Callirhoë [Archive] - Wizards Community

Post/Author/DateTimePost
Manyfist

08-17-05, 01:39 AM
This is my Psionic heavy campaign.

Map

Map, w/o Transportation Routes
http://img80.imageshack.us/img80/9007/callirhoe30vr325kc.gif

Dark Blue: City-state Name
Blue: Contient
Red Dot: Capital City of the City-State.

Transportation
http://img341.imageshack.us/img341/7374/callirhoe30vr325kb5uw.gif

Black: Air Ship
Orange: One way Prision Ships
Red: Train Tracks


1''= 1000 Miles

Geography:
Land
Ocean
Other Bodies of Water
Forest
Swamp
Plain
Desert

Atomosphere:
82% Nitrogen
17% Oxygen
1% Other

Surface
75% H20
25% Land

Mantel
40% Oxygen
2% Adamantine
2% Mythral
20% Nickel
20% Iron
15% Magnesium
1% Other


Races
Variags
http://i15.photobucket.com/albums/a354/manyfists/Hope.jpg
Copyright: Maria William

Core Races of Callirhoë

Magic? Whats that?: All Callirhoë races have no Concept of Sorcerers , Wizards, Clerics , or any other Arcane or Divine classes. They suffer a -4 on Spellcraft, and a 40% ASP. As for the Divine Classes and Arcane Classes, they are not available for any PCs and are only for NPCs. (Wizards never appeared in Callirhoë, Sorcerers are super rare, about 1/4000. Clerics are really Favored Souls and are almost unheard of. As well Druids are very rare and are considered just 'Shamans' among Bujos island.)

Variags (Vrg)

+2 Con, +2 Str, -2 Wis, -2 Cha

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

Powerful Build: The physical stature of Variags lets them function in many ways as if they were one size category larger.
Whenever a Variag is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Variag is treated as one size larger if doing so is advantageous to him.
A Variag is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Variag can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Natural Sailors: Variags are natural Sailors, the First race in Callirhoë to Sail. As such no matter what class they add Profession (Sailor) to thier Class skills, and recieve a +4 on Profession (Sailor) Check inorder to make a Living. Also you can Add your HD to your Profession (Sailor) Checks inorder to make a Living as well.

Sea Raiders Legs (Ex): Variags are excellent Ship builders and as such Variags have sea legs that keep them stable when others have difficulty standing. You are not considered flat-footed while balancing or climbing, and you add your HD to Balance or Climb checks to remain balancing or climbing when taking damage

Variag base land speed is 30 feet.

Cold Subtype: X2 from Fire Damage, no damage from Cold.

Low-Light Vision: An Variag can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Automatic Language: Imperatoral (common), Variagian.

Bonus Languages: Any (other than secret languages, such as Druidic).

Favored Class: Any. When determining whether a multiclass Variags takes an experience point penalty, his or her highest-level class does not count.



Darthirii, Mithirii, & Ilythiiri



Darthirii(Dti)(High Elves):

http://img148.imageshack.us/img148/9760/bloodelfbigwn3.jpg
copyright: Jasonchan, www.Jasonchanart.com

-2 Str, -2 Con, +2 Int, +2 Cha

Medium Fey

Base Speed: 30ft

Damage Resistance: 5/ Cold Iron or Magic

Superior Lowlight Vision : X4 Normal human vision in dim or poorly lit areas (120')

+2 On Psicraft

Weapon Proficiency : Darthirii are proficient with two of the following: Long Sword, Bastard sword, Longbow, Heavy Cross bow.

Fey Allergies : When a Darthirii is with in 30' of Cold Iron he/she takes -2 on all checks, and if spend more than one min. inside 30' of Cold Iron he/she takes temp. 1d4 Hp Damage, and temp. 1d3 Con damage, and additional 1d4 hp damage/ min.
Note: This doubles if struck by Cold Iron weapon, or if a Darthirii touches a Cold Iron Objects such as Cold Iron Shackles.

Lord of Fey : On all accounts all Darthirii are considered Nobles of Fae kind. Do to this Darthirii receive a special link among the Fae. Fae of similar alignments are not well known for attacking each other. They gain a bonus +2 on all charisma-based checks when dealing with other fae. Also, before initiating an attack on an Darthirii who has not made themselves a direct threat, fae of alignments 2 steps or less away from the Darthirii must make a willpower check against DC 10+Charisma bonus of the Darthirii or be affected by Fear, CL: 14. Fae of opposing alignment need not make the check as the caelestis and nefastus kingdoms are quite quick to do battle. Also, an Darthirii that engages in attacking unthreatening fae of alignments 2 steps or less away from their own lose this bonus permanently. Any attack an Darthirii makes against a Fae of the same Alignment fails automatically, yet if a Fae of the same alignment attacks an Darthirii, neither attack fails, unless rolled as a fail.

Auto languages: Darthirii, Fae, Imperatoral

Bonus Languages:Any (except secret languages)

Favorite Class: Psion

Other Elven Races

http://i15.photobucket.com/albums/a354/manyfists/her_highness_evernight_____by_fhise.jpg
Copyright: Fhiserya

Mithirii (Mhi) (Grey/Silver Elves) : Same as High Elf, but +2 STR, +2 con, -2 Wis, -2 Int. Auto language: Mithirii, Imperial, Favorite Class: Wilder

http://i15.photobucket.com/albums/a354/manyfists/zyclos.gif
Copyright: Patrick Dignon

Ilythiiri (Iyi) (Dark Elf): Same as High elf except: +2 Wis, +2 Dex, -2 Cha, -2 con, Mind Blast(su)(Will), Energy Reistance: 5 Fire, Favorite Class: Psychic Warrior. Auto Language: Ilythiiri, Imperial

Gnomes, & Imperators

Gnomes (Gne)
http://i15.photobucket.com/albums/a354/manyfists/gnomefemale_small.jpg
Copyright: Dragos Stanculescu

Small Humanoid: As a Small creature, a gnome 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.

-2 Str, + 2 con, +2 Cha, -2 Dex

Base Speed: 20ft.

Superior Lowlight Vision : X4 Normal human vision in dim or poorly lit areas (120')

Chatter : Gnomes are very annoyingly smart and are generally the busy buddy race that you might find sniping through your trash, and your underwear drawer (And of course ladies he would be wearing your lace Panties over his head, with your best thong in his mouth.). Because of this gnomes like to talk about their “finds” which leaves no room for listing, and because of this Gnomes take a -2 Pent of Listing checks, because all they hear is their voice or their voice inside their head.

Natural Diplomats : Gnomes are surprisingly very Charismatic for being such annoying SOBs , so they gain a +2 on all Diplomacy checks

Tinkering : Gnomes are Infamous for getting a hold of Machinery and taking it apart, leaving all the parts every where just to be looked and caressed, it’s a good thing that they are also expert builders and because of this they gain a +2 on all Craft checks.

My Precious!: Gnomes have a life goal set ahead of them, such as returning a stolen ring back to them. This self center ness lets a gnome gain +2 on all Checks, and +1 on all Hit and Damage, when on the quest for such item.
Ex: Sméagol 12 Rouge/ 5 Ranger has a Life Goal to attain a certain magical ring, that would bring him eternal youth and happiness, since he's on that goal he gains +2 on all Checks, and +1 to all Hits and Damage. Yet if he accepts another quest, such as save the damsel in distress he looses that bonus, in till he can go on his self absorbing quest. Of course a good gnome never leaves home with out friends, so in order for the bonus to remain a Gnome must tell his friends his Life Quest for they can hopefully find such an item. However if he dies and is resurrected he must choose a new Life Goal, or continue on with his previous the choice is up to the player. Upon reaching his life goal, if he is ever slain he can not be resurrected by any mortal means.

Allergic reaction : When a Gnome is with in 30' of Adamantine he/she takes -2 on all checks, and if spend more than one min. inside 30' of Adamantine he/she takes temporary 1d4 Hp Damage, and temp. 1d3 Con damage, and additional 1d4 hp damage/ min.
Note: This doubles if struck by adamantine weapon, or if a gnome touches an adamantine Objects such as adamantine shackles.

Auto language: Gnome, Terran, Imperatoral

Bonus: Any (Including Secret ones)

Favorite Class: Artificer.

Imperators (Emp)

http://i15.photobucket.com/albums/a354/manyfists/dami.jpg
Copyright: Dragon Snail art

Medium Humanoid

Base Speed: 30ft

I am better than you are!: Extra feat at 1st level, Due to Imperators education Imperators are often more qualified early on than many other races for many jobs.

Whatever you can do I can do better: 4 extra skill points at 1st level and 1 extra skill point at each additional level, Imperators often learn alot faster than per say many other humanoids as such Imperators are the Skill monkeys.

Mutations: +2 on any one Stats, -2 On any one Stats. Imperators are a race that thribes on psionic energy, and over the short time the race as been on the earth mutations have accured.

Auto Language: Imperatoral

Bonus: None, Imperators are so arrogant they think others should speak Imperial all the time.

FC: Psion

Halflings, Orcs, Silures
Halflings (Hfl)

http://i15.photobucket.com/albums/a354/manyfists/femalehalfling_small.jpg
Copyright: Dragos Stanculescu

Small Humanoid: As a Small creature, a Halfling 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.

+2 Str, -2 Wis, -2 Int, +2 Dex

Base Speed: 30ft

Chomp!: Living in the Wild Halflings must eat some thing yet they where too small to catch the large game, and with an over active reproductive system, Halfling populations doubled in a year. In Callirhoë there was a time when hunting Halfling was a sport. A Halfling’s Pelt which at certain periods sold for a price of THREE Republic Marks! This caused a mutation to occur a Halfling’s Digestive system mutated to enable the consumption of other organic materials usually not eatable. A Halfling’s tongue secretes an Acid base substance that allows the eating of any thing organic this is called, Biostomach. Bio S or Biostomach allows a Halfling to eat and drink almost any thing organic, including wood, rotten meat etc.

Gluttony: Many Scholars have debated on why the Halfling race suffers from the curse of "The Hunger". Most scholars have came to the conclusion that do to the fact of a racial hyper metabolism that burns through energy 300% faster than that of any other being.
A Halfling must eat Half his weight per day, or else (s)he takes 1d4 Wis to addition to the Starvation rules. If (s)he manages to go with out eating the proper food for three days or his Wis. Score goes to 0, (s)he becomes savage. (S)He may attack any thing that moves, yet (s)he will not eat his(her) own race, it’s not unknown for a band of Halflings and Ghouls traveling together eating the corpses of others. A Halfling that goes savage will attack any thing that moves and must eat 2x his weight in order to become normal.

Primitive: Can’t read or Write any language known, treat the same as Illiteracy.

Scent ability: A Halfling evolved an incredible sense of smell, it helps cure ‘The Hunger’ when you can actually find your food. This ablity was one reason that Halfling pelts in the year 455 where Three Republic Marks(RM) instead of One RM, because Halflings were especially hard to catch during ‘Season’.

Natural Attack: One Bite attack, and treated as large, 2d6+2(Acid). Halflings developed overpowering jaw system that allows them to eat about almost any organic matter. It’s not uncommon to see a Halfling clicking his jaws while looking around. Yet when he’s looking at you clicking his jaws he’s looking at your thighs… Bon Appetite!

+2 on Survival Skill. This helped Halflings stay alive and away from most of Callirhoë's top Halfling Hunter, and because most of the long lived Elves that haven’t forgotten that Halfling hunting is still legal Halfling must Survive on their own..

-2 on all Charisma based skills v. Non Halflings. Halflings are not what you call socialble with any other race except their own. It Might have to do with the fact that… well they will eat any thing. Reminisce of the ‘Season’ forced Halflings away from the Mindlords and others.

Ghoulish Figure: All Ghouls do not attack Halflings what so ever, it’s unknown why, maybe what Sentience remains recognizes “The Hunger” as the same as theirs, and if another is suffering through it the same as you, a common tie is formed. Or they follow Halflings because they can lead them to food. The reason is unknown out side of Halfling culture, not even marrying a Halfling or torturing one will this information ever leak out.

Auto: Halfling, Imperatoral

Bonus: Any (other than secret languages, such as Druidic).

Favorite Class: Wilder

Orc

http://img329.imageshack.us/img329/7665/ss009sk4.jpg
Copyright: Unknown

Medium Humanoid

-2 Con, +2 Str, +2 Dex, -2 Wis

Base Speed: 30’

Superior Lowlight vision: 4x Normal Human in dim light.

Scorn Earth: Orc’s feet lift from the ground. (s) He can float a foot above the ground. Instead of walking (s) he glides along, unconcerned with the hard earth or difficult terrain. While (s)he remains within 1 foot of a flat surface of any solid or liquid, (s)he can take normal actions and make normal attacks, and can move at her/his normal speed ((s)he can even “run” at four times her/his normal speed). Orcs are cursed not to touch the ground ever again this curse was do to the Twerc god's, in which have died out do to the Mindlords disclaim of their existance. The Twerc were allied with the Orcs, but the Orcs turned a blind eye to the Genocide of the Twerc the gods cursed the Orcs to never touch the earth again.

Orcish Armor: +2 on all Craft and Profession skills that Deals with Metal. Orcs have mastered the art of Crafting with any type of metal, do to the Genocide of the Twerc (Dwarves), Orcs were the only non-human race to touch all metal.

Auto: Orcish, Imperatoral

Bonus: Any (other than secret languages, such as Druidic).

FC: SoulKnife

Silures (Sur)

http://i15.photobucket.com/albums/a354/manyfists/fb5e.jpg

Medium Humanoid (Human)(Psionic)

+2 Int, -2 Cha, -2 Con, +2 Wis

Base Land Speed: 30’

Natural Psionic: +1 pp/lvl

+2 on Psicraft Checks. This is because of the inborn gift of Psionics a Silures are most adapted at realizing what they are going against.

-2 on all Disguise checks. Due to a Silures' snobbishness Silures are simply grotesque the idea of hiding one’s face leaves them a bit clueless about how to disguise them selves.

+2 on Intimidate Checks. Its common folklore that the stare of a Silure stares straight into your soul. Because of this they get a bonus on Intimidate skill.

+2 On Will saves, -2 on Fort saves. "Through the power of the mind, leaves little room for the body." Silure saying.

Auto languages: Imperatoral, Siluric

Bonus: Any (other than secret languages, such as Druidic).

Favorite Class: Psion

Aarakocra (Akc)


Aarakocra
http://i15.photobucket.com/albums/a354/manyfists/aarakocra.jpg

-2 Strength, +4 Dexterity, -2 Wisdom: Aarakocra have keen reflexes, but their quite not sane.

Type: Humanoid.

Small: As a Small creature, an Aarakocra 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.

Superior Low-light vision: Aarakocra can see Four times as far as a human in moonlight and similar conditions of poor
illumination, retaining the ability to distinguish color and detail.

Aarakocra base land speed is 20 feet, and can fly with a movement rate of 90 feet (Good).

+4 racial bonus to Spot checks in daylight or Starlight. Aarakocra have excellent vision.

-2 morale penalty on all rolls when in the Dark is extremely distressing.

Swoop: Aarakocra can make dive attacks. A dive attack works just like a charge, but the Aarakocra must move 60 feet before making the dive. Aarakocra may make attack with a lance held in both
hands. These attacks deal double damage.

Automatic Languages: Aarakocra and Imperatoral .

Bonus languages: Any, Except Secret languages.

