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| Scalamander07-21-07, 09:57 AM | Some people I know want to start a campaign set in the world described in the epic fantasy series, The Malazan Book of the Fallen by Steven Erikson. When I read the books I felt sure that many of the elements could be converted to D20. In fact I read that the entire setting was originally a game played first with ADND rules and the GURPS. Right now I'd like to post some of the characters I have statted out from the books and see what people think of them. I haven't tackled the Warren system of magic yet but I could see it as a version of Domains only with more powerful abilities granted. Share your thoughts... Sergeant Whiskeyjack Medium humanoid fighter 8/ legendary leader 2 HD 8d10+2+2d8+2 (77hp) Init +0 Spd: 15ft. AC 16 (touch 10, flat-footed 16) Base Atk/Grp +9/+1 Atk mwk Short Sword +12/+6 (1d6+1/19-20x2) SA Greater Command 1/day, Trained Swordsman SQ Bridgeburner, Fearless, Heroes’ Luck +1, Hood-Cursed Wound, Leadership Score (14), Legendary Reputation, Natural Commander, Quick Rally SV Fort +8, Ref +3, Will +9 Abl Str 12, Dex 10, Con 14, Int 16, Wis 13, Cha 15 Skills: Bluff +2, Climb +1, Craft (stone working) +3, Diplomacy +2, Handle Animal +11, Intimidate +11, Jump +1, Knowledge (history) +10, Knowledge (nobility and royalty) +10, Profession (mason) +6, Ride +10, Sense Motive +9, Swim +1 Feats: Combat Expertise, Dodge, Endurance, Iron Will, Leadership, Mounted Combat, Weapon Focus (short sword) Description: 'Set deep in a lined, exhausted face, his dark grey eyes...grizzled, wiry beard'(GotM, UK Trade, p.42) 'Whiskeyjack, a man buckling under his own legend, a man who’s climbed more than one mountain of the dead in service to the Empire.' (GotM, UK Trade, p.44) Bridgeburner (Ex): Forged and tempered in the wastes of the holy desert Raraku, the group of soldiers who would become known as the Bridgeburners are a force infamous throughout the Malazan Empire and many other places besides. Being a member of this legendary group gives Whiskeyjack a +2 bonus on all intimidate and diplomacy checks against other members of the Malazan Army or those who have fought against them. In addition a member of the Bridgeburners gains a +2 bonus on all Fortitude saves against the negative effects of hot weather and forced marches. Fearless (Ex): As a legendary leader Whiskeyjack is immune to all fear spells and effects. Greater Command (Ex): Whiskeyjack can use his powers of persuasion to use Greater Command as a spell-like ability once per day. (DC 18) Hood-Cursed Wound (Su): When Whiskeyjack was still young he learned that his sister Dunsparrow was marked by Hood and would soon be sacrificed to him. By breaking into the temple and rescuing her, Whiskeyjack earned the enmity of Hood in the form of a cursed wound on his leg that cannot be healed. This wound causes Whiskeyjack to lose 5hp every night and reduces his base speed by 10ft. In addition he is fated to die as a consequence of this wound. Legendary Reputation (Ex): Such is immensity of the legend surrounding Whiskeyjack and his days as the commander of the Malazan 2nd Army that he adds his class level on any Diplomacy check made against someone who has heard of him and is not already unfriendly or hostile. Quick Rally (Ex): Whiskeyjack can perform the rally commander action once per round as a free action. Trained Swordsman (Ex): Whiskeyjack was a superb swordsman in his youth, having trained and sparred with numerous legendary swordsmen including the former First Sword of the Empire Daseem Ultor. Due to this Whiskeyjack gains a number of fencing points equal to his fighter level (8). He can use these fencing points in a variety of ways while fighting. It is a move-equivalent action for Whiskeyjack to reassign fencing points. Canny Blow: Whiskeyjack may add fencing points to his damage Expeditious Dodge: Whiskeyjack may add his fencing points to his AC. Disarming Thrust: Whiskeyjack may add his fencing points as a bonus on a check to disarm an opponent of their weapon. |
| Scalamander07-21-07, 11:07 AM | Here is another Bridgeburner that I`ve statted up. From Whiskeyjack Leadership score Fiddler would make a good cohort for him. In addition they did grow up together and presumably joined the army at around the same time. In keeping with Fiddler`s character being a sapper I`ve also written up a new feat and a couple new weapons for those crazy blokes. Fiddler/Strings Medium humanoid expert 2/fighter 6 HD: 2d6+6d10 (40hp) Init +1 Spd 30ft. AC 15 (touch 11, flat-footed 14) Base Atk/Grp +7/+1 Atk: Short Sword +8/+2 (1d6+1/19-20x2) or Heavy Crossbow +8 (1d10/19-20/120ft.) SA – SQ Bridgeburner SV Fort +5, Ref +3, Will +5 Abl Str 12, Dex 12, Con 10, Int 14, Wis 10, Cha 14 Skills: Balance +1, Bluff +5, Climb +1, Craft (weapon-making) +6, Decipher Script +2, Diplomacy +7, Disguise +3, Escape Artist +1, Forgery +2, Gather Information +7, Handle Animal +2, Hide +3, Intimidate +4, Jump +1, Knowledge (geography), +4 Knowledge (history) +4, Move Silently +1, Perform (fiddle) +2, Profession (sapper) +10, Ride +8, Search +2, Sense Motive +7, Survival +5, Tumble +6, Use Rope +1 Feats: Combat Expertise, Dodge, Exotic Weapon Proficiency (Sapper’s Crossbow), Malazan Sapper, Mobility, Mounted Combat, Quick Reload, Skill Focus (Profession [sapper]) Description: 'Another Bridgeburner, this one with a broken, scorched fiddle strapped to his back, came up to the commander. He was wiry and if anything younger– only a few years older than Ganoes himself, who was twelve. Strange pockmarks covered his face and the backs of his hands, and his armour was a mixture of foreign accoutrements over a threadbare, stained uniform. A shortsword hung in a cracked wooden scabbard at his hip.' (GotM, UK Trade, p.3-4) Bridgeburner (Ex): Forged and tempered in the wastes of the holy desert Raraku, the group of soldiers who would become known as the Bridgeburners are a force infamous throughout the Malazan Empire and many other places besides. Being a member of this legendary group gives Fiddler a +2 bonus on all intimidate and diplomacy checks against other members of the Malazan Army or those who have fought against them. In addition a member of the Bridgeburners gains a +2 bonus on all Fortitude saves against the negative effects of hot weather and forced marches. New Feat: Malazan Sapper: You have trained in the Malazan army to use Moranth munitions for attacking and besieging fortifications. You gain a +2 to bonus on all attack rolls with grenade-like weapons as well as a +2 bonus to the Profession (sapper) skill. New Weapon: Sapper’s Crossbow: The sapper’s crossbow is a specially designed heavy crossbow that can fire Moranth munitions up to a range increment of 80ft. While this means that sappers no longer have to set the charge and run for their lives, on a natural 1 the Moranth munitions explodes in the crossbow. New Weapon: Moranth Munitions: These weapons have been designed by the Moranth people and have now come into general use in the Malazan army since the alliance between the two nations. There are various different types of munitions with different effects, although they are all treated like grenade-like weapons with a range increment of 30ft. Each munition can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) of the appropriate DC. If the check is failed the munition goes off in 1d6-1 rounds (minimum 1 round). Moranth munitions have a very detrimental effect on any mage who has their warren open within 50ft. of the exploding munition. A mage who currently has their warren open must succeed on a Fortitude save of 10 + the timer DC of the explosive. If they fail to make this save they die as the warren’s energies go out of control. Even if they make this save they must still succeed on a concentration check to keep their warren open. Sharper: This is lowest yield Moranth munition, which deals 3d6 points of half fire and half piercing damage in a 5ft. radius from the point of impact. It can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) check of DC 13. It ignores the first 5 points of hardness in objects. Cracker: This is a medium strength munition which deals 5d6 points of half fire and half piercing damage in a 10ft. radius from the point of impact. It can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) check of DC 17. It also ignores the first 10 points of hardness in objects. Cusser: This is the highest yield explosive that the Moranth manufacture. It deals 10d6 points of half fire and half piercing damage in a 20ft. radius from the point of impact. It can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) check of 22. It also ignores the first 20 points of hardness in objects. Burner: This munition is designed to set things on fire. It deals 2d6 points of fire damage in a 5ft. radius and all flammable objects in the affected area catch on fire. It can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) check of DC 11. Smoker: This munition is not designed for blowing stuff up but concealment and confusion. It sends up a cloud of smoke in a 10ft. radius from the point of impact. The smoke lasts for 1d6 rounds and grants anyone inside it total concealment. A stiff breeze or spell such as Gust of Wind disperses the cloud in 1 round. It can be set to go off in 1-10 rounds with a successful Alchemy or Profession (sapper) check of DC 11. |
