guildwars campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Sliver_Slave

08-27-07, 11:36 AM
Me and my friends like to play with campaign settings from other products. We did a Magic:the Gathering and a Dreamblade setting. They were both really funny.

So anyway, I was thinking of making a guildwars campaign, set in Tyria, Post-searing.

Any ideas?
Sliver_Slave

08-27-07, 05:12 PM
Maybe we could make the GW Proffesions into the only Core classes.

Remember, this should be in Tyria, and stay in Tyria. No Ritualists or Vabbians. Or Shiro'ken.
Sliver_Slave

08-27-07, 09:32 PM
:bump:
razorboy

08-27-07, 10:38 PM
There was a Guild Wars D20 thread on DM Only board. Google it as "Guild Wars D20" and it should be the first or second link. It had a bunch of ideas, including some class adaptations, and such. Maybe it'll be of help.
Sliver_Slave

09-03-07, 11:55 AM
There was a Guild Wars D20 thread on DM Only board. Google it as "Guild Wars D20" and it should be the first or second link. It had a bunch of ideas, including some class adaptations, and such. Maybe it'll be of help.

Thank you. have a :cookie: Razorboy.
fudgethepolice

12-08-07, 03:15 PM
By: Eric “fudgethepolice” at Wizards Community

Where to find GWD20 classes in D&D source books:
Warrior: Fighter
Ranger: Ranger
Monk: Monk
Elementalist: Shegunja (All spells are divine, not arcane. Remove domains. Add wizard progression for bonus feats)
Mesmer: Wizard (Chosen school Illusion, neglected schools Evocation and one other)
Necromancer: Unearthed Arcana
Ritualist: Spirit Shaman from Complete Divine
Assassin: Ninja from Complete Adventurer, or Assassin prestige class from DMG v 3.5

The class combination system: When a character finally chooses the secondary class that they feel is correct for him/her (DM should probably house rule player that must find a trainer of at least mid-level in the class first), the two classes become Gestalted, or in lay terms, combined into a far more powerful single class. Because of the theoretical double power of a gestalt class, there is almost no reason to bypass the chance of selecting a secondary class. To retain the unique flavor and style of Guild Wars, there probably should be no prestige classes, and definitely no other multiclassing.

A few class-combination archetypes:
Barbarian: W/R with no archery focus
Spellsword: W/E
Magiblade: E/W
Minion Master: N/Me
Paladin: W/Mo
Pyromaniac: E/N that specializes in fire spells
Trickster: Me/R
Death Knight: W/Ne

Core Races of Tyria

A warrior human battles a group of Charr marauders.

Well, as for the races of the fascinating world of Tyria, I can't say it isn't slim pickings. After all, in the PC game you only had the option to play humans (take my word for it that this did nothing to worsen the game). Dwarves and all things Dwarven are definitely a huge part of Guild Wars, even though they are not (yet) playable. There is, however, no evidence of elves ever existing in Tyria, nor Halfling-Gnome races. For your GW-authentic gaming pleasure, I present to you humans, dwarves, and charr (best for evil campaigns or just for playing a rebel/outcast character), tengu, centaurs, and two half-races.

Humans: Humans in PHB 3.5

Dwarves: Dwarves in PHB 3.5

Charr: Statistically, they're basically bugbears from the Monster Manual. Powerful build feature can be taken as a feat.

Half-Charr: Use statistics for a half-orc, but change Strength adjustment to +4 and Cha to -4. To tell the truth, I am not entirely certain if it is actually possible for a charr and a human to create offspring.

Tengu:

* Medium Monstrous Humanoid (Avian)
* +2 Constitution, -2 Charisma.
* Medium size.
* A Tengu's base land speed is 30 feet.
* Low-light vision.
* +1 racial bonus on saving throws made to avoid being effected by spells from the Illusion school.
* +2 racial bonus for Jump and Intimidate checks.
* Natural Attacks: 2 claws (1d4 each).
* +1 natural armor bonus.
* Automatic Languages: Common, Auran. Bonus Languages: Any.
* Favored class: Warrior (male) or Mesmer (female).

Centaurs: Centaur

Monster Conversions

A drake on the prowl.

Monsters are often the life blood of a great fantasy game or campaign (or usually at least a large chunk of that vital blood). Guild wars for PC did an amazing job at incorporating a vast array of beasts and creatures in their games. The majority of monsters in Guild Wars are essentially the same as their D&D namesakes (although visually and ethically almost all are somewhat original). The following is a short conversion guide for the more common breeds of beast in Tyria. New entries will continue to be added on.