Favored Class: Wilder




Fluff


Variags


Personality: Variags have a wide range of Personalities, Most are Combat harden Veterans. Variags love to drink, Mead is Variags specialty.

Physical description: Generally Tall Compared to Normal Humans, Variags Stand around on Average 6'1/2''- 7'9'' but The Largest Variags are 7'+. They have White Skin to Light Blue Skin, Scholars say that the coloration is due to the snow and Sun. Variags' skin is soft and yet harden by the Cold wind of there home Land. They have High Cheek bones, Variag body is longer due to they're Body size, yet they equally proportional (sp?) in all parts. Hair Color are usually Light Colored, or Red, Silver hair is not un-heard of, the thickness of there hair ranges from Thin, to very thick. Eye color among the Variag are usually Ice blue, Dark Blue, Green, Grey, or Turquoise, yet rare cases Violet even Red in very rare cases. Facial hair is common with Variags, it's not unknown for a Varaig to rival Dwarves in the Best Kept and best looking beards, yet it's not uncommon for a Variags not to have Facial hair or very little. Due to Varaigs size Varaigs don't have the dexterity of smaller races, even if he's medium size.

Relations: Varaigs are the go to people, Darthirii, Halflings, Ogres, and Orcs go to Varaigs in order to trade, or get re-enforcements through Mercenary help. Trolls are some times seen dealing with Varaigs but Trolls are too busy hunting others including Varaigs, but Trolls rarely eat Varaigs, due to Entire Troll Villages benign destroyed by Varaig Berserkers. Orcs enjoy Varaig Company more so than other Races, except other Orcs and Ogres. Ogres and Ogre Mages also enjoy company of Varaigs due to Varaig and Ogre-kin respect for raw power, Darthirii tend to think of Varaigs as second class citizens, but Varaigs impressed by the attractiveness of Elves are most the time ended by death of the Varaig. Halflings are a curiosity, not a natural race in the common since but were bred in Magical, and Psionic Labs. Halflings are Spontaneous and small, like children, and Varaig culture to outsiders might be focused on the Strong, but Children are Third highest, followed by Alcohol which Represent Health, Braids which represent Strength, and Children which Represent History. Halflings are often treated in Varaig lands with ever lasting food, and care. It's not un-common for a Halfling orphan to be adopted by a Varaig family.

Alignment: The best and worse are found in Varaigs, more often Chaotic than Lawful.

Variag lands: Variag land are every where, most are nomadic due to the instability of there Continent, which is locked in an ever lasting Ice Age. Mountains are dotted with Variag Cities. The largest of the Cities are carved from the Ice it self, enhanced through Psionic Properties making the structure immune to the ever sifting surface. It's rare to find a Varaigian city not enhanced to with stand the shifting earth.

Religion: Varaigs have different view upon Religion; some Varaigs don't worship a god, but the Element of Ice, since it is all they know. Most however don't worship a god instead open there mind towards Psionics, in all Cities Psions are treated above royalty, Sorcerers and Wizards are welcomed but are distrusted by Varaig Psions and are driven away, after their job is done.

Language: Varaigs have two languages, North and South Variagian. North Variagian is spoken in the Psionic ruled Cities, it's a mixture of Sound and Psionic Speech. South Variagian how ever is spoken in the tribal regions, where a sorcerer or Wizard might rule, but more so the Tribal leaders if they show any Magical Ability it's more likely Psionic manifesting, in which a mad Psion might be the Chief, more likely a Wilder, or Psychic Warrior.

Names: Male: ANDER, ASK, BOTHE, BRANDER, DRENG, HROLF, VIDAR, VALBRAND
Female: ASE, EMBLA, GNA, HYNDLA, VILLBORG, VOR, UNN, TRUDE, TORIL

Adventurers: Variags are great adventures, most due it to get out of the rule of there Psionic overlords, or follow the Magical path which leads Variags to epic adventures. Rangers and Berserkers find the path of Adventure, since they are guided by emotions or the preservation of there world. Druids of course adventure to be one with their world, Variags adventure for different reasons.




Bretons


Origin: Bretons come from a large Continent of Sinnesland. The Continent is littered with Psionic ruins of the demonic Empire of Cerebreich. Bretons are children of the fall of the Cerebreich, it’s rumored that the first Breton was actually a Cerebrilith reborn into a Human body. Every city in Sinnesland is built around the sea, and away from the center of the Continent, where the Living Crystal Capital city is expanding.


Personality: Most Bretons are cold, uncaring, and Selfish. Their government is only a piece of the Republic which spans across the Planet, and into two planes. Bretons has a Wide variety of personalities.

Physical Description: Bretons are a psionically gifted race, with a natural gift for both Psionics and Will Power. They stand on average 5’ 2’’, With Dark hair and eyes, Wiry hair and a Stare that can give a Dragon the chills. No Physical difference in height between the Male and Female.

Relations: Bretons look to other races, as tools. Bretons have a Strong tie with the Darthirii; most Bretons view them as a creature too beautiful to be used. Yet if it comes down to their favorite tool, the Darthirii lose to Breton’s cunning. Imperials are viewed as Snobs, and generally won’t have anything to deal with them. Dhampirs are sought after for Bodyguards, and as Companions. Mithitirii and Illithyiiri are viewed as Dangerous, along with the Halflings, and Varaiags. Gnomes are a different story, Gnomes are frequently Slaves to Bretons, hard working and hard to kill off, and Gnomes are Number One chose.

Alignment: Any, The best and worst is found among them. They lean slightly to Neutral Evil.

Religion: The God-Kings of the Planet have strong hold in Sinnesland. Bretons adore the God-Kings, and will die for them. The Emperor uses that to gain a Stronger Empire, through the Living Crystal City.

Names: Each Breton has a First and Last name. Yet each Breton has a Public name, which they give to non-Bretons.

Personal Names
Males: Acwel, Aethelbert, Aethelwulf, Algar, Anna, Bana, Beowulf, Ceolwulf, Daegal, Waan.

Females: Alodie, Ar, Bearrocscir, Brimlad, Devona, Rowena, Cwen, Eda, Viradecthis, Wida.

Last Names: Ada, Botolph, Fulke, Reynold, Yule.

Public Names

Males: Adam, Ann, Aiken, Bede, Benton, Bors, Earl, Ellder, Elwood, Jager, Lud

Females: Ada, Addis, Avis, Berengaria, Cwen, Ella, Ivy, Twyla, Yetta, Zabrina.

Adventurers: Bretons are very adventurous expanding their mind traveling from one town to another… One Continent to another…etc... They seek to expand their mind and their wealth.

Imperators

Origin: Imperials come from a Small Island off the Coast of Sinnesland, named Roma. Imperials call them selves Volsci, only other Volsci may address their race as Volsci, all others call them Imperials. Imperials have Psionic energy flowing through their blood, and as such their race is known for the terrible Mindlords.

Personality: Imperial personalities differ with each other, as a race that Spawned the first Mindlords, or God-Kings, they are extremely arrogent. They veiw other races as Barbarus Efferus, or Uncivilized Barbarians.

Physical Description: Imperials come in diffrent sizes, the shortest in recorded History was 5'0'', in which typically all Imperials are 5'3'' and useally never grow any taller than that. They have white skin tone, yet it's not uncommon to have Imperials with Olive Skin tone. Olive Skin tones in Imperials are very rare, it's rumored when an Imperial famliy has a Curse, Blessing, or forbidden Magic in their blood their skin turns Olive. Imperials typically have Dark hair, but Light Hair is not uncommon, with that in motion, Red is very rare. Red hair color in Imperial culture dicates that they have messed with time it self, as such Red Hair color Imperials are often faster than normal Imperials. Yet all this is just folklore, in truth Imperials fear being diffrent when they are the same.

Relations: Imperials are arrogant, they deal with other races as either Barbarus Efferus, or as Slaves. They try to give other races the chance to share their enlightment, but Imperials don't understand why other races don't accept Imperial way open heartedly.

Alignment: Any, Yet NG could fit Imperials for all their helping of the Lesser races, but in truth LE fits Imperials better.

Religion: Imperials Worship no gods, but they do worship the Mindlords, which don't grant them any divine spells. The God-Kings origins may lay in Roma yet
they're not limited to Roma, as such Imperials did share part of their culture with the rest of the world.

Names: Each Imperial has Three Parts to his/her Name, each were giv'in by the Seer of Roma. A Personal Name, a Famliy name, and an Nickname. The first name useally ends in an 'Us' for male, and an 'A' for female.

Imperial First Name:

Males: Agrippa, Gaius, Gnaeus, Decimus, Publius, Quintus, Tiberius

Females: Ameila, Antonia, Aurelia, Camilla, Cassia, Crescentia, Valeriana

Famliy Names: Aelius, Aemilius, Caelius, Claudius, Terentius, Vibius

Nicknames: Aquila (eagle), Celer (quick), Felix (lucky), Magnus (big), Iuvenalis (youthful).

Adventurers: Imperials are not the strongest, nor the Quickest but they have ambition, which is all Imperials have verse other races. Yet Ambition to Divide, Conquer, and Become the best is all it uselly takes to become the top race.
ragingmaro

08-17-05, 02:15 AM
Finally after so many (Insert anything here) of Callirhoe we finally have it all in one place. Dig the frog people. Still what is going on in the world what conflict drives it? You have many a Race and Class but not the building blocks of the world. Oh and -4 Constitution sucks.
Manyfist

08-17-05, 03:58 AM
Finally after so many (Insert anything here) of Callirhoe we finally have it all in one place. Dig the frog people. Still what is going on in the world what conflict drives it? You have many a Race and Class but not the building blocks of the world. Oh and -4 Constitution sucks.
Yeah I am getting their, I still have to make fluff for
Rana
Ranunculus
Aarakocra
Darthirii,
Mithirii
Ilythiiri

Well just put it at a nutshell, an Global Empire is forming... the 'Empire' is in it's Infancy, they have Agents in all parts of the Globe, Slowly gaining. Magic is outlawed, since it send the Planet into a Snowball Effect, it was about 500 years before the ice melted (Thanks to Magic, and Psionics). Yet because Magic caused such damage, Wizards are whiped out... Since Mindseed is alot more affective than teaching Magic. :D
ragingmaro

08-17-05, 02:08 PM
I see it as this,

Timeline of Callirhoe

Creation of World yaddayaddayadda

Ice Age

Magic and Psionics melt Ice but Magic causes a lot of damage

An empire begins to form and they ban Magic, perhaps using your psionic undead people to destroy them

Anything else I have missed?
Manyfist

08-18-05, 03:09 AM
I see it as this,

Timeline of Callirhoe

Creation of World yaddayaddayadda

Ice Age

Magic and Psionics melt Ice but Magic causes a lot of damage

An empire begins to form and they ban Magic, perhaps using your psionic undead people to destroy them

Anything else I have missed?
Hmm, not really that's like the very rough sketch of my timeline. Between the Creation of the World all the races' racial ancestors fought many wars between them selves, and Dragons. Since Dragons are not of the Natural order in Callirhoe, and they enslaved all races, with the help of Psionics and the Dragons Natural enemy, Gaints, and Rakasasa's they destoryed all Dragon kind.

Then Dragon Magic (which I stole from Athas) started to affect the planet, all the sudden Normal Magic catches the hex of Dragon magic, and needs Animal, Plant, or the Solar power from the Sun, and Lunar Power of the 16 Moons, an Ice age happens. The Hex wares off, many people don't realise that it was magic...yadia yah, Psionics comes bigger and uses alot of Cyro and PyroKin. to melt and shift the ice, while magic help some not alot. After the Ice age, Divine Magic which was drawn from the only Dragons still in existance on Callirhoe, Dragon Slayer slew the Dragons, ending Divine magic.

After the last Dragon was slewed the secret that Arcane Magic was behind the Ice age, and so a Bitter Human race split into three races. One Human race is the Diplomat, One is the Wild man who's immune to the cold yet Imperators, and Silures recongize that savage they appear they're still humand and alot more Civilized than other races, and the Other human race that embraces Psionics.

I'll put this all in a Time line.
ragingmaro

08-18-05, 01:04 PM
Cool can't wait to see it in a timeline.
Manyfist

08-18-05, 01:09 PM
Offically connected to the Great Wheel the natives of Callirhoë have diffrent names for the planes than many would recongonize. Callirhoë is an Material World that is really one buffer between the Far Realms and the Great Wheel. Only a few planes connect directly to Callirhoë. Travelers from other material planes must Plane Walk or Spelljam to Callirhoë. Mages are directed to stay FAR clear of Callirhoë, yet many epic mages do find them selves stripped of their ablities, and left stranded. Others who have seem to peer at Callirhoë through the now open portal in Sigil might find them selves grabbed by a native dragging a new slave into the world.

Portal: The Callirhoën is several diffrent mudane objects laying around the Callirhoën guild, and all around sigil. The most common are a mirror with a crystal rim in a shape of a snake, a Black rose (Planted), and a Black Obeque Crystal. Yet be warned should you pick up a portal, and your a non Native theirs a 50% chance of working. To activate just concentrate or stare at the Portal for 4 rounds to be instantly transported to Callirhoë. For Natives picking up an Portal and concentraiting for 1 round will return you back. Their is at least one portal for every 100 Callirhoëns across the Multiverse.

Torris
Torris has the following traits.

Fire-Domintate
Enhanced Psionics: Powers and Psi-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Power and Enlarge Power had been used on them, but the powers do not use up extra pp, or your Psi Focus). Powers and Psi-like abilities that are already maximized or enlarged are unaffected by this benefit.
Impeded magic:All Spells and spell-like abilities (Arcane and Divine) are impeded.
Impeded Psionics: All Powers or Psi-like ablities that are Cold energy type is Impeded.

Iugis
Iguis has the following traits.

Subjective directional gravity: The gravity here works similar to that of Zephyr. But sinking or rising on Iugis is slower (and less dangerous) than on Zephyr.
Water-dominant
Enhanced Psionics: Powers and Psi-like abilities that create Cold energy type are both extended and enlarged (as if the Extend Power and Enlarge Power metapsionic feats had been used on them, but do not use extra PP, and Psi-Focus is not spent). Powers and Psi-like abilities that are already extended or enlarged are unaffected by this benefit.
Impeded Psionics: Powers and Psi-like abilities with the fire energy type are impeded.
Impeded Magic:All Magic, (Divine and Arcane) is impeded.

Zephyr
Zephyr as the following traits.

Subjective directional gravity: Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
Air-Dominate
Enhanced Psionics: Powers and Psi-like abilities that use, manipulate, or create Sound and Electricty energy types are both empowered and enlarged (as if the Empower Power and Enlarge Power metapsionic feats had been used on them, but do not use extra PP, and Psi-Focus is not spent).
Impeded Magic:All Magic, (Divine and Arcane) is impeded

Tellus
Tellus as the following traits.

Earth-dominant
Impeded Psionics: Powers or psi-like ablities that create an Fire, or Sound energy type is impeded.
Impeded magic: All Spells and spell-like are impeded.

Adumbra
Adumbra has the following traits.

Psionicly morphic: Certain powers modify the base material of Adumbra. The utility and power of these Powers within Adumbra make them particularly useful for explorers and natives alike.
Mildly Evil-aligned.
Enhanced Power: Shadow body, is Maximised like the Metapsionic Feat, but takes no extra pp nor uses Psi-Focus.
Impeded Psionics: Powers that use or generate light or fire may fizzle when Manifested on Adumbra. A manifestor attempting a power with the light or fire energy type must succeed on a Psi-caft check (DC 20 + the level of the Power). powers that produce light are less effective in general, because all light sources have their ranges halved on Adumbra.
Impeded Magic: All Magic except Cantips are impeded on Adumbra.

