim checks to perform some special action or avoid a hazard. Earthen Toughness [Elemental] Prerequisite: Earth-aligned Benefit: When you take this feat, you gain 3 hit points for each elemental feat you have (including this one). Whenever you take a new elemental feat, you gain 3 more hit points. Elemental Shield [Elemental] Benefit: You gain a +2 bonus on saves against effects that match your elemental alignment. You also gain a +1 bonus on saves against effects of complimentary elemental alignments. Special: The bonuses provided by this feat stack with other similar bonuses. Elemental Power [Elemental] Benefit: You gain +1 caster level and +1 DC when using a spell or effect that matches your elemental alignment. Special: The bonuses provided by this feat stack with other similar bonuses. Elemental Resistance [Elemental] Prerequisite: Elemental Shield Benefit: You gain energy resistance against the energy type that matches your elemental alignment, equal to three times the number of elemental feats you currently have (including the elemental feats you take after gaining this feat). Fiery Fury [Elemental] Prerequisite: Fire-aligned, rage ability, any elemental feat, base attack bonus +5 Benefit: When you go into a rage, you can activate this feat to gain an additional +4 Strength and +4 Constitution. However, at the end of the rage you become exhausted instead of fatigued. If you have Tireless Rage, you become fatigued at the end of the rage. Flight [Elemental] Prerequisite: Air-aligned, Wings Benefit: You can fly at a speed equal to twice your base land speed with Poor maneuverability. Wings [Elemental] Prerequisite: Air-aligned, any two elemental feats Benefit: You grow wings. You no longer take damage from falling. These wings are not powerful enough to fly, but you can use them to glide at a speed equal to your base land speed +10 ft, Clumsy maneuverability. You fall 10 ft. a round while gliding. Additionally, your wings give you a +10 circumstance bonus on Jump checks. Changes to Existing Material -Spells and effects that deal energy damage gain the related elemental subtype. For example, effects that deal acid damage are considered Earth effects. -Rings of Elemental Command only function for a user of matching elemental alignment (i.e. only Air-aligned characters can use a Ring of Elemental Command (Air)). -Spells or effects that would be aligned to both opposing elements (such as a spell that deals both fire and cold damage) are banned. -Taking the Air, Earth, Fire, or Water spell domains requires you to be aligned with the corresponding element. -The following feats are considered Elemental feats: --Complete Mage ---Acidic Splatter ---Aquatic Breath ---Borne Aloft ---Clap of Thunder ---Clutch of Earth ---Drowning Glance ---Fiery Burst ---Hurricane Breath ---Storm Bolt ---Summon Elemental ---Wind-Guided Arrows ---Winter's Blast --Races of Stone ---Earth Adept (must be Earth-aligned as a prerequisite) ---Earth Fist (must be Earth-aligned as a prerequisite) ---Earth Master (must be Earth-aligned as a prerequisite) ---Earth Power (must be Earth-aligned as a prerequisite) ---Earth Sense (must be Earth-aligned as a prerequisite) ---Earth Spell (must be Earth-aligned as a prerequisite) ---Earth's Warding (must be Earth-aligned as a prerequisite) New Feats Other new feats created with this setting. These feats were designed to give more use to the +2/+2 skill feats, as well as to make it easier to gain new class skills. Alternatively, you could just replace the +2/+2 feats with these effects (which are a +1 bonus to each relevent skill, as well as adding each skill to your class skill list). Acrobatics Aptitude [General] Prerequisite: Acrobatic Benefit: Jump and Tumble are always considered class skills for you. Additionally, you get a +1 bonus on all Jump and Tumble checks. Adroit Hands [General] Prerequisite: Deft Hands Benefit: Sleight of Hand and Use Rope are always considered class skills for you. Additionally, you get a +1 bonus on all Sleight of Hand and Use Rope checks. Agile Fingers [General] Prerequisite: Nimble Fingers Benefit: Disable Device and Open Lock are always considered class skills for you. Additionally, you get a +1 bonus on all Disable Device and Open Lock checks. Arcane Disposition [General] Prerequisite: Magical Aptitude Benefit: Spellcraft and Use Magic Device are always considered