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| pigknight11-03-07, 09:59 PM | Intro This campain setting was made for a couple reasons: one, I really wanted to use gesalt, two, I wanted to use a campain setting with all my supplements, and three, I wanted a campain setting with many base races. This campain setting is a high powered, action based campain made for kick-in-the-door style of play with roleplaying that inhances your ability to kick-in-the-door. Table of Contents - Races - Rules - Classes - Deities - Gear - The World (Coming Soon) - Factions (Coming Soon) - Feats (Coming Soon) - Magic Items (Coming Soon) (Still in Progress) |
| pigknight11-03-07, 11:31 PM | Races Note: The favored class section is only for roleplaying, because there is no multiclassing there is no favored class in the regular sense. Edited Races These are races I have edited so that they are playable at 1st level. Aasimars Racial Traits: -Base Speed: 30ft -Type: Humanoid (Human) -Ability Scores: +2 Wisdom, +2 Charisma, -2 Intelligence. Aasimars are regal and wise, but they care less about academical intelligance. -Size: Medium. -Special Traits: -Aasimars with a Charisma of 10 or higher can use light (as the spell) 1/day. -Languages: Common and Celestial. Bonus: Sylvan, Elven, Gnome, Dwarven, Abyssal, Infernal. Favored Classes: Paladin (Any good), Knight Unfavored Classes: Paladin (Any Evil), Warlock Ages: -Adult: 20 -Middle Age: 45 -Old: 85 -Venerable: 120 -Maximum Age: +4d20 Class Age: -Low: +1d8 -Medium: +2d6 -High: +2d8 Drow Racial Traits: -Base Speed: 30ft -Type: Humanoid (Elf) -Ability Scores: +2 Dexterity, +2 Charisma, +2 Intelligance, -2 Wisdom, -2 Constitution. Drow are fast and have strong wills, but are not very tough and are slighty depraved. -Size: Medium -Special Traits: -Drow are automaticly proficent with Scimitars, Shortbows, Hand Crossbows, and Rapiers. -Drow have a +2 bonus on saving throws against spells. -Drow only need 4 hours of sleep. -+2 racial bonus on listen, search, and spot. -Darkvision 60ft. -Drow with a Charisma score of atleast 14 can use Darkness and Faiere Fire 1/day as spell-like abilities. -Drow in bright light have a -2 penalty on attack rolls. -Languages: Common and Undercommon. Bonus: Drow Sign Language, Elven, Dwarven, Orc, Terran, Infernal, Abyssal, Gnome, Gnoll, Draconic Favored Classes: Cleric (Female), Wizard (Male), Paladin (Any Evil). Unfavored Classes: Paladin (Any Good), Samurai. Ages: -Adult: 110 (actually physically mature at 20) -Middle Age: 175 -Old: 263 -Venerable: 350 -Maximum Age: +4d% Class Age: -Low: +4d6 -Medium: +6d6 -High: +10d6 Tieflings Racial Traits: -Base Speed: 30ft -Type: Humanoid (Human) -Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. Tieflings are agile and have a personality that atracts people, but tend to be a little insane. -Size: Medium -Special Traits: -Tieflings with atleast 14 Charisma can use darkness (as the spell) 1/day. -Languages: Common and Abysal or Infernal. Bonus: Abysal, Infernal, Orc, Gnoll, Goblin, Draconic, Ignan, Undercommon. Favored Classes: Warlock, Rogue. Unfavored Classes: Paladin (any), Knight. Ages: -Adult: 13 -Middle Age: 30 -Old: 60 -Venerable: 75 -Maximum Age: +3d20 Class Age: -Low: +1d4 -Medium: +1d6 -High: +1d8 New Races New Races. Awakened Pig An Awakened Pig is created one of two ways: A spellcaster uses Awaken Animal on a pig, or Olimmadara played a joke on Obad Hai. Racial Traits: -Base Speed: 30ft. Awakened pigs are fast for their size. -Type: Magical Beast (Agumented Animal) -Ability Scores: +2 Strength, +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma. Awakened Pigs are strong and smart, but have little understanding of society and rolling in the mud isn't very attractive. -Size: Small. -Special Traits: -Awakened Pigs have a hoof (claw) attack that does 1d4 damage. -Awakened Pigs are immune to abilities and smells that use odor (i.e. Ghoul's Stench). -Vulnerable fire (+50% more damage from fire effects) and can only go half the time a person of their size can go without water. -Awakened Pigs have a -2 penalty to skills that require dexterous hands (i.e. open lock) because they have hooves (nature's cruel joke). -Awakened Pigs have Endurance and Diehard as bonus feats. -An Awakened Pig with a Dexterity score of 12 or higher can use weapons normally, otherwise they take a -4 penalty to attack rolls. -Languages: Common, Sylvan, Porkish. Bonus: Orc, Gnome, Elven, Druidic, Dwarven. Porkish is a series of oinks and grunts and also allows Awakened Pigs to talk to their unawakened piggy friends. Awakened Pigs that know Druidic tend to really tick off druids. Favored Classes: Wizard, Druid Unfavored Classes: Warlock (what fiend is going to give a pig powers), Rogue. Ages: -Adult: 10 -Middle Age: 45 -Old: 195 -Venerable: 370 -Maximum Age: +6d% Strong ties to magic have increased their lifespan beyond even Elves. Class Age: -Low: +1d2 -Medium: +1d4 -High: +1d6 The little porkers are fast learners. (Still in Progress) |
| pigknight11-06-07, 09:31 PM | Rules Basicaly these are campain rules. Gesalt All PCs should start as gesalt characters (i.e. Knight/Paladin of Honor). Non-important NPCs under 5th level are not gesalt. Named NPCs are always gesalt, unless otherwise decided by the DM. All NPCs of 5th level or higher are gesalt. The major villian should have 3 classes (i.e. Fighter/Duskblade/Cleric), as well as other "blessed" NPCs. Archfiends (such as Asmodeus) have 4 classes (i.e. Cleric/Wizard/Swordsage/Crusader). Deities of demigod or higher status have 5 classes (i.e. Cleric/Beguiler/Rogue/Spellthief/Ranger). Any non-deity that has 20 class levels adds a third class (i.e. Hexblade/Bard 19th -> Hexblade/Bard/Battle Sorcerer 20th). |
| pigknight11-06-07, 10:58 PM | Classes This is the section for new campain classes and eventually the list of available classes. New Classes - Hero A Hero class is a class that is available to characters that have had cetrain critia met. At the DMs discretion critiria can be met before/at 1st level. Hero classes do not get a second class (i.e. Fighter/Wizard meets Rune Knight critiria and becomes a Rune Knight, not a Rune Knight/Second Class). After critiria are met the character can rebuild his character as discribed in the Player's Handbook II, and adding the Hero class' levels. After a character has gained levels in one Hero class he can not become another Hero class. ------------------------------------------- Rune Knight - Hero Class Critiria -Must have defeated an opponent armed with a melee weapon with only magic. -Must have defeated an opponent that uses magic heavily with only a melee weapon. -Must have been a squire to a Rune Knight. "The duskblades have only brushed the surface of sorcery and steel melded into one style." - Zegius, Rune Knight of Grandal Rune Knights are warriors that have perfected combat with sorcery and sword. They blast far-away enemies with spells, and agument their own attacks with magic. Making A Rune Knight A Rune Knight takes the duskblade class and pumps it on steroids. Abilities: Charisma is important for spellcasting, and Strength is useful for the Rune Knight's melee damage. Constitution is also useful because of the Rune Knight's place in combat. Hit Die: d10 Skills: Climb, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills taken individually), Listen, Ride, Search, Sense Motive, Spellcraft, Spot, Use Magic Device Skill Points (x4 at first level): 2 Base Attack Bonus Lvl BAB 1st +1 2nd +2 3rd +3 4th +4 5th +5 6th +6/+1 7th +7/+2 8th +8/+3 9th +9/+4 10th +10/+5 11th +11/+6/+1 12th +12/+7/+2 13th +13/+8/+3 14th +14/+9/+4 15th +15/+10/+5 16th +16/+11/+6/+1 17th +17/+12/+7/+2 18th +18/+13/+8/+3 19th +19/+14/+9/+4 20th +20/+15/+10/+5 Saving Throws and Class Features Lvl Fort Ref Will Features 1st +2 +0 +2 Armored Mage (Medium), Mastered Weapon 2nd +3 +0 +3 Weapon Focus 3rd +3 +1 +3 Magic Defense +1 4th +4 +1 +4 Smite Mage/1 day, Spell Deflect 1/day, Weapon Specialization 5th +4 +1 +4 Armored Mage (Heavy Shield) 6th +5 +2 +5 Magic Defense +2 7th +5 +2 +5 Deflect Spell 2/day, Mettle 8th +6 +2 +6 Smite Mage 2/day, Greater Weapon Focus 9th +6 +3 +6 Magic Defense +3, Quick Spell 1/day 10th +7 +3 +7 Deflect Spell 3/day 11th +7 +3 +7 Armored Mage (Heavy) 12th +8 +4 +8 Smite Mage 3/day, Greater Weapon Specialization, Magic Defense +4 13th +8 +4 +8 Deflect Spell 4/day 14th +9 +4 +9 Quick Spell 2/day 15th +9 +5 +9 Channel Magic, Magic Defense +5 16th +10 +5 +10 Deflect Spell 5/day, Smite Mage 4/day 17th +10 +5 +10 Improved Mettle 18th +11 +6 +11 Magic Defense +6 19th +11 +6 +11 Deflect Spell 6/day, Quick Spell 3/day 20th +12 +6 +12 Smite Mage 5/day, Arcane Burst ------Spells Per Day------ Lvl 0 1st 2nd 3rd 4th 6th 7th 8th 1st 3 2 - - - - - - 2nd 4 3 - - - - - - 3rd 5 4 - - - - - - 4th 6 5 2 - - - - - 5th 6 6 3 - - - - - 6th 6 7 4 - - - - - 7th 6 8 5 2 - - - - 8th 6 9 6 3 - - - - 9th 6 10 7 4 - - - - 10th 6 10 8 5 2 - - - 11th 6 10 9 6 3 - - - 12th 6 10 10 7 4 - - - 13th 6 10 10 8 5 2 - - 14th 6 10 10 9 6 3 - - 15th 6 10 10 9 7 4 - - 16th 6 10 10 9 8 5 2 - 17th 6 10 10 9 8 6 3 - 18th 6 10 10 9 8 7 4 - 19th 6 10 10 9 8 7 5 3 20th 6 10 10 9 8 7 6 5 ------Spells Known------ Lvl 0 1st 2nd 3rd 4th 6th 7th 8th 1st 5 3 - - - - - - 2nd 6 4 - - - - - - 3rd 7 5 - - - - - - 4th 8 6 3 - - - - - 5th 9 7 4 - - - - - 6th 9 8 5 - - - - - 7th 9 9 6 3 - - - - 8th 9 9 7 4 - - - - 9th 9 9 8 5 - - - - 10th 9 9 8 6 3 - - - 11th 9 9 9 7 4 - - - 12th 9 9 9 8 5 - - - 13th 9 9 9 9 6 3 - - 14th 9 9 9 9 7 4 - - 15th 9 9 9 9 8 5 - - 16th 9 9 9 9 8 6 3 - 17th 9 9 9 9 8 7 4 - 18th 9 9 9 9 8 7 5 - 19th 9 9 9 9 8 7 6 3 20th 9 9 9 9 8 7 6 5 Weapon and Armor Proficency: Rune Knights are Proficent with all simple weapons, as well as his mastered weapon of his choice, as well as all armors and shields (except tower shields). Spells: Rune Knights cast arcane spells, which are drawn from spells from the schools of magic of Abjuration, Conjuration, Divination, Evocation, and Transmutation on the Wizard/Sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell a Rune Knight must have a Charisma score of atleast 10 + the spell level. The Difficulty Class for a saving throw against a Rune Knight's spell is 10 + the spell's level + his Cha modifier. A Rune Knight can cast a certain number of spells per spell level in the table shown above. He also gains bonus spells per day from a high Charisma score. Armored Mage: A Rune Knight using Medium or lighter armor, or wearing a light shield, does not have arcane spell failure from the armor/shield. At 5th level a Rune Knight can use a Heavy Shield without spell failure, and at 11th level a Rune Knight can wear heavy armor without spell failure. Mastered Weapon: A Rune Knight picks a martial or exotic one-handed or two-handed weapon as his Mastered Weapon. He gain proficency in it, the Rune Knight can not at a later time pick another weapon as his Mastered Weapon. At 2nd level the Rune Knight gets Weapon Focus as a bonus feat for his Mastered Weapon, and At 4th level he gain Weapon Specialization as a bonus feat for his Mastered Weapon without having to meet the requirements, at 8th level he gains Greater Weapon Focus, and at 12th level he gains Greater Weapon Specialization. Magic Defense: A Rune Knight gets a +1 bonus on saving throws against spells. This bonus increases by 1 every 3 levels. (Still In Progress) |