Dilucesco
Dilucesco has the following traits.

Subjective directional gravity.
Timeless. Age, hunger, thirst, poison, and natural healing don’t function on Dilucesco, though they resume functioning when the traveler leaves the Dilucesco.
Strongly Neutral-aligned.
Enhanced Psionics: All Powers and Psi-like abilities used within the Dilucesco may be employed as if they were improved by the Quicken Power feat.
Impeded Arcane: Arcane magic is impeded on Dilucesco

Laruna
Laruna has the following traits.

No gravity.
Alterable morphic: The plane contains little to alter, however.
Mildly neutral-aligned.
Normal Psionics: Powers function normally on Laruna, though they do not cross into the Material Plane (Callirhoë).
Impeded Divine: Divine magic is impeded on Laruna.

Callirhoë (Material)
Callirhoë has the following traits.

Normal Gravity.
Psionic Dominant
Normal Time.
Alterable Morphic.
Mildly Evil-Aligned.

Psionic Dominant: Planes with this trait have mostly Psionic forces around. Travelers who arrive run no risk of exploding or anything, some Psionic Dominant planes have laws that limit or even abolishes Magic. All magic items that cross over have a 50% of being destroyed, unless a native of that plane helps you bring it accross. Crystals are a major resource along with minor resources of Ectoplasm. To all non natives of that plane, accur a 60% ASF, and Divine spell casters have a 80% Chance of their spells be affected by a 60% SF.
Manyfist

08-19-05, 01:39 PM
Timeline
Date /Event

Semul Hera (First Age)

??? Years Ago:
First Settlers (Goblins, Gnomes, Elves, Humans) arrive from unknown Planes from the great wheel. Led by Callirhoë, the only God(dess) to set foot on Phaëthon, the planet. Callirhoë then created Twercs (Dwarves) in her father's, Phaëthon image. The Goddess Callirhoë then disconnected Phaëthon, from the Great Wheel.The planet Phaëthon was then renamed after the Goddess Callirhoë. The great Goddess Callirhoë filled the planet of Callirhoë with life and eventually followed by un-life, before retreating back to her home inside the Dilucesco (Astral Plane).

Veneficium Hera (Age of Sorcerery)

2,000,000 Years Ago:
Humans are the first to discover the Mana source that runs through the planet Callirhoë. Humans had the most who were senstive and could shape the Mana, while Elves had the most powerful. Gnomes, and Goblins scoffed at they couldn't shape the Mana into magic, but Humanity was kind back then. Humanity taught Gnomes and Goblins how to cast magic, through magical writtings. The Twerc (Dwarves), said that mana magic was an Abomination, and that true magic came from the Goddess Callirhoë, Divine Magic. All the other races laughed, and ignored the Twerc, and their silly Gods.
500,000 Years Ago:
The Goddess Callirhoë, visited her children only to find that only the Twerc still recognize her existance, she sought to prove to her children who she was. The Goddess Callirhoë evolved the Aarakocra, the beautiful flock of birds in the western sky, into sapient humanoids. The Twerc were the first to accept Aarakocra, yet the Aarakocra didn't accept the strange overly religious race. Instead Aarakocra sought acceptance of Elves. The Elves, too busy studying mana magic, they quickly accepted the Aarakocra. As such Aarakocra became the protector of nature, as such Callirhoëin mana manifested itself through nature, as such divine magic was granted to the Aarakocra.
490,000 Years Ago:
Goblins first discovered summoning & Creation magic through book magic. Goblins split off from rest of the races, and used the Summoning magic to war with the Twerc. This was the first war upon Callirhoë. The Twerc using their mastered art of Divine magic the war became bloody.
489,999 Years Ago:
The first tri-racial cities appear, Elves, Humans, and Gnomes mingle in increasing numbers as Humanity reaches accross the surface of Callirhoë. Ignoring the fact that War between Twerc and Goblins; Humans, Elves, and Gnomes discover the Goblin's Secret magic. As such their Tri-Racial Cities grows into monster city-states.
489,999 Years Ago:
The Goblin-Twerc war ends, Goblins lost and reduced in size, Aarakocra started another war with the Twerc, this war was for the what Divine magic was the true Divine magic.
489,998 Years Ago:
Aarakocra win the Avain-Twerc war. The title of true Divine magic goes to the Druid. Twerc are drivin underground, and the Twerc isolated them selves, giving up upon magic. Twerc started the Novae res Machinamentum yet kept it to them selves.
160,000 Years Ago:
Demons and Devils are summoned upon the surface of Callirhoë. In turn a magical race of Anthropomorphic Tiger, the Rakshasa was created by the Goddess Callirhoë to punish her children. Yet the Rakshasa disobeyed the Goddess Callirhoë and enslaved the lesser Callirhoëins, and worse of all they disclaim the Goddess Callirhoë's Divinity, making the Goddess Callirhoë to lose power.

Licenta Hera (Age of Freedom)

90,000 Years Ago:
Twerc furious of the Rakshasa enslaveing the entire Planet. With the technological might, of the Firearm they wage a revolution. Yet they are diffeated by the combined force of the Slaves of the Rakshasa, and their of faulty firearms. Once more are the Twerc driven underground.
80,000 Years Ago:
Gaints start an revolution of their own, with the help of modified Twerc firearms. Goblins join in the revolution shortly afterwards. It was the first time since the Twerc rebellion that the Rakshasa were faced with an equal enemy. The Gaint-Goblin guns were not as faulty as the earlier Twerc guns. Elves linage splits, the Mithirii split from the Darthirii becoming a sperate race of Elven kind.

79,000 Years Ago:
Gaint-Goblins are victorious, the Rakshasa relinquish their grip upon the surface of Callirhoë. Rakshasa retreat to the island of Chalybs. Some thing terrible starts to happen to the face of Callirhoë, the mana of the planet was running low, no one notices it, but an avg. drop of temp. goes down by 1°F
78,999 to 10,000 Years Ago:
Peace at last. Humans, Elves, and Aarakocra scattered through out the planet, the Rakshasa are seen as heros than villians. They see the Rakshasa as taking power, giving Callirhoë a much needed centralize government. The Gnomes on the other hand saw it as a tyranny it was, yet they don't voice their feelings.

Draconigena Draco Hera (Age of the Dragons)

8,900 Years Ago:
A planar rift opens from a unknown plane, scholars say it's the same rift from all those years ago, and the same plane. The Goddess Callirhoë, reappeared to her Children the Twerc, she told them of the upcoming Punishment. The Twerc accepted the warning, and hid further underground.The Ilythiiri, Split from Mithirii
8,999 Years Ago:
Dragons invade the world of Callirhoë, they introduce Dragon-Magick, feeding off of the power of animals, plants, solar and lunar energy. Dragon magic is slowly eating the heat, and energy of the Sun, turning the planet slowly to ice.
7,000 Years Ago:
The the Temp. drops 5°F more for a total of 6°F. Goblins can't handle the temperature drop, and slowly go extinct.
6,900 Years Ago:
Old Goblins are extinct and the New Goblins, Blues, start developing a new type of magic, Psionics. It's rare, but gaining popularity.

6,800 Years Ago:
Dragons have enslaved the common races now just like the Rakshasa did all those years before. Twerc are spared, for Dragon, and Dragon kin could not find the Twerc. Half-Dragons appear in increasing numbers.
3,800 Years Ago:
Dragons experiment with Gnomes, and Humans, Halflings are created. As well as Dopplegangers, the perfect spies. Half-Dragons are hunted down for sport, and game by full blooded Dragons.
2,974 Years Ago:
Gaints, Rakashasa, and the Common Races rebeled against the Dragon, and Dragon-Kin. Half-Dragons side with the rebelion, as shock Troops. Halflings, and Dopplegangers also rebeled against the Dragons, betraying their makers.
2,870 Years Ago:
Dragons are Overthrown, yet not before dealing a Death Throe, by jump starting and kicking the Ice age into hyperdrive.
2,870 Years Ago:
The Magical Ice age has envelop the entire Planet, Dragons survive by going into hibernation. They can grant the Common races Dragon-magic, the Aarakocra stop careing for nature, seeing it useless to take care of ice.

Praegelidus Nefas Hera (Age of Dreadful Frost)

2,870 Years Ago:
'Letum Gleu' or the Dead Ice, which came to be the name of the magical Ice that Enveloped the World, and killed off 99% of the Plant life.

2,798 Years Ago:
Humans spilt into two races, Variags and Senium. Variags were stockier and more cruder version of them selves today. Frost Gaints built gaint sized cities of 'Gleu', the Magical Ice, some times called 'Vellus'. Varaigs are amongst the Frost Gaint Jarls' favorite partners, Half-Gaints are increaseing in number.

2,209 Years Ago:
Frost Gaint Jarls deemed the remaining Dragons as enemies to their new global empire, and useing the enslaved Blue Goblins, the Jarls tried to fight fire with fire. Yet the Blue Goblins weren't very effective, infact they were batteries for Draconic Magic. Blue Goblins are almost extinct, and the Jarls are loosing power.

2,199 Years Ago:
Draconic influences increase as Half-Gaints are battleing Half-Dragons for the purpose of who has the better ancestors. Blue Goblins are almost dealt a death blow by that of the Half Races. Weak at Draconic Magic, and a spark of luck, Psionics the Alien energy of the Mind, reaches hyper drive. No longer were the Goblins weak and easily overcomed, they infact use the Jarls as a front buffer. Cutting a deal with Dragons, they were freed from oppression. The Jarls entered the battle them selves, yet the Variags enlighted by Blue psionics came to realise the Jarls' tyrant ways, and rebeled.

2,009 Years Ago:
Variags are Targeted by genocide from the Jarls, but live on through their Half-Gaint Blood lines, which are modern Variags. Jarls are defeated. The Frost Gaint Empire is no more, as such Dragons are worshiped among Goblins and Variags as Gods. The Dragons give Divine spells to their faithful yet, it would be the Senium who developed powerful telepathy who would be the down fall of Dragons.
2,009-1,400 Years Ago:
Lost History, for discovery of power with out words, alot of written history was destoryed durning this time.
1,400 Years Ago:
Senium calling them selves Imperators, or Imperials, use thier Telepathic ablities to hunt down all Divine, Mana Magic, and Draconic Magic. Using necromatic energy of Necromancers and the Inuit Psionics of the Imperators, Graveminds the Ultimate weapon against Magic. Draconic Slayers, along with Graveminds roam freely, using Psionics to bring down the Arachic Magic.

1,300 Years Ago:
Seeing the weakness of their Draconic Gods, Variags and Goblins abandoned them, joining Imperators. Also Imperators using telepath to gain allies amongst the Monsterous Races.

1,208 Years Ago:
Dragons are finally defeated, crushed under the might of the Mind. Wizards are Liberated, for a period of three seconds before becoming the Next target of the Graveminds. Harm is born out of the forbidden love of, a Variag and Imperator.

Cerebrum Laudis Hera (Current Era)

1,178 Years Ago:
Mutated from Imperators by Psionics, Silures are born. With a natural talent for Psionics, Silures are quickly adopted by Imperators as brothers. Imperators are setting up the greatest Empire the World has ever known. Build on the back of the common races, with a Republic.

1,054 Years Ago:
Wizards are now exinct, Magical writting is no longer Permissable. Harm becomes a Lich, right before the law. Gix is born, he's a Silure, yet he has shown ablity of creating as well as destorying matter.

1,031 Years Ago:
Vespasianus is Born, on Sinneland. Raised by Gix he's taught a Seer's prophecy that he'll one day will bring the common races together as a vast empire.
1,003 Years Ago:
Underconstruction

997 Years Ago:
Vespasianus sets up the Consocio Respublica political party; in which he calls to all Common races to join. He begins to Unite the Six States.

1 RY (981 Years Ago):
Vespasianus has successfully united the Six States. He establishes the Respublica De Vespasi.


15 RY (965 Years Ago):
Vespasianus sets up the two Councils, the Human Council, and the Common Council. He inches his way into an Empire.

17 RY (963 Years Ago):
Underconstuction

39 RY (941 Years Ago):
The Mana-Psionic War begins, twenty years of massacures of the Mana Magic.

59 RY (921 Years Ago):
The Twerc are on the run by the Alvorlig Sinns, the Graveminds. Fleshed out from hiding, Twerc have state of the art Weapons. Thus began the Twerc genocide.

210 RY (770 Years Ago):
Under Construction

211 RY (769 Years Ago):
The last of the Twerc are slaughtered by (Coming Soon). Orcs are cursed, by Callirhoë, as she now lives on in a few memories. She no longer visits Callihoë instead she makes her way to an unknown plane of existance. (Toril)

260 RY (720 Years Ago): Under Construction

278 RY (702 Years Ago):
Halfling Hunting season opened, and never closed.

290 RY (690 Years Ago):
Under Construction

973 RY (7 Years Ago):
Psionics has opened the portals to the Planes allowing planar travel possible. Callirhoë is now connected to the Great Wheel, and disconnected at will of the Emperor. Yet all mages are warned not to cross into Callihoë unless they have a death wish. Yet a Perment portal is always connected to Athas, and to Sigil. The area of the great Wheel Callirhoë is near has mimiced Callirhoën planar traits.

980 RY (0 Years Ago):
As the first stronghold in Sigil is taken, the Campagin begins.
Manyfist

08-20-05, 12:13 AM
http://img398.imageshack.us/img398/8307/myl59re.jpg
Copyright: Soijaz
The Goddess Callirhoë
(The Mother, False God)
Greater Deity
Symbol: A Rose
Alignment: All
Portfolio: Twerc, The Prime Callirhoë, Races of Callirhoë.
Worshippers: Twerc (Dwarves), Misc. members of the Core races of Callirhoë.
Cleric Alignments: Any
Domains: Creation, Madness, Air, Animal, Death, Destruction, Evil, Good, Protection, Healing, Scalykind.
Divine Rank: 20
Favorite Weapon: Black Rose (Whip)
Favorite Animal: Snake

Callirhoë, can be a kind goddess, and yet an Evil goddess as well. Has a mother she sends her children warnings before Punishing them. Yet most of the world of Callirhoë is too busy destroying Magic, and mastering Psionics. She sent Dragons, and Rakshasas to 'Teach' her children a Lesson. Only the Rakshasa enslaved the Common races, while the Dragons tried to destroy them. The Goddess Callirhoë sat back and watched.
Manyfist

08-20-05, 07:08 PM
Weapons of Callirhoë

Ancient Callirhoën Firearms
- Twerc Firearms

Weapon/ Cost/ Dmg/ Critical/ Range Increment/ Weight/ Type/ Size
Twerc Pistol: - rm/ 4d8/ X3/ 50'/ 5 lbs/ Piercing/ 1 handed
Twerc's Rifle: - rm/ 6d8/ x3/ 150'/ 15 lbs/ Piercing/ 2 handed
Twerc firearms: They were alot more powerful than the later Gaint Fire arms, yet they cost alot more, and had a 30% Chance of Blowing up (10d10 damage in 5' radius and destroying the gun). Twerc Firearms didn't need to be reloaded, since it runs off the Magic of the Goddess Callirhoë. They are also Artifacts, since the Twerc are extinct, and it's deemed to stop crafting the Weapon. The damage is divine, it by passes SR/PR, AC and DR.