class skills for you. Additionally, you get a +1 bonus on all Spellcraft and Use Magic Device checks. Athletics Aptitude [General] Prerequisite: Athletic Benefit: Climb and Swim are always considered class skills for you. Additionally, you get a +1 bonus on all Climb and Swim checks. Attentive [General] Prerequisite: Diligent Benefit: Appraise and Decipher Script are always considered class skills for you. Additionally, you get a +1 bonus on all Appraise and Decipher Script checks. Compelling [General] Prerequisite: Persuasive Benefit: Bluff and Intimidate are always considered class skills for you. Additionally, you get a +1 bonus on all Bluff and Intimidate checks. Creature Aptitude [General] Prerequisite: Animal Affinity Benefit: Handle Animal and Ride are always considered class skills for you. Additionally, you get a +1 bonus on all Handle Animal and Ride checks. Deceptive [General] Prerequisite: Deceitful Benefit: Disguise and Forgery are always considered class skills for you. Additionally, you get a +1 bonus on all Disguise and Forgery checks. Diplomatic [General] Prerequisite: Negotiator Benefit: Diplomacy and Sense Motive are always considered class skills for you. Additionally, you get a +1 bonus on all Diplomacy and Sense Motive checks. Inquisitive [General] Prerequisite: Investigator Benefit: Gather Information and Search are always considered class skills for you. Additionally, you get a +1 bonus on all Gather Information and Search checks. Lithe [General] Prerequisite: Agile Benefit: Balance and Escape Artist are always considered class skills for you. Additionally, you get a +1 bonus on all Balance and Escape Artist checks. Sneaky [General] Prerequisite: Stealthy Benefit: Hide and Move Silently are always considered class skills for you. Additionally, you get a +1 bonus on all Hide and Move Silently checks. Sustaining [General] Prerequisite: Self-Sufficient Benefit: Heal and Survival are always considered class skills for you. Additionally, you get a +1 bonus on all Heal and Survival checks. Watchful Sentinel [General] Prerequisite: Alertness Benefit: Listen and Spot are always considered class skills for you. Additionally, you get a +1 bonus on all Listen and Spot checks. I would also like to point out that I am running a game in this setting in the Guild House forum of these boards. Links: The Calm Before the Storm (OoC/Meta/Main thread) (http://boards1.wizards.com/showthread.php?t=779248) Aervenia City: Capital of Aervenia Kingdom (http://boards1.wizards.com/showthread.php?t=792719) (note that Aervenia was originally named Bristol) |
| Dyne05-02-07, 01:05 AM | Wow, people weren't kidding when they said nobody comments each other's campaign settings. Aervenia is still very much incomplete, so there's quite a bit that could be added to it. Something I've been considering is a new system for magic items, similar to Final Fantasy's materia or the magic gem things in MIC. The idea would be to make magic item effects interchangeable: you buy an item with "materia slots" and can buy different abilities that you can switch in. Between the slotted items and the costs of the abilities themselves, magic items would still cost the same, they'd just be a bit more versatile. |
| Anuvrix05-02-07, 01:27 PM | I've been thinking of trying something like that with the items too... you buy a weapon, and can combine it with gems/orbs/materia/whatever. the amount of these you can put on an item is determined when the item is made. for each slot it should cost like 500, or more. the magical effect stuff should cost as much as the regular item would for that ability in the DMG. special elemental stuff can be made/found too. |
| Dyne05-02-07, 05:13 PM | I've been thinking of trying something like that with the items too... you buy a weapon, and can combine it with gems/orbs/materia/whatever. the amount of these you can put on an item is determined when the item is made. for each slot it should cost like 500, or more. the magical effect stuff should cost as much as the regular item would for that ability in the DMG. special elemental stuff can be made/found too. The thing about that, is people will just buy a bunch of +1 orbs at 2,000 gp each and combine them for a cheaper weapon than would be possible in core rules. Only solution would be to make the cost of slots scale upwards, so a weapon with 5 slots would cost a lot more than 5 one-slot weapons. Except in that case, the slots become more expensive than the orbs.... |