Arachnid: Monstrous Spiders
Charr: See above
Stone Summit Dwarves: Deep Dwarves, alignment Usually Lawful Evil
Devourers: In theory, monstrous scorpions
Skale: Sahuagins with Int 2, Cha 10, no equipment, type changed to Magical Beast, CR lowered to 1
Grawls: Gnolls (usually low level)
Drake: Use stats for a dragonne
Nightmare: Shadows
Worm: A purple worm, specifically

The Main Tyrian Dieties

The avatar of Dwayna.

For those that choose to lower their walls of ignorance and acknowledge them, it is clear to behold that the deities and gods that have shaped the form of the planet of the Guild Wars continue to hold an intrinsic role in its destiny.
I have detailed herein basic game play information about the 5 main Tyrian deities that were mentioned in the game manual. For full story information about each of these gods, refer to the GW game manual.



Dwayna
Rank: Greater Deity, DvR 20
Domains: Air, Good, Healing
Favored Weapons: None
Alignment: Neutral Good



Balthazar
Rank: Intermediate Deity, DvR 15
Domains: Destruction, Fire, Law, Strength, War
Favored Weapon: Great sword
Alignment: Lawful Neutral



Grenth
Rank: Intermediate Deity, DvR 12
Domains: Death, Evil, Magic
Favored Weapon: Scythe
Alignment: Neutral Evil



Lyssa
Rank: Intermediate Deity, DvR 12
Domains: Good, Luck, Trickery
Favored Weapon: None
Alignment: Chaotic Good



Melandru
Rank: Intermediate Deity, DvR 14
Domains: Animal, Earth, Plant, Protection, Travel, Weather
Favored Weapon: Quarterstaff
Alignment: Lawful Good

Weapon Customization System

This blade has been customized for the warrior that wields it.

One unique and fun part of the Guild Wars PC experience is taking a weapon that you have discovered on the battlefield to a weapon smith and getting it customized to your character. Despite the very low cost of customizing a weapon, it was not a decision to be made lightly. A weapon customized for you reduced it's resale market value or usability to any other person. Here I present to you rules for customizing a weapon in Guild Wars d20. With little or no changes, this system can be easily ported as a fine addition for any Dungeons & Dragons setting.

Customizing a weapon for someone requires a DC 20 Craft (weapon smithing) check and 100 gold pieces in raw material costs. The DC is increased to +2 for each cumulative size category the customization receiver is larger or smaller than the weapon smither that customizes the weapon.
The standard market price to customize a weapon is 300 g.p.
Benefits and drawbacks of a customized weapon:
A customized weapon is treated as having a +1 enhancement bonus that stacks with regular masterwork and magical bonuses. This bonus is non magical. However, if the customized item is used by the wielder other than the one the weapon was customized for, the weapon is applied a non magical -1 penalty (that stacks with magical enhancement and masterwork component, so for instance a +3 dagger is treated as a +2 dagger if wielded by a user other than the one the weapon was customized for).
A customized weapon can be re-customized to a different owner but cannot be un-customized.
A customized weapon can only be sold for 1/4 its base price rather than the regular 1/2.

Rune Upgrade System

A rune inscribed upon a sheet of parchment.

Magical Runes in the Guild Wars online PC game are a powerful upgrade and customization component that any character can administer...for a price. Any player character can inscribe up to four runes at a time upon his or her armor or clothing. Runes are illuminated on a fine sheet of parchment until used.
A single suit of armor or clothing can hold a maximum of four runes at a time. If a new rune is inscribed when the current suit of armor/clothing already carries four, the wearer is able to choose which rune to replace.
Runes provide a new bonus type of their own: a rune bonus, which as standard in d20 stacks with other bonuses but overlaps lower rune bonuses that affect the same stat.
A rune stated for a certain class can only be used by one that possesses that class or has it in his/her gestalt combination.
I have taken great consideration to assure all runes are balanced. All minor runes have a market base price of 5000, all major have a base price of 20000, and superior cost 100000.
The create rune spell can be used by the spell casting classes to create new runes.
With modification, the rune upgrade system can be applied to any Dungeons & Dragons setting.