- Gaint Firearms
Weapon/ Cost/ Dmg/ Critical/ Range Increment/ Weight/ Type/ Size
Gaint's Pistol: - rm/ 4d6/ X3/ 60'/ 10 lbs/ Piercing/ 1 Handed
Gaint Rifle: - rm/ 6d6/ x3/ 170'/ 24 lbs/ Piercing/ 2 handed
Gaint firearms: The Gaint firearm useage are heavier and a bit bulker than their Dwarven cousins, yet the damage is decreased do to the fact that they don't explode. Their's no need for reloading since it runs on the mana from Callirhoë. The damage runs off the power of the Callirhoën Mana, and is unhampered by DR, AC, and PR/SR.


Modern Callirhoën Firearms
Weapon/ Cost/ Dmg/ Critical/ Range Increment/ Weight/ Type/ Size
Praeloniger: 500 rm/ 2d6/ x3/ 80'/ 5 lbs/ Piercing/ 1 Handed
Praeloniger Ammo (8): 3 rm/ -/ -/ -/ 1/2 lbs/ -
Ardarmiger: 1500 rm/ 2d8/ x3/ 200'/ 12 lbs/ Piercing/ 2 Handed
Ardarmiger Ammo (15): 3 rm/ -/ -/ -/ 1/2 lbs/ -
Modern Callirhoën firearms: Both the Ardarmiger and the Praeloniger require a Craft (Gun) (DC:30) in order to make one. Ardarmiger can fire off 15 rounds (standard action, may take full round action) before reloading which is a Standard Action to reload, while the Praeloniger can fire off 8 rounds before reloading which is a Standard Action. The rounds fired are non Psionic or Magical, SR and PR doesn't apply. Ardarmiger are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.


All Guns are simple weapons. Also a character may use the "Shot" feat tree with a firearm as long you have enough ammo left in the clip.


New Feat:

Quick Reload
Benefit: A character reloads a firearm as a move action.
Normal: A character reloads a firearm as a standard action.

http://img162.imageshack.us/img162/8775/44ra9.jpg
Praeloniger
http://img238.imageshack.us/img238/3241/m1carbinepfcmodelgunwwiyi7.jpg
Ardarmiger
wrexham3

08-21-05, 07:26 AM
To me your time-line seems completely excessive. Humans kicking around for 20 million years? In the real world Modern humans have only existed 150 000 years. Still, this is fantasy I suppose - it does make your world different, and whatever anyone says about Callirhoe it is unlike anything else on this board!
Manyfist

08-21-05, 01:15 PM
To me your time-line seems completely excessive. Humans kicking around for 20 million years? In the real world Modern humans have only existed 150 000 years. Still, this is fantasy I suppose - it does make your world different, and whatever anyone says about Callirhoe it is unlike anything else on this board!
Well Humans did evolve. Modern Humans may of been around for 20 Million years, yet they've spawned three human Races. If you see above Imperators, Sulires, and Variags are all Human races. :D So That 20 Million years really has payed off, since they did evolve Physically they Evolved Mentally. :D Thanks, I tried to make it alot diffrent from any one elses. :D
Manyfist

08-22-05, 09:01 PM
:bump:
Manyfist

08-24-05, 04:42 AM
10.) This is an Epic adventure, that you're to be the shadows behind historical events. As shadows you'll work behind the scenes before stepping up on to the playing field as the stars.

9.) Good, that's just a name. True Evil everywhere, while good is no where to be found, good is just an idea, assassinations are ideas come to action. The players will find that being good inside a world of utter maddness and darkness is going to be utter suicide. You're incourage to take the blood baths with glee, or you might be facing the wrath of others. Detect evil, as in Ravenloft will explode your head because of the lack of morality.

8.) Magic is very rare. After the great Ice age caused by magic, arcane magic was hunted down and almost destoryed. Sorcerers still roam the wilds trying to mix the art of Arcana and Psionics together. Divine magic never really caught on to the masses for Callirhoë was the only one for centuries to give divine power. Cults of Dragons, and Fiends might or might not have tasted the power of divine, their for both Arcane and Divine magic are NPCs only.

7.) Psionics is everywhere, should you think about laying a hand upon a powerful psion, prepare to deal with the concequences. Psions, are common as wizards in other settings. Yet most Psions stick together, complimenting each other's weaknesses, and strengths. Psionic energy is so high in Callirhoë, that every class besides the Arcane, and Divine classes have access to Psionic Feats, and/or Powers. Wilders still roam the wilderness, fighting off the Sorcerers in clan turf in desilate Islands. Wilders are little less common in the cities but not heard of.

6.) Callirhoë is a High-Powered epic game, it's wise to create extra characters, just incase such event you as the Player couldn't complete. Not everything will be Epic. Callirhoëan characters start out at lvl 5 (in total, LA and Racial HD in toe.)

5.) Technology, is that of the late rennisance and early 1900's yet with twists. Guns don't have to be reloaded every single time fired, but work like Shotguns, and Revolvers of today. Yet they look and feel like that of the Musket and arachic pistol. It's to be rumored that ancient guns run off the energy source of other beings, or objects and don't need to be reloaded. Trains and airships run upon by elementals or Psionic will travel across Callirhoë, while horseback riding or other modes are not looked down upon, most the time Trains and Airships are alot faster and Cheaper.

4.) Monotheistic all the way. The Goddess Callirhoë is the only diety to step foot upon Callirhoë. Should their be a diety ever trying to set foot upon Callirhoë, they are stripped of their Divine rank and most likely will face the Wrath of Callirhoë, and such 'mortals' as Gix and Vespasianus. Even though most people don't recognize Callirhoë worthy of worship, they still have a place for her name. Some will whisper a prayer when upon life or death situations and idioms, but that's the extend of it.

3.) Combat will be fast and brutal, so will the roleplaying experience. Not everything is about killing the next opponent, other times the objective might be to peacefully talk. Of course prepare to deal with alot of hostile forces should you fail on that, but you knew that. :P

2.) Something diffrent, tired of Forgotten Realms? Try Callirhoë its new blood compared to that.

1.) Flexablity. Psionics gives alot of flexablity, I given it even more, choosing what you want and where you want is alot of fun. Fun is the only part that you truely have to understand to make this work. Accents and Characteristics are always good to fleshing out your character, because fleshing out your avatar is always fun.
Manyfist

08-26-05, 07:10 AM
:bump:
Muniloka

08-26-05, 09:09 AM
Definitely some interesting stuff, I'm a big fan of Psionics and think they deserve a spot right alongside Arcane and Divine.

BTW, as a forum noob: How do you do the spoiler tags and tags within tags?
ragingmaro

08-26-05, 12:57 PM
Definitely some interesting stuff, I'm a big fan of Psionics and think they deserve a spot right alongside Arcane and Divine.

BTW, as a forum noob: How do you do the spoiler tags and tags within tags?


Quote this to see how to make Spoilers

Not sure what you mean by tags within tags though.
Manyfist

08-26-05, 06:00 PM
Definitely some interesting stuff, I'm a big fan of Psionics and think they deserve a spot right alongside Arcane and Divine.

BTW, as a forum noob: How do you do the spoiler tags and tags within tags?
This is how, just do Sblock twice.YoEven three times
Vaalingrade Ashland

08-27-05, 03:24 AM
You would really benefit from chopping off the last two 0's from those dates. The millions of years are pretty excessive.

Otherwise, looks good, has its own internal logic going, which is nice.
Manyfist

08-27-05, 03:45 AM
You would really benefit from chopping off the last two 0's from those dates. The millions of years are pretty excessive.

Otherwise, looks good, has its own internal logic going, which is nice.
You think? I mean 20,000 years ago isn't that long. I think I'll take of one 0. 2 million years ago. :D
Manyfist

08-29-05, 08:27 PM
:bump:
Manyfist

08-29-05, 09:49 PM
Weapon/ Cost/ Dmg/ Critical/ Range Increment/ Weight/ Type/ Size

Hari Bakudan (Frag, Crystals, Grenade)/ 150 rm/ 4d6*/ N/A/ 10'/ 1 lb./ Slashing/ 1 Hand
Kemuri Bakudan (Smoke Bomb)/ 30 rm/ N/A/ N/A/ 10'/ 1 lb./ **/ 1 Hand
*Damage inflicted in a 5-foot radius
** Smoke Bomb: This nondamaging explosive creates a
cloud of smoke in a 20-foot radius that persists in still conditions
for 1d3+6 rounds and in windy conditions for 1d3+1
rounds. Visibility within the smoke is limited to 2 feet.
Everything within has 90 percent concealment.
Hou/ 2,000 rm/ 4d6/ ×3/ 150'/ 500 lbs/ Piercing/ ***
Taihou/ 3,500 rm/ 6d6/ ×3/ 200'/ 1,500 lbs/ Piercing/ ***
Kikanhou/ 2,800 rm/3d6×6/ ×3/ 100'/ 1,000 lbs/Piercing/ ***

*** Must be on a flat Surface, and must have some way of moving about. Should you be able to carry any of the above, you're Knocked back 1d6×2 feet, because of the recoil is so vast.

Hari Bakudan: By spending 1pp you can set off the fuse of the Hari Bakudan. It's a Thin Copper Case filled with Psionic Crystal Shards. The gas inside the grenade is called Benzin, an Red, oder-less, Psionic gas that explodes after 4 Seconds of a consentrated thought. Once the Gas explodes, the Crystals shatter into tiny Shards, in a blast radius of 5'. The Case is placed on top of a Wooden Stick for extra throwing distance.

Kemuri Bakudan: Developed by the Twerc to blind the Aarakocra in the early years of History, it was just recently started to be used again for Signals in War. Filled with Sivi 'liquid smoke', this natural substance is really the sap of the Elder Orcwort (MMII) which stop feeding. The Imperators grow Orcworts in the Ahs, in which they use a Live stock of 'Wild' Orc, Normal NPC Orcs (Live Stock). Civilized Orcs have no problem, in fact Civilized Orcs have a delicacy of Wild Orc. They're bred like livestock and because of their rat like nature, they birth 4-5 at one time, and with a pregency of just 2 months, the mothers don't become useless. A female Wild Orc may birth 50-60 in a lifetime before collapseing on upon them selves, while a Male may Sire 500-600 before expireing. 20% of Wild Orcs are sold to the Slaughter House for 10 rm a head (That's 10 rm (Average) per Birth, of course the best of the best; Age:25, sold for 100 rm per head the meat is more sutiable.). Kemuri is also used for keeping the fearful Wild Orcs from excapeing. (Sorry no Half-Orcs, it be like a Human birthing a child from a Cow Father.)

Hou: A Hou, is a small cannon that instead of fireing off Cannon Balls or Lead or Iron, Crystals are spend isntead of. These Cystal Balls, have a Blueish Tint, to them. The Crystals are smoothed out into Javlien like shots in which fires at extremely high Speeds, and which shatters upon contact.

Taihou: A larger version of Hou that fires Purple Crystals.

Kikanhou: Ulitmate Cannon, it has six pipes in which once lit can fire off 6 Obsidian glass Spears that impale and shatter upon Contact, dealing maxium Damage possible. It takes six Move actions to reload, fully.
ragingmaro

08-29-05, 10:03 PM
I'm glad you toned down the number of years. It was getting kinda looong. The timeline now seems a little more reasonable. The explosives and guns are coming along nicely as well. I also like the idea of only one god, its the first time in a while I have seen it.
Manyfist

08-31-05, 08:54 PM
Capital Offences

Casting Magic

Punishment: Death on Sight
----------------------------------------------
Treason/ Rebellion

Punishment: Public Torture then Public Execution
----------------------------------------------
Idea of Rebellion

Punishment: If caught and convicted, the act of such is treated as Treason, and there for conviction of this crime you're really convicted for Treason (see above).
----------------------------------------------
Aiding an Rebellion

Punishment: If caught and Convicted, the act is Treason, and there for will be treated as Convicetion of Treason (see above.)
------------------------------------------------
Rude thoughts on any Psionic Being, Character, and/or Miltary

Punishment: Public Whipping, followed by a Public Beating. Should this offence continue, the Subject will be stoned to death by his famliy and peers.
------------------------------------------------
Murder of a Psionic Character or Being by a Non Psionic Character or Being.

Punishment: Having your soul be Mindseeded with the personality of the dead Psionic Character or Being, and forced to fail the save. Should the murderer save, the murderer will be beaten intill he submits.
----------------------------------------------
A Non Miltant killing a Miltant

Punishment: You will be put against the fireing squad, and killed. After that you're body will be ressurected as a Skeleton, your soul will be enslaved forever.
Manyfist

09-05-05, 08:42 PM
:bump:
Manyfist

09-07-05, 01:08 AM
Minor Offences

Not Registering Psionic Talent

Punishment: 2 rm fine. If you're not able to pay for the Regiteration, you're put to work by serving the Miltary for 2 years.
----------------------------------------------
Escape Jailing

Punishment: Fine of 5 rm, then return to Jail. Repeated Offences increase your fine by 5 rm, with the max of 15 rm. After that you're excuted by fireing squad.
----------------------------------------------
Murder of a Non Psionic Character

Punishment: If Psionic Character did it, no punishment. Should a Non-Psionic Character do it, a fine of 1 rm. Should either Psionic or Non-Psionic Character is convicted of Murder three times, they face death by fireing squad.
----------------------------------------------
Rape

Punishment:Fine of 1 rm. If their is a child born out of the rape, the father has the right to kill the child if it's a female. If it's a male the father must marry the rape victim. Failure to comply is either death by fireing squad or Miltary Service for 4 years.
------------------------------------------------
Showing High Officer disrespect[Miltary Law][Miltary Only]

Punishment: If male/female of a lower ranking that is in the service of the Mindlords, the man/woman is jailed for maximum of 10 days. Repeated offences may lead to death by fireing squad.
------------------------------------------------
Improper treatment of Slaves in public

Punishment: Should a man or a woman beat a slave of any kind in public, the slave is set free. Should a man or a woman engage in intercourse in public with a slave, a fine of 2 rm for non Psionic Characters. If a child is born out of this union the slave is married to her/his master/mistress at once.
------------------------------------------------
Impersonating Higher Rank than your own[Miltary Law][Miltary Only]

Punishment: Jail time for 2 months.
------------------------------------------------
Failure to pay Taxes

Punishment: Jail time for 4 Months, or Miltary service for 2 years.
Manyfist

09-08-05, 02:52 AM
Psion Division

Schlange (Officer) (Stealth)

Egoist, Nomads, Lurks, Psychic Rogues
http://img384.imageshack.us/img384/245/serpant9qh.th.png

Bär (Officer) (Force)

Kintecist, Shapers, Wilders, Soulknife, Psychic Warrior
http://img330.imageshack.us/img330/7577/bear2bh.th.png

Schaf (Officer) (Mental)

Ardent, Erudite, Telepath
http://img232.imageshack.us/img232/7694/40engineerbattalion8ua.th.jpg

Non-Psionic Division

http://img332.imageshack.us/img332/1922/nazi137uo.gif
Capo (Officer)

http://img332.imageshack.us/img332/238/nazi160bf.gif
Approfondire (Officer)

http://img359.imageshack.us/img359/6167/nazi216aj.gif
Sergente (Officer)

http://img359.imageshack.us/img359/1403/nazi338hq.gif
Corporale

http://img359.imageshack.us/img359/7003/nazi402zg.gif
Prima

http://img359.imageshack.us/img359/8495/nazi411yw.gif
Privato
Manyfist

09-08-05, 10:36 PM
:bump:
Manyfist

09-21-05, 05:34 PM
Deleted. No Incarnum in the campaign. Too much of a hassle.
Manyfist

10-04-05, 05:28 PM
:bump:
Karok1

10-05-05, 11:31 PM
I love your world! I don't have all the Psionics books, so it isn't that useful to me, but it is really cool anyways. the floating orcs, and three different human races are awesome, though i don't really like the frogs and lizards (but i don't know much about their culture, so maybe change my mind!).
Maybe plot the main cities and train lines on the map, to help me imagine.