| Dyne05-02-07, 06:17 PM | I ran the numbers, and here's the system I came up with that would be balanced with the rest of the treasure system. Magic weapons and armor still cost effectively the same, the difference being that characters can purchase other abilities to swap in/out for relatively cheap. However, weapons and armor with more slots cost a lot of money, so it balances back out. Magic Orbs: These spheres contain magical power than can be used to enhance items. Basic powers are usually contained within only a single orb, whereas greater powers may require a whole set of orbs to function. In basic terms, weapon orbs cost 2,000 gp per orb; +1 abilities require only one orb (2,000 gp), +2 abilities require a set of 2 orbs (4,000 gp), +3 abilities require a set of 3 orbs (6,000 gp), +4 abilities require a set of 4 orbs (8,000 gp), +5 abilities require a set of 5 orbs (10,000 gp). Weapon Slots: Only weapons made with the appropriate slots can harness the power of magic orbs. Making a single-slot weapon is relatively easy and cheap; all masterwork weapons are considered to be single-slot weapons. Adding additional slots, however, is very difficult and expensive to harness that much magical power within a single item. The price to add slots is in addition to the cost for a masterwork weapon. A slotted weapon that is not equipped with any magic orbs is treated as a masterwork weapon (+1 bonus on attack rolls). Slots Cost Example 1 Masterwork (+2,000 gp [one orb] = +2,000 gp for a +1 weapon) 2 +4,000 gp (+4,000 gp [two orbs] = +8,000 gp for a +2 weapon) 3 +12,000 gp (+6,000 gp [three orbs] = +18,000 gp for a +3 weapon) 4 +24,000 gp (+8,000 gp [four orbs] = +32,000 gp for a +3 weapon) 5 +40,000 gp (+10,000 gp [five orbs] = +50,000 gp for a +5 weapon) 6 +60,000 gp (+12,000 gp [six orbs] = +72,000 gp for a +6 weapon) 7 +84,000 gp (+14,000 gp [seven orbs] = +98,000 gp for a +7 weapon) 8 +112,000 gp (+16,000 gp [eight orbs] = +128,000 gp for a +8 weapon) 9 +144,000 gp (+18,000 gp [nine orbs] = +162,000 gp for a +9 weapon) 10 +180,000 gp (+20,000 gp [ten orbs] = +200,000 gp for a +10 weapon) |
| Anuvrix05-03-07, 05:11 PM | Much better. But, could someone make a gem that is supergodlypowerful? if so, Big trouble for his enemies (pot hook). |
| Aramar the Black05-24-07, 06:29 PM | There is some cool stuff going on here. Ideas are blooming in my head. Are all deities elemental spirits? Are the Ancients still active? Are both material planes the same in terms of races, planar statistics, and deities? Are the people of one Material plane aware of the other? With the magic orbs, I can see an adventure (or something) based on obtaining all the requiered orbs for a certain legendary weapon to function in a particular way. |
| Dyne05-24-07, 09:31 PM | Are all deities elemental spirits? The main deities (the ones that created the races and such) are elemental spirits, but not all deities are. Other deities have ascended since them, so there are quite a few non-elemental "lesser" deities. Are the Ancients still active? The Ancients have been extinct for about 1,400 years, but their blood runs through the veins of people living in the present (which blood is the source of magical ability; it can manifest as spontaneous magical abilities [AKA sorcerers], or it can give them the ability to learn to use magic [AKA wizards]). Are both material planes the same in terms of races, planar statistics, and deities? The two material planes are nearly identical in such terms; however, there might be specific races/sub-races that only reside on one plane. As far as deities and planar statistics, those are the same. Are the people of one Material plane aware of the other? Some are. The presence of a "twin world" is considered more myth than anything, but most people have heard about it. Many people aren't sure if the legends are actually real, though. The most knowledgeable on this would be sages and wizards and such, who are always trying to open a gate between the two planes. With the magic orbs, I can see an adventure (or something) based on obtaining all the requiered orbs for a certain legendary weapon to function in a particular way. Sounds like a cool idea. Glad if my idea could inspire some adventure ideas for you. |