| Scalamander07-21-07, 12:38 PM | Here is yet another Bridgeburner, this time one with slightly more levels to represent his increased strengths in the books. At a certain point it is stated that Kalam is probably the best Claw ever trained and is offered the leadership of the whole organization. His stats seem kind of low at the moment but without the ordinary magic items that a typical DnD game I can't see how to really increase them. Then again the ability to deny mages their warrens within 30ft. of him seems pretty potent as well. I also wrote up a new feat that reflects his background as well as giving more information on a new special material that is used throughout the novels. Corporal Kalam Mekhar Medium humanoid rouge 4 / assassin 10 HD: 14d6+3 (82hp) Init +1 Spd 30ft. AC 16 (touch 11, flat-footed 14) Base Atk/Grp +10/+5 Full Atk +3 Long Knife of Speed +16/+16/+12 (1d6+5/18-20x2) and Otatoral Long Knife +13 (1d6+5/18-20x2) SA Death Attack, Poison Use, Sneak Attack +7d6, SQ Bridgeburner, Evasion, Improved Uncanny Dodge, Hide in Plain Sight, Trapfinding, Trap Sense +1, SV Fort +7, Ref +12, Will +5 Abl Str 20, Dex 13, Con 16, Int 14, Wis 12, Cha 10 Skills: Appraise +2 Autohypnosis +15, Balance +9, Bluff +0, Climb +15, Craft +2, Decipher Script +2, Diplomacy +0, Disable Device +1, Disguise +10, Escape Artist +11, Forgery +2, Gather Information +0, Hide +11, Intimidate +0, Jump +15, Knowledge (local) +7, Listen +6, Move Silently +8, Open Lock +6, Perform +0, Profession (soldier) +1, Search +7, Sense Motive +6, Sleight of Hand +1, Spot +11, Swim +5, Tumble +11, Use Magic Device +5, Use Rope +6 Feats: Claw Training, Dodge, Improved Bull Rush, Mobility, Spring Attack, Two-Weapon Defence, Two-Weapon Fighting Description: The man was big, bearish...his dangerous glide... Snake indeed, the man’s a killer, a soldier who’s reached the next level in the art of murder.'(GotM, UK Trade, p.59) Bridgeburner (Ex): Forged and tempered in the wastes of the holy desert Raraku, the group of soldiers who would become known as the Bridgeburners are a force infamous throughout the Malazan Empire and many other places besides. Being a member of this legendary group gives Kalam a +2 bonus on all intimidate and diplomacy checks against other members of the Malazan Army or those who have fought against them. In addition a member of the Bridgeburners gains a +2 bonus on all Fortitude saves against the negative effects of hot weather and forced marches. Death Attack (Ex): If Kalam studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Kalam's choice). While studying the victim, Kalam can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the Kalam as an enemy. If the victim of such an attack fails a Fortitude save (DC 22) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Kalam has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if Kalam does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack Evasion (Ex): Kalam can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Kalam is wearing light armor or no armor. Kalam does not gain the benefit of evasion if he is considered helpless. Improved Uncanny Dodge: Kalam cannot be flanked.This defense denies another rogue the ability to sneak attack Kalam by flanking her, unless the attacker has at least four more rogue levels than Kalam does. Hide In Plain Sight (Ex): Kalam can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Kalam can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. Poison Use (Ex): Kalam is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a weapon. However it against his own personal morals and the rules of the Claw to use poison. Sneak Attack (Ex): If Kalam can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. This attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is +7d6 damage. Should Kalam score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Kalam can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Trapfinding (Ex): Kalam can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.Kalam can also use the Disable Device skill to disarm magic traps. if he beats a trap’s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it without disarming it. Trap Sense (Ex): Kalam has an intuitive sense that warns him when he is about to be caught in a trap. He gains a +1 bonus to Reflex saves to avoid traps. New Feat: Claw Training: You have trained with the Malazan assassin organization known as The Claw. You gain Autohypnosis as a class skill and gain a number of new uses for it. In addition you gain a +2 bonus to all Autohypnosis and Move Silently checks. Pass Unseen DC 18: You can lower your body temperature and still your movements to the degree that you can fool magic designed to detect a living person. This negates being detected by any magic based on darkvision or requiring a living person to trip it. Close The Wounds DC 20: You have gained a superior control over your bodies circulatory system and can staunch the bleeding of even the most grievous wounds. You gain temporary hit points for the amount your check exceeds 20. These temporary hit points last until the end of the encounter at which point you take double the amount of damage you gained as hit points. New Material: Otatoral: This magic deadening ore is sometimes made into weapons for high ranking Malazan officials like Laseen’s Adjuncts. It projects an antimagic field within a 30ft. radius. This is capable of suppressing all warrens and effects. The only warrens known to be able to resist this effect are Elder Warrens and Holds. |
| tantric07-22-07, 12:21 PM | uh, how are you planning on doing the warrens, which are totally different from DnD magic? |
| Scalamander07-22-07, 04:08 PM | With skill and panache. |