List:
Warrior Rune of Tactics (+2 AC bonus minor, +4 major, +6 superior)
Warrior Rune of Strength (+2 Strength bonus minor, +4 major, +6 superior)
Warrior Rune of Weapon Prestige (+2, +4, or +6 BAB to weapons of either chosen S, P, or B damage type)
Rune of Vigor (+15 bonus to HP minor, +30 major, +45 superior)
Rune of Absorption (DR 3/- minor, 6/- major, 9/- superior)
Monk Rune of Divine Favor (+1 all checks and saves minor, +2 major, +3 superior)
Monk Rune of Healing Prayers (+1 CL to all [healing] spells minor, +2 major, +3 superior)
Monk Rune of Protection Prayers (+1 CL to all abjuration spells minor, +2 major, +3 superior)
Monk Rune of Smiting Prayers (+1 CL to all evocation sells minor, +2 major, +3 superior)
Elementalist Rune of Manna Storage (Double 0-lvl spells per day minor, 2nd-level major, 4th-level superior)
Elementalist Rune of <Element> Prestige (+1 CL when casting a spell with either [air], [earth], [water], or [fire] descriptor, +2 major, +3 superior)
Ranger Rune of Expertise (+1 to all ranger class skills minor, +2 major, +3 superior)
Ranger Rune of Beast Mastery (+2 Handle Animal and +1 animal companion HD minor, +4;+2 major, +5;+3 superior)
Ranger Rune of Marksmanship (+2 BAB with all ranged attacks minor, +4 major, +6 superior)
Ranger Rune of Wilderness Survival (+4 Survival skill minor, +6 major, +8 superior)
Necromancer Rune of Blasphemy (+1 CL to all spells of [evil] type minor, +2 major, +3 superior)
Necromancer Rune of Death (+1 CL to all spells of [death] type minor, +2 major, +3 superior)
Mesmer Rune of Domination Magic (+1 CL to all enchantment-school spells minor, +2 major, +3 superior)
Mesmer Rune of Illusory Magic (+1 CL to enchantment-school spells minor, +2 major, +3 superior)
Special: Mesmer Rune of Fast Casting (-1 spell slot when using Quicken Spell meta magic feat, 70000 g.p.)

New Spell
Create Rune
Conjuration
Level: Elem 5, Nec 6, Mnk 6, Mes 7
Components: V, S, F
Casting Time: 100 rounds (10 minutes)
Duration: Permanant
Spell Resistance: No
Saving Throw: None

This very useful magic spell can create a vast multitude of magical runes. The creator chooses which type to magically illuminate onto the sheet of fine parchment. The cost of creating a rune with a class descriptor that you posses are only 90%.
Material Components: A very fine sheet of parchment worth 3 gold, as well as magical materials costing 1/3 the base price of the rune to be created (1666 g.p. minor, 8333 g.p. major, 33333 g.p. superior)

Resurrection Sanctuaries
Across the lands of Tyria, hallowed resurrection points, raised by the greatest of the monks and maintained by an apprentice academy monk of 1st-4th level (typical Alignment is LG), they are an invaluable resource for those heroes and champions that have been slain in battle. Despite the great clerical devotion and large amount of resources required to construct a Resurrection Sanctuary, they are still relatively common throughout the scape of Ascalon and Kryta.

Creating a Resurrection Sanctuary:
A monk of high faith has the ability to create a resurrection sanctuary by means of a powerful 9th-level spell
Spell
Rebirth Anchor
Conjuration (Healing)
Level: Mnk 9
Components: V,S,M,F,DF
Casting Time: 24 hours
Duration: 10xCaster Level years
Spell Resistance: Yes (harmless)
Saving Throw: None
This powerful divine spell creates a long-lasting resurrection sanctuary that recalls and resurrects the remains of fallen heroes instantly within a long range.
When the monk finishes casting the spell and finally infuses the shrine with holy power, all slain Int 3+ beings that did not die of old age within a 50-mile radius are recalled back to the sanctuary, and affected by a Resurrection spell. The spell does not resurrect those that have an alignment opposite the spell caster's alignment when the spell was cast on either the ethical or moral axis. This spell makes the stone walls of the shrine used as the spell focus magically treated (see the D&D Dungeon Master's Guide for details). If there are 2 or more resurrection sanctuaries within a 50-mile radius of one another, the slain creature is recalled to the closest one.
Focus: A pre-constructed 20x20 ft. stone size stone shrine worth at least 25,000 g.p. in
material and construction cost
Material Component: A handful of feathers dipped in holy water and a sprinkle of diamond dust worth a total of at least 10,000 g.p.

THERE YOU GO!
Sliver_Slave

12-12-07, 09:18 AM
Not to sound ungrateful, but was that pasted from that other thread?
fudgethepolice

12-13-07, 06:18 PM
I extracted these supplements from another source but i originalized this so it works for me and my gaming group.