| pigknight11-11-07, 07:09 PM | Deities New Deities Eralis Lord of all Tribes Lesser God (N) Eralis was once a demigod from a human tribe. His mother was Ehlonna and his father was a mighty warrior. After deafeating an Avatar of Asmodeus and its army trying to destroy a kingdom that contained many of the Greater and Intermediate deities' large temples, he got the mantle of Lesser god. Cleric Alignments: N, NG, CN Portfolio: Shamans, Barbarians, Tribes, Hunting Domains: War, Destruction, Animal Cleric Training: Clerics of Eralis are trained as Shamans of tribes are (and many try to get the Shaman hero class). Most of his followers are Barbarians, Druids, Favored Souls, and Sorcerers. Quests: Most quests of Eralis are to help followers of Ehlonna, help tribes, and destroy demons and devils. Prayers: Prayers to Eralis are almost exactly the same as prayers to Kord. Temples: Temples to the Lord of all Tribes look much like tribal communities, and act virtually the same way. Rites: The "Jorney of Eralis" requires the participant to join an army of a kingdom to defend it or join a rebellion to overthrow a tyrant for a just reason and kill an evil outsider (usually a devil) in the process. Herald and Allies: Eralis sends a titan or a human Favored Soul/Battle Sorcerer/Barbarian 25th as his herald. His allies are Archons and other good non-lawful outsiders. Favored Weapon: Battle Claw Porkad Loe Baron of Bacon, Prince of Pigs, Destroyer of Slaughter Houses Lesser God (N) Porkad Loe was created by Obad Hai when Olimmadara created the first Awakened Pig. Fealing merciful to the little godless creatures, Obad Hai turned a small piece himself into Porkad Loe (named by Olimmadara as a joke). He appears as a bipedial gargantuan pig with a longsword in one hand and a battle claw on the other. Cleric Alignments: LG, NG, CG, LN, N, CN Portfolio: Awakened Pigs, Awakened Animals Domains: Animal, Magic, Protection, Destruction Cleric Training: Porkad Loe's clerics are trained at to protect animals and destroy slaughter houses and butchers. Quests: A typical quest of Porkad Loe requires the destruction of a slaughter house, then paying for the damage and showing a less violent way to get food. Prayers: One of the most common prayers are "Oink, oink, grunt!" which is translated as: "Protect, feed, destroy those slaughter houses my followers!". Temples: Temple's of Porkad Loe look like farms with a large barn in the center, and many mud pools. Rites: A common rite is "The Saving Retribution" which is a raid on a temple of Ethyrul, or the simple destruction of a slaughter house (they really hate those things). Herald and Allies: The herald of Porkad Loe is a 100 HD Celestial Boar. Allies are Celestial Dire Boars and Half-Celestial Dire Boars. Favored Weapon: Hoof (Battle Claw or Longsword) (Still in Progress) |
| pigknight11-12-07, 05:21 PM | Gear Editions and Addons Spears: Spears can be weilded as a martial one-handed weapon. New Weapons Battle Claw: A battle claw is a leather gauntlet strapped to the weilder's arm with three 2' "claws" sticking out of it. A weilder of a battle claw can not be disarmed of the battle claw, and can not wear gauntlets on that arm. The battle claw is treated as a one-handed weapon for the use of Power Attack. Light Exotic Type Cost Dmg (S) Dmg (M) Crit. Weight P or S 20gp 1d4 1d6 19-20 3 lb. New Armor Light Plates: Light plates are small plates of armor that strap to shoulders, elbows, knees, and lightly cover the cest. They are not very consricticting and allow for a lot of movement, but offer little defense. Light plates can be donned in 1 minute or 30 seconds with help. Light plates are commenly worn by Elves, Humans, Tieflings, and Halflings. Light Armor Cost AC Bonus Max Dex AC penalty Arcane Spell Failure Weight 10 gp +1 +9 -1 5% 6 lb. (Still in Progress) |