Questions:
I would like to know more about the cosmology, you said that the empire spreads into another two planes? which ones? how?
How do the floating orc perform metallurgy without touching the ground? how do they go underground? Farm? or is this curse more a cosmetic thing? don't really see how this is a curse really, actually it seems like a blessing: tremorsensing monsters can't see them and silent moving would be easy as pie)

Keep up the good work, I'd want to play in this world!

ps: can't believe nobody else raves like me!
Manyfist

10-06-05, 06:04 PM
I love your world! I don't have all the Psionics books, so it isn't that useful to me, but it is really cool anyways. the floating orcs, and three different human races are awesome, though i don't really like the frogs and lizards (but i don't know much about their culture, so maybe change my mind!).
Maybe plot the main cities and train lines on the map, to help me imagine.

Questions:
I would like to know more about the cosmology, you said that the empire spreads into another two planes? which ones? how?
How do the floating orc perform metallurgy without touching the ground? how do they go underground? Farm? or is this curse more a cosmetic thing? don't really see how this is a curse really, actually it seems like a blessing: tremorsensing monsters can't see them and silent moving would be easy as pie)

Keep up the good work, I'd want to play in this world!

ps: can't believe nobody else raves like me!
I am working on the Cosmology right now. I am going to change a few things that accurded in history. I think a Child King is in order, maybe not. Orcs can preform Metallurgy
fine, as long the metal ore is large enough to carry out. I am expanding each culture but at the moment I am unable to get at my computer, so I am using a laptop. I would imagine that Psionics is a key in a peasent orc life, maybe Farhand to pick up an object or two. As for the empire, I am thinking on that. I was thinking maybe this world was were the Illithids saw their first defeat, in the History of the Planes. :D Give me a little bit of time for I am alone on this deal. ;)
Verelor

10-06-05, 07:16 PM
Wow, this world you've made is a horrid place to be living in, just terrible. I'd just commit suicide... You should definitiely insert a clause when you create the cosmology stating that this prime world is Mildly Evil-Aligned.

Also, why isn't Callorhae an Overdiety-rank? It seems so much more fitting in every way, I'd have to say. Despite the extremely awkward concept of somehow giving her "all alignments", she just comes off to me as sounding more evil than most evil dieties I've ever heard of. Just like Lovecraftian cosmic powers, strangely.
Manyfist

10-07-05, 12:04 AM
Wow, this world you've made is a horrid place to be living in, just terrible. I'd just commit suicide... You should definitiely insert a clause when you create the cosmology stating that this prime world is Mildly Evil-Aligned.

Also, why isn't Callorhae an Overdiety-rank? It seems so much more fitting in every way, I'd have to say. Despite the extremely awkward concept of somehow giving her "all alignments", she just comes off to me as sounding more evil than most evil dieties I've ever heard of. Just like Lovecraftian cosmic powers, strangely.
lol. Well I didn't want a God, God, persay. Then that defeat the purpose of her not just going around and smiteing the hethens, or just not caring about her children. She did care, just too much. They rebeled and basically killed the favorite child... lol. I am going to say that in the cosmology that Callirhoe is going to come off as a Midly Evil, Psionic. Well, a secret is that the Goddess Callirhoe did make a mistake, in that the Plane of Madness had overlapped into her world, causing the insanity. I got, Zepellins that I am making a final copy down in a few days, afterwords I'll work on the Cosmology. It'll be the same planes from SRD, yet the part connected to Callirhoe would have Psionics, as well have that mid-evil tang to it. If you want you can help me make the planes, any one can really, I do need other's touch to make Callirhoe seem to be a odd ball. ;)
Manyfist

10-07-05, 04:24 PM
+ Cosmology.
+ Map with Public Transportation Routes

- Planets from History
Manyfist

10-14-05, 06:12 PM
Zepilno
http://img97.imageshack.us/img97/5613/airship1tm.jpg

Used by the Miltary for scouting and guerilla Air tactics Zepilno is the best at that. Developed originally by the Twerc, they were known for spectaculer Crashes in the early stages of development. Zeplino's are more common and less expensive than air ships. How ever Air ships do exist, but are alot more pricey. By spending 1pp you activate the Ectoplasm inside the balloon, and must spend at least 1pp every two Hours to keep it from going out. Should you dismiss the Ectoplasm from the Zepilno, it causes 1d12 damage per round for 10 rounds.

Movement: 50 Miles per Hour (poor)
Cost: 22,000rm
Soldiers: 5
ML 5th; Create Ectoplasm
Manyfist

10-22-05, 11:15 PM
Expand on Incarnum in Callirhoë.

Incarnate: Incarnates were a Secret project of the Twerc.
Experimenting with Incarnum, before the Genocide of the Twerc, they were
finally discovered when the Inspired and Kalashtar were created.
The Twerc were just at the begining of the Incarnate operation, in which
according to the records were to be used to Magocide Arcane magic.
Incarnates now claim inheritance of Incarnum thanks to the Mind
opening the Chakras.


Soulborn: After the Destruction of the Twerc, the Rakasha started an
experiments to make sure they never go extinct as the Twerc. So the notion of a
"Super Soldier" to combat the Miltary might of the Psychic Warrior, came to mind.
The project was scrapped after the God-Kings claimed the Rakasha's welcomed to the
Crystal Empire. Yet Incarnum never quits, the Rakasha's projects were destroyed but
the essentia of the projects spread across the globe. Eventually in the deep Quai Jungle,
Dusklings, an odd fey created out of Incarnum manifesting on it's own on Callirhoe,
started to become the first Soulborn. Combatically superior they started to take over,
yet strength alone doesn't help and eventually the Dusklings are set back by the
Changeling Wilders. Soulborns are still around, for the mind opening the Chakra is coming
more common.

Totemist: Strangely enough the Orcs developed the combat tech. of mimicing
Magical animals. The Orcs were actually cursed with Incarnum, by the Goddess Callirhoe,
whom also cursed them with the ablity to never touch the ground. Totemist started to
appear out of the blue, about some 3 years ago. The 'curse' just manifest it self for no
paticular reason. The Changeling Wilders some how stole this secret, and in turn the
Doppelgangers borrowed the secret. Dopplegangers now hold the secret, for most
Totemist are Dopplegangers, or Changelings, and some Orcs. Yet an increasing number
of non-Doppleganger, Changeling, or Orc beings have started to manifest the ablity to
mimic the Magical beast that roam the land.
Manyfist

11-05-05, 01:47 AM
Deleted (space for Rent)
Manyfist

12-03-05, 04:45 PM
Deleted
Manyfist

01-01-06, 04:39 AM
Bump!
Manyfist

01-02-06, 03:51 AM
Ok it would seem like that several links are broken. I am going to have to tailor the story line a bit adding in a few things and takeing out the Frog Races. Any Objection of taking out the Rana, and the Ranaculus? Does any one actually care?
Manyfist

02-25-06, 04:32 PM
:bump:
Need_A_Life

03-30-06, 01:09 PM
I like the flavor, though I think you're upsetting game balance waaaay too much by:
Overpowering the new editions of the classes
Letting 98% level up with the PCs
Letting the remaining 2% invulnerable

If 98% of the population gets powers without risking their lives, why are adventurers risking theirs?
5% is epic
80% is mid-high level
15% are low-level

If I were playing in this world, I'd sure as h*** question (IC) why the world seemed to favor everyone else, by giving them a much safer life with the same benefits.

It has potential, however.
Manyfist

05-24-06, 09:47 PM
I like the flavor, though I think you're upsetting game balance waaaay too much by:
Overpowering the new editions of the classes
Letting 98% level up with the PCs
Letting the remaining 2% invulnerable

If 98% of the population gets powers without risking their lives, why are adventurers risking theirs?
5% is epic
80% is mid-high level
15% are low-level

If I were playing in this world, I'd sure as h*** question (IC) why the world seemed to favor everyone else, by giving them a much safer life with the same benefits.

It has potential, however.
Done. Took out the new classes (Including the overpowered ones) and 10% will lvl up, 1% unkillable.
Verelor

07-28-06, 07:56 PM
All I can say is...this isn't D&D, Manyfist, not what you have created here. From the stange-as-all-heck system for clans and NPC's that mysteriously "level up" with the Player Characters (yea, nice use of objectivity lol), to the extremely jack-up races, to the rather goofy timeline, you have designed a videogame without the video, and a campaign setting that is just a campaign. I don't know if I can add much more input, since ideas certainly cannot be shifted by a comment.
Manyfist

08-11-06, 10:05 PM
All I can say is...this isn't D&D, Manyfist, not what you have created here. From the stange-as-all-heck system for clans and NPC's that mysteriously "level up" with the Player Characters (yea, nice use of objectivity lol), to the extremely jack-up races, to the rather goofy timeline, you have designed a videogame without the video, and a campaign setting that is just a campaign. I don't know if I can add much more input, since ideas certainly cannot be shifted by a comment.
Ya. The races are fine, I am going to scrap the clan system, along with most the people who Lvl up with the Player Characters. If I was any good at programming this could been a nice rpg. Redesinging now.
Manyfist

08-12-06, 06:05 PM
No one going to post any more? Or is this campaign dead. I am out of Ideas, anyone willing to put their 2 cent in? :ghosted:
Verelor

08-12-06, 09:54 PM
Great to know that you are considering making some changes to the setting to continue to improve it. ;)

Contrary to what you said, the races are not fine. Extreme +4 ability bonuses with extreme -4 penalties do not a well-balanced and flexible LA +0 race make, especially not when I see two of each for some races. Also, the racial qualities tend to have rather rediculous names, so I can suggest toning it down. :) "I am so greedy lol!" does not need to be there when "Greed" (or perhaps greed of the greedlings if you are really crazy for flavor) gets the point across just as well and isn't a self-insult. ;)

Also, some of the abilities themselves are downright rediculous, possibly taking this setting from fantasy imagination to wakcy Saturday-morning cartoonization. Case in point: the halfling's gluttony thing. It is really interesting in the brainstorming process and a memorable feature, but 2x their own body weight is rediculous! (assume 30 pounds body weight that is 60 pounds of food/day!!) There is no way for a mammallian sapien of that size to consume and process anywhere near that amount of food in a day. I wonder how their society survives at all considering a village of them eats the entire summer harvest daily! If you wish to represent the fact that they tend to eat a whole lot, a simple -2 Constitution penalty along with the minor weakness of: halflings eat as much as a medium rather than small humanoid daily. As for explaining why all the halflings eat so much for thier size to get by, you could always say that psionics had its usual hand in the matter. :D

I will continue to provide my very best support and feedback in making this campaign setting a great one. Good luck.
ForsakenAura

08-13-06, 08:15 AM
Sweet Campaign! I'd like to see more, especially descriptions of the city states. Perhaps make a few unique, like a waterfall city or one of floating buildings. The Rana should also come back. :weep:
Verelor

08-13-06, 02:15 PM
But as the chief current priority, start with redesigning the races.
Manyfist

08-14-06, 12:37 AM
But as the chief current priority, start with redesigning the races.
I'll look into it.
Manyfist

08-14-06, 12:59 AM
I'll look into it.
I have changed a few things. For istance I have changed some the +4 ablities to +2, and for the Orcs I've taken off -2 cha. I've also gave an expanation why Halflings must eat so much, I might change the Wis dmg to Con dmg. In light of things I've also renamed some the old Ablities.
Verelor

08-14-06, 09:18 PM
It could use a little more work, but yesterday you made vast improvements. ;)

I would indeed suggest the Con penalty for halflings.
Manyfist

08-28-06, 09:41 AM
Now I have been thinking about adding a Cigaritte like substance into the game. Does anyone have a good idea to add or not to add?
Manyfist

09-14-06, 04:38 PM
I've decided against this idea. I need new info guys. Anyone got suggestions?
Manyfist

10-08-06, 12:12 AM
Thinking!
Manyfist

11-04-06, 04:30 PM
Well good news for the 2 people who like my campaign, I've gotten a new Creative streek! After looking up Dragon Lance setting High Ogres, as well as Ogres are coming to play. If anyone would tell me if I need to rewrite my Lore or what not.
Need_A_Life

11-06-06, 01:21 PM
Wow, I must say that you really care what we (impersonal people, likely living far from you) think of the setting.

My suggestion is trying to run it with a group, they'll mess up your lore regardless of how well you thought it were, they'll ask new questions and provide growth to what essentially is your brainchild.

1% unkillable
I still dislike this part, I am of the school that anything can be killed but don't expect it to be easy; people with sufficient power will play on their own terms and be near-impossible to defeat, but even the gods may be defeated (though you can't expect to take it in single combat, things are harder than that... much harder).

That whole "unkillable" thing reminds me too much of Forgotten Realms where everyone and their cousin is the chosen of a deity and therefore couldn't be expected to remain dead once you mercilessly snuffed out their lifeforce.

People with power should exist to challenge the PCs, not force them down a particular road no matter what; even if it means that the GM has to rethink his plans.
Manyfist

11-06-06, 09:28 PM
Wow, I must say that you really care what we (impersonal people, likely living far from you) think of the setting.
Well None my friends want to try it. Also none my friends are I would put it... Into creating a Campaign on epic scale like this.

My suggestion is trying to run it with a group, they'll mess up your lore regardless of how well you thought it were, they'll ask new questions and provide growth to what essentially is your brainchild.
See above.

I still dislike this part, I am of the school that anything can be killed but don't expect it to be easy; people with sufficient power will play on their own terms and be near-impossible to defeat, but even the gods may be defeated (though you can't expect to take it in single combat, things are harder than that... much harder).

That whole "unkillable" thing reminds me too much of Forgotten Realms where everyone and their cousin is the chosen of a deity and therefore couldn't be expected to remain dead once you mercilessly snuffed out their lifeforce.

People with power should exist to challenge the PCs, not force them down a particular road no matter what; even if it means that the GM has to rethink his plans.
You are right. How ever I do want the PCs to feel that the Mind-Lords (Which I am thinking of ditching that idea, and making the Emperor like that of Warhammer 40k's Human Emperor (Old, Feeble, yet for each creature killed he gains their life force, and energy. He's kinda working his way to Godhood but I think just like that of the Dark Sun campaign I should add the Grey matter that stops this.) Like I said above, my friends will not touch this with a 50.5' pole, so I must look for the people on the Web to help out.
Manyfist

11-16-06, 06:31 PM
Ok, I have TOB, and for the very few who actually care about this campaign (This is more like a thought sheet for me than anything else, after all I can't loose something that on the web.) I've came up with several things.

Crusader:
Only the Twerc knew of the Goddess Callirhoë, so instead of a deity you pray to the ideal of the Empire, ideal of Death of the Empire, or to the Idea of your City-State or Idea of destruction of a City-State. In truth Divine magic is like that of Eberron, its just is. In fact your left shoe can give you spells, but not so with the Crusader. (Paladins are taken out, replaced by the Crusader)

Warblade
Many Warblades are officers in the Military, even though they possess no Psionic power, Warblades are the only exception of becoming an officer, even a General. Its mostly because the love of battle, and skill of the individual. Although they are officers, they may not command more than 2 Psionicist (Psion, Wilder, Psychic Warrior, Lurk, or Erudite). As well many Warblades appear to be corporate soldiers, gladiators, and professional mercenaries.

Swordsage
The Empire trains Swordsages to hunt down magic users. In the early days only Graveminds became Swordsages, but now that many Graveminds have gone rogue, training to the population began. Much like that of the FBI here in the US, Swordsages form the majority of the bureaucracy of the Empire. They are the Public police, and just like the Secret police the majority of the bureaucrats are corrupt.
Manyfist

11-23-06, 04:54 PM
:bump:
Manyfist

11-28-06, 01:30 AM
:bump:

No one likes this besides me... I wish I could delete posts.
Manyfist

12-07-06, 02:13 PM
Ideas? Anyone for the Samurai base class (going to a mix of Psionics, OA Samurai, and Sublime way) its going to be fun... woopie!
Tiarn

12-11-06, 02:25 AM
Hey, I just came across this thread and I must say, your world looks pretty cool. It has some similarities to the campaign I'm currently running (magic is illegal, psionics are dominant and under the rule of an empire) I was reading over most of it (haven't finished all the races) and the background/timeline looks like it has a lot of good stuff. So don't worry so much, there's still interested people out there. ;)

I was going to offer some constructive criticism, though. :D

The Shining Finger prestige class, it looks like an awesome concept especially for this world (though I wonder how it came about if magic is illegal, or am I misunderstanding some part of that?) I would recommend this, however: It should really be a five-level class. It seems like it has a very defined purpose, to give the abilities of multiple "spellcasting" classes, this narrow, defined purpose is often best realized through a shorter prestige class at higher levels (and since you must be at least 11th level before you qualify, I'd say that would be valid.) So I would recommend making it a five-level class that gives +1 manifester level/+1 divine casting/+1 arcane casting at each level. Then, since it seems to be based on your divine class, up the know(religion) requirement to 14 ranks and the spellcraft to 11 ranks (very few prestige classes exist that do not require the character to have max ranks in a couple of important skills. this would make the ranks required maximum for the casting levels and know(religion) is in class for wizard, cleric, and psion which should be the ones that most easily qualify for this class).

Therefore, if a character took this class at the most expedious levels when they finished the class (at 16th level) they would "cast" as a Wiz8/Psi8/Clr10 which would give them a few levels to even things out if they wanted before an epic level progression. :mage:

Whew. At times I can be long-winded. But yeah this was my: :twocents:
Manyfist

12-12-06, 04:53 PM
Hey, I just came across this thread and I must say, your world looks pretty cool. It has some similarities to the campaign I'm currently running (magic is illegal, psionics are dominant and under the rule of an empire) I was reading over most of it (haven't finished all the races) and the background/timeline looks like it has a lot of good stuff. So don't worry so much, there's still interested people out there. ;)
I am changeing some stuff in the time line, just minor stuff. I was thinking about making the Mindlords Liches. Also THANK YOU for replying... I have been bumping for ages, but I am glad you like the setting.

- Magic became Illegal because it drew on the lifeforce of the planet. It caused an Ice age which killed alot of people.



The Shining Finger prestige class, it looks like an awesome concept especially for this world (though I wonder how it came about if magic is illegal, or am I misunderstanding some part of that?) I would recommend this, however: It should really be a five-level class. It seems like it has a very defined purpose, to give the abilities of multiple "spellcasting" classes, this narrow, defined purpose is often best realized through a shorter prestige class at higher levels (and since you must be at least 11th level before you qualify, I'd say that would be valid.) So I would recommend making it a five-level class that gives +1 manifester level/+1 divine casting/+1 arcane casting at each level. Then, since it seems to be based on your divine class, up the know(religion) requirement to 14 ranks and the spellcraft to 11 ranks (very few prestige classes exist that do not require the character to have max ranks in a couple of important skills. this would make the ranks required maximum for the casting levels and know(religion) is in class for wizard, cleric, and psion which should be the ones that most easily qualify for this class).

Therefore, if a character took this class at the most expedious levels when they finished the class (at 16th level) they would "cast" as a Wiz8/Psi8/Clr10 which would give them a few levels to even things out if they wanted before an epic level progression. :mage:

Whew. At times I can be long-winded. But yeah this was my: :twocents:

Thanks. I'll do that. Magic is Illegal, yet people still wield magic. Mostly Sorcerers on the run. I am thinking about doing the DarkSun thing where Magic drains the plant life. So its a process in the making. :D
Tiarn

12-15-06, 01:11 AM
I think the life-drainy thing might be a mistake. It sounds cool in concept but I've never seen it done well. It always comes off either too powerful, or too weak and not worth doing. I think the best way to do it would be to just say that casting spells weakens the world and life itself. Since there obviously are not nearly as many mages this wouldn't be a problem, it was once, but not now.

An interesting way to go might be to develop the organization that rules the world. (I think it was the mindlords, or something like that) You have the insignia and stuff but I'd be interested to see some inner workings. Like do the clairsentients get along with the telepaths or do they both feel their specific discipline is better. Do the wilders think all psions are wasting their potential? and stuff like that. Then again, I suppose I'm just a big fan of fluff. :D I like the role-playing aspect of a world more, I suppose.

Finally, though I may be wrong on this, I thought I read somewhere you were thinking about the mindlords being liches? I think this would be a mistake. Undeath is by far the province of magic (yes there are exceptions but they are rare and still not as flavor-fitting) I think if you wanted to make them something more than human you should go with Unbodied from the XPH or something similar.

Anyway, yeah and stuff. :dancin:
Manyfist

12-15-06, 10:43 PM
I think the life-drainy thing might be a mistake. It sounds cool in concept but I've never seen it done well. It always comes off either too powerful, or too weak and not worth doing. I think the best way to do it would be to just say that casting spells weakens the world and life itself. Since there obviously are not nearly as many mages this wouldn't be a problem, it was once, but not now.
I decided not to do the life drain thing. I was looking at Athas and it better fits that world.

An interesting way to go might be to develop the organization that rules the world. (I think it was the mindlords, or something like that) You have the insignia and stuff but I'd be interested to see some inner workings. Like do the clairsentients get along with the telepaths or do they both feel their specific discipline is better.
Yes. Each discipline thinks his or her's is better than someone who has a diffrent discipline. This Us v. Them mentality even goes against people of the same discipline. I need to change some things to add the Erudite in the fray.

Each group acts independently, the Mindlords don't control them directly. The Mindlords are busy talking amongst themselves, the Emperor, and expanding/shrinking their city.
How ever once every 10 years he does commune briefly with the leaders of each group. Its usally to give them a little of his power (Leveling them up 1-3 levels) or if he gets ear of the fact that they haven't been opressive enough; the mindlord may out right destroy the leader's psyche (a fate worse than death).

Do the wilders think all psions are wasting their potential? and stuff like that. Then again, I suppose I'm just a big fan of fluff. :D I like the role-playing aspect of a world more, I suppose.
All of Callirhoëin city-states are LE. So if you want you can add some stuff. I thought I had several things about this topic... but this is my interpation.

Wilders are a loose cannon. Wilders believe they're the closest of all the other Psionicist to the Mindlords. They claim, they're mind is warped because the Mindlords said so, for they were a threat to their power. Individually each Wilder must decide for him/her self if Psions are wasting their potential. However most of them believe its not Psions who "Cramp their style" its the Mindlords. Most of them are fine with that, for they also believe the Mindlords each gave them a part of themselves (Aka Wildsurge).



Finally, though I may be wrong on this, I thought I read somewhere you were thinking about the mindlords being liches? I think this would be a mistake. Undeath is by far the province of magic (yes there are exceptions but they are rare and still not as flavor-fitting) I think if you wanted to make them something more than human you should go with Unbodied from the XPH or something similar.
Unbodied... I don't like because they're incorporal, and aren't that threating. Sure the Mindlords continue to develop their minds, however they are attached to the material world and their bodies. I am thinking about creating a diffrent type of Lich, the Psionic Lich. They want to live forever, and Undeath is the easiest way.

(Let me go check my original threads.) And be free to add anything you like, I know it doesn't have PEACH (I was before PEACH) but its open to all to change.
Tiarn

12-16-06, 12:40 AM
Do you mean just edit your previous posts? If so how do I do that? I'm still kinda new to the forums. And what does PEACH mean?

Unbodied... I don't like because they're incorporal, and aren't that threating. Sure the Mindlords continue to develop their minds, however they are attached to the material world and their bodies. I am thinking about creating a diffrent type of Lich, the Psionic Lich. They want to live forever, and Undeath is the easiest way.

If that's the case, why not just make them sorta like the Elan. They won't die unless killed 'cause their bodies are full of psionic energy or something. Just give them some sort of template and make that a trait of it.
Manyfist

12-16-06, 10:10 AM
Do you mean just edit your previous posts? If so how do I do that? I'm still kinda new to the forums. And what does PEACH mean?
Please Evaluate and Critique Honestly (P.E.A.C.H)

If that's the case, why not just make them sorta like the Elan. They won't die unless killed 'cause their bodies are full of psionic energy or something. Just give them some sort of template and make that a trait of it.
I'll do that. Btw look up my Psionic Undead, they're magic hunters. I'll pull up the thing here in a sec (got to find them).


edit: http://boards1.wizards.com/showthread.php?t=479422

Hunters of magic. The Gravemind...
Manyfist

12-17-06, 10:34 PM
Ok I need to do several things:

A.) Fluff about the races I left out
B.) New races [Two]
Tiarn

12-17-06, 11:17 PM
What two new races? Are more really necessary? Or are these more like sub-races? Just wondering...

Oh, I looked at the undead thingy you have the link to above. Great stuff, I like the entire concept, it looks like one of those rare few psionic undead I could tolerate. :D I do, however, think you have the level adjustment wrong. But if you want more on that I'll post it on the other thread (no point in going, WAY off topic ;) )

I was wondering something about this world. Are there schools to teach a person to harness psionics? How does the organization (and what is the organization called, anyway) find new recruits, do they just go out and find psionic people, or do people apply, hoping they have psionic skills? And I wondered if the organization had a branch specifically for dealing with magic-users, kind of like an assassination branch. (I bet that'd make a cool prestige class :thinks: *ponders making a prestige class*)

Yeah anyway. Look at me, the king of fluff..... I need to go make a prestige class now. :D
Manyfist

12-18-06, 01:33 PM
What two new races? Are more really necessary? Or are these more like sub-races? Just wondering...
I had Rana and Ranaculus (Frog people) yet I took them out because they didn't mesh well.

Oh, I looked at the undead thingy you have the link to above. Great stuff, I like the entire concept, it looks like one of those rare few psionic undead I could tolerate. :D I do, however, think you have the level adjustment wrong. But if you want more on that I'll post it on the other thread (no point in going, WAY off topic ;) )

Ya, I'll go back and change it soon, I am lazy so :P It might take awhile.

I was wondering something about this world. Are there schools to teach a person to harness psionics? How does the organization (and what is the organization called, anyway) find new recruits, do they just go out and find psionic people, or do people apply, hoping they have psionic skills? And I wondered if the organization had a branch specifically for dealing with magic-users, kind of like an assassination branch. (I bet that'd make a cool prestige class :thinks: *ponders making a prestige class*)
I haven't written much fluff, I better get started :P any how...
I was thinking about there's is schools to harness psionics (Kinda like Dark Sun). I haven't named them but they're most likely to be in Sinneland. It would happen once a year, and every child over the age of 3 in the Citystate is required to undergo a psionic test. The examaner invading the child's mind, and if the child resists just a little bit he's taken from his/her parents and go to training.

Well I am going to add an Branch of assassins, It would train Psychic Assassins, Psychic Rogues, and Lurks. The Graveminds are still Hunting magic-users. I think I can make a prc that transforms you into a Gravemind.

Yeah anyway. Look at me, the king of fluff..... I need to go make a prestige class now. :D
Keep asking questions and soon or later I'll get all the fluff re write it and put in the main post.
Manyfist

12-21-06, 07:00 PM
Here's the Hexblade of Callirhoë.
Alienoid: http://www.enworld.org/showthread.php?t=178137

HEXBLADE
Game Rule Information
Hexblades have the following game statistics.
Abilities: Intelligence is very important to Hexblades to make their invocations and hexes harder to resist. As a warrior class, Strength and Constitution are very important to hexblades. Dexterity is important to hexblades.
Hit Die: D10
Starting Gold: 5d4x10

lvl BAB F R W Class Abilities
1 +1 +2 +0 +0 Hex
2 +2 +3 +0 +0 Detect Magic, Dark Companion
3 +3 +3 +1 +1 Magic Immunity, 1 Invocation (least), Medium Armor Proficiency
4 +4 +4 +1 +1 Hex
5 +5 +4 +1 +1 2 Invocations (least)
6 +6 +5 +2 +2 Bonus Feat, Cursed Touch 1d6
7 +7 +5 +2 +2 Hex
8 +8 +6 +2 +2 3 Invocations (lesser)
9 +9 +6 +3 +3 Swift Hex, Cursed Touch 2d6
10 +10 +7 +3 +3 Hex
11 +11 +7 +3 +3 4 Invocations (lesser)
12 +12 +8 +4 +4 Bonus Feat, Cursed Touch 3d6
13 +13 +8 +4 +4 Hex
14 +14 +9 +4 +4 5 Invocations (greater)
15 +15 +9 +5 +5 Immediate Hex, Cursed Touch 4d6
16 +16 +10 +5 +5 Hex
17 +17 +10 +5 +5 6 Invocations (greater)
18 +18 +11 +6 +6 Bonus Feat, Cursed Touch 5d6
19 +19 +11 +6 +6 Hex
20 +20 +12 +6 +6 7 Invocations (Outer)

Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Move Silently (Dex), Spot (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Psionic Device (Cha), Used Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the hexblade.

Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, and with light armor but not with shields.

Hex (su): Once per round, as a move action, a hexblade can unleash a hex upon her foes. The target must be within 30 ft. of to be affected by the hex and is entitled to a Will save (DC 10 + ½ effective character level + Int modifier) to negate the effect. When the hexblade first gains this ability, she must choose what hex she wants from the list of available hexes. Some hexes have minimum level requirements and all have various effects. When she activates this ability, she must choose one of her known hexes to afflict the target with. If a target makes his saving throw, he is immune to that hex for 24 hours, though he may still be affected by other hexes the hexblade knows.

Any effect that removes curses or dispels magic works on Hexes as normal. Treat the Hexblade's class level as the caster level for opposed dispel checks. In addition, a hexblade may lift her own hex from any creature as a non-action. She may also choose to lift one hex, but leave others in place, in the event of a creature that is suffering from more than one hex.

Hexes are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with a hexblade’s ability to place a hex on her target.

The hexblade gains 2 hexes at level 1, and gains one additional hex at level 4, 7, 10, 13, 16 and 19. Each hex has a minimum level associated with it. A character must have the given number of levels of hexblade in order to take that hex.
Each Hex is usable 1/encounter.
She may choose from the following list of hexes:

Minimum Level 1 Hexes:
Hexblade's Curse: You curse a creature to failure. The target of this hex takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level. The effects of this curse do not stack with it self.
Curse of Weakness: The target's strength score counts as 6 less than his actual strength for the purpose of calculating carrying capacity and encumbrance (minimum 3). This hex lasts 1 round/2 levels.

Minimum Level 4 Hexes:
Curse of Ineptitude: The target takes a -8 penalty to all checks made using a single skill, which you choose when you activate this hex, for 1 round per hexblade level.
Pins and Needles: One of the target's limbs becomes numb and ceases to function. The limb is chosen randomly. If an arm is chosen, any items held by that hand are dropped. If a leg is chosen, the target's land speed is halved (round down). This lasts for 1 round/class level.
Curse of Nonproficiency: You choose one, the target loses either all weapon proficiencies, or all armor proficiencies. The target suffers all appropriate penalties and may lose the ability to use any feats that require proficiency to function (such as Weapon Focus). This hex lasts for 1 hour.
Social Gracelessness: The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This hex lasts for 1 day per class level.
Minimum Level 7 Hexes:
Improved Hexblade's Curse: You curse a creature to ineptitude. The target of this hex takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level.
A Cursed Gift for You: The target of this hex must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this hex. This hex lasts for 1 min per class level.
]Curse [/COLOR]of Fatigue: The target immediately becomes fatigued. The target now requires 10 hours of sleep or is fatigued for the remainder of the day. This hex lasts 1 day per class level.
Aura of Unluck: Victims of this hex have trouble hitting their foes. All attacks made by the affected creature suffer a 20% miss chance for 1 round per hexblade level.

Minimum Level 10 Hexes:
Cursed Armaments: The target's armor, shield or one weapon being wielded becomes cursed. Any enhancement bonus the item has is reversed. For example, a Spear +3 becomes a Spear -3. This hex lasts for 1 round per hexblade level.
Weaken Natural Toughness: Choose either damage reduction, spell resistance, or one type of elemental resistance. If the target has the chosen item, it is reduced by 1 per hexblade level (minimum 0). The duration of this hex is 1 round per hexblade level.
Shakes: The target has uncontrollable shakes, and suffers a -4 penalty to all ranged attack rolls and a 20% spell failure chance for spells with somatic components. This hex lasts 1 round per class level.
Persistent Hex: Your hexes resists almost every attempt to dispel them. A successful dispel attempt merely grants the victim a second saving throw. If this save fails, the hex still afflicts the target.

Minimum Level 13 Hexes:
Curse of Anti-Healing: The target loses the ability to gain any hit points from magical healing. This hex lasts for 1 min per hexblade level.
Shortsighted: The target cannot see anything beyond 20 ft., even when using abilities that specify a longer range (such as detect magic or darkvision). This hex lasts 1 min. per class level.
Elemental Weakness: The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type. This hex lasts 1 round per class level.
Skill-less: The target is unable to use three skills of your choosing. This hex lasts 1 min per class level.

Minimum Level 16 Hexes:
Greater Hexblade's Curse: You curse a creature to catastrophe. The target of this hex takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level.
Curse of Loss: The target loses access to a class ability, such as spellcasting, sneak attack, or rage. If the class ability is a prerequisite for any feats or other class abilities, he loses access to those as well. This hex lasts for 1 round per class level.
Changing Physiology: One of the target's racial abilities (such as a dragon's breath weapon or a troll's regeneration) is lost. This hex lasts for 1 round per class level.
No Rest for the Wicked: The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as preparing spells. This hex lasts 1 day per class level.

Minimum Level 19 Hexes:
Reciprocal Curse: The target takes damage equal to the damage he deals to others with weapons or with Magical/Psionic effects. This hex lasts for 1 hour per class level.
Murphy's Law: Any critical threats made against the target are automatically confirmed criticals. This hex lasts 1 round per class level.
Word of Changing: Your curse transforms targets into inoffensive animals. Your hex mimics the warlock invocation word of changing and has a duration of 1 hour per hexblade level.
Cursed Senses: The target looses it's Sight, Smell, Hearing, Touch, and ablity to speak. Any damage negates this effect. This Hex lasts 1 min/lvl.

Detect Magic (ex): Begining at the 2nd level, a Hexblade has Detect Magic (as the spell) on all the time. Magic appears in bright luminescence colors. Spell caster level = 2 time Hexblades level.

Invocations (sp): A Hexblade does not manifest powers. Instead he casts invocations in the same manner as a Alienoid. See the Alienoid at Http://www.enworld.org/showthread.php?t=178137. A hexblade cannot learn Psi shape or essence Invocations

Medium Armor Proficiency : At 3rd level, a hexblade gains Medium Armor Proficiency as a bonus feat.

Dark Companion (Su): At 2nd level, the hexblade gains the Dark Companion alternate class feature found on page 47 of the Player’s Handbook II.

Bonus Feat: At 6th level, and every 6 levels thereafter (12th, 18th), a hexblade gains a bonus feat. You may take any feat you like, as long you meet the prequisites of the feat.

Cursed Touch (sp): At 6th level, a hexblade gains the use of an Cursed Touch. A Cursed Touch is a powerful Hex placed on your weapon. This hex is so powerful it causes an extra 1d6 damage.

Magic Immunity (ex): At 3rd level, a Hexblade gains immunity to Magic.

Swift Hex: At 9th level, a hexblade has learned to place her hexes on targets as a swift action. She may place a hex as a swift action a number of times each day equal to her Int modifier.

Immediate Hex: At 15th level, a hexblade can place one of her hexes on a target as an immediate action. She may do this a number of times each day equal to her Int Modifier.
by: Otto the Bugbear.
Tiarn

12-22-06, 12:12 AM
:blink: Wow.

Now that the initial shock has worn off, a few questions and opinions.

Intelligence is very important to Hexblades to make their invocations and hexes harder to resist. ...Will save (DC 10 + ½ effective character level + Cha modifier)
Um.... which ability is it?
Knowledge (arcana)...Hexes are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with a hexblade’s ability to place a hex on her target...A hexblade does not manifest powers
Empower Psi-like Ability, Extra Invocation, Heighten Psi-like Ability, Maximize Psi-like Ability, Quicken Psi-like Ability
Are these guys psionic or magic? They seem to be magic but then have a bunch of useless feats on their bonus feat list.

And now for a note on balance: This class has too much going on.
They get 2 good saves, good BAB, good HD, martial weapon proficiency, decent skill selection, decent skill points, hexes at will, eldritch blast, and invocations?
My recommendations are to take it down to one good save, HD becomes d8, make the hexes a # of times per day (such as 1+1 each time a new one is learned), skills lower to 2+, and get rid of eldritch blast completely (they are a fighter type). If you want them to use the essence invocations, let them channel it through their sword instead.

Also the duration on the hexes is too long, I think. Few of them (such as curse of fatigue) should last more than 1 min/level. 1day/level is far too long. Especially for the one that doesn't let the person get back spells. Curse of nonproficiency is also too low level, it should be 7th.

And where is the fluff? :P Are these psionic assassins, trained in the darker aspects of the mind and tasked with hunting the remaining mages? Or are the rebel mages, turning to evil powers from beyond this world in order to fight the psions for freedom?

All in all good stuff, I just think it needs some tweaking! :D
Manyfist

12-22-06, 01:44 AM
:blink: Wow.

Now that the initial shock has worn off, a few questions and opinions.


Um.... which ability is it?

Are these guys psionic or magic? They seem to be magic but then have a bunch of useless feats on their bonus feat list.

And now for a note on balance: This class has too much going on.
They get 2 good saves, good BAB, good HD, martial weapon proficiency, decent skill selection, decent skill points, hexes at will, eldritch blast, and invocations?
My recommendations are to take it down to one good save, HD becomes d8, make the hexes a # of times per day (such as 1+1 each time a new one is learned), skills lower to 2+, and get rid of eldritch blast completely (they are a fighter type). If you want them to use the essence invocations, let them channel it through their sword instead.

Also the duration on the hexes is too long, I think. Few of them (such as curse of fatigue) should last more than 1 min/level. 1day/level is far too long. Especially for the one that doesn't let the person get back spells. Curse of nonproficiency is also too low level, it should be 7th.

And where is the fluff? :P Are these psionic assassins, trained in the darker aspects of the mind and tasked with hunting the remaining mages? Or are the rebel mages, turning to evil powers from beyond this world in order to fight the psions for freedom?

All in all good stuff, I just think it needs some tweaking! :D

Fluff comes later. And Ya, it needs twinking.

http://www.enworld.org/showthread.php?t=178137 (Alienoid)
This is where the Psionics come to play. I am thinking about changeing the Eldritch Blast as well, by channeling it through their weapons. These are going to be Psionic Assassins who hunt down the Mages. Thanks for pointing out some stuff, I have a few things to do before its finished. ;)
Manyfist

12-22-06, 02:58 AM
Changes to the Hexblade:

- Lower skills 2+Int
- Changed several skills
- Removed a few Hexes
- Hexes are now useable 1 /encounter.
- Mettle now allows a save v. any magic/psionic effect. All saves v. Magic/Psionics no matter what the save is now Will save. :cool:
Manyfist

12-23-06, 05:25 AM
Here's the Hexblade of Callirhoë.
Alienoid: http://www.enworld.org/showthread.php?t=178137

HEXBLADE
Game Rule Information
Hexblades have the following game statistics.
Abilities: Intelligence is very important to Hexblades to make their invocations and hexes harder to resist. As a warrior class, Strength and Constitution are very important to hexblades. Dexterity is important to hexblades.
Hit Die: (d10)
Starting Gold: 5d4x10

lvl BAB F R W Class Abilities
1 +1 +0 +0 +2 Hex
2 +2 +0 +0 +2 Arcane Resistance, Detect Magic.
3 +3 +1 +1 +3 Mettle, 1 Invocation (least), Armored Casting
4 +4 +1 +1 +4 Hex, Dark Companion
5 +5 +1 +1 +4 2 Invocations (least)
6 +6 +2 +2 +5 Bonus Feat, Cursed Touch 1d6
7 +7 +2 +2 +5 Hex
8 +8 +2 +2 +6 3 Invocations (lesser)
9 +9 +3 +3 +6 Swift Hex, Cursed Touch 2d6
10 +10 +3 +3 +7 Hex
11 +11 +3 +3 +7 4 Invocations (lesser)
12 +12 +4 +4 +8 Bonus Feat, Cursed Touch 3d6
13 +13 +4 +4 +8 Hex
14 +14 +4 +4 +9 5 Invocations (greater)
15 +15 +5 +5 +9 Immediate Hex, Cursed Touch 4d6
16 +16 +5 +5 +10 Hex
17 +17 +5 +5 +10 6 Invocations (greater)
18 +18 +6 +6 +11 Bonus Feat, Cursed Touch 5d6
19 +19 +6 +6 +11 Hex
20 +20 +6 +6 +12 7 Invocations (Outer)

Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Move Silently (Dex), Spot (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Psionic Device (Cha), Used Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the hexblade.

Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, and with light armor but not with shields.

Hex (su): Once per round, as a move action, a hexblade can unleash a hex upon her foes. The target must be within 30 ft. of to be affected by the hex and is entitled to a Will save (DC 10 + ½ effective character level + Int modifier) to negate the effect. When the hexblade first gains this ability, she must choose what hex she wants from the list of available hexes. Some hexes have minimum level requirements and all have various effects. When she activates this ability, she must choose one of her known hexes to afflict the target with. If a target makes his saving throw, he is immune to that hex for 24 hours, though he may still be affected by other hexes the hexblade knows.

Any effect that removes curses or dispels magic works on Hexes as normal. Treat the Hexblade's class level as the caster level for opposed dispel checks. In addition, a hexblade may lift her own hex from any creature as a non-action. She may also choose to lift one hex, but leave others in place, in the event of a creature that is suffering from more than one hex.

Hexes are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with a hexblade’s ability to place a hex on her target.

The hexblade gains 2 hexes at level 1, and gains one additional hex at level 4, 7, 10, 13, 16 and 19. Each hex has a minimum level associated with it. A character must have the given number of levels of hexblade in order to take that hex.
Each Hex is usable 1/encounter.
She may choose from the following list of hexes:

Minimum Level 1 Hexes:
Hexblade's Curse: You curse a creature to failure. The target of this hex takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level. The effects of this curse do not stack.
Curse of Weakness: The target's strength score counts as 6 less than his actual strength for the purpose of calculating carrying capacity and encumbrance (minimum 3). This hex lasts 1 round/2 levels.
Minimum Level 4 Hexes:
Curse of Ineptitude: The target takes a -8 penalty to all checks made using a single skill, which you choose when you activate this hex, for 1 round per hexblade level.
Pins and Needles: One of the target's limbs becomes numb and ceases to function. The limb is chosen randomly. If an arm is chosen, any items held by that hand are dropped. If a leg is chosen, the target's land speed is halved (round down). This lasts for 1 round/class level.
Curse of Nonproficiency: You choose one, the target loses either all weapon proficiencies, or all armor proficiencies. The target suffers all appropriate penalties and may lose the ability to use any feats that require proficiency to function (such as Weapon Focus). This hex lasts for 1 hour.
Social Gracelessness: The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This hex lasts for 1 day per class level.
Minimum Level 7 Hexes:
Improved Hexblade's Curse: You curse a creature to ineptitude. The target of this hex takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level.
A Cursed Gift for You: The target of this hex must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this hex. This hex lasts for 1 min per class level.
Curse of Fatigue: The target immediately becomes fatigued. The target now requires 10 hours of sleep or is fatigued for the remainder of the day. This hex lasts 1 day per class level.
Aura of Unluck: Victims of this hex have trouble hitting their foes. All attacks made by the affected creature suffer a 20% miss chance for 1 round per hexblade level.
Minimum Level 10 Hexes:
Cursed Armaments: The target's armor, shield or one weapon being wielded becomes cursed. Any enhancement bonus the item has is reversed. For example, a Spear +3 becomes a Spear -3. This hex lasts for 1 round per hexblade level.
Weaken Natural Toughness: Choose either damage reduction, spell resistance, or one type of elemental resistance. If the target has the chosen item, it is reduced by 1 per hexblade level (minimum 0). The duration of this hex is 1 round per hexblade level.
Shakes: The target has uncontrollable shakes, and suffers a -4 penalty to all ranged attack rolls and a 20% spell failure chance for spells with somatic components. This hex lasts 1 round per class level.
Persistent Hex: Your hexes resists almost every attempt to dispel them. A successful dispel attempt merely grants the victim a second saving throw. If this save fails, the hex still afflicts the target.
Minimum Level 13 Hexes:
Curse of Anti-Healing: The target loses the ability to gain any hit points from magical healing. This hex lasts for 1 min per hexblade level.
Shortsighted: The target cannot see anything beyond 20 ft., even when using abilities that specify a longer range (such as detect magic or darkvision). This hex lasts 1 min. per class level.
Elemental Weakness: The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type. This hex lasts 1 round per class level.
Skill-less: The target is unable to use three skills of your choosing. This hex lasts 1 min per class level.
Minimum Level 16 Hexes:
Greater Hexblade's Curse: You curse a creature to catastrophe. The target of this hex takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls for 1 round/hexblade level.
Curse of Loss: The target loses access to a class ability, such as spellcasting, sneak attack, or rage. If the class ability is a prerequisite for any feats or other class abilities, he loses access to those as well. This hex lasts for 1 round per class level.
Changing Physiology: One of the target's racial abilities (such as a dragon's breath weapon or a troll's regeneration) is lost. This hex lasts for 1 round per class level.
No Rest for the Wicked: The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as preparing spells. This hex lasts 1 day per class level.
Minimum Level 19 Hexes:
Reciprocal Curse: The target takes damage equal to the damage he deals to others with weapons. This hex lasts for 1 hour per class level.
Murphy's Law: Any critical threats made against the target are automatically confirmed criticals. This hex lasts 1 round per class level.
Word of Changing: Your curse transforms targets into inoffensive animals. Your hex mimics the warlock invocation word of changing and has a duration of 1 hour per hexblade level.
Silenceing Hexes: The target looses access to the number of spell/power level equal to the number of Hexes on a target. For 1 round per Hexblade level. Useable 1/encounter. EX: Murphy has 3 hexes on him if he can't cast 9th, 7th, 8th level spells/powers.

Arcane Resistance (Su): At 2nd level a hexblade gains a bonus equal to his Int bonus (maximum equal to class level) on saving throws against spells and spell-like effects.

Mettle (Ex): At 3rd level, a hexblade’s resistance to magical effects increases. A hexblade is always allowed a save versus any magical/Psionic effect. He's always allowed to make a Will save versus any Magical/Psionic effect even if the power/spell says different.

Detect Magic (ex): Begining at the 2nd level, a Hexblade has Detect Magic (as the spell) on all the time. Magic appears in bright luminescence colors. Spell caster level = 2 time Hexblades level.

Invocations (sp): A hexblade does not manifest powers. Instead he casts invocations in the same manner as a Alienoid. See the Alienoid at Http://www.enworld.org/showthread.php?t=178137. A hexblade cannot learn Psi shape or essence Invocations

Medium Armor Proficiency : At 3rd level, a hexblade gains Medium Armor Proficiency as a bonus feat.

Dark Companion (Su): At 4th level, the hexblade gains the Dark Companion alternate class feature found on page 47 of the Player’s Handbook II.

Bonus Feat: At 6th level, and every 6 levels thereafter (12th, 18th), a hexblade gains a bonus feat. You may take any feat you like, as long you meet the prequisites of the feat.

Cursed Touch (sp): At 6th level, a hexblade gains the use of an Cursed Touch. A Cursed Touch is a powerful Hex placed on your weapon. This hex is so powerful it causes an extra 1d6 damage.

Swift Hex: At 9th level, a hexblade has learned to place her hexes on targets as a swift action. She may place a hex as a swift action a number of times each day equal to her Int modifier.

Immediate Hex: At 15th level, a hexblade can place one of her hexes on a target as an immediate action. She may do this a number of times each day equal to her Int Modifier.
by: Otto the Bugbear & Gideon Gideonson.

Merry Xmas.

Hexbladesare an elite group of assassins that worked for the Mindlords. At first Hexblades were Royal Guards for the Mindlords and Kriegsherr Gix. Hexblades are people who are born with the ablity to project Hexes around them. The Mindlords taught these individuals how to focus their aura of Hexes, and how to master the Gun as well the Hex, these so called Hexblades quickly became top notch assassins. However trouble and ill fortune follows in the wake of the Hexblade even the Mindlords aren't immune to the ill effects of Hexes.

Several Mindlords were assassinated by their own Hexblade guards. Several Mindlords started to kill off their Hexblade guards, however it was unsuccessful and all Hexblade guards under the orders of Kriegsherr Gix put a ban on training Hexblades yet disallowing killing of a Hexblade. Then the Hexblades destroyed a large group of Mages in the year 17 RY befored the Mages attacked Ommishar, Permagnus.

Kriegsherr Gix lifted the ban on training Hexblades in honor of defeating the Mages. New Hexblades are trained to Track, and Put down the remaining Mages. Hexblades are almost always loners, and rarely encountered in pairs, such coupleing rarely last. When Hexblades are encountered with other people, they often join what is called a "party", in which they travel the world with generally the same goal. Graveminds are commonly Hexblades, its speculated that Graveminds are the source of the original Hexblades.
Need_A_Life

12-28-06, 08:30 AM
I like the setting, though I think it is quite a bit high-powered.

Personally, I prefer low-level play which would be difficult to support in this setting at best (just as level 1 is hell in Forgotten Realms, there's archmages doing stand-up, yet you have to fight monsters to gain that knowledge, WTF?)

Can't blame you if that's the way you like to play though, been in some high-powered games myself so I can't exactly call myself a saint.

I like the way the story is slowly expanding and how the organisatorical build-up is structured.

:clap:
Manyfist

12-28-06, 12:47 PM
I like the setting, though I think it is quite a bit high-powered.

Personally, I prefer low-level play which would be difficult to support in this setting at best (just as level 1 is hell in Forgotten Realms, there's archmages doing stand-up, yet you have to fight monsters to gain that knowledge, WTF?)

Can't blame you if that's the way you like to play though, been in some high-powered games myself so I can't exactly call myself a saint.

I like the way the story is slowly expanding and how the organisatorical build-up is structured.

:clap:

Well I am modeling it after Dark Sun. This campaign isn't going to be a walk in a park. Most of the stuff out there is going to be a tough go from the get go. I'll have a thing (soon) for converting monsters form MM quick and easy into Callirhoe style (Just add a few Psi-Like ablities per HD, and raise the CR a bit).

No one is going to be a High Level long before some one else comes up and kills that person off. The original Mindlords have all been killed, and their successors have been killed off as well. They are removed from majority of the players life because they are so arrogant.

No one is going to start at 1st level, I was actually thinking of starting them at 3rd-5th level. I am hopeing to cater to everyone from low to high levels. The low level stuff is a no brainer, in every city their is hundreds of people and majority of them are low level pedestrians. Also the Psionic divisions (Officers) aren't going to respond to a minor crimes, sure theirs low level psionicist however they're mostly trainees. Everything doesn't last forever, and this is especially true here in Callirhoë.

Unlike say FR where you got an Archpsionicist doing standup, in Callirhoë you have Archpsionicist having gang wars 24/7. In order to gain the knowledge you must survive, why? Because even the powerful fall, the only power that hasn't fallen is the Emperor, (I am thinking about having the Emperor actually inside a demi-planar prison, yet no one knows it). See because inside a world of organization, and the only way to get promoted is to kill the person and take her/his/its place the Archpsionicist are fending off each other. However its not free for all, thats why they're in Divisions. EX:

Team A (Erudite 5, Telepath 5, Ardent 5)
Team B (Lurk 5, Psychic Rogue 5, Egoist 5)

They both hate each other, they constantly war with each other. However when Team C (Wilder 10, Psychic Warrior 10, Wilder 10) invades on Team A's turf, Team A and Team B go against Team C. Each Team has turfs, they'll overlap and when a team goes into an overlapping territory if the other team catches them they fight. Each territory is invisible, and really existant to that team. Once they get bold enough, a team may invade another's territory this happens alot at higher levels. Such as lets say:

Team A (Erudite 20, Telepath 20, Ardent 20)
Team B (Lurk 20, Psychic Rogue 20, Egoist 20)
Team C (Wilder 20, Wilder 20, Psychic Warrior 20)

Every team is endanger of each other and if the Mindlord of their city. So Team A invades Team B, and Team C also invades Team B. However they're not helping Team A so Team A is fighting both Team B and C, and C is fighting Team A and B...etc. If Team C lets say has a criminal to punish, they'll leave the brawl and deal with the criminal.

If Team A was like Team B, then they would link up and become Team AB. It spans across all levels. If Team X intrudes on Team A's turf Team A won't deal with Team X because they're too busy dealing with Team B, and C, and patroling they're turf.

(These battles are going to be "Invisible" in gameplay, it has no real impact on the players them selves unless they want to join the miltary police. If you're not inside the Miltary police and you help out Team A for ex. you'll get rewarded if they win. If not then you'll be facing criminal charges.)

This would be for the adventures who don't want to deal with the organized chaos of Miltary Police won't have to. However majority of the Archpsionicist are in the Miltary, yet not all them are in the Miltary Police. In the Miltary its much more a friendly rivalry. Still divided in divisions, however instead of killing each other, they find ways of showing who's best without violence (to them selves). A favorite game when not at war, is Chess. However they use non officers in their games. Ex:

Division A (Telepath 15, Erudite 15)
Division B (Lurk 15, Nomad 15)

The officers aren't going to throw away their lives at each other, when they can participate in a friendly game of chess.
They force the non officers of their division to play. However its not a fatal game, the Officers tell the Non Officers where to move, and when the opponet challanges their square the person getting challanged gets KOed and are taken to the side. The person who captures the Psi Crystal (King) wins. Then that Division gets bragging rights, and thats about it.
Note: This is Miltary only, non Miltants (Pedestrians) are never allowed to play. However criminals are often used for pieces and its never non-lethal with criminal pieces. Miltants (not Miltary Police) are not quartered inside the cities and will not help at anything other than defending their Quarters from attack.

I basically explained how my campaign can have the Bad Arses can be everywhere yet can't help. Why? Because they're busy with each other, and will pay you no attention unless you break a law, or interfear. AoE powers are not permitted inside the city, so pedestrians who watch aren't endangered of being destroyed when the Miltary Police battles are happening around them.
Manyfist

12-28-06, 10:40 PM
Ok I've been talking alot about Mages, and I don't mean Sorcerers. Book Magic has long ago died out, Mana Magic is on its way out. So here we go, Its a Sorcerer/Wiz/Incantrix mix. Its a NPC class and I wanted them to be powerful, however they're hunted down and becoming rare. Between Graveminds, Constructs and Hexblades a Mages work is cut out for him.

MAGE

Abilities: Intelligence determines how easily a mage may learn new spells. Charisma determines the number of bonus spells a mage may cast, as well as how hard they are to resist. Dexterity is important to a mage, who wears little if any armor. Constitution is important to mages to give them extra hit points, a resource all characters need in abundance.

Hit Die: D6

Starting Gold: 5d4x10


lvl BAB F R W Class Abilities
1 +0 +0 +0 +2 Familiar, Bonus Feat, Eschew Materials
2 +1 +0 +0 +3 Ablity increase +1
3 +1 +1 +1 +3 Instant Metamagic 1/day
4 +2 +1 +1 +4 Bonus Feat
5 +2 +1 +1 +4 Ablity Increase +1
6 +3 +2 +2 +5 Instant Metamagic 2/day
7 +3 +2 +2 +5 Bonus Feat
8 +4 +2 +2 +6 Ablity Increase +1
9 +4 +3 +3 +6 Instant Metamagic 3/day
10 +5 +3 +3 +7 Bonus Feat
11 +5 +3 +4 +7 Ablity Increase +1
12 +6 +4 +4 +8 Instant Metamagic 4/day
13 +6 +4 +5 +8 Bonus Feat
14 +7 +4 +5 +9 Ablity Increase +1
15 +7 +5 +6 +9 Instant Metamagic 5/day
16 +8 +5 +5 +10 Bonus Feat
17 +8 +5 +5 +10 Ablity Increase +1
18 +9 +6 +6 +11 Instant Metamagic 6/day
19 +9 +6 +6 +11 Bonus Feat
20 +10 +6 +6 +12 Bonus Feat, Ablity Increase +1, Instant Metamagic 7/day
by: Otto the Bugbear



Table S-2: SPELLS PER DAY
Lvl 0 1 2 3 4 5 6 7 8 9
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 0* - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 0* - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 0* - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 0* - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 0* - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 0* - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 0* -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 0*
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
* Provided the caster has a high enough Charisma score to have a bonus spell of this level.


Spells: A Mage casts arcane spells, which are drawn from the Mage (PHB Wiz/Sor spells) spell list. The Difficulty Class for a saving throw against a Mage’s spell is 10 + the spell level + the Mage’s Cha modifier.To learn a spell, a mage must have an Intelligence score equal to 10 + the spell level. A Mage begins play with all 0-level Mage spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Mage has, the Mage gains knowledge of one additional 1st-level spell of your choice. At each new Mage level level, she gains the knowledge of two new spells of any spell level or levels that she can cast (based on her new Mage level). At any time, a Mage may also learn from another Mage however the DC is 20+Spell Level+Other Mage's Cha bonus. How ever you may only learn such spell if you experienced and lived through the spell.

Bonus Feats:
At 1st, 4th, 7th, 10th, 13th, 16th, 19th and 20th level, a Mage gains a bonus feat. At each such opportunity, she can choose a metamagic feat, or an item creation feat. The Mage must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Mage is not limited to the categories of item creation feats, or metamagic feats when choosing these feats.

Familiar:
A Mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Mage chooses the kind of familiar he gets. As the Mage advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the Mage, the Mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a Mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Ability Score Increase:
Every Three Levels a Mage increases one ability score by +1.

Instant Metamagic (Su):
Starting at 2nd level and every 3 lvls afterwords a Mage may apply a Metamagic known with out paying for the Higher spell level cost or the increase casting time. Doing this however the Mage takes 1d4 Wis damage.
Manyfist

01-01-07, 01:20 AM
Upcoming this year:

- Two New Races (An Aquatic Race {Looking like Abe Sapien [Hellboy]}, and Blue [Callirhoë]).
- Ages, Height, and Weight will be added.
- Fluff
- More fans?
Tiarn

01-05-07, 12:27 AM
I like that more fluff part. :D

I was wondering... the mage is designed to be an NPC class, so is there one for the PC's? Would they just play sorcerers or wizards or would that even be allowed? How does the psionic organization view divine magic? It's really different than arcane but no easier to hide. Did divine magic have part in the ice age or was that just arcane?
Manyfist

01-05-07, 03:07 AM
I like that more fluff part. :D

I was wondering... the mage is designed to be an NPC class, so is there one for the PC's? Would they just play sorcerers or wizards or would that even be allowed? How does the psionic organization view divine magic? It's really different than arcane but no easier to hide. Did divine magic have part in the ice age or was that just arcane?

Well if you really want to die fast (I mean fast, the only reason Arcane Magic hasn't been totally wiped out is that the remaining mages are level 20+. The few that haven't fleed the Callirhoë and started a new life at sigil or anyother campaign setting, are in hiding. Every now and then I would have to say a new Mage shows up. However the child who shows the ablity to use magic (which will happen) is killed on the spot.

(Sorcerers or Wizards have combined into the Mage and are further more no longer diffrent classes. PHB Sorcerer and Wiz don't exist. Think Beholder mage without the Beholder or Spellstalks, and make that a NPC (Base) class thats the mage.)

Divine Magic never caught on. The Twerc (Dwarves) were the only known practictioners of divine magic. They are extinct now, thanks to the "extinction" (Its not known in Callirhoë if Dragons still exist, to the majority of the people Dragons are fables.) of Dragons the Twerc were next. Instead Ardents and Egoist have taken over healing. Divine Magic never took place because the Goddess Callirhoë disallowed any diety to cross over with her (to the new planet).

Callirhoë is only connected to its planes (which are disconnected as well), Sigil (Venca may try all he wants yet he can't get in to Sigil), and Athas (No dieties either. Thanks to the Grey.). Any diety ever does get through, or any Cleric that passes through one the portals (A Black Rose) into Callirhoë would find them selves powerless. Since Divine power is no longer aviable to the world. Callirhoë has either went back to her home plane (Abeir-Toril) or has fallen into a Suspended Animation. So Divine Magic has been absent for quite awhile.
Manyfist

01-07-07, 07:20 PM
Going to :bump: my thread this once (Will replace this post with something creative, this is a filler atm.
Manyfist

02-27-07, 01:09 AM
I guess this is a doomed project.

:weep:

Oh well, I guess its time to start new.